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    Fallout 1 mod Fallout Fixt - next release will be some time in Jan 2020

    I noticed when checking out the item PRO files that Molotov cocktails are set to use Fire damage. I tried it in-game and noticed it has no animation when exploding. I remember something like this happening to me before and had accepted the compromise of Plasma damage. While this makes the...
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    Fallout 1 mod Fallout Fixt - next release will be some time in Jan 2020

    I'll try updating my version of DirectX, just in case. I haven't fetched any updates for it beyond what Windows Update gave me. EDIT : I got the DirectX web setup thinghy. It installed some new files but the only hint I had of updated files was exploring DXDiag, which showed me files that...
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    Fallout 1 mod Fallout Fixt - next release will be some time in Jan 2020

    For what it's worth, I'm using Windows XP with Service Pack 3. Are there any pre-requisites anyone knows of to run the new F1Res?
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    Fallout 1 mod Fallout Fixt - next release will be some time in Jan 2020

    One thing I've noticed with the new patch is that F1Res no longer works. 5.2's F1Res worked like a charm but I can't seem to get anything going in the new 5.3... I added this and a few other entries in the Bug Reports Wiki. One is about that yellow man merchant. His dialogue falls apart...
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    Fallout 1 mod Fallout Fixt - next release will be some time in Jan 2020

    Of course it's in the name of efficiency :P But I guess I can hook you up with a sample :)
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    Fallout 1 mod Fallout Fixt - next release will be some time in Jan 2020

    How so? In my personal experience, it actually works out pretty well. The weapons with AP alternate ammo don't have anywhere near the same damage as the .223 Pistol, which currently has Weapon Penetration. The 10mm Pistol? 5-12 is hardly game-breaking. The 14mm? 12-22 just like the...
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    Fallout 1 mod Fallout Fixt - next release will be some time in Jan 2020

    You know how alternate ammo for guns like AP and FMJ don't work? What if we instead gave those abilities as weapon perks? For example, the 10mm Pistol, SMG, Assault Rifle, 14mm Pistol and Minigun could have Weapon Penetrate since their alternate ammo is AP. Then the Desert Eagle, Hunting...
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    Fallout 1 mod Fallout Fixt - next release will be some time in Jan 2020

    No, I'm using files I modified from the vanilla game using F2wedit
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    Fallout 1 mod Fallout Fixt - next release will be some time in Jan 2020

    Question. If I want to use my own PRO files for weapon stats, will it work? As far as I can tell, the item PRO files that come with the mod have the same file size as those I manually extract from the DAT file. However, I just want to be sure before I inadvertently ruin some cosmic...
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    Changing skill-dependent starting items

    I'm not imagining the electric motor. That's exactly how the minigun in Predator worked behind the scenes. It was hooked-up to a couple of car batteries. Since it operates on batteries, it'll most likely have electrical circuitry comparable to those in a laser or plasma weapon. Speaking of...
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    Changing skill-dependent starting items

    That one suggestion about axing energy weapons may not be perfect but it inspired me something that's one step closer. Instead, we axe Big Guns and move the weapons into Energy Weapons. Obviously, those weapons don't shoot lasers but unlike normal firearms, their firing cycles are generally...
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    NPCs stuck using worse weapons

    Personally, I only let them have one weapon, ever. The AI isn't good at juggling weapons choices so there's no real choice beyond giving them one weapon only. The AI script would need a check of some sort so they switch back to an assigned weapon whenever it's the character's turn. It would...
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    New tools for Fallout 1/2

    So now I can finally mod FO1 files with F2Wedit without using a workaround? Sweet. Although I noticed that when I fetched the update by using the auto-updater, the patch version is newer than what's advertised in this topic. Even newer than the Weapon Perk bug fix. Any changes of importance?
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    Fallout 1 Light Weapon Tweaks

    This is a package of .PRO files for Fallout 1 which mostly change the weapon perks for the different projectile weapons. The goal is to improve the variety among the weapon selection. In short : -5mm and 14mm weapons have increased penetration. I figure military-style cartridges would...
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    Underpowered Fire Weapons

    Do you have evidence that it loses the splash damage? On my side, I set it to Plasma damage using F2wedit and throwing a molotov at point blank hurt me as well as the enemy. This works in both Fallout 1 and 2.
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    Underpowered Fire Weapons

    Once, I tried giving Fire type to Molotovs. Sadly, only the Flamer supports Fire damage so the Molotov would glitch into oblivion. So until we can hack a blast animation for Fire damage into the game code, making Molotovs use Plasma damage is the next best thing I know of.
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    Underpowered Fire Weapons

    Sorry if this thread is too old but I have a suggestion for Molotovs. What about plasma damage? It has an animation for exploding and it's a heat-based element(?).
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    New tools for Fallout 1/2

    Will you ever make F2wedit compatible with Fallout 1? The .pro files are interchangeable between F1 and F2 so it shouldn't be too problematic. For now, I just copy the edited files from my Fallout 2 folder to Fallout 1. However, your editor conflicts with the FALCHE save game editor so I had...
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    Fallout 2 mod Fallout 2: Weapons Redone v2.3

    i'd like to try version 2.2 but the download link says the file isn't available. is there an alternate link or are we doomed? edit : not sure how or why but it works now.
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    Fallout 2 mod Fallout 2: Weapons Redone v2.3

    the problem is that in real life, magnums ammunition is meant to be a kind of universal sports cartridge for pistols and rifles. its ballistic performance will stand between pistol calibers and rifle calibers. it's not the ultimate weapon, however.
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