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Discussion in 'Fallout General Modding' started by killap, Jan 6, 2013.
I've noticed this in Fallout as well maybe it's an engine bug?
Thanks a lot Killap! You the bear, bear!
Yeah, already gave 'em to him because of that but wasn't sure anything happened. What happens? Also: I read on the wiki that they were originally planned for Westin?
Also: It doesn't look like Three Card Monte is/was a part of the RP. Any reason? Just curious. Woulda been neat.
He can actually take drugs without his heart exploding.
Yeah, I had read about that myself but never found additional information or came up with a good use in that scenerio.
He definitely should be there. Head up the street on the map when first entering New Reno. He'll be at the top left side of the street. He should even be hollering to get your attention to come gamble. Besides gambling, he's even got info on the various quests going on in town. Nothing major but he points you where to go. You may even find some use for the deck of marked cards with him. Hint. Hint.
Hank in Abbey, "COULD SOMEONE BRING ME A LIGHTER." should be "!" instead of ".".
Abbey healer, "Fine, GOODBYE." should be "!" instead of ".".
I would argue that it's a bit subjective. To me, those could easily be:
"COULD SOMEONE BRING ME A LIGHTER?"
(with a period instead of a comma)
The dog Smoke in Arroyo does not go to its owner after you save him. Not sure if bug or you want it like this.
Next, when I was fighting in Arroyo, I've got something like this (I dont have screenshot):
Gecko was hit for 8 hit points in the <Critter>.
Next, in Arroyo in Wilderness location, the "dog sound" (barking) is still there after saving the dog.
EDIT: the barking is in the Bridge location too, so I think it is not a bug.
Well, it seems to me, that if you rescue Smoke, barking should vanish. That would only be logical, as I always associated barking in Wilderness with Smoke. Leaving the sound there might be a bit confusing. As for the bridge, well... in my opinion, either kill the sound or put a dog there. The sound is noticeable, and in cases like these, if you can hear it, you can more or less see it. Sure, one could say that there might be a dog somewhere else in Arroyo (as I assume, the part of Arroyo you get to see isn't the whole village), but it's still weird if you can't locate the source of the sound.
Just a thought.
Easier said than done. Walla sfx for maps is typed in the maps.txt file which cannot be influenced dynamically in-game.
Although Killap could probably remove this particular effect from maps.txt and edit the map's script to play a dog barking effect on map enter, as long as Smoke is there...
Another super minor error!
The scorpion tail on the genius scorpion in Broken Hills is a large scorpion tail, rather than being the new nifty small scorpion tail, as appropriate to size.
1)When sleeping with Metzger for lowering price of Vic, doors gets locked.
Normally, Metzger should go and unlock the doors.
But now he can't - he is stucked (with you) in the room until you unlock doors (after unlocking them, he will go to his position - in the middle of main room). Problem when you are not good in lockpick.
2)Another tiny bug with Smiley from Klamath.
You save Smiley, then you go to the end/beginning of the cave with him, he will thank you and will tell you that you are going to meet in Klamath. When you save the game and load it, he will disappear.
3)Game crashed after encounter (after clicking OK):
Scorpion attacking molerat and pigrat
Iam not sure if this will help
Those particular dialogue files were made by me and i meant them to be shoutings.
BTW, i think various Abbey character dialogues have spelling errors because my english isn't perfect (was worse when i made them). Maybe someone with good english skills should proofread them....
Ah, haha, I gotcha. In any event (and keeping that in mind), if you'd like to PM them to me, I'd be happy to spend some time and take a look.
I'm pretty certain all the original files have long since been proofread/modified, but I suppose another set of eyes wouldn't hurt. As for the punctuation changes you described, sure, that can be done. I guess they were left like that since it made sense in their current state.
The lack of save games in your reports makes me sad.
Sorry about that. I combined Jet with Beer and forgot to send them with report. They are rewrited/oversaved now. Sorry.
BUT I started new game and tried to save Smoke once more and he went to his owner, so it was OK this time.
Now, Iam in Den, working on Tylor-Laura quest.
-Attacking the church with Laura
-Laura was killed in battle, only one Laura's guard survived.
-Laura's guard invites me to continue the battle to residental part of the town.
-Noone is home, only me and Laura's guard.
-Iam going to church. Noone is there. BUT "dead body" (or nothing, or buggy Laura's guard) speaks to me again (again invites me to continue the battle to residental part of the town.)**
-There are TWO Laura's guards in residental part now, still not saying anything to me, only "they are dead meat!" or "iam going to kick some serious ass!" etc.
-Iam waiting to morning
-going to church - There is THIRD Laura's guard, still saying "they are dead meat!" or "iam going to kick some serious ass!" etc.
-Quest in Pibboy is completed, nothing to do more.
-No exp. points or cash gained.
**after playing again, there was Laura's guard.
When Laura survive Church attack, everything is OK. But sometimes she attacks me after battle, not sure why.
A bug while detonating dynamite in Modoc outhouse undergrounds. TNT detonated prematurely in my hands, I got hit for 27 hp while Sulik exploded (he was there with me) for 2300 hp. Strange.
Another small bug:
In Kaga encounter a Punk Girl has a pistol in her inventory, but she doesn't have the suitable animation to use it unless you use the animations I've created.
Good catch. I missed this one since the tail is already in the inventory, rather than being created upon death.
Already reported and should be fixed in the upcoming release.
Well he should disappear from those caves anyway. Do you not find him back in Klamath?
This could be anything. Unless you can consistently reproduce it, my answer is meh.
Hmm, I thought this quest was finally bug free. Thanks for the save game though, I'll look into this.
EDIT: Ah, found it. So I was already taking into account Lara dying when I initially coded this but it looks like I left out an important line. Fixed!
Strange indeed, but nothing I can do. Engine oddity.
Good catch. Hmm, I might just use your animations in this case or perhaps just switch to her using a sharpened spear. Right now I did the latter, but new Fallout animations are tempting.
Any updated ETA on the 2.2 release? Awhile ago, you said that the open beta would be closed on the 19th and 2.2 would come out shortly after that.
I'm not trying to pressure you to commit to a date, I'm just curious what the current plan is.
Check the first post.
I did say that things were delayed yet again because we're including a voiced Cassidy and lip syncing is taking time.
We're close, so I don't want to release without it. And the delay is beneficial, since bugs reports are still trickling in.
Killap, is there a reason those animations would not be a part of RP? I know that both you and probably 95% of the community are suckers for new graphics (count me in), so I'm surprised that you're not all over them and getting them into the RP as fast as possible