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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 113664 times)

Keilden

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #225 on: December 09, 2008, 01:53:02 am »

*Steals key to the underground door* MOHAHHAHAHA *Clicks the button to open up for the feral ghouls*
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Keilden

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #226 on: December 12, 2008, 02:39:29 am »

*Slaps Deon* WAKE UP AND GET TO WORK!
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Deon

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #227 on: December 12, 2008, 03:03:10 am »

I've almost failed my univesity due to Fallout Online. I am not stupid but I am too addicted to old school games... Let me uninstall fonline and start some serious work. And study a bit :).
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father_alexander

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #228 on: December 14, 2008, 11:59:25 am »

you sir, are my hero, but isnt this a bit dangerous for health? its like combining cocain and heroin....


that aside , i use the mac version and its seems to be more buggy , while the sprites look good and the music plays , i cant make my dwarves or dwellers do anything, not even mine, anyways it must be a problem from the mac version, thanks a bunch anyways even wen i couldnt play just having the experience of opening the Df menu and lsening to the music was... enchanting :P
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Jackrabbit

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #229 on: December 14, 2008, 08:07:10 pm »

Give me, a kiss to base a dream on
and my imagination
will make that moment live!


Which is as far as I can get with his heavy U.S.A accent
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Vucar Fikodastesh

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #230 on: December 14, 2008, 09:43:23 pm »

Close.

Quote from: Louis Armstrong
Give me a kiss to build a dream on
And my imagination will thrive upon that kiss
Sweetheart, I ask no more than this
A kiss to build a dream on

Give me a kiss before you leave me
And my imagination will feed my hungry heart
Leave me one thing before we part
A kiss to build a dream on

When I'm alone with my fancies...i'll be with you
Weaving romances...making believe they're true

Give me your lips for just a moment
And my imagination will make that moment live
Give me what you alone can give
A kiss to build a dream on

(instrumental break)

When I'm alone with my fancies...i'll be with you
Weaving romances...making believe they're true

Give me a kiss to build a dream on
And my imagination will thrive upon that kiss
Ah sweetheart, I ask no more than this
A kiss to build a dream on

Though i couldn't make out anything he was saying before i looked it up.

From here:http://www.lyricsfreak.com/l/louis+armstrong/a+kiss+to+build+a+dream+on_20085354.html
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I think it's a vastly amusing thought that elephants are so afraid of heights that when Dwarves invented the Z-axis, they couldn't bear to face dwarves in combat anymore.

Kruniac

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #231 on: December 15, 2008, 01:18:47 am »

No mod can make anything non-vermin milkable.

I dont understand why someone hasnt even so much as attempted to dig around through the .exe a little to figure out ways around various hardcoded limitations.
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Keilden

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #232 on: December 15, 2008, 01:44:21 am »

you sir, are my hero, but isnt this a bit dangerous for health? its like combining cocain and heroin....
My dwellers mix drugs and make biscuits of them.
« Last Edit: December 15, 2008, 03:13:14 am by Keilden »
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Jackrabbit

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #233 on: December 15, 2008, 02:12:45 am »

No mod can make anything non-vermin milkable.

I dont understand why someone hasnt even so much as attempted to dig around through the .exe a little to figure out ways around various hardcoded limitations.

Because to do so would threaten the project. Toady can't have someone else doing things for him until he's sure it wouldn't affect his only source of income.

you sir, are my hero, but isnt this a bit dangerous for health? its like combining cocain and heroin....
Mt dwellers mix drugs and make biscuits of them.

I'm partial to good =psycho roast= myself.
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Keilden

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #234 on: December 18, 2008, 02:28:27 am »

So how is your study doing? So now when I am done with the pleasentnes I can say WORK FASTER MAGGOT!! :P
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EuchreJack

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #235 on: December 18, 2008, 04:11:47 am »

Wouldn't be surprised if Deon introduces a new vermin into the next version: The Keilden.

Jackrabbit

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #236 on: December 18, 2008, 04:42:06 am »

Forgive me if this has been mentioned...

Are deathclaws in? That would make a good semi-mega beast.
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Deon

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #237 on: December 18, 2008, 05:04:17 am »

Deathclaws are definitely in. And they are not semimegabeasts,

My last log:
Spoiler (click to show/hide)

My BoS Paladin was torn apart by 2 deathclaws (male and female) in a moment despite of the power armor. I should get some energy shield next time I wander off in the wasteland.
« Last Edit: December 18, 2008, 05:08:01 am by Deon »
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Jackrabbit

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #238 on: December 18, 2008, 05:45:18 am »

Oh the frustration I had to endure before I got the alien pistol! The horror! You'd think a chaingun burst at point blank range would kill one but apparently not. They should make armor out of there skin instead of hydraulic titanium. Also, considering you mainly fight deathclaws in horrible old caves maybe they should have that as there biome?
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Deon

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Re: .: Fallout mod :. [version 1.2] (+music)
« Reply #239 on: December 18, 2008, 05:46:58 am »

I like them wondering deserts. As you remember deathclaws lived freely with centaurs and floaters in wastelands and were the main threat (and the main source of experience xD) in Fallout 2 central deserts.

For those who wanted Shishkebab, I won't make it an entity weapon. However if you want one for your adventurer/legendary swordsman, there's one in the Smelter along with a Deathclaw Gauntlet (which requires a single deathclaw bone to be assembled).

Gah! I have exams, I have no time for it! Still you made me to make a 1.3 version. I'll publish it now.
« Last Edit: December 18, 2008, 05:49:24 am by Deon »
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