Separate names with a comma.
Timers are saved on gamestart. You have to start from scratch.
You sure? I did some tests with it a while ago, and it seems to work.
Download the sfall modders pack and use this script editor.
Here's a color overview, btw.
You should create a new .pal file (same name and folder as the new .frm file) for the inventory graphic, if you really have to. Editing the global...
Nah, I don't have the time for it. It's not hard to do, though. Someone just has to add new maps, adapt the scripts and then it should (probably)...
Nope, way out of scope. Someone else can of course make their own mini-mod for it if they want to.
If they will never accept said money with value, just override the proto item value on dialog start and revert it at the end of the dialog? This...
Probably a proto error. Did you set the proto folder to read only? Also is the mapper language set to the same as your Fallout 2 language?
Uhm.. quest.msg has nothing to do with the experience points.
There is a header file (exppoint.h) which should have all exp rewards defined. You can change them there and then have to recompile all affected...
Well, if someone can play up to that part or show me screenshots of other super mutants with high hitpoints in Fo1 that aren't in Fo1in2, I'll...
I don't have a savegame from the Cathedral in my non-Fixt game. I just assumed that Sduibek would not nerf the super mutant hitpoints in Fixt.
I just checked in Fo1 and they all having 50hp seems to be correct.
There is loot in cavern encounters. It's just random.
Bozar on the Gunrunners is not depending on luck. It just has a super rare chance to appear.
A speech skill roll determines if you get a certain dialog option.
Just use the terminal.
Maybe. You write many words, maybe you should shorten your thoughts. :>
Why? Make them all attack by default and assign the same team number....
Or just use the terminal on the wall?
Even if your roleplaying works, technically the prisoners would still die. :>