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    Fallout 2 mod Unofficial Fo2 patch thread - problems, reports, suggestions

    I've never had this issue. I think it's a question of how you place yourself outside the cell, you have to be in exactly the right spot directly in front of the force field.
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    Fallout 1 or Fallout 2?

    As much as I love F2, I'll always have a great soft spot for F1. I don't know why exactly, I just love the game. The general atmosphere is a big one. I remember the first time I played and finding the dead supermutant and going "Oh crap, I'm going to have to fight these guys!" My only real...
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    Changes to alchohol .....

    What would be nice is a way to keep track of how much alcohol is in your system. 1 drink: -1 PE, +1 CH (buzzed people tend to be more confident) 2 drinks: -1 PE, -1 IN, maybe one more CH bonus, Small DR Bonus 3 drinks: -1 PE, -1 IN, lose CH bonuses (confidence becoming obnoxiousness), a...
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    New mod coming up

    I really like the idea of thrown weapons being more powerful. I love playing with grenades whenever I can. However I once tried changing Molotovs to fire damage and they stopped exploding, so I'm not sure that can be done. One mod I'd like to see. I never really liked the fact that you can...
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    Fallout: A Post-Nuclear War role-playing game bugs

    Okey dokey. Still double checking, don't want to cause more problems than solve them and I'm no master scripter. Found a couple more bugs. One with Zax: You get 100 points every time you access the mainframe, so you can log off and access it again for unlimited XP (tiny increments that they...
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    Changes to alchohol .....

    I like the idea of booze dropping your IQ (I think some of them already do) and giving some reason for drinking it, like the DR bonus you mentioned. I also would really like to see it addictive. I think the pain with that would be that there are a bunch of different kinds of booze; you could...
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    Fallout: A Post-Nuclear War role-playing game bugs

    Two (three) more bugs to report with fix290807: Reported it earlier, but just to consolidate: The fix290807 Gizmo introduces a bug that makes Izo give you the reward for killing Killian if you haven't talked to Gizmo first. Decker's quests are no longer crossed out if you kill him...
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    Good or Evil?

    I do this too. Even if it means missing out on 1450 easy XP because my character doesn't believe in ghosts. :mrgreen:
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    Odd Fallout 1 Exploit

    After 10 years this is probably WAY old news, but a search of the forum and some walkthroughs didn't turn up anything. I've never encountered this one before, so I thought I'd post it and invite you to let me have it if it's already been done to death. :) This is with the US version (1997)...
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    Fallout: A Post-Nuclear War role-playing game bugs

    I think that would be the way to go. His other glitches have been fixed by TeamX, and he's just not that huge of a game element, more of a bit of local color. And after you get past him that first time you can bypass the entrance map on later visits anyway. Thinking about it, I guess this...
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    Fallout: A Post-Nuclear War role-playing game bugs

    That would be the most realistic option and the one I'd prefer, no doubt. The problem would be how the hell to implement it? As I understand it, he attacks you if you're inside a certain area when you're not supposed to be there, but I can't think of a method to define from which direction you...
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    Fallout: A Post-Nuclear War role-playing game bugs

    Amidst some graphical work, checking out Killap's patch, and other odds and bits, I'm still trying to offer my modest assistance in someday having a bug-free F1 (I got too many damn projects going on...). I have a couple questions here, because I'm drawing blanks. First: Back to ye olde...
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    Fallout 2 mod Unofficial Fo2 patch thread - problems, reports, suggestions

    Hm. Some quests are considered completed if you just do what you were asked to do, and some only count as completed if you report back to the one who gave you the quest. If killing Bishop with your gun crosses out the quest, then killing him by "proper" assassination should do the same...
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    Fallout: A Post-Nuclear War role-playing game bugs

    Update on this (goddamn, Junktown's a buggy place). The third way to resolve the Sinthia/Crazed Raider quest works, kinda. You can't talk to him first. You have to sneak all the way up, hit him with an unarmed attack (doesn't have to be aimed), and look for a dialogue message that says "Your...
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    Kick vs. punch

    I've kicked a guy in the face and watched him slide halfway across the screen. So yeah, I'd say kicks have knockback. :) Once or twice seen it happen with a punch, but not nearly so often.
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    Fallout 2 mod Unofficial Fo2 patch thread - problems, reports, suggestions

    Once again, I apologize if this has already been addressed (21 pages is a lot to get through, and I didn't spot it on the list of corrections). This concerns the random encounters with caves, and from checking out the maps, I believe it happens in either the Cave2.map or Cave4.map, not...
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    Fallout 2 Skills Rebalancing?

    I'd say this is impossible without major modifications to the EXE, and probably not even then. I suppose you could conceivably replace a skill such as repair or science that is used mostly by scripts and then alter every script in the game that checks them, but... uh... not a project for me...
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    Fallout 2 mod Unofficial Fo2 patch thread - problems, reports, suggestions

    Not a terribly difficult task - I've accomplished it with a steal of 24% or so. A (I believe) known bug is you're supposed to plant the poison tank on him as well, but this still isn't too tough. True this, a simple task. But netting 1k (or 2k I don't remember exactly) for using a Nuka...
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    Submarine Mod

    I feel your pain. I can't do art to save my ass, which sucks because I have numerous ideas I'd like to implement. So far I'm reduced to stealing and converting from other games if I want to do something fancy. Although, (and again, I hesitate to mention this in case it turns out to be...
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    Fallout: A Post-Nuclear War role-playing game bugs

    One more (working from memory), but I dug out and checked the script so I know this is accurate. In Loxley's quest to steal Hightower's necklace, the thieves give you lockpicks to help you complete the job. However, the footlocker you need to open has an electronic lock on it. Guess it could...
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