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Discussion in 'Fallout General Modding' started by hakimio, Apr 4, 2009.
fuck yeah, this will prove most useful.
Actually, in Fallout 3 you combine an armor with some armor of similar kind (or the same kind) to repair it. Not like combining two Leather Jackets to form an Leather Armor or something like that.
Maybe it's better for the basic armors to require some Outdoorsman - if they are too damaged, your character could find the materials to replace them in the wildness. Nevermind, I'm going off-topic.
Very nice work for making the mods compatible! This reduces the gamer's limits! But, sadly, I'm not sure anyone would play 1.2, because 1.3 is coming soon.
By the way, does it applies for RP characters too? I mean, looting their armors with sufficient skill...
I guess that would be possible, but would require hacking fallout2.exe and I am not that good with ASM...
I don't think there will be a big difference between critter scripts in 1.2 and 1.3 versions, so most probably I will update all the scripts as soon as 1.3 comes out.
You mean critters present in RP but not in original F2? If they use script files which were not included in original F2 then nope. Anyway, if Killap decides to add this mod to his RP installer, I might just edit RP specific critter scripts too.
Descriptions of skills are in "skill.msg" file in Data\text\english\game\ folder.
Wrong guess :>
Here is the file (extracted from master.dat) for those who have good english language skills and would like to edit it.
Hakimio, why didn't you use this decompiler? It has been specially desingned for decompiling sfall scripts (RP is based on sfall) and it supports exta sfall functions? You could then use the sslc modified by Timeslip to compile the scripts back.
I suppose all the lootable armor related code is inside procedure destroy_p_proc, I don't think there have been any fixes there in the original lootable armor mod.
Because I am using Linux and wine + int2ssl takes too long to decompile a single file, Noid compiler was the first I found, at first didn't know that they produce different code. You can decompile the files and make a new patch yourself if you want.
Have you read the README included in the original lootale armor archive?
What do the quoted fixes have to do with procedure destroy_p_proc, which is called when an NPC is killed and which contains the code for creating armor?
Nothing, but I did not manually edit all the files - I used tools like diff, patch, grep, sed, tr and so on to do the most work and only then edited the *.patch files so that they would apply without any issues on RP and original F2 scripts.
Good work on this mod, hakimo!
But doesn't it make the game WAY to easy??
Nope, because of repair and science skill requirements which are needed to fix damaged armor (maybe I should add FAQ to my first post in this thread?).
Would be even better if after taking a dead critter's armor the "armored" corpse was replaced with its "unarmored" counterpart (i. e. Enclave trooper with Enclave citizen and so on). It looks kinda silly when you take the armor and it still remains on the corpse.
I'm no good at scripting, so I can't currently code this, but I suppose it should be possible for anyone who is.
No. Once a critter is killed (destroyed), the script stops working after the end of the destroy procedure. Taking armor off of it will have no effect.
The repair and science requirements are a good idea - but 60 repair to get leather armor (for example) is surely too little. I mean all you've got to do it put some points into repair (or tag it) and you've got a virtually unlimited supply of money (although admittedly, it's pretty easy already to get unlimited money in FO)
I confess I haven't playtested the game with this mod but i strongly suspect it severly messes with the (already unbalanced) game difficulty....
I just wanted to point out that he used the values I created for the Megamod. These were numbers I came up with. There is always going to be debate about whether the values are too high, or too low. (I've heard it in several private messages.)
Now, I couldn't see if this was addressed one way or another, but I'm wondering; how will this affect a game already in progress?
Well first thing i get in Klamath is a leather armor and (apart from random encounters that you wont surive very often) you cant loot one be4 anyways.
For the better armors: Most people wont spend a lot of points in repair and science until they got it up to 91 with books... the erliest possible point for that would be vault city then. And from there on money wont be an issue anymore!
Doubt anyone has the skill requirements to get the Power Armors of the Vertibird encounter, IF hes even able to trigger it, survive it and then defeat the 3 Troopers... Sure you can delay that encounter (and some vault city stuff) and come back later with the nessesary weapons and skill but then again you can directly get the armor in Navarro with less problems.
Compareable limits go for the other armors as well. Combat armor will generaly be around in NCR... were you can buy em as well. Normal power armor is actualy buyable at a point were you normaly havent seen anyone in it yet and you will find one even ealier
Nope. Your game will continue to work fine. No need to start over.
Doesn't it look silly to you that once some critter is killed his gun magically disappears from his hands?
Actually I am sure the requirement is not too little, I was thinking that the requirements might be a bit too high for those who don't tag repair skill. Also, if you increase game difficulty, you'll get less skill points. Talking about virtually unlimited supply of money, I think it's a lot better idea to collect small guns than armor because of armor weight/size - you can't just carry a lot of them. Anyway, there always was a problem in fallout with loads of stuff you don't know where to put and this mod has nothing to do with that.