Search found 459 matches
- Sat Feb 22, 2020 11:44 am
- Forum: Golem
- Topic: .bgforge.yml reference
- Replies: 0
- Views: 13060
.bgforge.yml reference
.bgforge.yml example with values pertaining to Golem: golem: mod_dir: wildmage # OPTIONAL. platforms: # REQUIRED. List of IE platforms that you want to test your mod on - tob # note: this is ToB with G3 BG2 Fixpack, not vanilla - bgee - bg2ee - bgt - sod ...
- Sat Feb 22, 2020 11:32 am
- Forum: Golem
- Topic: How to set up Golem
- Replies: 0
- Views: 13273
How to set up Golem
Pre-setup Check out Golem's general description and features . Requirements The only requirement is to have the mod hosted on Github. Setting up Add .bgforge.yml to the root of the repository. Go to repo settings and add a webhook: url: https://golem.bgforge.net/hooks/github/ content type: applicat...
- Tue Dec 24, 2019 5:29 am
- Forum: UPU and RPU
- Topic: Safe Scumming
- Replies: 2
- Views: 15090
Re: Safe Scumming
No, it's not.
Fallout 1/2 have been prone to save corruption when saving in combat, though. I think it's been fixed in latest sfall releases, but if you want to be extra safe still, avoid doing that.
Fallout 1/2 have been prone to save corruption when saving in combat, though. I think it's been fixed in latest sfall releases, but if you want to be extra safe still, avoid doing that.
- Tue Dec 24, 2019 5:10 am
- Forum: FO2tweaks
- Topic: FO2 + RP + EcCo + FO2Tweaks
- Replies: 30
- Views: 156301
Re: FO2 + RP + EcCo + FO2Tweaks
Does FO2Tweaks translate these changes when they occur, or just apply one set of ammo DT Mod & Dmg Mod, EcCo or no EcCo? The latter. (Well, now, with the script I just posted.) "Translation" of the changes is what got you (AC Mod, DT Mod, Dmg Mod) = 10 mm JHP (0,0,1/1); 10 mm AP (0,4,...
- Mon Dec 23, 2019 9:49 am
- Forum: FO2tweaks
- Topic: FO2 + RP + EcCo + FO2Tweaks
- Replies: 30
- Views: 156301
Re: FO2 + RP + EcCo + FO2Tweaks
I went another way: hardcoded DR values into script, leaving an option to change them in the ini.
Try the attached script, drop it into data/scripts. That should provide good values even with "damage_mod_ammo_dr" section empty.
Try the attached script, drop it into data/scripts. That should provide good values even with "damage_mod_ammo_dr" section empty.
- Sun Dec 22, 2019 11:45 pm
- Forum: FO2tweaks
- Topic: FO2 + RP + EcCo + FO2Tweaks
- Replies: 30
- Views: 156301
Re: FO2 + RP + EcCo + FO2Tweaks
If I understand correctly, those who want to turn off your own damage formula in favor of EcCo's should also comment out every line in the section "; Ammo added by mods ; EcCo"? No, the entire component can be turned off in the main section, by setting damage_mod = 0. The lower section i...
- Sun Dec 22, 2019 6:28 pm
- Forum: FO2tweaks
- Topic: FO2 + RP + EcCo + FO2Tweaks
- Replies: 30
- Views: 156301
Re: FO2 + RP + EcCo + FO2Tweaks
"DR mod" was swapped for "DT mod" by YAAM shipped with EcCo. You can search data/text/english/game/proto.msg for this string and replace it manually. The section with ammo doesn't have all of them, as they are mostly good by default. But with EcCo, they aren't anymore. So I'll pr...
- Sun Dec 22, 2019 3:51 pm
- Forum: FO2tweaks
- Topic: FO2 + RP + EcCo + FO2Tweaks
- Replies: 30
- Views: 156301
Re: FO2 + RP + EcCo + FO2Tweaks
Right, so apparently EcCo bundles ammo protos with it and that overrides vanilla. Captura de pantalla de 2019-12-22 22-37-27.png Sfall has nothing to do with it. You'll need to edit fo2tweaks.ini to and uncomment optional ammo settings, like here: https://github.com/BGforgeNet/FO2tweaks/blob/70dc4af...
- Sun Dec 22, 2019 11:20 am
- Forum: FO2tweaks
- Topic: FO2 + RP + EcCo + FO2Tweaks
- Replies: 30
- Views: 156301
Re: FO2 + RP + EcCo + FO2Tweaks
Nope, still not correct. DR mod should be same as vanilla: https://fallout.fandom.com/wiki/10mm_(Fallout)
And there shouldn't be a DT mod in the first place... Please share the data dir.
And there shouldn't be a DT mod in the first place... Please share the data dir.
- Sun Dec 22, 2019 8:23 am
- Forum: FO2tweaks
- Topic: FO2 + RP + EcCo + FO2Tweaks
- Replies: 30
- Views: 156301
Re: FO2 + RP + EcCo + FO2Tweaks
No reason to PM, really, I don't think there's anything private in the ini files? Also, I asked for "data" dir contents, not just inis. Anyway, I think I know what the problem is. It appears that I was wrong about the damage mod setting. YAAM changes ammo properties. Try setting DamageForm...