Hey @Crit to the eye, thanks for the positive feedback!
As for the tarantulas, because of the limited number of kill types, they use the same category as centaurs and therefore also their combat messages.
I've changed the text to be suitable for both and will put it in the next update. For a...
Bro I did not edit them. Also I don't have this issue. It looks like that you choose the "Modified dialogues of Las Vegas [1.01]" option in the installer of the original game. But they are for the russian translation.
So I recommend you re-install your game and choose only the english...
I second this. RP is the standard in fallout 2 builds and should be considered as base from which to create mods on. It would be a shame to have mods that won't work because of incompatibility.
I would also advice to install the protomanager to look into all items and critters (basically all creatures) and their properties to get also a feel besides from scripting and map editing.
Fallout Proto Manager
For the first steps would recommend to look into these and try to follow their...
Well, apparently I made a small mistake with the dialog folder (spelled it "dialogue") in the last hotfix (0.5.2) so I re-uploaded the hotfix with the now-correct structure in the post above. I advise everyone to look into their data/text/english folder and if there's a "dialogue" folder to copy...
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 so soon..
I'd say that that, besides from fixing errors in the core game, the companions are the last element the mod really needs be considered...
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)...
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
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...
I decided to do some changes to armors
- reverted PA changes to ST, now give +3 ST like vanilla (reverted from +1 ST and +50 carry wgt), also changed its wgt to 75 (from 85) (technically to 150, which gets halfed by f2 behavior)
- changed Anti Rad Suit rad resistance to 90 (from 75)
Important...
I did some tweaking when testing the final stages of the game and bundled a hotfix. Also from now on there will be version numbers (starting with v0.5).
All hotfixes are getting integrated into main mod archive too. This hotfix is safe to apply mid-game.
most important there was a bug in the...
You mean this one?:
Personally there's something I don't like about the APA sprite as your personal power armor. Maybe because it has a villainous touch...
Also looking on the desk it seem to look more like T51:
But if you or anyone prefers that look, here's the change to make your personal...
All these changes shouldn't invalidate savegames.
For the map changes to work (like different entry points or changes to the turrets weapons) you need a safegame where you haven't visited the areas before. Otherwise they would be in the older state.
All other changes, including script changes or...
Well I cannot reproduce that issue. I tested this on a fresh install and there is no bugged map on my setup. If anyone has else got this bug too pls send me a pm.
I also checked for .edg files but did not edit them at all.
For the towers there are ways to deal with them without combat or...
Well, indeed I did upp the range. I did this so that they cannot be outranged by any means. Did you try to use the sneak skill? Maybe now, one needs to invest into it a little bit.. Anyways, I will look into it after the weekend.
As for the map edges issue @laserlips reported in the third map...