
- HOW TO ACCESS FALLOUT 2 INSTALLATION DIRECTORY MOD
- HOW TO ACCESS FALLOUT 2 INSTALLATION DIRECTORY CODE
One exception: if you managed to kill a critter without causing any damage, which doesn't seem to be possible with the current version of sfall, both Science and Repair requirements will be dropped. However, if a Science skill requirement exists, it'll stay the same regardless of the damage done, because a Science skill requirement represents the armor complexity rather than the complexity of the repair process. On the other hand, if you killed a person with a single fatal small-damage critical hit you'll most likely be able to get the armor no matter how low you Repair skill is. If you blasted a hapless person with a Vindicator minigun, you'll need to have a very highly developed Repair skill to have a chance of getting his armor (but even having Repair at 300% will by no means guarantee this). The damage dealt to kill the critter is taken into account.Having one of the repair tools in the inventory (again, the party members will be checked as well as the player) will make a skill check easier to pass.Not only the player, but also his party members are checked for Science and Repair requirements necessary to get the armor off a fallen critter.So, if a metal armor-wearing critter is killed, the script calculates his overall protection and then proceeds with Metal Armor or Metal Armor Mark II or Tesla Armor, choosing the one which provides overall protection closest to that of the killed critter.ģ) The process of acquiring armor is rendered realisticaly:
HOW TO ACCESS FALLOUT 2 INSTALLATION DIRECTORY MOD
Will make it much easier for me to adapt the mod for RP 1.3 when it comes out.Ģ) The type of armor given is based primarily on a critter's appearance and secondary on his protection.
HOW TO ACCESS FALLOUT 2 INSTALLATION DIRECTORY CODE
Key features are:ġ) One generic piece of code for armoring and dearmoring, no need to edit hundreds of critters' scripts. Also Hakimio didn't bother to edit those critters' scripts, which weren't in the original Fallout, but are in the killap's Restoration Project.īecause of all the aforementioned things I decided to create my Critter Armor Addon for RP, and did just that. Hakimio's adaptation of Lootable Armor Mod for the Restoration Project has all those drawbacks and on top of that done with the old and buggy Noid compiler. Also, I should think that using a Tool of a Super Tool Kit will make the repair process easier than doing it with bare hands, but there is no check for these items. I don't see why the Chosen One would refuse a little help from one of his party members.

So, one supposedly can hide a suit of combat armor under a suit of metal one? Give me a break.Ģ) Only the player is checked for the skills necessary to get the armor. You will encounter this phenomenon, for example, if you choose to terrorize Vault City". That is to say, they appear to be wearing one type of armor but actually have the protection stats for a better type of armor. some NPCs have the ability to camouflage their armor. I find it rather weird that after killing a person who wears one type of armor (or no armor at all) you'll get a completely different one. Namely I can't agree with the following things about MIB88's adaptation.ġ) The type of armor created is usually based on killed critter's protection, disregarding his appearance (this one is inherited from terryk1463's mod). This is a sensible addition, but his adaptation still shares some things that I consider illogical with the original Lootable Armor Mod. MIB88, who adapted terryk1463's mod to Megamod for Fallout 2, added Repair (for all types of armor) and Science (for more resistant ones) skill checks to the armor-creating code to reflect the need to repair a killed person's armor suit prior to further use. This doesn't seem right, however, because a suit of armor taken off a killed critter would most likely be damaged and wouldn't provide the same protection as a brand-new one.

The idea of terryk1463 was to modify the script for each critter whom he deemed armor-wearing so that if the critter was killed a suit of armor would be added to his inventory. The first one who addressed the armor issue in Fallout 2 was terryk1463, and I thank him for his work because, although I eventually took a totally different approach to the problem than him, I would never have started if it's not been for his mod for Fallout 2. This may seem illogical and/or frustrating to some players, for example because you can find and kill infinite number of people who wear Advanced Power Armor, but can only get a single suit for your own use during the entire game. As any Fallout player probably noticed, most human NPCs who clearly look like they wear armor and clearly have additional protection don't actually have any armor in their inventory.
