These are the default RP source scripts. All im doing is editing the items that a merchant stocks, so unless killap included those errors in his scripts, they shouldnt have them.
I dont see multiple define.hs in the merchant scripts. You dont get any of those macro errors with the RP source...
I dont see any trailing white spaces though...
Am i supposed to put the files in some sort of special folder arrangement?
This is what happens when i try to compile hioutbox.ssl :
http://i.imgur.com/dwrb2tC.jpg
This is when HITOUTBOX is in D:\Fallout 2\RP scripts and define.h is in both...
Other stuff that I noticed, probably from lack of development time :
-After assassinating big jesus, little jesus doesnt notice that his father is dead at all.
-Myron's guards dont notice or care that you are a mordino made man.
Thanks, it worked but the problem is lenny's dialogue is still saying he can use rifles/spears and he no longer uses first aid/doctor when the player tries to (like how vic helps with repair).
The .223 pistol thing isnt about money...its about getting access to one of the best pistols in the game at modoc. Its a progression issue, it becomes available too early. You also said that you wanted to make it unique, but its obviously not unique if you can farm multiple copies of it and have...
Well, yes, but the point of that line is to enable NPCs to spend extra AP on attacking other enemies, which they dont do in the base game.
The problem is that they also spend the extra AP on moving closer to enemies, which is usually a bad idea.
Does anyone know how to uninstall the lenny appearance mod? He can no longer run. Im not sure which files it is, i think it was installed as part of the RP accidentally.
In my opinion, bethsoft games are really all about modding and customization. Other than that, they are very meh.
i cant help but compare something like the dragon age series to stuff like oblivion/skyrim. They are both popular, they both have their own flaws, but they take very different...
Im starting to think that fast shot is simply too good to pass up. You cant do aimed shots with burst weapons anyway, and burst weapons are extremely powerful. The -1 ap makes a massive difference in the early game since you can fire two shots a turn with most weapons like the 10mm pistol...
I took the redding->new reno caravan. Bootleggers had super sledges, power fists and pancor jackhammers. I thinnk they were bootleggers at least, they were unarmored. Maybe some of your random encounter changes affected caravan encounters too?
Some of your random encounter changes have...
Okay, did some more testing. JHP does do slightly more than half of the base damage vs metal armor. The problem is one of progression...enemies with metal armor and up (stats wise) mainly show up late game. While 10mm AP would be better...the only people who would be using 10mm ap late game...
This seems to happen most often with certain encounters, like random radscorpion encounters.
You can kill a few radscorpions, but the rest will just ignore you and keep walking around. Your companions wont target the remainig scorpions either.
Anyone else noticed stuff like this?
Thanks, if im reading it correctly...
-There are 3 levels of light penalties...what level of light do you get if you have night vision?
-I dont see anything in the code that explains how much % one hex is worth, distance wise.
if (dist >= 0) { if (attacker_eye_damage) dist*=-12; else...
When I said it negates leather armor, i meant the 20% DR which is the biggest effect. Averaging 15 damage per shot, the hunting rifle drops to 13 damage per shot vs leather armor, which is the best the player will have when enemies with hunting rifles show up. Thats still a bit too high IMHO. DT...