Two Fallout 1 modding questions

Makenshi

Ahoy, ye salty dogs!
Question 1:

In the NPC mod, Ian and the others can use armors, and their visual change. I assume the model is th same of the Vault Dweller, like in the B-Team mod for Fallout 2; thus, I suppose they can use any weapon (as they have all animations).

My question, finally: is there any way to know their stats? Example: what's Ian's skill with Small Guns, 125%? Does he have any ability with Energy weapons, like 70%? :mrgreen:

See, in FO2, when you use B-team mod, Cassidy (example) can use all weapons, and at his max level, he uses Energy Weapons very well (around 105%, according to the Fallout Bible).

Is there any article, file or whatever saying what are the stats of Ian, Tycho and Katja? Like the bible did with Cassidy, Sulik, Vic and Myron?

Question 2:

When we leave the Vault, if we try to get back in, the computer at the door says it's not possible to open the door becase they're having tech problem, etc. However, if we move one square at the map and than come back, we can enter the vault.

Would it be possible to script (or whatever) this so that access to the vault would be possible only after we get the water chip?

The interest in this (mine, at least) would be to change the weapons in the storage from Shotgun + 10mm pistol + 4 knives to something with more punch, withot affecting balance. It would make sense that the weapons storage of a vault has more than this measly equipment, and that they would handle it to the vault dweller to improve the chances of success in dealing with the super mutant threat.

I t always bugged me that after all the trouble to get the water chip, the bastard Oveseer has the guts to say: "Go, alone and without strong firepower/support from us, deal with those big dangerous guys".

Personally, I'd change it like this:

Shotgun > Combat shotgun
10mm pistol > Assault Rifle
4 Knifes > 2 Cattle prods and 2 Combat knifes
 
Makenshi said:
Question 2:

When we leave the Vault, if we try to get back in, the computer at the door says it's not possible to open the door becase they're having tech problem, etc. However, if we move one square at the map and than come back, we can enter the vault.
That's because there are two quests in V13 that can be done before finding the water chip

Makenshi said:
The interest in this (mine, at least) would be to change the weapons in the storage from Shotgun + 10mm pistol + 4 knives to something with more punch, withot affecting balance. It would make sense that the weapons storage of a vault has more than this measly equipment, and that they would handle it to the vault dweller to improve the chances of success in dealing with the super mutant threat.
Check the page 92 of the manual, equipment section :mrgreen: .
 
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