First of all, the ddraw.ini for RP is still wrong on how to enable party control, you have to replace the line it suggests with:
ControlCombat=2
This will allow you to control party members in combat, have them use both hands, and allow you to do some more usefull time saving stuff (like stimpak and drug use) if you open combat, pass turn to them and open their inventory. You can also use their skills manually this way, and if you have, say, radiating stimpaks, you can get them radiated.
Now, the implementation wasn't the most sucesfull (or easy I suppose), and they have a few bugs, and I'm very much interested in fixing any of them, because I use them all the time*.
1) When swapping between characters the game keeps the same hand active for all characters. So if you swap hands on one, they all swap hands, but only the active one changes the animation. So when the next persons turn is on, they have to switch hands back to adjust the animation.
This one could actually be fixed if the script which allowed a party member to have an active turn called a separate script which stored info on his active hand from the previous turn / beggining of combat. It's possible it would only need to have one array in it - all possible party members, and their active hand. So if the combat control read from it when a comba turn begins, it could set the active hand to be what it was last time, and when the turn ends set the active hand for that carracter to what it was at the time the turn is ended.
I have the code for the script, could someone knowledgeable confirm or disprove this and tell me what I would need to do/edit in the combat control script make this happen?
2) You can acess the NPC skill screen while in combat, and it displays base attributes properly but the skills displayed are messed up. No idea why.
3) It seems to apply all the dude perks to the NPCs which is making the script possibly overy powerful (not really, if you have a good economy balance mod installed and crank the combat difficulty up it's actually fine, if you're playing vanilla the game balance is messed up anyway).
I'm not sure how this one would be fixable, but it might, considering that there are npc perks mods out there (Nirran made one I think). Again, if the function simply called an outside script such as the ones used to disable vanilla traits like Nirrans mod does, it could probably be adressable.
I would very, very much like to see at least one of these adressed, even if just the first one, by me or anyone, and any help and info would be much appreciated.
ControlCombat=2
This will allow you to control party members in combat, have them use both hands, and allow you to do some more usefull time saving stuff (like stimpak and drug use) if you open combat, pass turn to them and open their inventory. You can also use their skills manually this way, and if you have, say, radiating stimpaks, you can get them radiated.
Now, the implementation wasn't the most sucesfull (or easy I suppose), and they have a few bugs, and I'm very much interested in fixing any of them, because I use them all the time*.
1) When swapping between characters the game keeps the same hand active for all characters. So if you swap hands on one, they all swap hands, but only the active one changes the animation. So when the next persons turn is on, they have to switch hands back to adjust the animation.
This one could actually be fixed if the script which allowed a party member to have an active turn called a separate script which stored info on his active hand from the previous turn / beggining of combat. It's possible it would only need to have one array in it - all possible party members, and their active hand. So if the combat control read from it when a comba turn begins, it could set the active hand to be what it was last time, and when the turn ends set the active hand for that carracter to what it was at the time the turn is ended.
I have the code for the script, could someone knowledgeable confirm or disprove this and tell me what I would need to do/edit in the combat control script make this happen?
2) You can acess the NPC skill screen while in combat, and it displays base attributes properly but the skills displayed are messed up. No idea why.
3) It seems to apply all the dude perks to the NPCs which is making the script possibly overy powerful (not really, if you have a good economy balance mod installed and crank the combat difficulty up it's actually fine, if you're playing vanilla the game balance is messed up anyway).
I'm not sure how this one would be fixable, but it might, considering that there are npc perks mods out there (Nirran made one I think). Again, if the function simply called an outside script such as the ones used to disable vanilla traits like Nirrans mod does, it could probably be adressable.
I would very, very much like to see at least one of these adressed, even if just the first one, by me or anyone, and any help and info would be much appreciated.
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