UnidentifiedFlyingTard
Vault Fossil
fuck yeah, this will prove most useful.
I guess that would be possible, but would require hacking fallout2.exe and I am not that good with ASM...fortyseven said:As this is a rather significant addition to the utility of the repair and science skills would it be possible to make an addition to the discription of these skills in the character window? Just a small note hinting that these skills make it possible to loot armor from wasted corpses?
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.Blackened said: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.
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.Blackened said:By the way, does it applies for RP characters too? I mean, looting their armors with sufficient skill...
hakimio said:I guess that would be possible, but would require hacking fallout2.exe and I am not that good with ASM...fortyseven said:As this is a rather significant addition to the utility of the repair and science skills would it be possible to make an addition to the discription of these skills in the character window? Just a small note hinting that these skills make it possible to loot armor from wasted corpses?
Wrong guess :>Cubik2k said:hakimio said:I guess that would be possible, but would require hacking fallout2.exe and I am not that good with ASM...fortyseven said:As this is a rather significant addition to the utility of the repair and science skills would it be possible to make an addition to the discription of these skills in the character window? Just a small note hinting that these skills make it possible to loot armor from wasted corpses?
Descriptions of skills are in "skill.msg" file in Data\text\english\game\ folder.
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.Even I wiped out most of the code which shouldn't be in the patches (original lootable armor mod included some fixes for original f2), there can still be some left.
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.B-2Admirer said: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.
Have you read the README included in the original lootale armor archive?Regarding this
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.Even I wiped out most of the code which shouldn't be in the patches (original lootable armor mod included some fixes for original f2), there can still be some left.
V. FIXES
1. New Reno bartenders give discounts instead of price hikes for being Prizefighter, Made Man, or conqueror of the Enclave.
2. Eldridge gives permanent discounts for "knowing Jules", for being a Made Man, and for defeating the Enclave. Note that the discounts may not be evident immediately after Eldridge first mentions them, but will definitely factor in the next time the Chosen One talks to Eldridge.
hakimio said:Have you read the README included in the original lootale armor archive?
V. FIXES
1. New Reno bartenders give discounts instead of price hikes for being Prizefighter, Made Man, or conqueror of the Enclave.
2. Eldridge gives permanent discounts for "knowing Jules", for being a Made Man, and for defeating the Enclave. Note that the discounts may not be evident immediately after Eldridge first mentions them, but will definitely factor in the next time the Chosen One talks to Eldridge.
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.B-2Admirer said:hakimio said:Have you read the README included in the original lootale armor archive?
V. FIXES
1. New Reno bartenders give discounts instead of price hikes for being Prizefighter, Made Man, or conqueror of the Enclave.
2. Eldridge gives permanent discounts for "knowing Jules", for being a Made Man, and for defeating the Enclave. Note that the discounts may not be evident immediately after Eldridge first mentions them, but will definitely factor in the next time the Chosen One talks to Eldridge.
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?
ThanksJosan12 said:Good work on this mod, hakimo!
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?).But doesn't it make the game WAY to easy??
B-2Admirer said:...I'm no good at scripting, so I can't currently code this, but I suppose it should be possible for anyone who is.
hakimio said: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?).But doesn't it make the game WAY to easy??
Josan12 said:The repair and science requirements are a good idea - but 60 repair to get leather armor (for example) is surely too little...
Recon Rover Rick said: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?
MIB88 said:Recon Rover Rick said: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?
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?B-2Admirer said: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.
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.Josan12 said: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)