Search found 59 matches

by Cyrus
Mon Nov 09, 2020 7:40 am
Forum: FO2tweaks
Topic: Knockback not working correctly
Replies: 6
Views: 237

Re: Knockback not working correctly

Magus wrote:
Mon Nov 09, 2020 7:08 am
I didn't notice it because I usually play with knockback disabled.

😏 I figured.
 
Magus wrote:
Mon Nov 09, 2020 7:08 am
creating empty files with the same names in "data/scriptos"

oh that's right. Only if all the tricks would stick to memory.
by Cyrus
Mon Nov 09, 2020 6:17 am
Forum: FO2tweaks
Topic: Knockback not working correctly
Replies: 6
Views: 237

Re: Knockback not working correctly

Its the same save I posted last time. But here it is again. I didn't provide any more data because honestly there was nothing special to report on. I am using V12.2 with sfall 4.2.8.1 with RPU16. I tried increasing weapon damages, then I tried increasing melee, then I tried giving extra hth bonus pe...
by Cyrus
Mon Nov 09, 2020 3:52 am
Forum: FO2tweaks
Topic: Knockback not working correctly
Replies: 6
Views: 237

Re: Knockback not working correctly

Ok the problem is

fo2tweaks_setting(sec_main, set_max_knockback)

The actual setting is called max_knockback, not set_max_knockback.


***** EDIT

NOPE. That's not fixed it either. I don't know where the problem comes from but when I removed the scripts dat everything starts to work.

 
by Cyrus
Mon Nov 09, 2020 3:47 am
Forum: FO2tweaks
Topic: Knockback not working correctly
Replies: 6
Views: 237

Re: Knockback not working correctly

I just set max_knockback to 10, and its still not working.

There seems to be some other problem as well.

Anyway, the script seems to be stuck on 0 knockback. needs fixin.


To test just give your character some extra melee damage and start swinging. No knockback
by Cyrus
Mon Nov 09, 2020 3:28 am
Forum: FO2tweaks
Topic: Knockback not working correctly
Replies: 6
Views: 237

Knockback not working correctly

Today I was testing knockback and noticed that despite me setting max_knockback value to -1 in fo2tweaks.ini nothing was causing knockback. I did a bunch of test, but finally I decided to completely remove fo2tweaks.dat from the mods folder. Suddenly the problem was fixed. I looked at the code. On l...
by Cyrus
Thu Nov 05, 2020 11:10 pm
Forum: Other Fallout mods and projects
Topic: Various questions
Replies: 22
Views: 1018

Re: Various questions

Try opening and comparing various weapons in ProtoManager... I don't have it handy now, but it should be pretty obvious. Oh I did that, but it wasn't obvious, I couldn't figure out. That's why I ask. I thought maybe you know. I thought it might be projectile PID, but couldn't tell. I'll have to do ...
by Cyrus
Thu Nov 05, 2020 11:06 pm
Forum: FO2tweaks
Topic: The incessant idle reload animation
Replies: 7
Views: 155

Re: The incessant idle reload animation

The timer feature is in the engine, so it would mean replacing some other offset so the "event" never gets called. Ofcourse another solution is to simply set the repeat time to very long. Also know that the component that calls this animation doesn't just call reload animations. It calls the idle an...
by Cyrus
Thu Nov 05, 2020 5:52 am
Forum: FO2tweaks
Topic: The incessant idle reload animation
Replies: 7
Views: 155

Re: The incessant idle reload animation

Right.


Update:
https://www.nma-fallout.com/threads/any ... st-4403180


I really feel this should be either part of fo2tweaks or upu/rpu.

Do you think you could implement this? I think its very fitting that it be part of UPU/RPU.
by Cyrus
Wed Nov 04, 2020 5:38 pm
Forum: FO2tweaks
Topic: The incessant idle reload animation
Replies: 7
Views: 155

Re: The incessant idle reload animation

So how do you deal with it right now?

You put audio files in data folder every time you install the game?

How many guns have you done it for?
by Cyrus
Wed Nov 04, 2020 5:32 pm
Forum: Other Fallout mods and projects
Topic: Various questions
Replies: 22
Views: 1018

Re: Various questions

What I mean is, for example: A rock is thrown. So is a grenade. How does the game know if it should apply area damage? I have looked at proto files using proto manager. I don't see any flags that particularly tell if this item should have area damage. I thought maybe the game looks at weapon damage ...