Hey guys. Is it possible to change the reloading cost for individual weapons? It seems silly reloading a pistol for 2 action points and reloading a machine gun for the same cost.
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Change Reloading AP Cost?
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Recruit pool appearance
I frequently note that some level 1 initiate level BOS recruits don't always show up at the first time you get to the personnel officer. It may take several more maps to get them to show up in the recruit pool even though they are level 1 and BOS. It's like the game wants to restrict your starting choices.
I've set these at 0exp, BOS, and level 1 initiate in the editor. So how do I force them to show up in the recruit pool after Brahminwood?
I've set these at 0exp, BOS, and level 1 initiate in the editor. So how do I force them to show up in the recruit pool after Brahminwood?
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Punch Dummy Racing
TheRealGoodOleSmokey submitted a new resource:
Punch Dummy Racing - A racing map for tactics multiplayer
Read more about this resource...
Punch Dummy Racing - A racing map for tactics multiplayer
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Do custom recruits appear on saved game?
Or do I have to start a whole new game for them to appear in recruit pool?
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Item Descriptions
Hey everyone.
I'm new here but its cool to be here ^^
I have a little problem thats been bugging me for a while now.
I've been using the Fallout Tactics Editor to make my own characters, items, weapons ect ect ect.
It's all working good but I dunno how to add item/character descriptions like you see in the main game. I tried clicking on the blank paper thing that appears in the middle of the screen when you enter the character screen, under the tag skills.
And I really hate the fact...
Item Descriptions
I'm new here but its cool to be here ^^
I have a little problem thats been bugging me for a while now.
I've been using the Fallout Tactics Editor to make my own characters, items, weapons ect ect ect.
It's all working good but I dunno how to add item/character descriptions like you see in the main game. I tried clicking on the blank paper thing that appears in the middle of the screen when you enter the character screen, under the tag skills.
And I really hate the fact...
Item Descriptions
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Who has this sprite?
The mutant sprite and the rustled car tile from 1:30
it's kinda old, but is worth to ask this, if anyone still has those interesting resources.
this map seems interesting too
it's kinda old, but is worth to ask this, if anyone still has those interesting resources.
this map seems interesting too
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No ghouls appearing at recruit pool
Helped the ghouls at Quincy, but no ghoul recruits. Why is this sh!t keep happening?
Only thing I can think of it as a cause of this are either -
* All the prostitutes are dead; Hardly the case.
* I've never talked to recruit master at Bunker Beta before; Most likely.
Now I have to wait like a month to get a reply that says "I don't know dude". Oofifty fkin doo
Only thing I can think of it as a cause of this are either -
* All the prostitutes are dead; Hardly the case.
* I've never talked to recruit master at Bunker Beta before; Most likely.
Now I have to wait like a month to get a reply that says "I don't know dude". Oofifty fkin doo
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Racial maximums
Is there a list somewhere that has all the racial maximums? All the classes including the nonplayer type.
Do the various large tribals and large raiders conform to basic human stats? What about Reavers?
Also, if you swapped out a human player in the editor for a large tribal then can they use armor?
Do the various large tribals and large raiders conform to basic human stats? What about Reavers?
Also, if you swapped out a human player in the editor for a large tribal then can they use armor?
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Equilibrium Mod (updated to v2.1)
Never thought I'd go back to this one, however, turns out it's good to have a relaxing side project to take a little break when the main one becomes a bit tedious so I've been slowly cracking on this for the last several months. There's some QoL, some tweaks to items and early game difficulty, some cosmetics & flavor and I also tried playing around with perks a bit in the attempt to hopefully give utility skills a bit of combat value and maybe expand the choices somewhat.
Still on the same...
Equilibrium Mod (updated to v2.1)
Still on the same...
Equilibrium Mod (updated to v2.1)
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How to edit random encounter challenge & experience reward
Hello,
I'm currently having a play around with XKon's Ultimate Ripoff mod, and I'd like to bump up a) the challenge of random encounters, and b) the experience reward.
