Thanks! That looks more like it, my Klamath has the same details. Then I finally feel safe to start playing.
Thanks!He still has the gun in RPU.
The updated maps (and scripts) are in different branches on RPU repo because they're still under testing.Is this mod still getting worked on somewhere outside of github? (like some closed repository...) Is the newest RP version is 2.6 + the updated maps from July? This definitely needs to be uploaded somewhere more permanent than mediafire
I was referring to maps, that were not added in RP, but in vanilla game.Trust me Phobos the new maps are a big improvement - especially the EPA and the Abbey.
It's shift by default, if you've messed with highlighting script from fo2tweaks You've probably disabled this by accident. the standard highlighting feature is in sfall-mods.ini and a script called gl_highligting.int in data\scripts, there are settings to enable highlighting in sfall-mods.ini to choose the key to highlight, chsck LoS and what get's highlighted.
fo2tweaks uses gl_g_highlighting.int.
the gl_highlighting.int is also partially responsible for [Combat Control] Mode=3 functionality.
there are some mods out there that screw up highlighting like the new standard crafting panel 0.94, the use of the crafting device causes highlighting to cease working on a given map forever, Highlighting works on other maps as long as You don't use the crafting device.
kaga encounters are level based not (only) random..Sorry I was confused by the Fallout wiki. I reloaded a couple of times and eventually got Kaga after leaving Arroyo. So all good.
the fo2 scripts need to be present in global scripts folder if you want to use fo2 tweaks.. your best way of disabling gl_g_highlighting.int (as that's the one from fo2 tweaks), is through fo2tweaks.ini . this mod is modular and everything can be toggled on or off..
I can't find either of gl_autodoors.int or gl_g_autodoors.int.ok now that we are on the topic of breaking stuff and incompatibilities. be sure to check if your mod has gl_autodoors.int in global scripts folder. If you do have one be sure to disable automatic door opening in fo2tweaks.ini ( aka gl_g_autodoors.int). agin the script needs to be present in game folder, only disable the functionality via fo2tweaks.ini.
Thanks! It means a lot that at least someone is replying.First make sure fo2tweaks got installed properly after download, next look up where ddraw.ini set sfall to look for global scripts ( as i said it doesn't nessecarily have to be game scripts folder...)
[Scripts]
;Comma-separated list of masked paths to load global scripts from
;Only use single backslash \ as the directory separator
;Paths outside of scripts folder are supported
GlobalScriptPaths=scripts\gl*.int,scripts\sfall\gl*.int
;Uncomment the option to specify an additional folder path for ini files used by scripts
;The game will search for the ini files relative to this directory
;If the file is not found, the search will proceed relative to the root directory of the game
;The maximum length of the specified path is 61 characters
IniConfigFolder=mods