Search found 465 matches
- Sun Dec 02, 2018 1:13 pm
- Forum: FO2tweaks
- Topic: Compatibility with F2WR
- Replies: 2
- Views: 6052
Compatibility with F2WR
Possible? Yes. But that can be said about any two mods. Likely? No. Like I said in release notes, FO2tweaks are designed to be as compatible as possible. So unless changes from another mod directly contradict changes from FO2tweaks, they should work together. But I can't test all other mods, of cour...
- Wed Nov 28, 2018 4:20 pm
- Forum: FO2tweaks
- Topic: FO2tweaks version 9
- Replies: 0
- Views: 10671
FO2tweaks version 9
Version 9 is finally released. Now it includes only fully pluggable components, which means it's as compatible with other mods as it is possible. Some of the old components had to removed because of that, but many new ones were added. Main highlights are an alternative damage mod and a revised heal...
- Mon Nov 26, 2018 4:08 pm
- Forum: FO2tweaks
- Topic: Suggestion
- Replies: 4
- Views: 6893
Suggestion
It could be, for some people, but I don't see these people, and it doesn't bother me, so I'm not inclined to do anything about it.
If it was submitted as an optional addition with clean code as a proper pull request, I wouldn't mind merging it, though. I'm always for more options to the players.
If it was submitted as an optional addition with clean code as a proper pull request, I wouldn't mind merging it, though. I'm always for more options to the players.
- Mon Nov 26, 2018 4:03 pm
- Forum: FO2tweaks
- Topic: Damage formula
- Replies: 26
- Views: 41519
Damage formula
I'm happy to help people who help themselves (and others), that's what BGforge is about.
- Mon Nov 26, 2018 3:09 pm
- Forum: FO2tweaks
- Topic: Suggestion
- Replies: 4
- Views: 6893
Suggestion
I understand what you're saying, Baldur's Gate difficulty setting works that way. But personally, as a hardcore player, I prefer my combat "fair", meaning that everyone gets treated equally, PCs and NPCs alike. So I wouldn't care for such a change. Party vs party fights are usually unequal...
- Mon Nov 26, 2018 2:43 pm
- Forum: FO2tweaks
- Topic: Damage formula
- Replies: 26
- Views: 41519
Damage formula
Yes those are the files.
- Mon Nov 26, 2018 5:01 am
- Forum: FO2tweaks
- Topic: Damage formula
- Replies: 26
- Views: 41519
Damage formula
It's in the headers, search.
- Sun Nov 25, 2018 12:23 pm
- Forum: FO2tweaks
- Topic: Damage formula
- Replies: 26
- Views: 41519
Damage formula
No, whitespace doesn't really matter. Except in defines, I think.
But then again, you can easily test for these things yourself.
But then again, you can easily test for these things yourself.
- Sun Nov 25, 2018 11:56 am
- Forum: FO2tweaks
- Topic: Damage formula
- Replies: 26
- Views: 41519
Damage formula
There's no jump. The script is executed line by line, like in any other programming language. "end" denotes an end of a begin block. The compliler will tell you if you break the code.
- Sun Nov 25, 2018 10:09 am
- Forum: FO2tweaks
- Topic: Damage formula
- Replies: 26
- Views: 41519
Damage formula
1. No. You should return the value from B and assign it in A. 2. Fine. You need not and must not re-declare script-wide vars. 3. max is somewhere in the headers, you need to include it. Or write it yourself, it's 3 lines of code. I don't mind taking a look, but you really should try to at least comp...