For context, I had a brief look through Redux recently, and I liked that the NPCs in hard random encounters were really challenging, and I liked that they gave more exp than normal (although I think the Redux exp was too high; I want to bring the exp in line with fallout 2 randoms IE 50-100ish exp for easy stuff, 200-400ish...
How to edit random encounter challenge & experience reward
I'm currently having a play around with XKon's Ultimate Ripoff mod, and I'd like to bump up a) the challenge of random encounters, and b) the experience reward.
For context, I had a brief look through Redux recently, and I liked that the NPCs in hard random encounters were really challenging, and I liked that they gave more exp than normal (although I think the Redux exp was too high; I want to bring the exp in line with fallout 2 randoms IE 50-100ish exp for easy stuff, 200-400ish...
How to edit random encounter challenge & experience reward
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How to add randomized loot to random enctouners
Hello,
Another thing I'd like to append to random encounters is some randomized bonus loot, and/or randomized kits on humanoid mobs.
What I'd like to do is add a chance for raiders, reavers, beast lords etc. to occationally have things like medkits, doctor bags, repair kits, drugs, and alternate weapon loadouts beyond the normal 7.62 loadouts, with better chances of better loot in harder encounters.
Since I'm playing with an open world mod that encourages a lot of exploration, I'd like...
How to add randomized loot to random enctouners
Another thing I'd like to append to random encounters is some randomized bonus loot, and/or randomized kits on humanoid mobs.
What I'd like to do is add a chance for raiders, reavers, beast lords etc. to occationally have things like medkits, doctor bags, repair kits, drugs, and alternate weapon loadouts beyond the normal 7.62 loadouts, with better chances of better loot in harder encounters.
Since I'm playing with an open world mod that encourages a lot of exploration, I'd like...
How to add randomized loot to random enctouners
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Moving special encounters around
The mod I'm playing has limited the special encounter locations to a few higher percentage locations.
I want to relocate those locations out of what are high travel routes so I can avoid the crash bug that happens when you have visited all the special encounters. Frankly, if I never had a special encounter I'd be happy enough. Anything positive you can get from them can be added elsewhere by the editor.
I tried the campaign editor and couldn't figure how to lower the % of special...
Moving special encounters around
I want to relocate those locations out of what are high travel routes so I can avoid the crash bug that happens when you have visited all the special encounters. Frankly, if I never had a special encounter I'd be happy enough. Anything positive you can get from them can be added elsewhere by the editor.
I tried the campaign editor and couldn't figure how to lower the % of special...
Moving special encounters around
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Fallout: Enclave (V3.3)
( Old thread: ENCLAVE mod downloads Full version with bugs fixed )
Fallout: Enclave (V3.3) released (01-17-2019).
Install instructions are in the comments!
Download link: https://www.moddb.com/mods/enclave-mod/downloads/fallout-enclave/#7221037
Comes with its own...
Fallout: Enclave (V3.3)
Fallout: Enclave (V3.3) released (01-17-2019).
Install instructions are in the comments!
Download link: https://www.moddb.com/mods/enclave-mod/downloads/fallout-enclave/#7221037
Comes with its own...
Fallout: Enclave (V3.3)
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Greetings! Is it possible to do this in FOT?
Hello, dears! Hope you are all fine and dandy. I have been wondering whether it is possible to remove one of my team members upon exiting the map. The idea is to create certain NPC followers that can only be used in certain maps/scenarios.
While fiddling with the Entity Editor, I noticed a tag which says "Remove on Exit". I checked it hoping it would do the trick but no dice. I have been trying to find a way for a few days now without success. Your input would be most appreciated.
Cheers
While fiddling with the Entity Editor, I noticed a tag which says "Remove on Exit". I checked it hoping it would do the trick but no dice. I have been trying to find a way for a few days now without success. Your input would be most appreciated.
Cheers
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The Sum Mod Standalone version (Alpha 1.5.3)
Hi hi! I was really hoping to get this done soon. My first demo version is online and ready to download :
http://www.moddb.com/mods/thesum/downloads/the-sum-nous-aurons-demo-french.
