Search found 28 matches
- Fri Feb 01, 2019 6:47 pm
- Forum: FO2tweaks
- Topic: Version 9.4 - feedback: changes for existing modules
- Replies: 22
- Views: 26781
Version 9.4 - feedback: changes for existing modules
But they're the same as in v9.4.
- Fri Feb 01, 2019 4:58 pm
- Forum: FO2tweaks
- Topic: Version 9.4 - feedback: changes for existing modules
- Replies: 22
- Views: 26781
Version 9.4 - feedback: changes for existing modules
Reuploaded the files : 1) Tweaked Damage mod (added constant_dmg_div INI variable). 2) Excel damage calculator (added roundingDown for ammo dmg_mod: "Ammo" --> K3:K28). You can consider it as a pull. I'm not putting it to GitHub since it doesn't support my browser (and I'm not planning to ...
- Wed Jan 30, 2019 6:48 pm
- Forum: FO2tweaks
- Topic: Version 9.4 - feedback: changes for existing modules
- Replies: 22
- Views: 26781
Version 9.4 - feedback: changes for existing modules
Tweaked Damage mod - Changelog: - - 0) Changed files: "gl_g_damage_mod.ssl", "fo2tweaks.ini" - - 1) [ADDED] 2 new INI variables (bypass_dt, bypass_dr) - they define DT and DR Armor Bypass coefficients - - 2) [ADDED] 2 new INI variables (jhp_ammo_dmg_mult, ap_ammo_dmg_mult) - the...
- Sat Jan 26, 2019 2:59 pm
- Forum: FO2tweaks
- Topic: Version 9.4 - feedback: changes for existing modules
- Replies: 22
- Views: 26781
Version 9.4 - feedback: changes for existing modules
About script editor. I've downloaded sFall Script Editor 4.1.3 Extended version and additional HEADERs . And I have some questions: 1) any settings recomendations? 2) is it normal that decompiled scripts have their variable/argument names changed to generic ones (Lvar, arg)? For example: LVar6 := L...
- Sat Jan 26, 2019 2:22 pm
- Forum: FO2tweaks
- Topic: Version 9.4 - feedback: changes for existing modules
- Replies: 22
- Views: 26781
Version 9.4 - feedback: changes for existing modules
3 new notes. Keymap (gl_g_keymap.int): • variables are in the [MAIN] sections instead of its own [KEYMAP] section (like all the other modules) - intentional? • worldmap_key=17 (W): • conflicts with ReloadWeaponKey=17 from sFall • is a cheat, since it's possible to enter Worldmap from any location • ...
- Thu Jan 24, 2019 10:18 pm
- Forum: FO2tweaks
- Topic: Version 9.4 - feedback: changes for existing modules
- Replies: 22
- Views: 26781
Version 9.4 - feedback: changes for existing modules
I did. But, like I explained in the disambiguation topic, damage mod is designed to be simple. One idea, minimal changes to implement it. No arbitrary decisions. Just set "jhp_ammo_dmg_mult" and "ap_ammo_dmg_mult" to 1 in the INI. That way the defualt behaviour of your damage mo...
- Thu Jan 24, 2019 8:54 pm
- Forum: FO2tweaks
- Topic: Version 9.4 - feedback: new modules
- Replies: 9
- Views: 11554
Version 9.4 - feedback: new modules
Did you max out game settings for combat speed? I use 125% and it seems to work fine for me, both in and out of combat. Yes. I'm not telling that it's slower than it should be with default 100%. It's just that after trying 200% non-combat and 400% combat I can't get back to normal speeds - everythi...
- Thu Jan 24, 2019 5:05 pm
- Forum: General Fallout discussion
- Topic: Party Orders suggestions
- Replies: 4
- Views: 11458
Party Orders
5.1) I'll need to check that. Some additional info. Party orders - strange behaviour, changing the name of the script file from "gl_ptyop.int" to something else (for example, "gl_123.int") causes the module to act a bit differently in the game: • script name "gl_ptyop.int&q...
- Thu Jan 24, 2019 4:46 pm
- Forum: FO2tweaks
- Topic: Version 9.4 - feedback: new modules
- Replies: 9
- Views: 11554
Version 9.4 - feedback: new modules
1.1) Don't see the point. Very useful when playing without your Unlimited carry weight mod. 1.2) Unloading in own inventory could get annoying, not sure about it. Yup, it's situational. 1.2) In barter, that could be useful. Yes, but it would be the most useful when looting corpses, since usually on...
- Thu Jan 24, 2019 4:10 pm
- Forum: FO2tweaks
- Topic: Version 9.4 - feedback: changes for existing modules
- Replies: 22
- Views: 26781
Version 9.4 - feedback: changes for existing modules
1.5) Make them all weigh a million? Sounds good and simple (if the game doesn't bug out because of such a high weight value). 2.1) I believe that's what it does, removes size limit. My bad then. I just thought that trunk had both limits (weight and size). 3.2) There isn't really an ammo "type&...