AFAIK, FO1 never implements ammo modifiers in the calculation.
Ammo proto files do have the settings, but the engine just ignores them.
Ammo proto files do have the settings, but the engine just ignores them.
This.AFAIK, FO1 never implements ammo modifiers in the calculation.
Ammo proto files do have the settings, but the engine just ignores them.
What version are you playing?Ran into an error with the quest "Find the missing Caravans" that you get from the Far Go Traders. After killing the deathclaw in the cave, there is a crash when talking to the dying mutant. Sometimes the dialogue completes and you get the holodisk, but then trying to access the inventory will crash the game. Error message: "the instruction at 0044daf8 referenced memory at 05c4fc03. The message could not be read from. Click on OK to terminate the application."
What version are you playing?Ran into an error with the quest "Find the missing Caravans" that you get from the Far Go Traders. After killing the deathclaw in the cave, there is a crash when talking to the dying mutant. Sometimes the dialogue completes and you get the holodisk, but then trying to access the inventory will crash the game. Error message: "the instruction at 0044daf8 referenced memory at 05c4fc03. The message could not be read from. Click on OK to terminate the application."
Also could you please provide a savegame so that I can test.
Screenshots not necessary.
This term of school is done, hooray! Less stress, more free time
Hey guys
I have an old version of FIXT installed: what should I do if I want to update to the newest version (I'll wait until June 28 because apparently there will be a newer version?)? I don't care for my old saves, I might as well erase them, and I barely remember the installation process. Do I need to uninstall it from Control Panel and start anew with the most recent download? Or is there an "update" feature in the executable?
No update feature, just install it again on top of the old one
And yes my plan is to get out the next version by that date.
Cool, good to know!
Lemme ask you a couple of questions, the same I've asked here one year ago or so. I'd encountered a couple of possible issues in the game that prompt me to stop playing and ask here instead. You said you'd check but I've stopped playing completely so I've never checked the changelogs again until now
In Shady Sands I've got a rescue mission which led me to a bandit camp were people mistook me for the boss' father ghost. I checked on the wiki and that has a chance to happen if the Vault-Dweller has a Luck stat above 9 (and that's only 50%), while mine had 4. I've also spoke to a NPC who would supposedly talk to me about his brother's illness in case the VD's intelligence was high enough, but he didn't even though I've completed all the requirements for that option to appear.
Were those changes caused by the patch's rebalancements themselves (ie the Luck threshold for the event lowered to make it easier to achieve) or were they bugs? Did they get fixed? Where they there in the first place?
@Prisoner416 "Nevermind" is fixed in fixtlang files. Personally I still think it looks better that way, but one man's opinion does not trump the rules of proper English
Cool, if you want to I'm always open to help And using GitHub makes this way easier; no more manually and repeatedly comparing hundreds of files like I had to do in the past when working with Nimrod's and robbforce's overhauls.@Prisoner416 "Nevermind" is fixed in fixtlang files. Personally I still think it looks better that way, but one man's opinion does not trump the rules of proper English
Excellent! That just leaves the random typos and cases where subtitles didn't match speech. If I have time, and if you want, I can go through the entire script to hunt down anything left, but I think I listed the main ones that were notable.
So, I freshly installed Fallout and then downloaded and installed the most recent version of fixt. I ran to shady sands to look around and find the 'merchant guy' that's supposed to be there, and I can't find him OR the village elder/storyteller person. I don't know what steps I may have missed or what's wrong. Any ideas?
Maybe you two could collaborate so that work doesn't end up duplicated?