planeflyingpig said:I'm not sure whether or not this is the right place to put this, but does the Miria mod (the one that makes her a helpful npc) work with the newest Restoration mod?
Private beta is now over and it went well. Nothing too major reported and all that has been found is now fixed.Salk said:Has the private beta been successful so far, Killap?
Nothing major's been reported, hopefully?
I'm not sure what that was. You means stats were being lost or were incorrect? There was something where if you had the base proto file in the directory and not part of the master.dat things would go wonky. That's been fixed but should have been fixed in the version out right now.Dux said:Killap, sorry if this has already been resolved, but I remember that you and Timeslip were trying to fix a bug (from vanilla fallout I think) with improper NPC leveling, what's up with that?
Oh man, not having played the RP yet. You're in for a treat. (I hope so at least)bakon said:Can't wait to start my second run with your mod in place, Killap!
Like Pixote said, nope. And I don't plan on making it work either. Maybe the original author will or someone else. Sorry..Pixote. said:planeflyingpig said:I'm not sure whether or not this is the right place to put this, but does the Miria mod (the one that makes her a helpful npc) work with the newest Restoration mod?
No. I don't think so.
Good, Miria mod goes far beyond the restoration. (The best way to play Fallout is without any companions anyway.)killap said:Like Pixote said, nope. And I don't plan on making it work either.
planeflyingpig said:I'm not sure whether or not this is the right place to put this, but does the Miria mod (the one that makes her a helpful npc) work with the newest Restoration mod?
btw happy new years guys!
killap said:I'm not sure what that was. You means stats were being lost or were incorrect? There was something where if you had the base proto file in the directory and not part of the master.dat things would go wonky. That's been fixed but should have been fixed in the version out right now.Dux said:Killap, sorry if this has already been resolved, but I remember that you and Timeslip were trying to fix a bug (from vanilla fallout I think) with improper NPC leveling, what's up with that?
I don't know, I'm starting to forget Fallout related stuff recently.
killap said:Public beta should hopefully begin Saturday/Sunday.
Open fallout2.cfg and change art_cache_size=... to art_cache_size=0 or delete fallout2.cfg. Sometimes it helps.Perks said:when i try to launch fallout it goes straight back to the desktop in 8bit mode.
It's all about narrowing it down.Sduibek said:killap: Sorry for the timing as you're already getting lost of questions, but I'm wondering, how do you research crashes when you have no idea what's causing them? Do you just start by going through the list of everything that could even vaugely be causing it, even as a longshot?
I've experienced this vicariously with user reports; Is this only in Fallout 1 or in Fallout 2 as well?killap said:Save games can become corrupted in Fallout
Both games suffer from this. Timers gone awry, data being written into areas they shouldn't, etc. It's hard to say what your issue might be. Always make sure that you have enough local/map/global variables defined and that you're not trying to write into ones that were never properly allocated.Sduibek said:I've experienced this vicariously with user reports; Is this only in Fallout 1 or in Fallout 2 as well?killap said:Save games can become corrupted in Fallout
As far as you know, does this take more memory? Like if I set all the rows in scripts.lst to "# local_vars=1000" or something would it use a bunch more RAM? (Not that I actually would do that, just asking)killap said:Always make sure that you have enough local/map/global variables defined