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  1. K

    Fallout MUD

    ROFLMAO I suggest having maps of the local area around towns as well. It doesn't need to have a fixed radius, as larger towns would know about more of their surroundings (e.g., VC has regular patrols, while the residents of Modoc rarely travel farther than the nearby farms). A town might know...
  2. K

    Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

    Comments on a couple of reported bugs on the wikia page: Death by chems might not be setting variables properly. This could be a problem that affects other characters, though I didn't see any reports of it. Since printf is being called, using "%%" will produce the intended output. There are...
  3. K

    Throwing, the most hated weapon skill?

    I've been playing an unarmed/throwing character. Grenades make a nice addition for dealing with groups of enemies, and don't interfere with HtH Evade, but they don't do enough damage to be practical as a primary weapon later in the game. Being able to throw pulse grenades accurately is useful...
  4. K

    'ghost mode' fixer

    Every so often, the 'ghost mode' bug strikes, where the player is drawn under objects and scenery and cannot be seen by other critters. A while back I posted instructions on how to fix it with a hex editor, but that is potentially dangerous, slow, and not everyone is accustomed to such editing...
  5. K

    Engine reversing/exploration

    No, it works just fine. I think Per's objection is that instantly knocking out everything you hit isn't really how the game is supposed to play. A bit like how you win boxing matches in Jinxed games by waiting for the opponent to have a critical failure.
  6. K

    Engine reversing/exploration

    Unfortunately, it doesn't change the damage type, so it has the same effect as the Bloody Mess trait. Might be good for making a weapon seem especially violent (e.g., the .44 Magnum). Good point. That might be why there are two sets of boxing glove items (IDs 292, 293 and 496, 497).
  7. K

    Engine reversing/exploration

    Enhanced knockout + Slayer would make an interesting combination. Maybe good for a semi-pacifist game, so you can incapacitate people without killing them. I seem to recall something about it and the plated gloves as well, but couldn't find a source for it – there's nothing in the Fallout...
  8. K

    Engine reversing/exploration

    Working my way through the code, I've found some information about how the special weapon perks work. Most of the functions are complicated, due to the number of factors involved, so I haven't figured out the details yet, but I can definitively say where they are used. Weapon Long Range...
  9. K

    Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

    Look here to see how interconnected the game resources are: http://falloutmods.wikia.com/wiki/Objects_in_Fallout_2. Most are referred to by a numerical index, rather than name, so it's easy for one mod to clobber another mod's filles.
  10. K

    Critical Failures Tables - Fallout2.exe

    You're welcome. I must say, I'm in awe of your hacking ability.
  11. K

    Critical Failures Tables - Fallout2.exe

    These unarmed attacks are always armor-piercing. Mentioning the armor-bypassing effect was probably confusing; that comes from critical hits, and there is no connection between them.
  12. K

    Critical Failures Tables - Fallout2.exe

    I did some in-game testing, and it looks like the armor-piercing unarmed attacks ignore the target's damage threshold (DT), whereas armor-bypassing criticals ignore damage resistance. With the critical chance bonus from these attacks, it's not hard to get both at once.
  13. K

    Critical Failures Tables - Fallout2.exe

    Nice work. The unarmed attacks might be tricky; I don't immediately see where it even decides which attack you use. I'll play around with a bit and see what I can find out. The hitting dead bodies is its own bug, I think. I don't understand this section very much yet – there are complicated...
  14. K

    Fallout rare entries contest (Rnd 3, page 4, deadline 0621)

    Ouch. I suppose it serves me right for just looking at data files and not confirming things in-game. The strictness of definitions (e.g. 'location') makes me suspect you're secretly a lawyer. I'm surprised that a few answers weren't given: Jo works for question 2, and Razlo mentions north...
  15. K

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    I think the simplest way to do this is to change the number it tests for to something high enough (a million or so) that it will never be used. That way there's no need to change the jump instruction, or even figure out which way it branches.
  16. K

    Fallout 2 mod Unofficial Fo2 patch thread - problems, reports, suggestions

    If patching fallout2.exe or adding this to Sfall is considered less work, yes.
  17. K

    Fallout 2 mod Unofficial Fo2 patch thread - problems, reports, suggestions

    I figured out what the problem with the shiv is. The proto itself looks fine, it has the right object type and all. I tried moving the knife to the shiv's ID number, and it does the same thing! The player appears to be wielding it, but it can't be used and the damage/range don't show up in the...
  18. K

    Balancing Gameplay?

    Alternatively, people could be able to give directions to other locations, but not point them out on a map. For example, saying that Redding is about a week to the southeast of the Den, or that to go from VC to New Reno, you should travel south for 10 days, then southwest for another 5 days...
  19. K

    Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

    Magnus' Weapons Redone mod swaps the sawed-off shotgun and CAWS. Did you install or enable it?
  20. K

    The Spear...

    While it definitely should have been drawn better, more three-dimensionally, it makes no sense as a polearm. The 'hook' is too far back; you'd have the spearhead halfway through someone before it can catch anything. Even if you miss with the point, you can use the jagged back edge. Also, a metal...
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