I did not change his script. He still can be cured with doctor, not first aid. However in my mod you need a doctors- or paramedics bag for this now. Internet says he could be cured with medication but I don't see that in the script. He has a crippled arm which gets checked if cured by the normal means of curing crippled wounds by the engine, then his script updates a map var.
I did not changed his script. He still can be cured with doctor, not first aid. However in my mod you need a doctors- or paramedics bag for this now. Internet says he could be cured with medication but I don't see that in the script. He has a crippled arm which gets checked if cured by the normal means of curing crippled wounds by the engine, than his script updates a map var.
Well Stormer's guide has a lot of vague, missing or also wrong informations imo. I'd recommend the one from bgforge.net which I found quite useful and mostly correct: F:Nevada walkthrough
Hotfix v0.5.2
Hello fellow radiated guys and lads. I playtested some more and noticed a few rough edges so I felt the need to bundle a new hotfix. It should be safe to apply midgame, but keep in mind that any changes to maps will only be present when its not in the savegame (not visited yet).
main elements of the hotfix are:
- fixed gov vault train ambush encounter, which didn't seem to trigger with the variables used and was questionably played too - now it is attempted to better fit in and has a trigger which depends on your actions, also fixed the dialogue, making it appear as a proper window.
- corrected an error in encounters on worldmap
- fixed wind of war caraveneer throwing the symbol (didn't work for me and now it does)
- corrected infection calculation in obj_dude.int script, where wrong statements were used in vanilla for poison and rad resistance modifier
- rad resist increased to 3*EN (from orig 2*EN) (hui)
- changed location of .233 pistol for better access
- and more...
new bug encountered:
>sometimes game freezes in ambush map after gov vault, 1st combat turn - looks like it happens mostly when enemies don't have the player in sight in their 1st turn...
v0.5.2 hotfix changes
corrected an error in encounters on worldmap (worldmap.txt, WORLDMAP.msg)
corrected infection calculation (obj_dude.int)
rad resist 3*EN (from orig 2*EN) (Stats.ini)
wind of war entry info polished (WWBasa.msg)
wind of war main computer dialogue tweaked, added tarantula entry (WSCompRd.int, WSCompRd.msg)
wind of war caraveneer throw fixed (WCCRVBIL.int)
hawthorne switchboard dialogue tweaked (again) (HSTrlCtr.msg)
gov vault oxygen supply cylinders dialogue tweaked (XIBallon.msg)
gov vault cable dialogue tweaked (again) XIKabel.msg
gov vault Lift dialogue tweaked (again) (XILift.msg)
gov vault sink dialogue tweaked (XIWater.msg)
gov vault damaged door dialogue tweaked (XSDstrDr.msg)
gov vault monitor dialogue tweaked (XSMontor.msg)
gov vault piano dialogue tweaked (XSPiano.msg)
gov vault train drivers dialogue and scripts tweaked (again) (XCFrand.int, XCFrand.msg)
gov vault train ambush encounter fixed and changed dialogue (XCFrand2.int, XCFrand2.msg)
endboss dialogue tweaked (again) (XCJoker.msg)
safe items tweaked (ZIShelf.int)
endboss resistances tweaked
robots armor class tweaked
hawthorne office building map tweaked (again) - added robot weapon (mbase00)
salt lake train depot map tweaked (again) - added robot, more rad spots, robot loadout (sftanker)
gov vault map tweaked (again) - added items and certain pistol (encdet)
gov vault arrival map tweaked (again) - changed driver loadout and additional clone guarding the train (encdock)
gov vault ambush map tweaked (again) - changed driver loadout and scenery (encgd)
Also updated the main mod archive to 0.5.2
For bugs and similar questions pls consider writing me a pm first to keep the thread uncluttered a bit
They did not yet, as higher priority was to get rid of the rough edges of the core game.
But they are on the list. Just I wouldn't count on to see them soon..