Compatibility with F2WR
Posted: Sun Dec 02, 2018 12:26 pm
Hello Burn,
I would like to use parts of the F2WR mod with your mod. Now I know that in some areas they are not made to be compatible, for example fo2tweaks changes the damage formula to address ammo issue while F2WR changes ammo files, and the 2 of them together would cause problems. But there are other features of F2WR that I like, like AP cost reduction for unarmed attacks and melee dmg applied to min dmg of weapons and that sort of thing.
Proto file inconsistencies can be addressed easily enough. However what I'm particularly concerned about is interference between the script files of the two mods.
F2WR uses 4 script files:
hs_calcapcost.int
hs_deathanim2.int
hs_itemdamage.int
hs_afterhitroll.int
I looked inside them and they look pretty simple and don't seem to be a problem, but given my ssl coding skills I can't be certain. Do you know if any one of them could cause a problem with the scripts from your mod?
Thanks.
I would like to use parts of the F2WR mod with your mod. Now I know that in some areas they are not made to be compatible, for example fo2tweaks changes the damage formula to address ammo issue while F2WR changes ammo files, and the 2 of them together would cause problems. But there are other features of F2WR that I like, like AP cost reduction for unarmed attacks and melee dmg applied to min dmg of weapons and that sort of thing.
Proto file inconsistencies can be addressed easily enough. However what I'm particularly concerned about is interference between the script files of the two mods.
F2WR uses 4 script files:
hs_calcapcost.int
hs_deathanim2.int
hs_itemdamage.int
hs_afterhitroll.int
I looked inside them and they look pretty simple and don't seem to be a problem, but given my ssl coding skills I can't be certain. Do you know if any one of them could cause a problem with the scripts from your mod?
Thanks.