Hey,
For all I currently know, there are 2 ways of changing the karma point for killing critters, either modyfing the inc_good\evil\neutral in critters scripts, or more ergonomic, changing the associated values in the reppoint header then recompile critters scripts.
Anyways, it makes a load of files to recompile, and it isn't a problem on my main project which is it's own thing, and doesn't depend on a other mod.
but I have this smaller project I coudn't help to start on Fallout et tu, being able to mod Fallout 1 on F2 engine is too tempting, thanks you, Lexx, and I wanted to import the reputation system of my main project on it.
You must guess my problem, Fallout et tu can get updated in ways I can't predict, and having to chase which scripts have been updated could get, possibly annoying, or recompiling everything too for that matter.
So, is there a method, new sfall functions maybe, to change karma kills points in one script or such ergonomic way?
For all I currently know, there are 2 ways of changing the karma point for killing critters, either modyfing the inc_good\evil\neutral in critters scripts, or more ergonomic, changing the associated values in the reppoint header then recompile critters scripts.
Anyways, it makes a load of files to recompile, and it isn't a problem on my main project which is it's own thing, and doesn't depend on a other mod.
but I have this smaller project I coudn't help to start on Fallout et tu, being able to mod Fallout 1 on F2 engine is too tempting, thanks you, Lexx, and I wanted to import the reputation system of my main project on it.
You must guess my problem, Fallout et tu can get updated in ways I can't predict, and having to chase which scripts have been updated could get, possibly annoying, or recompiling everything too for that matter.
So, is there a method, new sfall functions maybe, to change karma kills points in one script or such ergonomic way?