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What's your standing to the mod?

I play it
I didn't play it but I'd play it with the new version
I don't play it and I won't play it

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Author Topic: ☢☢☢ Fallout mod ☢☢☢ [ 2.0 IS CLOSE YAY ] !!!  (Read 112955 times)

Tsktac

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #150 on: September 21, 2008, 04:42:50 pm »

I was wondering how you added music to the mod.  I'd like to try to do this with my mod.
I think Deon just used an ogg translator to convert his music files to ogg files.  He then placed them in the sound folder(which is found in the data folder).  I'm pretty sure about this but i haven't tried it.
Hope that helps ;D
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Nakomys

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #151 on: September 25, 2008, 04:39:35 pm »

So I have figured out why I was having the problems that I was. First off, metal armor and power armor had [ARMOR:ITEM_ARMOR_POWER:UNCOMMON] instead of [ARMOR:ITEM_ARMOR_POWER:COMMON], changing this and generating a new world fixed this problem. As for the 2mm ec ammo, it has the tag [CLASS:5MM] instead of [CLASS:2MMEC]. Hopefully this will help anyone else who have had similar problems. Remember to gen a new world if you want the changes to have an effect.
 By the way, I haven't noticed the vault dwellers kicking mutant ass with power armor set to common, the world usually ends up with 2 or 3 vaults, and 5 or 6 mutant settlements, at the very least.
« Last Edit: September 25, 2008, 05:29:24 pm by Nakomys »
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Deon

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #152 on: September 27, 2008, 04:56:34 am »

Thanks for pointing out the bugs. I should have some strength and return here to fix it.
I don't work on this mod since I tried to learn some 3d modelling and it appeared to be very tempting so it takes a lot of my time. I'll try to release a bugless (ahem) version this sunday.

I was wondering how you added music to the mod.  I'd like to try to do this with my mod.
Get any mp3 to ogg converter and you're done. You should replace corresponded files (/data/sound/), these are song_title.ogg for the menu and song_game.ogg for the game. I used Soundforge for it.
« Last Edit: September 27, 2008, 04:59:27 am by Deon »
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Eruonen

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #153 on: October 22, 2008, 08:49:43 am »

I don't know if this has been mentioned, but magma should be green and called "Radioactive goo". It would also make sense for workshops to use the energy of that goo.
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Deon

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #154 on: October 22, 2008, 09:25:01 am »

Sorry for long missing, I was off in RL fixing big problems :).

Eruonen: if only I could... It's a cool idea. The only way to make magma green is to change the color scheme of the game. I can try.
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Glacies

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #155 on: October 30, 2008, 05:16:18 am »

Then everyone would bleed green, except the glowing ones, so you'd have to mess around with it again, and then...oh jesus. Well, good luck!

Deon

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #156 on: October 30, 2008, 02:17:10 pm »

Yeah, then I should turn all normal creatures to BLOODTYPE:G and the opposite...

Now I'm playing Fallout 3, I was just going to find some new critters for my mod because I knew that the game is not my ol'good Fallout, but it appeared a funny shooter with quests and nice stats system, so I quite enjoy it (despite the fact that I play it 800x600 because I have on-board graphical card).

Mirelurks, fire ants and other nasty creatures will be in the mod definitely.
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Jackrabbit

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #157 on: October 30, 2008, 06:47:18 pm »

awesome
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Zironic

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #158 on: October 30, 2008, 09:59:39 pm »

Mirelurks are the death of me, especially after fighting two super mutants with only one mini nuke, and a basic .32 rifle.
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Deon

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #159 on: October 31, 2008, 01:07:50 am »

Dunno... Double shot in the face from the assault rifle takes it down.
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darkedone02

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #160 on: November 02, 2008, 04:02:52 am »

ok, the robots parts after I killed got to have some use... what can I do with the robot parts?
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Deon

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #161 on: November 02, 2008, 05:34:01 am »

They are toys :). I planned some smelter reactions but for now the smelter produces vermins only... And I'm not after vermin robots, mind you :).
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Zironic

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #162 on: November 02, 2008, 10:03:58 am »

On my second character at lvl 7 with 90 in small guns, everything falls quickly, however, I am stuck with the moral delima at tenpenny towers. PS: you get karma for killing allister.
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Deon

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #163 on: November 02, 2008, 11:45:52 am »

Lol Zironic. Do you want a megabeast "tenpenny" or why is this post here? :)
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darkedone02

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #164 on: November 02, 2008, 07:09:48 pm »

someone forgot that Fallout 3 is officially released and he is in the game including the tower...
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