Here you go. FO2 Mechanics Overhaul Mod
Thanks - I figured out the first one on my own (just googled the error) I had to set the paths manually, no idea why it wouldn't work by default (I have the folder inside my Fallout 2 folder, not the contents of it directly in F2 folder) but didn't know about the second.Well, your problem is in fallout2.cfg. Which is in Mechanics Overhaul Mod folder. Game can't find master.dat and crtter.dat for that matter.
Make sure you copy mod's folder itself into Fallout2 folder, NOT the contents of the folder. Then follow mod's instructions.
If that's not the case, you gotta check fallout2.cfg to have the paths pointing to master and critter dat. By default, mod's looking for them in a folder one step lower in the directory tree.
[system]
art_cache_size=8
color_cycling=1
critter_dat=..\critter.dat
critter_patches=data
cycle_speed_factor=1
executable=game
free_space=20480
hashing=1
interrupt_walk=1
language=english
master_dat=..\master.dat
master_patches=data
scroll_lock=0
splash=3
Edit: Just checked on steam version. All works. Btw, you might wanna change these too.
To this: Otherwise your character will vanish if you'll try to use pistol, knife, hammer or firearms with tribal skin.
;To change the default and starting player models, uncomment the next four lines.
;The default models can also be changed ingame via script
MaleStartModel=hmjmps
;MaleDefaultModel=hmjmps
FemaleStartModel=hfjmps
;FemaleDefaultModel=hfjmps
The download links are gone Jim, when is the next version or even re-upload?
Fine with me, I guess. Your videos demonstrating some concepts you cooked up made it look like a re-creation of Fallout's engine as though they were for a source port.… Some of them would actually be of use, like the burst cone and grenade bounce.The download links are gone Jim, when is the next version or even re-upload?
They're gone purposely because it's buggy as hell apparently, but senior Dobrovnik felt it should be stored somewhere which is commendable I guess .
If you want to follow developments on my latest "version" (I'm honestly overriding pretty much everything I've done so far, so not sure that's the proper term) check this thread over at the codex.
The download links are gone Jim, when is the next version or even re-upload?
They're gone purposely because it's buggy as hell apparently, but senior Dobrovnik felt it should be stored somewhere which is commendable I guess .
If you want to follow developments on my latest "version" (I'm honestly overriding pretty much everything I've done so far, so not sure that's the proper term) check this thread over at the codex.
Jim, how do you set on critter flags TransRed/TransEnergy?
I read all the documentation on scripting ssl and sfall, and have not found the appropriate commands for this implementation.
If you don't mind can you tell how it made you?
Что ты там говоришь?! русский совсем забыл?Probably he used set_proto_data function. All values of prototypes can be changed dynamically using this function.
I think you can just decompile his code and look for yourself
[COLOR=#000000]0x00000008 - Flat (rendered first, just after tiles)[/COLOR]0x00000010 - NoBlock (doesn't block the tile)
0x00000800 - MultiHex
0x00001000 - No Highlight (doesn't highlight the border; used for containers)
0x00004000 - TransRed
0x00008000 - TransNone (opaque)
0x00010000 - TransWall
0x00020000 - TransGlass
0x00040000 - TransSteam
0x00080000 - TransEnergy
0x10000000 - WallTransEnd (changes transparency egg logic. Set for walls with 1144 - 1155 pid)
0x20000000 - LightThru
0x80000000 - ShootThru
Thank you, I have already used set_proto_data and my mistake was in the wrong offset for flag.set_proto_data(pid, 20, get_proto_data(pid, 20) BWOR (flag))
Drobovik's link still works for me.The download links no longer work.
It's just in the top post (#361) of this page.Can you give me the link ?
I can't find it in the database and the links in the first page are dead