Recent content by Glovz

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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    I noticed some mention of memory concerns - just wondering if an app like this could help - Large Address Aware | TechPowerUp Forums
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    Working on a combat overhaul project (FO2)

    @Cyrus I have retired from modding but still creep the forum every now and again - I like some of your ideas - but what most people over look when they decide to mod the damage formula and then think to mod the ammo and weapons, is the armor. The armor has as much to do with the results you see...
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    damage formula

    Maybe something here will help - http://www.nma-fallout.com/threads/f2-damage-calculation-change-a-fix-v3-by-my-count.200361/ NovaRain also knows quite a bit about the damage formula.
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    FO2 Mechanics Overhaul Mod

    Hello again Jim I've been following for a while but staying quite because I wanted to see all this evolve a bit before chiming in. :) The hex THC is brilliant! I also do like the weapon affect changes, maybe not the plasma so much, but if the puddles have a very short life (they dissipate after...
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    Fallout 2 mod Fallout 2 Restoration Project 2.3.3 (Unofficial Expansion)

    @killap Take a look - http://www.nma-fallout.com/showthread.php?202680-Fallout-2-with-RP-2-3-3-I-can-t-extract-a-brain-from-a-companion&p=4033554&viewfull=1#post4033554
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    Fallout 2 mod F2: damage calculation change, a FIX v5

    @lujo NovaRain just reminded me that "bypass armor" effect in the code works as DR/5 and DT/5, so with that then armor is never bypassed entirely. So this supports my decision to move where/when CM is applied. Thanks NovaRain! :) But your partial armor failure still has some merit, so I will...
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    Fallout 2 mod F2: damage calculation change, a FIX v5

    @lujo Let me start off by saying we see things very differently when it comes to the game; you appear to take things at a high level view, making connections and drawing conclusions based on what appears to be your own opinion with hope that you will get community support. At times you have...
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    Fallout 2 mod EcCo Gameplay Overhaul (new version for RPU)

    @phobos2077 and lujo If you are using the YAAM damage formula then you must have modified ammo (from what I remember). If you are using the original damage formula then you must have modified ammo, otherwise JHP is overpowered and FMJ and AP are broken. If you use my damage formula then the...
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    Fixing the walls in Mordino Casino - mapper questions

    @lujo I seem to remember people discussing the concept of assigned "teams" in regards to critters/npcs in their scripts ans such that if critters are on the same team it can be scripted that what affects one member of a team can affect all. Thus, this might explain the behavior you are seeing...
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    Critical Failures Tables - Fallout2.exe

    @phobos You may want to look at what Jim was trying to do http://www.nma-fallout.com/showthread.php?200597-Jim-s-Mods-Version-1-48-(Now-Compatible-with-RP-amp-UP)
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    Karma from killing

    @lujo You went deep again to identify things in the game that are going over most people's head given most are too focused on the player progression and main plot points. Bravo. I would suggest moving this over to your game progression thread for further discussion and/or longer term goals. :)
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    NPC doing no damage?

    @J_Fred My fix is not compatible with the Weapons Redone mod. The ammo values within the Weapons Redone mod are tuned for the original damage formula. This is most likely the cause of your issues.
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    A review of the RP game progression experience and small tweak suggestions

    @lujo and @Phobos This is such a great example of modder team work!!! I had the same teamwork going with NovaRain on my mod/fix of the damage formula. NovaRain was instrumental in helping me get it done! I salute your efforts and look forward to seeing your great work added to the RP...
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    FO2 Mechanics Overhaul Mod

    @Michi I believe Jim is on an extended modding break. :(
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    Better Random Traders (for RP)

    *bump* --- update?
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