Sduibek said:Thanks everyone again for your patience, I really dislike that my fixing-bugs-mod actually causes bugs and crashes. Boo.
It happens to the best - don't worry, just squash those nasty bugs.
![Wink :wink: :wink:](/../../xencustomimages/smilies/icon_wink.gif)
Sduibek said:Thanks everyone again for your patience, I really dislike that my fixing-bugs-mod actually causes bugs and crashes. Boo.
Yes Sir.Pixote. said:Sduibek said:Thanks everyone again for your patience, I really dislike that my fixing-bugs-mod actually causes bugs and crashes. Boo.
It happens to the best - don't worry, just squash those nasty bugs.![]()
In which part of town?jaredl said:I have a bug where I crash after waiting in the hub.
Are you still seeing this issue? I am unfortunately not able to duplicate.Fuser said:- CTD when changing areas, this was quite frequent in Vault 15 when changing level with the ropes. Quick saving and numerous tries finally got me out of the Vault.
Nineeva said:I was thinking it would be cool if possible and transferable to use the 'long hair' guy animations for Ian and the cassidy animations for Tycho to give them a bit of a different look. Not sure if they can be directly changed over?
I've figured out how to edit Fo1 maps in BIS Mapper and have them work fine in Fo1, and the creature protos can be edited using chsize + F.U.C.K., so hopefully i'll figure this one out someday as well.Pixote. said:Nineeva said:I was thinking it would be cool if possible and transferable to use the 'long hair' guy animations for Ian and the cassidy animations for Tycho to give them a bit of a different look. Not sure if they can be directly changed over?
Try here - http://www.nma-fallout.com/forum/viewtopic.php?t=57305&highlight=ian
But note these critters will change all of the critters using the same appearance. The Fallout 2 mapper cannot edit Fallout 1 critter proto types without crashing the mapper...it's something about the size difference between the two games critter protos, or something.![]()
Sduibek said:I've figured out how to edit Fo1 maps in BIS Mapper and have them work fine in Fo1, and the creature protos can be edited using chsize + F.U.C.K., so hopefully i'll figure this one out someday as well.Pixote. said:Nineeva said:I was thinking it would be cool if possible and transferable to use the 'long hair' guy animations for Ian and the cassidy animations for Tycho to give them a bit of a different look. Not sure if they can be directly changed over?
Try here - http://www.nma-fallout.com/forum/viewtopic.php?t=57305&highlight=ian
But note these critters will change all of the critters using the same appearance. The Fallout 2 mapper cannot edit Fallout 1 critter proto types without crashing the mapper...it's something about the size difference between the two games critter protos, or something.![]()
EDIT: IIRC somebody here said you have to change them to 416 bytes (Fo2 size, using CHSIZE mentioned above) and make sure they're set to Read-Only... when I get Mapper up and running on this PC i'll see if editing critters through Mapper still fails if doing it that way. Fingers crossed!
Sduibek said:EDIT: IIRC somebody here said you have to change them to 416 bytes (Fo2 size, using CHSIZE mentioned above) and make sure they're set to Read-Only... when I get Mapper up and running on this PC i'll see if editing critters through Mapper still fails if doing it that way. Fingers crossed!
Fallout1FTW said:I successfully edited FO1 critters with FO2 Mapper a while back.
I think the trick was to use CHSIZE first and then correct the PROTO ID with FUCK. After that, it worked like a charm.![]()
"critter editing" including what Pixote has suggested regarding unique NPC looks?Lexx said:There was a different tool for editing the critters look, but I totally forgot it's name, because I haven't used it since I found out how to make critter editing workable with the BIS mapper.
Boo on you for getting our hopes up!Lexx said:Well, Fallout 2 critters, that is. Not Fallout 1 ones.
Correct the ID? Does Fo2 use a different numbering scheme than Fo1 or something?Fallout1FTW said:I successfully edited FO1 critters with FO2 Mapper a while back.
I think the trick was to use CHSIZE first and then correct the PROTO ID with FUCK. After that, it worked like a charm.![]()
Sduibek said:Correct the ID? Does Fo2 use a different numbering scheme than Fo1 or something?Fallout1FTW said:I successfully edited FO1 critters with FO2 Mapper a while back.
I think the trick was to use CHSIZE first and then correct the PROTO ID with FUCK. After that, it worked like a charm.![]()
Had the same problem. It happened to me in central Hub location - the one with Iguana Bob, don't remember the name. Crash happened each and every time I tried to leave the location via map transition. Error message said about reading memory with random line. Problem persists in savegame.jaredl said:I have a bug where I crash after waiting in the hub
Hi I feel the same about invasion and drop mod. Due to drop mod I had lost most weapons behind walls, scenery, etc...Flash_in_the_flesh said:Other than that I am enjoying every bit of this mod beside the weapon drop mod. This and the invasions should be optional in my opinion.