It's all packaged into .dat now.
If you want to customize party.txt, you can either extract it from rpu.dat, or download it from the repo (this is the same file). Place into data/data, and edit it however you want.
Lastly, check out party level match component in FO2tweaks.
Search found 267 matches
- Sun Jan 03, 2021 12:28 pm
- Forum: UPU and RPU
- Topic: party.txt
- Replies: 1
- Views: 50
- Thu Dec 31, 2020 4:09 pm
- Forum: UPU and RPU
- Topic: Missing new Patch version in menu
- Replies: 1
- Views: 44
Re: Missing new Patch version in menu
The rock must be present. Something is wrong in your installation, and I do not advise to proceeding with the game until you figure out what's that.
The logs must be in backup dir inside main game directory.
The logs must be in backup dir inside main game directory.
- Mon Nov 09, 2020 7:08 am
- Forum: FO2tweaks
- Topic: Knockback not working correctly
- Replies: 6
- Views: 616
Re: Knockback not working correctly
OK, I found and fixed the issues. One, as you noted, is a wrong setting check, the other was re-declaring a var. I didn't notice it because I usually play with knockback disabled. A new release is pushed. (And for the future reference, you can disable scripts in dats surgically by creating empty fil...
- Mon Nov 09, 2020 4:41 am
- Forum: FO2tweaks
- Topic: Knockback not working correctly
- Replies: 6
- Views: 616
Re: Knockback not working correctly
do you have a save?
(also, fo2tweaks.ini and debug.log)
(also, fo2tweaks.ini and debug.log)
- Fri Nov 06, 2020 2:50 am
- Forum: FO2tweaks
- Topic: The incessant idle reload animation
- Replies: 7
- Views: 343
Re: The incessant idle reload animation
Right, well, a script can check the weapon and act accordingly.
- Thu Nov 05, 2020 6:00 am
- Forum: FO2tweaks
- Topic: The incessant idle reload animation
- Replies: 7
- Views: 343
Re: The incessant idle reload animation
Not UPU or RPU for sure, since it's not a bug nor a restoration.
I might get to that in FO2tweaks once I'll return to playing.
The code in the linked post requires enabling unsafe scripting, though.
Also, I wonder if there's a way to disable it at all, and only play the animation on actual reload.
I might get to that in FO2tweaks once I'll return to playing.
The code in the linked post requires enabling unsafe scripting, though.
Also, I wonder if there's a way to disable it at all, and only play the animation on actual reload.
- Thu Nov 05, 2020 2:38 am
- Forum: Other Fallout mods and projects
- Topic: Various questions
- Replies: 22
- Views: 1494
Re: Various questions
I'm not actually sure, but probably using projectile pid from misc.lst. Could also be just checking damage type. I remember back when I was first implementing fire damage for Molotov, it would stop exploding and become a "throwing weapon". Or could be both. Try opening and comparing various weapons ...
- Thu Nov 05, 2020 1:59 am
- Forum: FO2tweaks
- Topic: The incessant idle reload animation
- Replies: 7
- Views: 343
Re: The incessant idle reload animation
Just the two files mentioned in the linked topic, that seems to be enough.
And I don't install much, apart from testing. My main installation used for playthroughs is old.
And I don't install much, apart from testing. My main installation used for playthroughs is old.
- Wed Nov 04, 2020 10:03 am
- Forum: Other Fallout mods and projects
- Topic: Various questions
- Replies: 22
- Views: 1494
Re: Various questions
What do you mean, "when"? What are you trying to do? For example, there's CombatDamage : Runs when: Game calculates how much damage each target will get. This includes primary target as well as all extras (explosions and bursts). This happens BEFORE the actual attack animation. AI decides whether it...
- Wed Nov 04, 2020 10:01 am
- Forum: FO2tweaks
- Topic: The incessant idle reload animation
- Replies: 7
- Views: 343
Re: The incessant idle reload animation
No, I haven't found anything better.