Search found 360 matches
- Mon Aug 15, 2022 9:17 am
- Forum: UPU and RPU
- Topic: RPU v26 Maps Updated
- Replies: 15
- Views: 1434
Re: RPU v26 Maps Updated
Welcome, and you can try builds from RPU gihub actions, "map-update" branch.
- Mon Jul 18, 2022 8:14 am
- Forum: UPU and RPU
- Topic: RPU v26 Maps Updated
- Replies: 15
- Views: 1434
Re: RPU v26 Maps Updated
1. Need source for the modified scripts.
2. See some issues reported: https://github.com/BGforgeNet/Fallout2_ ... 1186154442
3. Cat Jules anims are added, thank you (for now without black combat armor).
2. See some issues reported: https://github.com/BGforgeNet/Fallout2_ ... 1186154442
3. Cat Jules anims are added, thank you (for now without black combat armor).
- Sun Jun 19, 2022 12:46 pm
- Forum: UPU and RPU
- Topic: RPU v26 Maps Updated
- Replies: 15
- Views: 1434
Re: RPU v26 Maps Updated
OK, NovaRain fixed the map, and I updated quest script. Build is here https://github.com/BGforgeNet/Fallout2_ ... 2523956725.
When you get to testing, probably better to attach pre-map saves here, so other people can test too.
When you get to testing, probably better to attach pre-map saves here, so other people can test too.
- Fri Jun 17, 2022 12:48 pm
- Forum: UPU and RPU
- Topic: RPU v26 Maps Updated
- Replies: 15
- Views: 1434
Re: RPU v26 Maps Updated
Mapper is killing me. I don't know how to put two objects on the same hex.
- Sat Jun 04, 2022 11:31 am
- Forum: UPU and RPU
- Topic: RPU v26 Maps Updated
- Replies: 15
- Views: 1434
Re: RPU v26 Maps Updated
That's strange. The same script is supposed to work the same, regardless of the art.
You didn't mention Abbey before. And why there are changes to protos?
Let's keep stuff compartmentalized - one location at a time.
You didn't mention Abbey before. And why there are changes to protos?
Let's keep stuff compartmentalized - one location at a time.
- Fri Jun 03, 2022 11:42 am
- Forum: UPU and RPU
- Topic: RPU v26 Maps Updated
- Replies: 15
- Views: 1434
Re: RPU v26 Maps Updated
I can update the scripts if necessary, but have no saves to test.
Why do you list elevator art as a script change?
Why do you list elevator art as a script change?
- Fri May 27, 2022 5:53 am
- Forum: Tweaks and Tricks
- Topic: Starting Bags Not Installing in EET games
- Replies: 6
- Views: 771
Re: Starting Bags Not Installing in EET games
I see the issue, but I'm not sure why it happens on your system. Correct log looks like this: Extended script [BG2600.bcs] with [tnt/components/starting_bags/candle.baf] While yours is Extended script [%Candlekeep%.bcs] with [TNT/components/starting_bags/candle.baf] . %Candlekeep%.bcs doesn't get ev...
- Tue May 24, 2022 4:27 pm
- Forum: Tweaks and Tricks
- Topic: Starting Bags Not Installing in EET games
- Replies: 6
- Views: 771
Re: Starting Bags Not Installing in EET games
could you also attach tnt.debug log?
- Tue May 24, 2022 11:28 am
- Forum: Tweaks and Tricks
- Topic: Starting Bags Not Installing in EET games
- Replies: 6
- Views: 771
Re: Starting Bags Not Installing in EET games
Other mods don't matter, there's no conflict.
Where do you look for him? He's near the clinic. Looks like a monk, only darker robes.
Where do you look for him? He's near the clinic. Looks like a monk, only darker robes.
- Sun May 22, 2022 9:02 pm
- Forum: Golem
- Topic: Suppression file
- Replies: 3
- Views: 566
Re: Suppression file
But why copy it for each and every file? Isn't it simpler to do something like this? (might need some care with case, though)