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  1. Continuum

    Changing a critters appearance - how? I have the graphics.

    IIRC it tells the engine what "burn" anim to use, or something... But I don't remember exactly... try to search modding forum... Here: http://www.nma-fallout.com/showthread.php?199463
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    Changing a critters appearance - how? I have the graphics.

    First add new FRMs to ROOT\DATA\ART\CRITTERS\CRITTERS.LST, i.e.: NABRWN,11 NMDOCC,11 MADEGG,58 // default list ends here RESERV,11 // new shit starts from here (RESERV to keep the list order if we want add something later on, before what we added after it) RESERV,11 RESERV,11 NMBMAX,11...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    I'm glad to see "blind NPCs" shit bug finally fixed. I'd perform all sorts of tests (I have many instances where this problem occurs), but can't due to lack of compatibility with Fallout.
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    Help: Crippled leg problem (Fallout Fixt 6.7.3)

    As I already wrote it's Fallout 2 exclusive feature - tried it but it crippled me instead of heal...
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    Help: Crippled leg problem (Fallout Fixt 6.7.3)

    No. But to be sure I crippled, and damaged myself, and went to Morbid. critter_heal function that doctors are using in Fallout, only restores hit points - it does exactly what scripts' commands/functions/whatever documentation says. There's a workaround though: simply make doctors using item on...
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    Help: Crippled leg problem (Fallout Fixt 6.7.3)

    Well, as far as I can see in scripts (not FIXT), "doctors" can't heal crippled limbs - they only check cur/max hits, and radiation/poison. There's a: // Fallout 2: #define DAM_PERFORM_REVERSE 8388608 #define critter_uninjure(WHO, FLAGS) critter_injure(WHO, (FLAGS BWOR...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Could you include compile.exe in your unofficial compiles too, to make it run on old OS's? Thanks in advance. As for the Script Editor: does anyone know why it doesn't show on-mouse-over MSG's text in script window if there's a comment (or any other character, including space) after the...
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    Talking Heads

    Since THs subject is resurrected, I'll post ~1,5 year old image for future generations, or to spam the thread even moar (hi hi hi). Some day, you may see some shit I made in action... no, non above.
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    Talking Heads

    As for me goes: THs aren't on my things_to_do_in_my_stupid_life.txt. Spam. I've heard this new forum has an option to delete whole thread you have started, or something... maybe it's time to check how it works? :ugly: 388x200 limit maybe?
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Are there any chances to override proto's barter "NO" via script? In other words "Barter" button isn't press-able but player may trigger it via dialogue. One of "barter" functions does the trick (don't remember which one), but barter screen is overlapped by player's options window thus it's not...
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    Fallout 1 mod FO1 to FO2 conversion, for real

    I don't get it... why do you want to set to read-only something that will be packed into dat? And if you want to set stuff to read-only, why do you want to pack it into dat? :confused: How about: - master.dat with core stuff (i.e. everything needed to run the port without any extra features)...
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    Ms Punk Girl, a new playable character.

    Yeah, that's superb. Guys, could you please keep skin tone consistent? For instance, in Leather Armour set it's once darker, other time brighter. At least make it looking the same per armour/clothing/whatever.
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    Fallout 1 mod Fallout Fixt - next release will be some time in Jan 2020

    It's up to you, really. Personally I much prefer single, longer Reply from NPC, "naturally" integrated into the dialogue than this. Anyway, are there any chances to preserve script based random encounters? Unless Fallout 2's txt is flexible as scripts are...
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    Fallout 1 mod Fallout Fixt - next release will be some time in Jan 2020

    It's useless, poorly implemented feature - it's good that it's gone in Fallout 2. Besides, dialogue window will look like shit when you'll add tell-me-abouts to it. Also, tell-me-about without typing what would like to know isn't tell-me-about "feature" anymore. Sometimes it's better to not...
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    Hi-Res Patches for Fallout1&2 & the BIS Mapper

    First post on this new (and shitty) forum :? Mash, can you fix broken LoS for NPCs? Thanks in advance. -------------------------EDIT Any chances for: ; set to 1 to reduce CPU usage and heat generation by allowing the system to go idle. CPU_USAGE_FIX=1 hotfix for Mapper? This...
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    Megamod feedback - I'm mortified at the sexism

    I'm doing everything with Timeslip's editor (decompiling/editing/compiling/whatever). Never had any problems with it. But I've been working with original Fallout scripts + TeamX patches + I decompiled few, original Fallout 2 scripts... Maybe Timeslip's editor can't decompile scripts compiled...
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    Megamod feedback - I'm mortified at the sexism

    As I said it's defined, defined in my headers, thus compiler doesn't recognize what is this. Shit-numbers is a term I'm using for decompiled scripts. Compiler turns ALL defines (names for variables, for example) into tell-nothing numbers. So... to know what's the name of global variable you...
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    Megamod feedback - I'm mortified at the sexism

    This: procedure talk_p_proc this controls the dialogue itself: procedure Node001 begin Reply(111); NOption(4, 113, Node003); NOption(5, 114, Node010); NOption(4, 115, Node998); end in the end whole thing looks like this: procedure talk_p_proc begin dialogue_start(-1...
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    Scripting question(s)

    There are commands: use_obj_on_obj use_obj but I don't see something like: use_skill_on_obj there's only: using_skill which checks active skill :roll: How to make few-pixel-puppets using skills on object? I need it for use_skill_on_p_proc in object's script. Thanks in advance.
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    It's probably(?) related to my map hack. I have no idea what script in used there as map script (it can be even critter's script! :D). The thing is: LAGUNRUN.MAP is a Fallout map, which means ALL scripts are assigned from its scripts.lst, not Fallout 2's. But the point was only to show, and test...
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