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    Modifying weapons

    Yes, that's exactly so.
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    Editing hand to hand damage values for the hero?

    As far as I know you can edit the proto the mapper uses (I'm talking about the playing character). As far as that proto is concerned in game I think the only way is to make a PC and then hack the file with a hex editor. If you want to change the ruleset, then ask Lich. He should know something...
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    Modifying weapons

    You could tinker with the regular 0.45 in the same manner. Just like the 10mm I mean. To actually get rid of it you should edit the 0.45 weapons to use another bullet. The random encounter critter would automatically use the new version. Critters manually placed should too. (make a test in...
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    Modifying weapons

    Hi there. 1) Probably the easiest way would be to rename the 10mm cartridge (and edit all the text references), give it the .45 .frm and pretend it *is* a .45. As far as I know you can't merge protos. Nothing prevents you from actually edit weapons protos and/or add a .45 caliber of your...
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    Editing hand to hand damage values for the hero?

    Hi there. Yep, you'll have to edit critter protos - Just edit the melee damage (which probably affects melee weapons too) and/or critters strength. See you.
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    Modifying weapons

    Hi there. 1) Download the latest version of Frame Animator (It's here in the files section). 2) Turn your image in either .bmp or .gif or .png (these are the formats supported by Frame A.). 3) Make a .frm. The item background must be blue, this way it will be clear in game (pure blue, i.e...
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    New critter -Trouble with kl animation (flamer shot)*Solved*

    Hi there. I found the scripts for the regular geckos, not the fire one. I'm still looking into the trouble... Probably a matter of misnamed .FRMs. I'll let you know as soon as possible. (Yes, I made all the animations). See you. EDIT (A few hours later) Apparently the engine didn't like my...
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    Thieves' Guild + Modoc Rebuild

    Gahhhh. Bad phrasing again. I simply needed temporary allies who could follow you across different maps.... I solved it in another way. I'm glad to hear your mod is practically done: keep up the good job :) Cheers!
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    Modifying weapons

    1) Make a new .FRM with the same name of the one you want to change and put it in the correct folder (for inventory pics: fallout2/data/art/inven). 2) Unzip the master.DAT and open the folder data/text/english/game. You'll find a pro_item.msg file. Open and edit it with wordpad. 3) Once you...
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    New critter -Trouble with kl animation (flamer shot)*Solved*

    I have a ready new critter for the Fallout: BG&E tc. The creature is supposed to breathe fire, just like a fire gecko. I gave it the kl animation just like the fire gecko (which misses the big guns dodge animation - odd). The point is I can give my new critter both the gecko breath weapon and a...
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    Thieves' Guild + Modoc Rebuild

    Sorry, bad frasing there... I mean I never managed to make a party member script in order to have a critter follow you when changing maps. Tried hard and failed. See you.
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    Thieves' Guild + Modoc Rebuild

    That's actually simple: procedure map_enter_p_proc begin critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_TEAM_NUM,TEAM_PLAYER); end Teams can be switched via other procedures using simple variable blocks (in combat_p_proc, for example, have a look at mcjo.ssl /Jo in Modoc). Having a...
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    FO2 Graphics Upgrade Patch (FO2GUP)

    Hi there folks. An update about .FRMs refreshing: I'm tinkering with new critters for Fallout:BG&E and I discovered that critters sprites don't refresh. I edited an existing test proto (I changed the frm name), and when I opened the test map I found the old graphics in place. Then I placed on...
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    Thieves' Guild + Modoc Rebuild

    Hi Chris_Parks. I've been browsing through my scripts, your script and a bunch of original ones... And I must admit again I'm at a complete loss... I couldn't find any mistake in the code you posted. The only time I had a script which was working/not working with no apparent reason I relized I...
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    Thieves' Guild + Modoc Rebuild

    Now I'm at a loss... You should post a huger chunk of your code. Anyway, I never saw a whole bunch of scripts not working this way... Please state if you tested in game, if you're using a macro defined somewhere (a header, if there's a mistake then all the script involved don't work), if you're...
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    Thieves' Guild + Modoc Rebuild

    I can't see anything wrong in the import/ export thingie... Are you using the method used in the first desert encounter with Horrigan (ecbodygrd.ssl or something similar)? I'd check the variable blocks which trigger the dialogue. If the dialogue is self triggered (opposed to the PC starting it)...
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    FO2 Graphics Upgrade Patch (FO2GUP)

    Hi Killap. I made a quick test with a hunting rifle on the ground and a ground pic from the graphical update: the new image was properly desplayed the first time I ran the mapper and opened the test map. I must admit that when I read your post I didn't think the ground pic was going to be...
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    FO2 Graphics Upgrade Patch (FO2GUP)

    Hi MIB88. I saw your reply and made this test: Opened a non registered map I use for tests. Put an ice chest on the ground, and a hunting rifle in the chest. Saved the map and shut the mapper. Made a new rifle .frm with one of my models, and put it in the inventory art folder. Ran the...
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    FO2 Graphics Upgrade Patch (FO2GUP)

    For Continuum: Good job, mate! For MIB88: maybe what makes a difference is maps being read from cd/hd? Or maybe the .FRMs? Or... I don't have a patch000 folder, I have a data one... Maybe the game considers it as an "official" installation, not a patch... Not that I want to make things...
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    FO2 Graphics Upgrade Patch (FO2GUP)

    Hi MIB88. The upgrade patch doesn't contain anything that I did yet, but I think I can say that both Wild_Qwerty and Continuum have nothing against you using the new graphics. About the ground items not showing properly: I made a piece of scenery I use to test new graphics... Size, colour...
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