Search results

  1. Q

    Fallout 2 mod Skipping the temple of trials

    Huh...I didnt realise that was what the startingmap entry was used for. Thanks. But that makes you miss out on all the xp/loot from the tmeple I believe. I remember there used to be a mod that would give you all the xp/loot in the temple and allow you to skip it...i will check the fallout...
  2. Q

    Fallout 2 mod EcCo Gameplay Overhaul (new version for RPU)

    Im trying this mod out. I like some of the changes, but the weapon balance seems pretty bad. JHP seems meh. You get roughly 33% more damage in exchange for a to hit penalty. I dont understand the rationale for this...an extra 10 points in guns is enough to compensate for the to hit penalty. AP...
  3. Q

    Fallout 2 mod Removing the holster/open/unholster animation

    Yea RP uses an outdated version. I updated the .dll just in case and added the lines to the .ini, it works now, thanks.
  4. Q

    Nearly impossible to be evil?

    It seems very difficutl to be evil considering that almost every hostile human encounter gives you karma simply for defending yourself from robbers, highwaymen, etc. Pretty much all quests give you tons of karma as well for choosing the best choices. I mean yea, you can be a dick and blow up...
  5. Q

    FO2 restoration project seems to have some old bugs that arent fixed...

    Regardless of perception, chance to hit seems to get higher as you get closer. With 65% small guns, i can get a hit chance of about 80% on geckos if they are adjacent (8 PE). That explains why even in advanced power armor, most NPCs simply run to get closer to you before shooting. Ive literally...
  6. Q

    Fallout 2 mod Removing the holster/open/unholster animation

    I had a gun + grenade in my item slots but it was still annoying having to constantly switch to the grenade everytime i wanted to open something. I dont see a "instantweaponequip" in my ddraw.ini file (RP version). Is that normal? Should I just add that line?
  7. Q

    Fallout 2 mod Removing the holster/open/unholster animation

    If the player has a weapon, everytime they want to open a door or container, they have to holster their weapon, do the hand fiddling animation then unholster it. This gets really old quickly. Is there a way to mod the game so that the player doesnt need to do the animation and the door/container...
  8. Q

    Working download link for mapper2.exe?

    Thanks, i can open the .ssl files with a text editor just fine, but i dont know which ones im supposed to open to adjut the merchant restocking scripts. For example, im trying to edit balthas's merchant inventory so that he actually restocks the leather armor mk2, but i dont see anything in his...
  9. Q

    Working download link for mapper2.exe?

    Thanks, that works. How do i edit scripts via the mapper though?
  10. Q

    How does creature damage scale if they level with the player?

    OK found it. They get their base damage listed in the GECK, +1 per level. Minimum level of the creature doesnt matter. So if you have a level 30 creature with 50 base damage, at level 30, it does 50+30 = 80 damage.
  11. Q

    FO2 restoration project seems to have some old bugs that arent fixed...

    I was wearing T-51b armor when i snuck onto the vertibird. The soldiers then went "holy shit! we got some mutie stowaways here!" then i had the choice to either go out guns blazing or surrender. When i surrendered, i was teleported to the base commander, had all my weapons, but he simply said...
  12. Q

    Fallout 2 mod How do you mod perks?

    Thanks, i do have the mapper program, but i had no idea i was supposed to look at the script library there. Ive got the perk numbers now, but im still confused about how to edit them. For example lets say i want to merge scout, ranger and explorer all into one perk. I have no idea how to do...
  13. Q

    Fallout 2 plot holes?

    The biggest plot hole i can think of is the Navarro infiltration. The enclave thinks all non "pure" humans are mutants...theres no way they would accept "recruits" from what they consider mutant wastelanders. Yet, you can show up to the gas station with a suspicious car and claim to have hired...
  14. Q

    Fallout 2 mod Fallout 2 Restoration Project 2.3.3 (Unofficial Expansion)

    I think the general concept is fine but i think he shows up too early and is too powerful at the early levels. If the player is alone (such as when leaving arroyo), kaga + 2 outcasts is too difficult for the player to handle alone. About the Fo2 tweaks mod, i noticed a problem with the...
  15. Q

    Fallout 2 mod Skipping the temple of trials

    What happened to the mod that lets you skip the temple of trials? Its not in the download section anymore....actually, what happened to the download section? Most of the old files are gone?
  16. Q

    FO2 restoration project seems to have some old bugs that arent fixed...

    Okay i deleted the vault 15 records from my save, darion still runs away after installing the vault 15 fix. I think the problem is that he doesnt have big gun animations so cant use his flamer in the first place. Darion save : https://www.mediafire.com/?ko4u4llycuxeec1 Abbey bug : If you kill...
  17. Q

    Fallout 2 mod How do you mod perks?

    Thanks, im looking at perks.ini now but im confused. How do i get all the necessary data like which perk corresponds to which number?
  18. Q

    Burst weapons too powerful

    Well Sulik is designed as a melee character after all. Player bursts tend not to be as effective except vs melee enemies IMHO. Its rare that you can hit more than 2 enemies due to placement. Also companions tend to block your burst shots. I think it would be better if all burst shots hit in a...
  19. Q

    Fallout 2 mod How do you mod perks?

    Where should I get that? I have the restoration project and sfall readme seems to suggest that the RP includes sfall, but i dont seem to have a perks.ini in my installation folder...
  20. Q

    FO2 restoration project seems to have some old bugs that arent fixed...

    I can post the bugs in the thread/wiki, but is anyone still working on the restoration project? I got the impression that all work on it stopped in 2014. According to Cubik's critter editor, Darion is number 166 (although he's named "Rondo" in it for some reason) and he does have big guns...
Back
Top