Search found 452 matches

by Magus
Sun Dec 22, 2019 3:51 pm
Forum: FO2tweaks
Topic: FO2 + RP + EcCo + FO2Tweaks
Replies: 30
Views: 154508

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...
by Magus
Sun Dec 22, 2019 11:20 am
Forum: FO2tweaks
Topic: FO2 + RP + EcCo + FO2Tweaks
Replies: 30
Views: 154508

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.
by Magus
Sun Dec 22, 2019 8:23 am
Forum: FO2tweaks
Topic: FO2 + RP + EcCo + FO2Tweaks
Replies: 30
Views: 154508

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...
by Magus
Sun Dec 22, 2019 6:43 am
Forum: FO2tweaks
Topic: FO2 + RP + EcCo + FO2Tweaks
Replies: 30
Views: 154508

Re: FO2 + RP + EcCo + FO2Tweaks

0,4 is 104/100=26/25, which means that mod is working correctly. However, the actual ammo values are not right. They are supposed to be 0,35 (for JHP). Have you tinkered with them, by chance? I can take a look at this, but I'll need your entire "data" directory zipped, as well as all ini f...
by Magus
Tue Dec 17, 2019 1:31 pm
Forum: FO2tweaks
Topic: FO2 + RP + EcCo + FO2Tweaks
Replies: 30
Views: 154508

Re: FO2 + RP + EcCo + FO2Tweaks

FO2tweaks isn't restricted to any single scope. But this particular issue just doesn't bother me enough to care.
You can make the change yourself, though. It should be fairly simple.
by Magus
Tue Dec 17, 2019 1:53 am
Forum: FO2tweaks
Topic: FO2 + RP + EcCo + FO2Tweaks
Replies: 30
Views: 154508

Re: FO2 + RP + EcCo + FO2Tweaks

I can't say anything about Crafty's sfall, I don't use it.
Control companions only works in combat, i think.
In general, it would make sense to check user's science skill instead of player's, yes. But looking at the script, unfortunately that's not the case.
by Magus
Mon Dec 16, 2019 11:14 am
Forum: FO2tweaks
Topic: FO2 + RP + EcCo + FO2Tweaks
Replies: 30
Views: 154508

Re: FO2 + RP + EcCo + FO2Tweaks

Oops, I missed that step. Sorry, and thanks for your patience. How'd you make it more visible? I'd like to prevent people from missing it. Your new procedure looks good. Now trying out various other settings in mods/rpu.ini, mods/fo2tweaks.ini, ddraw.ini and all other .ini settings (remaining quest...
by Magus
Mon Dec 16, 2019 10:55 am
Forum: General discussion
Topic: The Golem is here
Replies: 0
Views: 46159

The Golem is here

Lo and behold: The Golem, a continuous integraion system for Infinity Engine mods. Runs your code, reports errors. Along with it goes Happy IE suite, a collection of regression tests written in Weidu. Both are discussed here.
by Magus
Mon Dec 16, 2019 9:02 am
Forum: Golem
Topic: What is Happy IE
Replies: 0
Views: 12727

What is Happy IE

Technically, Happy IE suite is a WeiDU mod. However, it's not for user consumption. It's purpose is to find and report any (possible) issues found in an IE game files. You might be familiar with integrity checks in DLTCEP and NearInfinity. In a nushell, Happy IE tries to do the same, but in WeiDU fo...
by Magus
Mon Dec 16, 2019 8:06 am
Forum: Golem
Topic: What is Golem
Replies: 0
Views: 12819

What is Golem

Golem is a continuous integration system for Infinity Engine mods: If names "Travis CI", "Circle CI", etc mean anything to you - that's what it basically is: Travis for IE. If not: in a nutshell, it's a system that automatically tracks your code on github. With each commit, it c...