Still numerous bugs and general triggers to correct later, but you will get a feeling of what it will soon be! I have added a post in moddb under the section "features" for bug reports and suggestions. But I can anwser any questions here about the how to or take suggestions here if you want.
Same as...
The Sum Mod Standalone version (Alpha 1.5.3)
http://www.moddb.com/mods/thesum/downloads/the-sum-nous-aurons-demo-french.
Still numerous bugs and general triggers to correct later, but you will get a feeling of what it will soon be! I have added a post in moddb under the section "features" for bug reports and suggestions. But I can anwser any questions here about the how to or take suggestions here if you want.
Same as...
The Sum Mod Standalone version (Alpha 1.5.3)
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Tough Guy - More XP
Hi.
I have a question. Is it possible to edit the game to gain more XP in tough guy than twice?
Sorry for my english.
I have a question. Is it possible to edit the game to gain more XP in tough guy than twice?
Sorry for my english.
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Unintended target behaviour, and vehicle weapons
Hello,
Two things to ask about today: game behaviour when an unintended target gets hit with aimed shots, and vehicle weapons and/or how they can be implemented.
1. Is it possible to modify the game such that hits on unintended targets from aimed shots behave like an un-targeted shot instead (not quite like 1 and 2 missed shot behaviour, I still want criticals on accidental hits, but not the targeting).
The functional reason I want to change this is it drives me nuts when something...
Unintended target behaviour, and vehicle weapons
Two things to ask about today: game behaviour when an unintended target gets hit with aimed shots, and vehicle weapons and/or how they can be implemented.
1. Is it possible to modify the game such that hits on unintended targets from aimed shots behave like an un-targeted shot instead (not quite like 1 and 2 missed shot behaviour, I still want criticals on accidental hits, but not the targeting).
The functional reason I want to change this is it drives me nuts when something...
Unintended target behaviour, and vehicle weapons
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Modifying perks
Hello,
How does one modify perks?
I'm having a look at equilibrium, and making some balance and design tweaks to get it to my liking (dramatically increasing the risk, xp reward, and ammo/consumable reward for random encounters, adding rare spawn boss creeps to humanoid random encounters, changing drug balancing to do away with outrageous stacking without risk *cough cough buffout*).
One area where I'd like to touch on the game balance is in perks. Particularly, I find that although its...
Modifying perks
How does one modify perks?
I'm having a look at equilibrium, and making some balance and design tweaks to get it to my liking (dramatically increasing the risk, xp reward, and ammo/consumable reward for random encounters, adding rare spawn boss creeps to humanoid random encounters, changing drug balancing to do away with outrageous stacking without risk *cough cough buffout*).
One area where I'd like to touch on the game balance is in perks. Particularly, I find that although its...
Modifying perks
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Actor movement speed
Is it possible to modify actor's movement speed?
Specifically, I want to change super-mutant movement speed to use the same scaling as other humanoid actors. It seems silly to be that a super mutant with 8 agility runs about the same speed as a ghoul or human with 4.
Specifically, I want to change super-mutant movement speed to use the same scaling as other humanoid actors. It seems silly to be that a super mutant with 8 agility runs about the same speed as a ghoul or human with 4.
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Navigation and line of sight to ground
Hello,
This one is a bit hopeful, but I thought I'd ask anyway since theres a couple people in here with tremendous depth of knowledge about modding the game.
Is it possible to get into the game engine to modify the navigation and line of sight checks?
For line of sight, I'd like to add a parameter to check if the ground you are targeting is in line of sight for a standing character. What I'd like to fix here is the ability to huck grenades through walls into sealed buildings.
For...
Navigation and line of sight to ground
This one is a bit hopeful, but I thought I'd ask anyway since theres a couple people in here with tremendous depth of knowledge about modding the game.
Is it possible to get into the game engine to modify the navigation and line of sight checks?
For line of sight, I'd like to add a parameter to check if the ground you are targeting is in line of sight for a standing character. What I'd like to fix here is the ability to huck grenades through walls into sealed buildings.
For...
Navigation and line of sight to ground
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