Search found 73 matches
- Sun Feb 21, 2021 1:31 am
- Forum: Fallout Resurrection - Game Discussion
- Topic: Game freezes during enemy turn.
- Replies: 1
- Views: 4769
Re: Game freezes during enemy turn.
Try setting EXTRA_WIN_MSG_CHECKS=1 in f2_res.ini.
- Mon Feb 04, 2019 1:05 am
- Forum: Fallout Resurrection - Game Discussion
- Topic: [Spoilers] Stuck on Vault 16 Third Floor - Help!
- Replies: 4
- Views: 12994
Re: [Spoilers] Stuck on Vault 16 Third Floor - Help!
You don't need to go to the Hunters base. The quest only wants you to kick all hunters out of Vault 16.
- Wed Jan 30, 2019 1:01 am
- Forum: Fallout Resurrection - Game Discussion
- Topic: Sedit Quest - Finding Sheriff's Son
- Replies: 17
- Views: 39648
Re: Sedit Quest - Finding Sheriff's Son
You can rest on the second floor of ghoul's hotel.KL1 wrote:I hope this is not a stupid question, but how exactly do you go there at 11 sharp when you can't forward time in the city?
- Fri Jan 25, 2019 1:53 am
- Forum: Fallout Resurrection - Game Discussion
- Topic: Store doors are locked in Sedit
- Replies: 3
- Views: 10719
Re: Store doors are locked in Sedit
Jammed locks will be unjammed by the game if you leave the map for 24 hrs, or at midnight (00:00) if you stay on the map.
- Mon Jan 07, 2019 7:06 am
- Forum: Fallout Resurrection - Game Discussion
- Topic: BUGS Swarming our position! Request suppressing fire
- Replies: 50
- Views: 97091
Re: BUGS Swarming our position! Request suppressing fire
The protos added from RP are base protos for new EPA party members and bug fixes for Skynet, Cassidy, and Lenny.valcik wrote:These are stage 6 prototype files for Vic and Cassidy AFAIK.Muttie wrote:.. the RP mod adjusts the master.dat ever so slightly when installed. It seems to adjust a few protos ..
- Fri Nov 23, 2018 2:31 am
- Forum: Fallout Resurrection - Game Discussion
- Topic: Is there any general issue theme with a list of bug known?
- Replies: 167
- Views: 291519
Re: Is there any general issue theme with a list of bug know
This scenario is just very typical when sneaking. For example, you sneak, fail, reload, sneak and “happen” to click on the same spot again (which isn't unusual as sneaking can be precise, like the spot behind a NPC, or a certain gap, or as far away as possible etc.). Anyway, in that case the charac...
- Fri Nov 16, 2018 2:37 am
- Forum: Fallout Resurrection - Game Discussion
- Topic: Stealth Boy
- Replies: 7
- Views: 16123
Re: Stealth Boy
it turns PE 7 into 35 (which is (7*3)+14 or 7*5 times). Not sure what the “unmentioned” factor is (day-light, empty map etc.?) or if “3 times” in the first example is a typo and should say “5 times”? Yes it's a typo. The engine logic for checking if target is within watcher's perception range is li...
- Mon Oct 29, 2018 4:24 am
- Forum: Fallout Resurrection - Game Discussion
- Topic: Stealth Boy
- Replies: 7
- Views: 16123
Re: Stealth Boy
Many mechanisms in FOnline are different from the vanilla game.
A more accurate article about Stealth mechanism is available on falltergeist's GitHub page.
A more accurate article about Stealth mechanism is available on falltergeist's GitHub page.
- Sun Oct 28, 2018 1:31 am
- Forum: Fallout Resurrection - Game Discussion
- Topic: Stealth Boy
- Replies: 7
- Views: 16123
Re: Stealth Boy
The "ghost on" halves the detection range (based on watcher's PE and other conditions) when the player is within watcher's LOS.
- Sat Oct 13, 2018 1:12 am
- Forum: Fallout Resurrection - General Discussion
- Topic: Windows 10 Unable to Start the game properly
- Replies: 11
- Views: 55318
Re: Windows 10 Unable to Start the game properly
There's a bug that HRP (the f2_res stuff) cannot set the window size and position according to the data saved in the INI in certain OSes. It happens on my Win2000 server and Win10 VM.
- Thu Oct 11, 2018 2:49 pm
- Forum: Fallout Resurrection - Game Discussion
- Topic: Resurrection Weapons
- Replies: 5
- Views: 15269
Re: Resurrection Weapons
1. Only melee/unarmed/explosions can knock back targets.
2. Yes, the description is correct. The check for Enhanced Knockout is made at the end of the function that determines the critical effects. Louisville Slugger in FO2 doesn't have the perk, it's probably FOnline only.
2. Yes, the description is correct. The check for Enhanced Knockout is made at the end of the function that determines the critical effects. Louisville Slugger in FO2 doesn't have the perk, it's probably FOnline only.
- Tue Oct 02, 2018 1:27 am
- Forum: Fallout Resurrection - Game Discussion
- Topic: Unobtainable Viable Weapons
- Replies: 34
- Views: 73540
Re: Unobtainable Viable Weapons
You might want to use F2wedit to check weapon settings and tweak them for your testings. When I was verifying the damage calculation in game few years ago, I set mix/max damage of a weapon to the same value to avoid random damage. Could you tell me how you got F2wedit (or Proto Manager) to show Res...
- Sat Sep 15, 2018 11:31 pm
- Forum: Fallout Resurrection - Game Discussion
- Topic: A few game mechanic questions
- Replies: 4
- Views: 12323
Re: A few game mechanic questions
Thanks a lot, I really wasn't expecting to get all four answered. Wow! Clarification: 4. You said the special-effect of unarmed attacks? Does that mean the "armour-piercing" effect of piercing punch & strike does not work like "bypass armour" or only that it doesn't apply tw...
- Fri Sep 14, 2018 5:13 pm
- Forum: Fallout Resurrection - Game Discussion
- Topic: A few game mechanic questions
- Replies: 4
- Views: 12323
Re: A few game mechanic questions
1. It's +20%. sfall fixed the critical chance bonus from special unarmed attacks according to the manual. 2. It's still +60%. 3. The first (lower) version is correct. 4. The "bypass armor" effect reduces both DT and DR, and it cancels the DT reduction effect from weapon penetrate perk or s...
- Fri Jun 29, 2018 2:25 am
- Forum: Fallout Resurrection - Game Discussion
- Topic: Unobtainable Viable Weapons
- Replies: 34
- Views: 73540
Re: Unobtainable Viable Weapons
So simply multiplying with RoF may not be that accurate really. Nor seems reducing the RoF based on the hit chance. (?) Still no idea how to figure out the total damage of a burst, to be honest. There's a post by Atom on NMA explained how burst attack works in the engine: http://www.nma-fallout.com...