Dravean
Where'd That 6th Toe Come From?
Hey, phobos. I'm interested in some aspects of your mod, particularly economy & combat rebalance, but not so much crafting and such. I'm wondering if your mod is modular, or if it's all or nothing.
Thanks, I'm away for a couple of days, but I will configure sfall as soon as I'm back home again. And yes, I'm using the sfall that came with the RP.phobos2077 said:Strange, doesn't repeat for me.. played a bit from your save, bartered with a few people. What might help is if you configure sfall debugging mode on your end, it will create file "debug.log" which sometimes contain some useful information when something goes wrong. You didn't update sfall by yourself, right? (using version from RP?)
I suck at design and graphics, so I can't help you out in that department. But I'd be more than willing to do some playtesting.phobos2077 said:For strategic plans to see the light one day, I really need some community help. There are already a couple of people willing to do testing, some design and writing, which is great, but I also need an artist for UI graphics
True, but Brainbot is the only somewhat useful NPC available, besides Vic, for an evil playthrough. Tying the mk II lockpicks to him, would make him slightly more worthwhile. That being said, the requirements are pretty steep. But mostly because having a high science skill just isn't neccessary. You can get it to 92% from books and that is enough for every science related skillcheck besides the Brainbot and some novelty thing on the Oil Rig.lujo said:getting the best brain for the brain bot takes a whooping 120 science (highest check in the game) which is needlessly restrictive IMO, as the bot can't wear armor and uses small guns which overlaps with CO, Vic, Miria and Cassidy, which means that if you get him very late you're not gonna use him, and it's really not worth it to boost science that high to get him when you first come to New Reno just to be able to get him (seeing that Cassidy is completely free and Miria is also kinda free-ish). I'd lower the brain requrements significantly, even 100% science for the best brain is likely a heavy investment regardless of anything. The other outcomes would have to be rescaled in that case, too.
Hey, phobos. I'm interested in some aspects of your mod, particularly economy & combat rebalance, but not so much crafting and such. I'm wondering if your mod is modular, or if it's all or nothing.
Hey, phobos. I'm interested in some aspects of your mod, particularly economy & combat rebalance, but not so much crafting and such. I'm wondering if your mod is modular, or if it's all or nothing.
I will see what can be done with AI in next versions. Someone also complained that NPCs don't use bursts often enough.Grenades are lobbed indiscriminately by opponents without regard for their allies.
Not without more engine hacking, I'm afraid (there is a one set of follower rules for each follower, regardless of his current "level")Can the combat options of the followers be improved by their level-ups?
Phobos, how easy was/is it to modify mr.fixit for new items? I mentioned the possibility of adding a few new weapons/ammo earlier, but I get the feeling that doesn't hold up to the spirit of your mod. However, I would like to modify mr. fixit to allow for a few more crafting options.
Is there a readme available, or was it mostly trial and error on your part?
[ITEM] # designates item section start
627 # item PID that will be created and added to inventory, with optional quantity specifier like :5
pcx/items/stew1.pcx # item icon PCX
69060 # icon size, this is calculated: icon_width*1000 + icon_height
CRFT_FOD # sfall gvar that must be non-zero for this item to show up in crafting menu
18000 # time to craft in ticks (1 second = 10 ticks)
NO # can item be disassembled YES/NO
1 # item category in crafting dialog
[TOOLS] # tools section
4|236 # each line can have several PIDs separated by | - it is like "OR" operator
[SKILLS] # skills
FIRST_AID+OUTDOORSMAN:75 # like tools above, each line in skills section is a MUST (eg, lines are divided by "AND" logical operator), each line allow for sum of 2 skills to be checked against minimal value
[COMPONENTS] #
535:1|536:1 # again, to craft you need to have at least something from each line. PIDs separated by | - are optional choice (like Fish or Scaly Fish)
71:1 # quantity specifier just like in item PID section
You can, but that will require you to maintain proper line indexes.I was thinking I could just alter your mod and use it as is, but with a new item or two.
Can I just alter the text0.msg file using a simple program like notepad? I'm sorry if this is a dumb question, but that would make this much more straightforward.