Search found 134 matches

by Magus
Fri Feb 01, 2019 7:08 pm
Forum: FO2tweaks
Topic: Version 9.4 - feedback: changes for existing modules
Replies: 22
Views: 905

Version 9.4 - feedback: changes for existing modules

Right, they didn't change.
by Magus
Fri Feb 01, 2019 6:08 pm
Forum: FO2tweaks
Topic: Version 9.4 - feedback: changes for existing modules
Replies: 22
Views: 905

Version 9.4 - feedback: changes for existing modules

Sting wrote:
Fri Feb 01, 2019 4:58 pm
Where?
In the source directory.
by Magus
Fri Feb 01, 2019 3:49 pm
Forum: FO2tweaks
Topic: Version 9.4 - feedback: changes for existing modules
Replies: 22
Views: 905

Version 9.4 - feedback: changes for existing modules

Indeed, it appears that compiled version in 9.4 doesn't match the source. Not sure how that happened. I released 9.5 to fix that and avoid confusion. FOtweaks headers are uploaded. I didn't edit RP or sfall headers, they are vanilla from the corresponding github repos. Messages work fine for me. Not...
by Magus
Sat Jan 26, 2019 4:48 pm
Forum: FO2tweaks
Topic: Version 9.4 - feedback: changes for existing modules
Replies: 22
Views: 905

Version 9.4 - feedback: changes for existing modules

Yes, I know map keys can be used as a cheat, it's mentioned in the readme. It's up to users how to use them. Putting them into main section is intentional, correct. I figured it doesn't warrant a separate one. Infoboxes are limited, there's something like 6-8 slots total (and 3-4 of those busy alrea...
by Magus
Fri Jan 25, 2019 3:18 pm
Forum: FO2tweaks
Topic: Version 9.4 - feedback: changes for existing modules
Replies: 22
Views: 905

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...
by Magus
Thu Jan 24, 2019 7:57 pm
Forum: Other Fallout discussion
Topic: Party Orders
Replies: 4
Views: 107

Party Orders

Strage behaviour, indeed. I'll check this... when the time comes.
by Magus
Thu Jan 24, 2019 7:56 pm
Forum: FO2tweaks
Topic: Version 9.4 - feedback: new modules
Replies: 9
Views: 155

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...
by Magus
Thu Jan 24, 2019 7:49 pm
Forum: FO2tweaks
Topic: Version 9.4 - feedback: changes for existing modules
Replies: 22
Views: 905

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...
by Magus
Thu Jan 24, 2019 3:34 pm
Forum: Other Fallout discussion
Topic: Party Orders
Replies: 4
Views: 107

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.
by Magus
Thu Jan 24, 2019 3:26 pm
Forum: FO2tweaks
Topic: Version 9.4 - feedback: new modules
Replies: 9
Views: 155

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...