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  1. Ardent

    Fallout 1 mod FO1 to FO2 conversion, for real

    I would even venture to say that many 8-)
  2. Ardent

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Thanks, Lexx. I'll check it out. If it really works that way, then I guess I can live with it. But I remember I did some misc_item type thing which also had a scripted effect, and it didn't work that way for me, even though I disabled the "Use" option and only enabled "Use On". I ended up...
  3. Ardent

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    I have two requests for sfall: 1) Can the prompt whether you want to continue the game after the slideshow be disabled? Looking at our designs, it seems post-game-end play should be disabled in MR. We can do that by simply killing the PC after the slideshow, or trapping him/her on a map...
  4. Ardent

    Fallout 1 mod FO1 to FO2 conversion, for real

    This can be fixed by tweaking the options in city.txt in data/data. entrance_0=On,340,300,Den Business 1,0,19052,3 entrance_1=Off,220,300,Den Business 1,1,19862,3 entrance_2=Off,280,330,Den Business 2,-1,-1,0 As you can see, each entrance is marked with an "On" or "Off" tag. Just edit...
  5. Ardent

    Changing skill-dependent starting items

    Coming back to the original subject, we had a discussion about this at MR, because we too have one place where you get equipment dependent on your tagged skills. The difference is that the script chooses randomly between your tagged skills and gives you items based on one skill only. Some...
  6. Ardent

    Fallout 1 mod FO1 to FO2 conversion, for real

    @Sduibek - We restored the Night Person trait for Mutants Rising. It's a conjunction of a sfall .ini file and some code in the player's script. I could pass you the code to spare you the hassle of doing it from scratch, unless you're planning on hacking the .exe file and digging out the...
  7. Ardent

    Replacing the Reaction code (Work-In-Progress, Fallout 1)

    TH = Talking Head. I said it's not feasible, because you can't record new dialogue, in case you decide to add extra lines for karma-related reactions. I've been modding Fallout 2 since early 2009 and haven't played the original campaign since (waiting for the new RP to do that - it should...
  8. Ardent

    Replacing the Reaction code (Work-In-Progress, Fallout 1)

    Re: Replacing the Reaction code (Work-In-Progress, Fallout I think before we jump on to discussing code, we should first consider whether it's even worth it to touch this code. Logically, the following options present themselves to you: 1) Full option -> script many extra dialogue...
  9. Ardent

    Colin McComb joins Wasteland 2's team

    To be honest, these are my least favorite locations in F2, along with Redding. But that doesn't mean the guy can't write, of course.
  10. Ardent

    Fallout 2 with megamod randomly crashes

    All I can tell you is that the Fallout engine is pretty quirky and that it sometimes causes random crashes. The more you mod, the more intricate the scripting, the more you change stuff, the more random crashes you get, no matter how hard you try to prevent them from happening. Megamod is an...
  11. Ardent

    Questions about modding Fallout

    It depends on how deep in modding you want to go. For scripting, I had no knowledge of C++ when I started modding. I just looked at the original scripts and copied the parts that interested me, until I started to understand it. I find scripting in Fallout (2) is easier than the regular...
  12. Ardent

    Making a Fallout Mod

    Start small. Detailed design is key. Less talk, more work. In other words: If you want to successfully lead a project like that, you must understand what Fallout modding involves. Complete one leg of your post-Master gameplay (the supermutant attack on the Vault sounds rather...
  13. Ardent

    Ardent's Fallout 2 Mod - Announcement

    Hi. I was going to send you a compiled script with the movies disabled in a few days (I currently have no access to the mod's files), but it seems you've handled yourself well enough. Nice work! :clap:
  14. Ardent

    Hi-Res Patches for Fallout1&2 & the BIS Mapper

    Very excited about the new features! Keep up the excellent work, Mash!
  15. Ardent

    What mod should I play?

    That's because Australia is in another time zone - obviously, you had much more time available. 8-)
  16. Ardent

    What mod should I play?

    You should definitely try the Restoration Project (RP) for Fallout 2. It adds all of the content that was originally intended for Fallout 2, but had to be cut due to time constraints. It also fixes over a 1000 bugs that were present in the vanilla release of Fallout 2. In order to download...
  17. Ardent

    [Fallout 1] Critter_Action vs critter_p_proc in scripts

    Re: Found something funny in Gizmo's scripting Indeed, sounds legit, but on the technical level, this may be caused by the fact that Gizmo has only one direction, or to be more precise - on each of the six usual critter directions, he's got the same art displayed. Maybe the developers didn't...
  18. Ardent

    Fallout 1 Changing MC Sprite

    It only has gun and knife animations, so no, it won't do. Basically, the ones that will are the sprites of the armors that the player can wear (Vault suit w/ 13, Leather jacket, leather armor, metal armor, combat armor, power armor, advanced power armor and purple robes). You can rip the hero...
  19. Ardent

    Underrail indie RPG Gameplay Footage

    Looking good. I especially like the interactions with the environment (cameras, vent ducts) and the fog of war/limited visibility. I'll be very much interested in checking out the demo and buying this game when it's out. If it ends up on Kickstarter, I'll put in some cash too. :)
  20. Ardent

    Fallout 1 Changing MC Sprite

    Install sfall, open ddraw.ini, find the following lines: ;To change the default and starting player models, uncomment the next four lines. ;The default models can also be changed ingame via script ;MaleStartModel=hmwarr ;MaleDefaultModel=hmjmps ;FemaleStartModel=hfprim...
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