Gizmojunk
Antediluvian as Feck
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I believe that Fallout 2 originally had a bug on the overland map that caused excessively frequent random encounters due to unexpectedly fast CPUs that far exceed the specs for the game.
I think this is fixed in sfall and enabled by default in RPU (or so I hope).I believe that Fallout 2 originally had a bug on the overland map that caused excessively frequent random encounters due to unexpectedly fast CPUs that far exceed the specs for the game.
Try playing without external HRP (sfall has everything). This will be fixed after EcCo/sfall are updated.I started a new run and everything seems to be working so far except one thing, the little icon that open the crafting window disapear as soon as i open inventory, pip boy, map, anything. And the only way to get it back seems to exit the game and load again.
Is there a keyboard shortcut for crafting by any luck?
Have you noticed that the Desert Eagle and 14mm Pistol cost the same AP to fire as their SMG/Repeater counterparts? You stated that you want pistols to cost less AP to help them compete better against the destructive capabilities of automatic weapons and the long-range accuracy of two-handed rifles, but this benefit is missing for the two heavy handguns I just mentioned. I know they are hefty guns but they are rendered fully obsolete once players acquire either a 44 Repeater or 14mm SMG, their pistol counterparts should get the same treatment as the other pistols.
Yeah, this was a compromise to do it like this. Unlocking Metal Armor in Broken Hills won't work because it's just too late at this point. I want Metal Armor to be available roughly the same time as Leather Mk2/ Combat Jacket because it competes with them.Finally there is Balthas the Tanner in Modoc, I assume it's because you are still hard at work shaping this mod further, but I find it odd he teaches you not only Mk I/Mk II Leather Armors, but he also teaches you Mk I/Mk II Metal Armors (while also not teaching you how to craft Combat Leather Jackets). I feel like he should only teach you to make Mk II Leather Armor and Combat Leather Jackets, and perhaps an NPC from Broken Hills would make a better teacher of Metal Armor crafting in lore sense, given it's a successful Mining Town that is far enough into the game unlike Redding which too early of an area for me.
I've seen this suggestion before. I find it unrealistic to use sawed off with one hand as a pistol, but also I'm concerned about duplet firing animation. As to balancing - Sawed off now is a clear alternative to Combat Shotgun, it has it's distinct role with duplet and knockback effect. I think it's perfect as is.How do you think about making Sawed-Off Shotgun to use pistol animation and treat it as a pistol, as matching it as one-handed weapon? Also I think it would be cool if Sawed-Off shotgun can be crafted from a (Double barrel)Shotgun, as shorten it by sawing(with a tool, knife... etc) barrels. If then, adjusting the shotgun's min damage to 2 from 14(as barrels are shortened) will be good for balancing.
I will think about it.How about making Demolition Expert perk to decrease AP for arming a trap in combat? Not only buffing damage(and safety), but effectivity in later level combats which a player dose not have enough time for arming traps.
Try playing without external HRP (sfall has everything). This will be fixed after EcCo/sfall are updated.
Yes, EcCo only supports English and Russian at this time. I rely on others for translation to more languages. Maybe French in the next version...My game is not in english, could that be the problem?
I've seen this suggestion before. I find it unrealistic to use sawed off with one hand as a pistol, but also I'm concerned about duplet firing animation. As to balancing - Sawed off now is a clear alternative to Combat Shotgun, it has it's distinct role with duplet and knockback effect. I think it's perfect as is.
Yes, EcCo only supports English and Russian at this time. I rely on others for translation to more languages. Maybe French in the next version...
What language do you know? Basically you need to:Maybe i can help for that...
What language do you know? Basically you need to:
Or I could probably do all the steps myself except the translation itself. But the problem is the texts need to be supported/updated as time goes on. Don't want to keep outdated translations as part of the mod.
- Unpack the mod dat file
- Note which files are present in text/english/game and text/english/dialog folders
- Copy these files from RPU v29 folder of your language (need to unpack the dat file as well) into your translation folder
- Compare the contents of these files between RPU and EcCo
- Add/modify lines that are new/differ in your translation files
Maybe it's not needed then, I was contacted already by HawK_EyE who provided French translation files. But I haven't checked them yet and they need updates for the upcoming 0.9.6.I’ll check all those files on Saturday and see what I can do and where I might need help and I’ll come back to you.
Yes, just change language in fallout2.cfg and add semicolon before rpu_french.dat line in mods/mods_order.txt.In the meantime is it possible for me to switch the language from French to English in the middle of a run? So I don’t miss anything?
Maybe it's not needed then, I was contacted already by HawK_EyE who provided French translation files. But I haven't checked them yet and they need updates for the upcoming 0.9.6.
Since it's extra work to maintain another language when it's in, I'm thinking maybe it should be in a separate download. Not sure how to approach this.
Yes, just change language in fallout2.cfg and add semicolon before rpu_french.dat line in mods/mods_order.txt.
I use fo2tweaks and I adjusted the 2 options that you suggested to avoid conflicts. Are there other things in tweaks that may conflict with ecco that I might be unaware of?