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I noticed some mention of memory concerns - just wondering if an app like this could help - Large Address Aware | TechPowerUp Forums
@Cyrus I have retired from modding but still creep the forum every now and again - I like some of your ideas - but what most people over look when...
Maybe something here will help - http://www.nma-fallout.com/threads/f2-damage-calculation-change-a-fix-v3-by-my-count.200361/ NovaRain also knows...
Hello again Jim I've been following for a while but staying quite because I wanted to see all this evolve a bit before chiming in. :) The hex THC...
@killap Take a look -...
@lujo NovaRain just reminded me that "bypass armor" effect in the code works as DR/5 and DT/5, so with that then armor is never bypassed entirely....
@lujo Let me start off by saying we see things very differently when it comes to the game; you appear to take things at a high level view, making...
@phobos2077 and lujo If you are using the YAAM damage formula then you must have modified ammo (from what I remember). If you are using the...
@lujo I seem to remember people discussing the concept of assigned "teams" in regards to critters/npcs in their scripts ans such that if critters...
@phobos You may want to look at what Jim was trying to do...
@lujo You went deep again to identify things in the game that are going over most people's head given most are too focused on the player...
@J_Fred My fix is not compatible with the Weapons Redone mod. The ammo values within the Weapons Redone mod are tuned for the original damage...
@lujo and @Phobos This is such a great example of modder team work!!! I had the same teamwork going with NovaRain on my mod/fix of the damage...
@Michi I believe Jim is on an extended modding break. :(
*bump* --- update?
Basic animations - first set - some weird right arm action going on. Sub-machinegun - first set - gun color in last position is odd just some...
@killap Any thoughts towards what was dicussed here:...
Updated the first post to reflect the latest update. :)
If you add a decision tree before skill amt is used, something like: if (skill amt)/60 < 1 then (skill amt)+91 else if (skill amt)/60 < 2 then...
Anything I don't mention below, I liked as is. :) In regards to what has been done to address the 1st problem; ST: adding a movement penalty...