Nightingale
Stealthy courier
i have a problem with Marcus (2.45.4) he can't be told of the dead people, it's apperantly a old bug that was fixed once, but it's hitting me...
I don't think you need sfall for that as there already is a function for changing the light level of objects.I don't know what I can do about the flares. Maybe something is possible through sfall. I really wish I could get that working, too, as it would give a use to the flashlight you can find in the game.
Ah yes I forgot that the checks for item slot 1 and 2 are only valid as long as they are active.@Darek
I should have been more specific. Setting the items to create light really is not a problem. However, it is somewhat useless at the moment, because the light will only stay on when the item is in the active hand. As soon as the character switches to the weapon hand, the light goes out. I wanted the light to stay on even if the lantern or flashlight is in the inactive hand.
i found the bodies, got the note, checked the bodies, talked to francis, he left, then tried to tell marcus about the bodies, tunnels only option to tell about still,@Mikael Elofsson
Not sure what is going on there either. Are you certain you have completed all requirements to tell him of the people? I have not changed him recently, and I had no problems telling him in order to get him into my party on my last playthrough.
I'm not sure what's the problem here. On the contrary, I had to go to greater lengths to ensure that an item doesn't work in off hand.Ah yes I forgot that the checks for item slot 1 and 2 are only valid as long as they are active.
I looked through the sfall functions and didn't find anything that looked like it would do the job. There is something for checking and swapping active hand but that isn't really useful in this case.
Hmm, you could always use "obj_is_carrying_obj_pid", but then it also works when the item is in your backpack (would probably need to have on/off versions of the flashlight then).
Also, I looked at your global flashlight script and I'm thinking it would be a good idea to add the lit flare in there too or they won't work.
- Hoss in NCR should normally stop fighting after he got hit, or not? I'm not sure if I did something wrong. Because he doesn't stop fighting until he is dead. Drawing a weapon and shoot him didn't had an effect, too.
- I can't give Tandi the Letter I got from the Postman encounter. There is no option to give it to her while speaking to her. Also not possible to do it with clicking on her and taking the envelope out of my backpack.
- Entering NCR into the next town zone (where is also the police station) you get always into fight with the police men. (I think I was not long enough on the first map to get this problem.) They say do not use weapons, but the main character don't have any in both hands. But they start not the the 'Chosen One' a fight, they start it with one of he followers like Klint...
- About the caves I mentioned earlier, it makes no difference if I have the highres patch activated or deactivated. No difference if I activate the patch before I activate the megamod and no difference if I activate it after installing the megamod. The caves looks always the same, sometimes I get only a very small part to see. Sometimes a little bigger, not everything visible, but can leave the cave. Sometimes it is ok.
Can I modify in an ini something to prevent this? Do you know the name of the map? I tried in the ddraw.ini and f2_res.ini many settings, but nothing helped.
- Are Damage.ini and CriticalOverrides.ini planned for later megamod updates?
Are there anywhere more informations about what they (will) do?
- About "Expanded Stimpacks" and "my custom book mod" are they planned to be implemented? Do you have the mods as workable vesions for MM?
- here is a map with another problem, if I enter the manhole, I can't get out again and I do not enter a sewer. I'm in the moment in the sewer, sadly I do not have the save files for this. This map has also problems with the size, not everything is visible, but was not really important here...
i found the problem? YAY i helped! *happy kitty dance*
And thanks man, i love Marcus to much to not have him in my party.
The flares would be fine if they are in the 'backpack', which could be also mean that they hang on the girdle.
Guess that's why it's good to have some throwing skill so you can light a flare and throw it during darkness at the enemy. Even if you miss you can still direct them into the light by tactics and taking control of all the NPC companions.
Why on earth? Scripts check what they are written to check.@burn
But scripts only check the "active" hand (or armor slot or the total inventory).
Why on earth? Scripts check what they are written to check.
No. I don't get why you're putting all these words in my mouth.Yes. And in the Fallout 2 engine, they check what they are written to check... for the active hand. You can deny it all you like. But, play the game and see for yourself. Are you saying you've never encountered a caravan with a weapon in one hand while the other hand was empty? Or walked through NCR that way? Or have you always removed weapons from both slots?
Why on earth? Scripts check what they are written to check.
I don't need to believe, I know.You said this:
I'm not putting words in your mouth. I commented on your statement. And, since you seem to not want to believe what @Darek and I were talking about, I gave examples where you can see for yourself.