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Discussion in 'Fallout General Modding' started by Celestial, Jun 4, 2003.
Has anyone gone ingame and tested those maps to see how complete they are ?
Those EPA maps are nearly complete in my opinion. Jargo should have the latest EPA maps and scripts.
Oh, and thanks for summoning Jebus to ruin my "Test forum section?" thread....
Cool, any clue when theyll be complete and a mod posted ?
And I have no control of where certain people pop up...........
Maybe I should finally release the improved abbey mod. Just one more quest and it would be worth to release...
You did by chance want to take over 'the toxic' mod? I dont have much time to finish it at the moment, and I'm not sure how far Coljack got on it
As long as it gets the mods compleated and avalible, Im all for it.
Hey, if any betas are available, I can test them.
I got spare time and well, I am currently testing out the Cheat Boy for Fallout 2. So when you guys got anything... let me know.
I am looking at the modified ammo protos from patch 1.05. I noticed that most of the AP and FMJ have damage divisor set to zero. I thought that was strange because division by zero is usually a problem in computer systems. Try 9 / 0 on the windows calculator for example, and it says "cannot divide by zero". I created a test gun that does exactly 10 points damage, so I could see what happens when I change the ammo modifiers. I tried to set the damage divisor to zero in the FO2 mapper, and its not allowed. The mapper says "please enter a number between 1 and 250".
Not sure why the patch 1.05 ammo sets this damage divisor to zero, but I think its an improper setting (perhaps it should be 1)? It appears that the reason there is both damage multiplier and divisors is to set fractional modifiers, since the mapper does not accept floating point values for these modifiers. So if I want a .66 modifier I would do multiplier 2 divisor 3.
I was looking at this to understand two things. First I want to see how the patch fixed the useless AP ammo. This is where I see the zero divisors. I am guessing that this would be an error in the game calc (you can't divide by zero) so the net effect is probably the same as dividing by 1 (no effect). The only other change I see to fix the JHP/AP problem is a greater adjustment of DR (on both sides: greater postive DR for JHP and greater negative DR for AP). I was surprised to see how in FO2 the DR adjustments are always opposite for JHP (positive) vs AP (negative). Has anyone tried balancing it the other way (less of a difference between the two instead of more?).
The other reason I'm looking at this is to assign modifiers to a bunch of new ammo types (9mm JHP, .308, 30.06 etc).
Does the AC adjust in ammo settings only affect the to hit roll?
Well, I checked out both patches 1.051 intergrated and the first one and Beer still doesn't have weight and Iguana on a stick doesn't do shit to heal you...
Tubby's Nuka cola machine doesn't dispense soda.
Just as Serap's patch says it turns Flint into stone... nope, I still see that lil dusty box,
I'm positive I got the integrated version to undo the weightlessness of beer, although if you use the non-DAT version, your protos might be deleted if you neglect to set them to read-only. I'm sure that I have no protos outside from the DAT, either.
As for the iguana issue, I'm totally ignorant of that, but it should work as in Celestial's original version (the protos are certainly there), I'm not really in the habit of healing myself with Iguanas
For protos that aren't in a dat file, if you put them in a directory other than \data, this is not a problem. For example if you make a \fallout2\patch005 directory and set the fallout2.cfg critter_patches to point there, it should never delete prototypes (and they don't need to be read-only). At least it doesn't for me. I never put stuff in \data, that's sort of like a temp directory for the engine, and IMO a dangerous place to put mod stuff.
*back after quite the leave*
Alright, I've read through quite some drama last pages and I'm wondering 1 little thing... WHERE IS 1.06?????
1.06, looking forward to it, but they should leave room, Lich and others have made tiny add ons which would go great intergreated into one package.
1- The New Vision MOD with the Shack and Farm
5-Toxic Caves Extended
8-Seraph pacthed stuff
Damn there is just soo much that can be added, that can put in!!!! And all in 1 Patch!!!!!!!!!!!
This is no offence but ...
Why don't you form a team that tries to get these things together? AFAIK Celestial hasn't been seen for a while and you can wait but that won't shorten the waiting time for 1.06
IMHO some modders should form a patch team, ask for permission from the creators of the mods you want to include and start working on a patch that combines these ones. You can create a thread here for team coordination and Odin could make a news post @ mainpage to give you some promotion. I'm quite sure if you follow these simple ideas a combined 1.06 can be achieved in 2-3 months. Thats no short time, but waiting for Celestial won't help in this case; at least IMO
I don't think Carib takes offence (what can I say, he's my Lover) I tried my hand at modding and its time consuming where a single error can fuck you up for life.
So in all, I can appreciate what 1.06 brings first, but I am sure sometime in the future The mods can be put together, utilizing all the good in the others.
For now, Like Carib I test them out, and I had my fun with 1.051 Intergrated, and I can't wait for 1.06... Bring it on!!!
Maybe you haven't read my post, but just one simple question: WHO?
Yea, I was part way through doing this, but I got stuck on the scripts (I cant script).
It is a good idea, also if we combined them with Obj_dudes FOT weapon expansion/hard critters mod, it would work great
Hmm I would recommend you to join the team; but now we decided to port fallout 2 to IanOut so I wouldn't recommend you to join the patch team. Instead you should join our team
No seriously: we could need some experienced Fallout modders for later beta testing. If this ever gets finished we'll integrate the new vision mod into the fallout 2 campaign if we'll get the OKAY of teamX.
That's ambitious, there are approx 1500 scripts. Would be a lot of work to get what we already have in a new engine.