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Discussion in 'Fallout General Modding' started by killap, Sep 18, 2010.
But i can't see no damn sectors..
One square on Worldmap is a sector.
Eat the Mentats, guy, and you it is necessary to drink coffee...
Thanks for the tip too
Although he has a point , this is the only time i heard word "sectors" in Fallout back when i was playing it and i was stunned too xD
pls, talk game relative stuff NOT in bug section, seriously....
Found a bug
Hmm i thought this was going to work...how do I post images here?
Let me introduce myself here! I am a very new guy around, but not for fallout(1,2)! I have been playing this game for ages, and not long ago I have decided to try this mod. The very first mod for me in fact.
I really like all the things that have been done in the mod. But I am sure, I havent seen it all.
My latest caracter turs out to be a 'big gun'-er. I remembered that in plain old fallout 2 I wasnt very sucsessful with big guns, and I thought, "heck maybe now!". And it looks like I was wrong .
Thus far I have a light support weapon, wich is quite good for some lowlife enemies, but when I try to take on, some guys with combat armor, they actually dont die! (I have bonus ranged damage (2)).
They suffer big time tho, so it isnt an issue - considering it is a light support weapon.
My problem comes with the flamer. useless to say the least. I have red the YAAM readme, and I was like, "woohaaa, the flamer will rock!" ... then I try to hit a deathClaw and I pet a pitiful 8-11 damage ( I also tried to hit a guy in combat armor, whith the same "success".
So I wonder if somone could explain what is wrong with the flamer? and big guns in all I happen to damage more with the HK SMG (dont know the name exactly) with JHP ammo then with the light support weapon :\
But that "bug" is even in the unpatched version and in the officially patched one ... not really a bug if you see most part of the text .
Maybe you should take Pyromaniac perk , but dunno bout Deathclaws because they're pretty much resistant to everything which doesn't produce a critical hit . And higher armors tend to resist flames a lot .
Look at it from this perpective :
Flamers do "normal" damage mostly and can't score a good critical as other weapons (i rarely got critical with them unlike LSW or Bozar)
You can't hit eyes etc. with it or any burst type of a weapon but you could add Fast Shot trait to that and wait for Sniper . If you're playing Big Guns mostly . That would benefit you the most . It looks hard to do but it isn't . Bonus Rate of Fire plus Fast Shot and in the end Slayer . Pyromaniac for Flamer also . But seriously , bursting with Bozar only once to kill Frank Horrigan with the above setup , it is rather embarrassing for him .
hi, i searched around, couldn't find anything, had to register to ask...
first of all, thanks for the work killap, i'm enjoying it very much
now, does anyone else, has ever found a super sledge hidden in the enclave encounter when you get to piss the guy off in the reactor number 5 computer?
using a lot of beer on the enclave guards and then robbing them was really helpful to get a gauss pistol, 3 pancors, and a super sledge this early in the game
anyone else found this too?
It's on the ground near the most south west corner of the map.
It looks like the pyromaniac perk doesnt help much either. I always thought that, the pyromaniac should give a little more boost.
It is a very specialized perk. In fact , I think only the flamer get the bonus form it. So if you decide to get the perk, you, pretty much want to use one sigle type of weapon, wich has a heavy and rare ammo.
I think it justifies to make the pyromaniac a bit more powerful. lets say, +15 points of damage? (just guessing)
Also, the flamer is a big weapon and fires burst, but in contrast to other burst weapons, is only shot one ammo. It doesnt benefit much from bonus ranged damage ...
Also, since only fires one sohot, its chance for critical is slim, while othe burst weapons have a critical chance per bullet shot.
So I suggest to
1) give better critical chance for flamer if possible. Burning can be nasty ... and its not just the flames.. its actually some liquid on fire.
2) somehow give more damage potential to flamer. I guess YAAM should be adjusted for RP
3) rework the flamer as a weapon, lower its damage, and change the ammo, so it could fire more ammo per shot. Also in the mean time, should lower the weight of flamer ammo, and give more of it generaly speaking, so it wouldnt be as rare as it is.
I know RP is about to make FO2 as it was intended, so the mentioned changes, may not fit its profile. However, I really think Flamer deserv better damage output than 8-11 on combat armor....
I dont ask for it to be included in RP. Tho, an optional choice on the install wouldnt hurt anyona , i guess
I wonder if anyone here has any thoughts about this flamer thing? any suggestions? why would you support it, os why are you against it?
I am trying to modify sfall support Chinese
I killed everything in the mines in Redding and I still can't sell back the deed to the mayor, why's that?
You should get the message that you killed everything . There are 2 escape grids in mines with wanamingos at some part of the map in there.
Btw, is ANYBODY using The Vault wiki these days for answers to quest related questions ?
Even Killaps restoration is thoroughly explained in there.
Those damn encounters
First, a heartfelt Thank you to Killap and friends. I've only made it to Klamath yet, but I'm Loving what I've seen so far
Now to my problem. While crossing the wasteland, I have had very few encounters. Arroyo - Klamath or even Arroyo - Den usually doesn't bring me a single encounter. Sure, i could just wander around the world map aimlessly until I meet some enemies - but being a fanatical roleplayer, I just can't bring myself to break character like that...
The mod fixes the world map speed alright, there just aren't many encounters.
I've tries ajusting the values in ddraw.ini. (encounterfix; encounterrate, while fpspatch=0.) This brings back the old problem with the lightspeed world map, but the encounters remain absent.
I know this has been discussed before on the RP topics, but none of the tips I've read so far have been helpful.
Is there any hope for me, or am I doomed to reload a gazillion brontillion times every time I travel on the world map?
Are you using the Fallout 2 Weapons Redone mod?
I dont use "Weapons Redone" unless it is included in RP (I havent seen it in the install) I make a "clean" install of Fallout 2 (Fallout trilogy set) then I installed the RP2.12b (Latest) with full install. The only thing that is related with weapons is the YAAM(yet another ammo mod) which was installed with RP.
On flamer side : Yes it is still pathetic. I always laugh when I see some enemy equipped with it (wihich is quite common for some bandits). Poor bastards .. guess they dont know about the 10-11 damage
I also noticed something strange with bozar. It souds like as if fires only one sigle bullet. On the other hand it uses up 15 bullets. Also, when some poor guy dies by a bozar painfully, the animation shows that the bastard was struck by several hits.
I'm guessing : wrong sound file somewhere?
Hm, for me, the LSW and the other big guns worked as intended with YAMM. I have scored some serious hits with them, even against the combat armour.
Here are some ideas:
- do you have a "Heavy handed" trait? (penalty to the critical hit effectivity)
- do you have a "Finesse" trait? (penalty to the overall damage)
- what a minimal strenght requirement for the gun, do you meet it?
Have you tried the improved flamer + fuel MkII? And what the Vindicator gatling with a caseless ammo (-7 DT), how it works?
Do not hesitate to upload a saved game somewhere, I'm curious.