Search found 459 matches
- Fri Jan 25, 2019 3:18 pm
- Forum: FO2tweaks
- Topic: Version 9.4 - feedback: changes for existing modules
- Replies: 22
- Views: 26597
Version 9.4 - feedback: changes for existing modules
Again, the same as with 2 additioanal ammo coefficients, I don't ask you to change the default value, I ask you to make DT and DR reduction values configurable in the INI. Add these 2 variables, set them to 0.2 - as they are in the default game. If the user wants to change these 2 variables - it wi...
- Thu Jan 24, 2019 7:57 pm
- Forum: General Fallout discussion
- Topic: Party Orders suggestions
- Replies: 4
- Views: 11362
Party Orders
Strage behaviour, indeed. I'll check this... when the time comes.
- Thu Jan 24, 2019 7:56 pm
- Forum: FO2tweaks
- Topic: Version 9.4 - feedback: new modules
- Replies: 9
- Views: 11466
Version 9.4 - feedback: new modules
Convenience. I honestly don't know how I've played F2 before with 100% speed - the combat is very slow. If there's more than 4-5 critters (including all companions, npc and enemies), then even SpeedMulti 400 isn't enough. It's a bit too fast for non-combat interaction, though. I've played F1.5 usin...
- Thu Jan 24, 2019 7:49 pm
- Forum: FO2tweaks
- Topic: Version 9.4 - feedback: changes for existing modules
- Replies: 22
- Views: 26597
Version 9.4 - feedback: changes for existing modules
I know that. On the other hand, what type an ammo is can be based solely on the ammo's DR modifier: negative - AP, 0 - 'normal', positive - JHP. There's also FMJ. And if you take another mod such as EcCo, you'll have a bunch of other calibers: BMG, buckshot, IC, etc. Just marking them all as AP/JHP...
- Thu Jan 24, 2019 3:34 pm
- Forum: General Fallout discussion
- Topic: Party Orders suggestions
- Replies: 4
- Views: 11362
Party Orders
5.1) I'll need to check that.
5.2) Maybe the colors. I don't see the need to change the texts.
5.3) Not sure if can be done. If it can, probably needs all stances.
5.4-5.5) Not sure if can be done. Probably requires modifying companion scripts. Out of the scope.
5.2) Maybe the colors. I don't see the need to change the texts.
5.3) Not sure if can be done. If it can, probably needs all stances.
5.4-5.5) Not sure if can be done. Probably requires modifying companion scripts. Out of the scope.
- Thu Jan 24, 2019 3:26 pm
- Forum: FO2tweaks
- Topic: Version 9.4 - feedback: new modules
- Replies: 9
- Views: 11466
Version 9.4 - feedback: new modules
1.1) Don't see the point. 1.2) Unloading in own inventory could get annoying, not sure about it. In barter, that could be useful. Check inventory filter, though, it might have been implemented there. 2.1-3) Can't do. Ask sfall guys. 2.4) Not interested. 2.5) Why? 2.6) There was a component disabling...
- Thu Jan 24, 2019 10:09 am
- Forum: FO2tweaks
- Topic: Version 9.4 - feedback: changes for existing modules
- Replies: 22
- Views: 26597
Version 9.4 - feedback: changes for existing modules
Let's see... 1.1) Can be done. I think the reason it's 99999 is because I actually went over 9999 sometime. 1.2) Not possible now, you can try to request it from sfall guys, but I doubt they'll be excited. 1.3-4) I could accept a pull, but not really interested in doing that myself. 1.5) Right, the ...
- Tue Jan 22, 2019 7:19 pm
- Forum: FO2tweaks
- Topic: Version 9.4 - feedback
- Replies: 2
- Views: 7157
Feedback (Version 9.4)
Thank for constructive and well-structured feedback. There are some valid points, some suggestions that I like and some I don't, and not everything is doable anyway... Unfortunately, I think if I address them all in a single post, it's going to turn into a wall of text. I suggest splitting them and ...
- Tue Jan 22, 2019 6:31 pm
- Forum: General Fallout discussion
- Topic: Party Orders
- Replies: 0
- Views: 14141
Party Orders
I made a fork of Party Orders with some minor fixes: - Added burst hotkey (merged from FO2tweaks). - Better search, looters will no longer try to pick up items path to which is blocked. - Fixed looting for RP NPCs - Scorpion tais and gecko skins now also get looted automatically. - Pickup routine no...
- Wed Dec 19, 2018 7:29 am
- Forum: General discussion
- Topic: VScode extension: BGforge multi-language server
- Replies: 0
- Views: 13868
VScode extension: BGforge multi-language server
I'm happy to announce the first version of BGforge multi-language server. It adds support for Star-Trek Scripting Language and WeiDU syntaxes to VScode. See project forum for details.