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

    No kiddin? XD (Don't tell anyone I've been playtesting it up and down for a month ; ) As for the SAD and immersion, that was mine, but there was a bigger immersion breaker that needed to be solved and SAD was too much free loot city for a decade. As phobos said - salvatores are feared in New...
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    A review of the RP game progression experience and small tweak suggestions

    Ty, so relieved someone tested and liked it ^^ I tried to go along with the core "Vic is a useless mechanic" running gag that pays off when he turns into an incredible shot later on, and I wanted it to come off as a moment of utter panic on part of the CO, like "life flashing before my eyes"...
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    2 silly questions

    The door is between the guards, one of those stupidly placed ones where you're clicking on empty air when you see a "hand". Gauss rifle is small guns, and you can't get it anywhere easily, because it kind of has 0 downsides. Well, techincally, buying it is pretty easy, by the time you find a...
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    Fallout 2 Tips?

    ^ Yep. It's in the vanilla game, but a bit unintuitive, since you have to drop the meat on the grund from the inventory, and it only works in combat (the baiting, not the dropping). I did some playtesting for phbos' mod traps, and we made it work even smoother. You drop the meat on the ground...
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    Fallout 2 Tips?

    ^ Oh yeah, high melle or unarmed + 10 endurance + doctor = teh brokenzz. The ratio of resurces invested to resources gained per fight is silly. It's quite boring, though, since you never realy need anything you can find (no ammo to deal damage, you heal a lot of what you recieve, etc). Well, my...
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    Is it wrong to compare Fallout 1+2 with 3 in terms of story?

    ^ Yep. That's the kinda thing. Engine plays a lot in how and why those games work or don't work, and what each can get away with. And how easy/difficult is to make it not break immersion. It's pretty much a huge part of general art direction, as the isometric engine makes for a more symbolic...
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    Fixing the walls in Mordino Casino - mapper questions

    Ty, this has occured to me, and in the case of raiders it could be the answer because the mercenary captain and regular mercenary scripts seem different. That whole "quest" is strange because I'm not even sure it shows up in the pipboy and has many variables attached. But it still doesn't...
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    Fixing the walls in Mordino Casino - mapper questions

    All right, looks like I'm the designated guy in charge of patching up walls around here. I got another nasty bit of work that's apparently been affecting another fight - Mariposa! The two purpled out wall blockers are supposed to be shoot through, but for some reason someone set their flags...
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    Fallout 2 RP 2.3.3 - Orphenage Quest

    Ummm, that quest is more than optional, IMO, in the pure "life is a pain unless you do it". I ussualy do it first thing I come to the den then go to Umbra Tribe for a while untill the kids bugger off. Are you playing a translation into another language maybe? Could you do the following -...
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    Is it wrong to compare Fallout 1+2 with 3 in terms of story?

    I wouldn't agree with either of you. From what I've seen the average player played Fallout 2 in the exact same way they played Fallout 3 - roam around aimlesly through a samey wasteland picking up tons of useless carp and shooting stuff. More modding and discussion words have been put in about...
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    Bugs in original fallout2 scripts (1.02d)

    Well, a big load of them have been fixed in it...
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    Fallout 2 RP 2.3.3 - Orphenage Quest

    When I had something like that, it's ussually that a line in the dialogue is too long, or missing a } at the end. I have no idea how come you're getting it, though. However, ther "lenght" which the game considers too long seems to be different for different versions (or systems, or something)...
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    Fallout 2 RP 2.3.3 - Orphenage Quest

    Does this happen when you initiate dialogue?
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    Critical Failures Tables - Fallout2.exe

    Wait, what exactly is it supposed to do? C - chosen one T - targets II - gun ___T1 T2____T3 ___T4 ___II ___C Who is the primary target, and who is supposed to be hit for what percentage? Is the primary target who you select or whoever is closest to the...
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    Critical Failures Tables - Fallout2.exe

    ^ Eh, experiment all you want, but whoever wanted it had no idea what he was asking for.
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    Critical Failures Tables - Fallout2.exe

    Meh, you'll be happy untill the first time you see it in practice. -.- I'm the last guy to hold "original design" in high regard when it comes to Fallout 2 for nebulous reasons, but this thing I'm pretty certain about WHY it's a bad idea and why it is like it is. You apply a burst mechanic...
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    Critical Failures Tables - Fallout2.exe

    You guys don't know what you're doing. Whatever you do, make it optional, I see someone fiddling with burst* I ussually drop the mod immediately. That was there for a very good reason -.- Burst guys aim for the chosen one, everyone does, and they're deadly enough as it is. You make it count...
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    Critical Failures Tables - Fallout2.exe

    Hmmm, I don't think it was supposed to work like that, I think it was supposed to work like it does most of the time (when you have a weapon with a semi-sensible sized magazine): the bullets were ment to hit the closest target and not miss much due to 95%, and make that target a meatshield for...
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    Bugs in original fallout2 scripts (1.02d)

    When you complete the quest in which way?
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    Critical Failures Tables - Fallout2.exe

    I'm not sure I understand the problem on the user end - yes burst is highly uneconomical, but it's also AoE. Once you can effectively burst stuff in a zone, you've "beaten" that zone. Once you can survive enemy burst, you're kinda safe from enemies. Minigun (the basic one) is highly overpowered...
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