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  1. Lexx

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    I mean... the sane solution would be to try to fix those issues instead of inventing some weird workaround.
  2. Lexx

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    I don't understand.. why not just translate the text files? Everyone else is doing it like that since beginning of mankind.
  3. Lexx

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Why would you need to do that?
  4. Lexx

    Fallout 2 mod Fallout et tu - Release v1.13

    1. Kill the Master 2. Timers are in fo1_settings.ini file 3. No 4. Some encounters will be disabled and instead mutants spawn 5. No 7. There is no plan. Sometimes I find small stuff and if I feel like it, I'll restore it (like those restored cut NPCs -- minor stuff). That's it.
  5. Lexx

    Fallout 2 mod Fallout et tu - Release v1.13

    I don't really understand the question. There is a timer and once that timer is done, mutants spawn and everyone is killed?
  6. Lexx

    require advice in script editing..

    The issue is proto file related, which I explained multiple times by now. Your animal idea has the exact same issue... you can't move them from map to map without crausing problems, since their protos aren't unique.
  7. Lexx

    fallout circle color

    wtf, do it yourself if you think it's that easy.
  8. Lexx

    Where is fallout 1 maps.txt file and city.txt file

    Use a tool to convert the .frm file to .bmp files and then manually split them up into Fo2 tiles.
  9. Lexx

    Where is fallout 1 maps.txt file and city.txt file

    Hardcoded inside the fallout.exe file.
  10. Lexx

    Fallout 2 mod Mutants Rising...

    It's still being worked on.
  11. Lexx

    fallout circle color

    Not possible unless you can hack the engine shit.
  12. Lexx

    Fallout 2 mod Fallout et tu - Release v1.13

    I already explained that the radio has no influence on the mutants inside. The only exception is if you make them panic and raise the base-wide alert.
  13. Lexx

    Fallout 2 mod Fallout et tu - Release v1.13

    As I said, alarm is only triggered if the combat takes too long. If you kill the mutants fast enough (within 3 turns or so), the alarm won't be raised and the teams inside stay on their regular positions.
  14. Lexx

    Fallout 2 mod Fallout et tu - Release v1.13

    Fixt is just setting the mvar as well, same as the vanilla game. You can see the code here.
  15. Lexx

    Fallout 2 mod Fallout et tu - Release v1.13

    Too lazy to watch the whole video, but if you kill the surface mutants fast enough, it won't raise alarm inside the base. The dialog option he picked will make the surface mutants walk out of the map and has no influence on anything inside.
  16. Lexx

    Fallout 2 mod Fallout et tu - Release v1.13

    Only surface mutants disappear. Inside mutants are completely unaffected by it. This is vanilla game behavior.
  17. Lexx

    Fallout et tu 1.9 released!

    Check sfall-mods.ini file in /mods/ folder for more highlight cheat options.
  18. Lexx

    Fallout 2 mod Fallout et tu - Release v1.13

    Probably just shitty traps skill. All emitters share the same script.
  19. Lexx

    Fallout 2 mod Fallout et tu - Release v1.13

    The emitters all work the same way, no matter if red or yellow. If you damage them with explosives, they are broken.
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