You can disable that in the /config/fo1_settings.ini file. Set GVAR_NECROPOLIS_INVASION_DAYS and GVAR_VAULT_13_INVASION_DAYS to 0 or any other number you want.
Thank you so much. One last question, does your mod containt content from fixt? Such as cut followers of the apocalypse endingYou can disable that in the /config/fo1_settings.ini file. Set GVAR_NECROPOLIS_INVASION_DAYS and GVAR_VAULT_13_INVASION_DAYS to 0 or any other number you want.
Yes, there are Fixt danglers hanging around in this mod unfortunately.Thank you so much. One last question, does your mod containt content from fixt? Such as cut followers of the apocalypse ending
Do you want my mid-playthrough notes or all of them once I am done? Do you prefer GIT issue tracker or a post here in the forums?What must be fixed?
Than Fixt, yes, but that's a low bar. TeamX 1.3.5 is the gold standard.Git of course. Just drop them whenever you find stuff.
/Edit: Sounds like you mean Fo1 issues and not bugs caused by et tu itself. It's not very likely that I will ever touch this, unless it is just small stuff to fix. Example - I'm not going to do big dialog rewrites for quest consistency or whatever.
Other than that, et tu with all optionals disabled is much closer to Fo1 than Fixt. Except for the Shady Sands merchant I can't even think of "big" differences right now.
[Path]
CommonPath=G:\games\Fallout 2\Fallout1in2\_dev
ModPath=G:\games\Fallout 2\Fallout1in2\_dev\mods\_working
HexPath=
[Option]
ReadOnly=True
MsgWIN=True
MsgLC=False
ClearCache=True
ClearArtCache=False
Background=True
HoverSelect=True
[Size]
SplitSize=866
ColumnIt=125,78,60,30,0
ColumnCr=130,78,30,65,0
Positive, as I say the stat changes show up in-game and the ground FRM is changed - but the proto is clearly referencing the wrong line in ITEMS.LST, which means the ITEMS.LST from "mods\fo1_base\art\items" is not the file to which I should append the new ground frm names. That, or sfall isn't handling multiple mods with ITEM.LST in them.Are you really sure the edited .pro files are in your "agrisTweaks"-folder? If the files show correctly in the Proto Manager, that means they are correct - but if the game isn't reading them, that means they are probably overwritten by something else when the mods are loading.
There isn't, which is why this is so confusing. I haven't checked each item, just the ones my character has in their inventory (or the NPCs), but the ripper (proto 116) actually has the correct FOT ground tile, while (for example) the 223 pistol uses the tribal bookcase. I would expect that if my updated items.lst were wrong, none of the ground tiles would work.You might need to check if there's another items.lst in your <Game>\Data\art\items (not under the "mods\" subfolder).
critter_dat=..\critter.dat
master_dat=..\master.dat
master_patches=data
PatchFile0=mods\fo1_base
PatchFile1=mods\fo1_interface
PatchFile2=mods\fo1_classic_worldmap
;PatchFile3=mods\fo1_barter_formula
PatchFile4=mods\fo1_robodog
;PatchFile5=mods\InterfaceUpscaled
PatchFile6=mods\Anim_ImprovedSMutantDeath
;PatchFile7=mods\fo1_german
PatchFile8=mods\agrisTweaks
[ExtraPatches]
PatchFile0=mods\fo1_base
PatchFile1=mods\fo1_interface
PatchFile2=mods\fo1_classic_worldmap
;PatchFile3=mods\fo1_barter_formula
PatchFile4=mods\fo1_robodog
;PatchFile5=mods\InterfaceUpscaled
PatchFile6=mods\Anim_ImprovedSMutantDeath
;PatchFile7=mods\fo1_german
PatchFile8=mods\agrisTweaks