I'm baffled by why this has happened twice now.
A few years ago, i made an edited version of vault 15 using killap's restoration project. All I did was change Darion to use a vanilla bounty hunter proto and change the gear of the critters a bit (such as giving them more p90s). It worked fine...
Did more testing, if i activate the alarm, save, load the save game, then turn the alarm off, it works correctly. All the klaxons will instantly turn themselves off with no issues.
If i activate the alarm, then turn it off, it bugs out. At this point, saving and loading the save game will cause...
This is the killap version (wsklaxon) :
procedure map_update_p_proc begin
variable Item;
if (global_var(GVAR_SIERRA_BASE_SECURITY) == SIERRA_SECURITY_ON) then begin
if (obj_pid(self_obj) == PID_NS_LIGHT) then begin...
Thanks, that would have been nice to know earlier. There really should be a better way of finding out about these things, it is not mentioned anywhere except via word of mouth that I can see.
Someone really should update the downloads section or the OP of this thread, because i can guarantee...
I thought the whole point of the high res patch was to allow the program to run in a higher res? Unless that does not work with the mapper for some reason...does it work for anyone else?
I was trying to compile sierra\wsklaxon.ssl and noticed that it wouldnt compile and kept complaining that it was expecting a top level statement in condition.h.
Even the vanilla version of the file will not compile. I even reinstalled all the scripts from the BIS mapper program in this order ...
Thanks, that was it. Confused as to why i cant get the mapper program to run in a higher resolution though, if i dont have "run in 640x480" in compatability tab checked, i get the "failed to initialize" error.
Im trying to follow the instructions here : https://www.nma-fallout.com/resources/bis-mapper.55/
But its not very clear.
First, i extracted the entire download into a folder. Am i supposed to run the installer inside the download? Or has it already been run, because I can see a BIS Mapper sub...
Sorry for the necro post, but did anyone end up releasing a further patch to fix the bugs discussed in this thread? Killap doesnt appear to have done so. I was re-reading this old thread and I got the impression that some of the people in it might have been fixing stuff, like Darek, but did they...
I noticed that some random encounters seem to have odd weapons for how early you encounter them. Not sure if this is a restoration project issue.
Off the top of my head, slavers from the den->vault city have a H&K CAWS. Rest of the encounter has normal low level weapons like spears, 10mm...
Well with glovz damage fix, im not sure how effective it is compared to vanilla. AP rounds seem more valuable, but i think armor protects a lot less in general? I dont really understand the explanation involved as to how the calculation is changed.
What ammo mod do you guys use?
Are you running it in sfall mode 6, which is borderless windowed? Borderless windowed is not the same as windowed.
if you are running it in mode 6, what settings do you use to achieve the standard aspect ratio?
The 2,500 joules figure doesnt strike me as making much sense to be honest. Imagine spending so much money on researching power armor that can be easily penetrated by 7.62mmx51, which is a common round.
In FO 2, the m60 using 7.62mmx51 on a per shot basis averages slightly more than 6 damage...
Okay i did a full reinstall and selected the "glovz damage fix + damage multiplier fix" option when installing the restoration project this time.
I noticed that using 10mm AP with the 10mm pistol was slightly more effective against metal armor at least.
But so far i am not noticing a...