Trollhammer
First time out of the vault
I'm using Version B. Version A wouldn't work with my Fallout2 since it's the UK version.
Can you explain the correct behavior of this encounter? Will there be any net change in luck after the dog is dead, or will I return to my base luck in all possible outcomes of the pariah dog encounter?Killap's corrections said:Corrected all scripting issues with the Pariah random encounter.
Did you take the "fast shot" trait when you generated your character? This would disable all aiming, if you took it, but makes shooting cost one less AP.Automattic said:I've noticed with killap patch that there is no aiming for weapons in the combat control (eyes, head, ect) is this just a bug or was it designed like that?
sorry if this is a repost, its hard to read all 88 pages
btw -thanks for your hard work killap, it shows.
I won't claim to speak for Killap, but I believe his patch is in a fairly final state right now. The main purpose of the patch was to fix remaining bugs, misspellings, inconcistencies, and loose ends in 1.02 - not to fuss with weapons. I too asked this question a long time agoceptor said:Hi, killap! Will you make or include to your great patch some kind of ammo mod/patch to make AP bullets useful? Without changing weapon stats. Yes, this looks like the modification and will change game balance, but in game there are few npc's which guns loaded with that kind of ammunition. What you think about this? Thanx.
PS: sorry for my bad english, i'm really trying to get better
ceptor said:In the random encounter VPAT_Strong_Slavers raider that using leather-jacket-blue-pants anim (like Ian in FO1) has in inventory H&K CAWS which he can't use in battle. So in the beginning of game you can easily get expensive and powerful weapon. Maybe it is better to change CAWS to 10mm SMG or Desert Eagle? Keeng Ra'at (Pinky) has 50/60 hps instead of 60/60.
ceptor said:ceptor said:In the random encounter VPAT_Strong_Slavers raider that using leather-jacket-blue-pants anim (like Ian in FO1) has in inventory H&K CAWS which he can't use in battle. So in the beginning of game you can easily get expensive and powerful weapon. Maybe it is better to change CAWS to 10mm SMG or Desert Eagle? Keeng Ra'at (Pinky) has 50/60 hps instead of 60/60.
What about this? In NCR_Marauders encounter "Ians" also equipped with CAWS.
[devilfish said:]'ey!
A bug spotted! Stuart Little, the boxing agent disappeared, and now I can't become a prizefighter.
It went something like this: I talked to Stuart and we agreed for the 50/50 deal, so then I fought all the the way to the last opponent, Masticator. (with resting between the opponents.)
Then I lost to Masticator, begged for another chance from Stuart but I said I needed to rest because I was all beaten up. After resting I decided to go and do Salvatore's second mission, and when I return to Stuart to box again, he's disappeared!!
RyanFialcowitz said:Well, I just hope that my input helps the game as a whole.
A report on my current work:
...
[devilfish said:]
But anyways, about the bug I'm about to report now, I'm not sure if it is a bug of your patch, but might be worth cheking out. (I have your latest patch installed properly + your armor mod for it. And some own tinkering of mine; mainly on the worldmap.txt and item protos.)
So the bug is as follows: When my NPCs gain a level -- be it Cassidy or Sulik etc -- the effects of their level-up disappear after a brief time. I think after ending battle or something, I'm not too sure. For example, when Cassidy gained a level, I went to check his new maximum HP, it was 93/93 if I remember correctly. Then I went to check again after some time, it was 93/80...
What might be wrong?
10) You can only receive exp for freeing Sulik if you give 350$ to him directly. If you free him through quests or through Maida's dialogue, you won't get the exp.
18.) How does the autodoc raised/lowered hit points work? I was able to get both? Not sure if this a bug. . .
24.) Got all four combat implants, but only two of the perks show up. Not sure if that's the way it's supposed to work or not.
7.) Angela Bishop won't talk to you if you're wearing any type of Power Armor.
Cannot complete spleen quest in San Fran if you become a Hubbologist
How did your finals turn out, if you don't mind me asking?killap said:Finals are now over and I am going to get back into the swing of things with Fallout.
This was taken from this post in news, in Nov '05.Brother None posted that killap said:I still have aspirations to make an addon pack that unlocks all the unused characters, quests, etc and I will probably still follow through with it -- it will just take a long time.
killap said:Code:10) You can only receive exp for freeing Sulik if you give 350$ to him directly. If you free him through quests or through Maida's dialogue, you won't get the exp.
Thoughts on this? Is this the original intent of the developers?
Quite fine. I appreciate the concern.boer_kameel said:How did your finals turn out, if you don't mind me asking?killap said:Finals are now over and I am going to get back into the swing of things with Fallout.
boer_kameel said:This was taken from this post in news, in Nov '05.Brother None posted that killap said:I still have aspirations to make an addon pack that unlocks all the unused characters, quests, etc and I will probably still follow through with it -- it will just take a long time.
Maybe I'm lost in ancient posts, or suffering from chem use drawbacks, but I cannot find an update to this.
Did you make some tool to unlock these unused/-finished things?
What do you mean by you "currently have a fix." Are you referring to a release of my patch?boer_kameel said:I currently have a fix (at home, can't see which) that adresses a lot - e.g., I can have the Monty Python quest (Arthur & holy hand grenade). With vorpal rat. Maybe this is a sign that things worked out
boer_kameel said:After about 3 to 4 years of absence from this site, I find it rather hard to look these kind of things up. Would it be possible to add killap's patch topic to the "Patches: Fallout2" section in the thread overview (http://modguide.nma-fallout.com/archive/)?