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    Is it possible to mod in fleeing into random encounters?

    Since random encounters (=looted guns) are what break Fallout(2)'s economics, I'm wondering whether it would be possible to make them a little less rewarding. So is it possible and how much effort would it take to add in scripts or something that would make slavers/thugs/mobsters/whatever run...
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    NPC companion stats/skills spreadsheet? [F2]

    I remember once browsing these forums stumbling upon an excel spreadsheet that had skills&stats for all possible NPC companions of all levels, but I seem to have misplaced it. My search-fu is weak and I couldn't find it, anyone have it?
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    Is modding combat possible this way?

    I had an idea. Imagine a guy with a knife attacking a guy with a gun. If and after the knife guy manages to close in on the gun guy, he isn't going to stand there and get shot but will fight to keep the gun from pointing at himself. Give characters using guns a to-hit penalty when standing next...
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