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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260762] Fri, 27 August 2010 21:28 Go to previous messageGo to next message
silversurfer

 
Messages:2746
Registered:May 2009
Ok, I finally changed the "bad goggle check" and also the smart goggle swap. Here is how it works now:

If we are below ground:
Check if cavevisionrangebonus is < 0. That's all we need to care for down there, right?

If we are above ground and it is nighttime:
Check if nightvisionrangebonus < 0. This will also make sure that the goggle warning for the SAS mask vanishes because it has a bonus > 0. Smile

If we are above ground and it is daytime:
Check if dayvisionrangebonus < 0 and if dayvisionrangebonus + brightlightvisionrangebonus < 0.
There might be crazy modders who decide to give an item a daylight bonus and a bright light penalty. If the sum of these modifiers goes below zero the item is crap for daytime.

The smart goggle swap will follow these rules. It will also check for the combined bonus of day vision and bright light vision for choosing daylight face gear.

Sounds reasonable? If so, I will submit it to RoWa.


edit:
taoteching
Smeagol,

There is a civilian in sector: C6 San Mona (Shop keeper in Smoke's, beside Angels Leather shop) whose lines are wrong.

He states: "Quote 1", "Quote 2", "Quote 3", "Quote 9", "Quote 12", and so on.


Yeah, remind him of this bug so he doesn't forget to fix it. Very Happy

[Updated on: Fri, 27 August 2010 21:30] by Moderator


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260780] Fri, 27 August 2010 23:33 Go to previous messageGo to next message
K0ukku

 
Messages:190
Registered:December 2009
- String//copper wire + mod. Walkman = Trip Klaxon -
- Detonator + Walkman = modified Walkman

Would it be possible to modify it so, that I could use a remote detonator on walkman? I would like to distract enemies when I want, not when they step on it...

edit: Is there a way to tell, which sector is urban/desert/jungle? I mean I would like to be sure what type of camo I should wear. Like in Chitzena, fighting in the streets, is it jungle or urban? Maybe jungle?

[Updated on: Sun, 29 August 2010 12:59] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260808] Sat, 28 August 2010 01:35 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Done with updating map rows C and D (including completely new map for C14).

Uploading the update now...


Update for rows A-D is up. Enjoy. And don't forget to report bugs//strange things//whatever... :happybear:

As always, feedback appreciated. Wink



Edit 2:

Uploaded the Mapupdate that includes rows A-F.

[Updated on: Sat, 28 August 2010 03:55] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260821] Sat, 28 August 2010 04:05 Go to previous messageGo to next message
datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
In C14 there were two nada items for me, in the middle part of the building to the north. (AIMNAS 6)
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260823] Sat, 28 August 2010 04:43 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
datakurs
In C14 there were two nada items for me, in the middle part of the building to the north. (AIMNAS 6)


In the new C14 map?

Which item index do the NADA items have?


Just tested the new map ingame and all appears to be normal.

[Updated on: Sat, 28 August 2010 04:58] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260865] Sat, 28 August 2010 12:35 Go to previous messageGo to next message
datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
Yes, from the A_F pack. Index is 1607 and randomly varies its quantity from 1 to 3 in the crate. However I teleported there by cheating and it will take some time to check it legally, too.

Edit: even with legal gaming I found the NADAs there.

[Updated on: Sat, 28 August 2010 15:04] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260875] Sat, 28 August 2010 15:07 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
datakurs
Yes, from the A_F pack. Index is 1607 and randomly varies its quantity from 1 to 3 in the crate. However I teleported there by cheating and will take some time to check it legally, too.


Aha. 1607 are the .30 car AP mags I added. They were probably not in AIM-NAS V6, but got added after I uploaded V6. So... uhm... yeah, those NADA items are supposed to be regular items. Once I upload the next update for AIM-NAS, those items will return to normal.


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260891] Sat, 28 August 2010 18:48 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Uploaded AIMNAS V7 and the mapupdate for rows A-H.

If you still find any NADA items in maps in these rows, tell me where you found them and which item index they have...


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260968] Sun, 29 August 2010 19:17 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Uploading mapupdate for rows A-L.

Modified Tixa basement a bit, Balime museum sector and added a map with a hidden treasure (JA1 style for those who remember Wink ).

So, treasure hunters ready your shovels... the race is on.



Edit:

Done with mapupdates. Currently uploading the complete mapupdate package.


If you still find NADA stuff in the maps, drop me a line...

[Updated on: Sun, 29 August 2010 22:14] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260989] Sun, 29 August 2010 22:34 Go to previous messageGo to next message
GMV

 
Messages:80
Registered:August 2010
Location: The Netherlands
Okay, Ive played a lot now and got quiet a few things I found that may or may not be a small bug. I am using AIMNAS V6 no map updates.

Before, I start p.s. don't change D2. It was great trying to take it. It was one of the greater challenges up to now. I would find it a shame if it was made easier, or keep D2 old map available please. I like your ideas for Drassen C14 though.
Or perhaps better, for I doubt you will change it back after all that hard work, would be if two seperate downloads existed one with your maps and one with the WF maps (a major selling point of that mod after all).

Okay, so not all may be a bug - but it all 'bugged' me Razz Wink

I) When I have over 35 wood camo, an officer's uniform, or other body-armor that is supposed to give wood camo do not aid anymore...

II) As said the duckbill did not give the +2 range bonus, and I was told this is supposed to be with polyshot, however I am using 12 gauge shots.

III) I am allowed to see Hans before I remove the lesbian out of the shop using the movie

IV) For some odd reason the AP cost when from aiming 11 and firing 19 to 10 and 20 while adding a rod & spring for the golden steyr gun (sorry forgot the type). It does not state it should do this.

V) The SUSAT scope does not state a magnification. I know you said you don't like making descriptions, but I would kindly ask to at least state the magnification, for now I have no clue. And some of your descriptions are very funny to say the least, like the exacto knife

VI) Should the exacto knife not help disarming electric traps or defuse explosive by the ways. It is a nifty little blade with plastic grip so that does not conduct.

VII) Like taoteching I found a NPC in San Mona C6 saying nothing gut "quote 11", "quote 9" and so on. However, a fellow at the hospital does the same.

VIII) Benelli shot gun I found half-way the game is worse than an itacha 34. Most shotguns are. How come those are available so quick than. It seem their coolness level may be off?
I look at the damage being equal, range of Itacha is 20 instead of 15, itacha fires faster and the 5 ap to reload makes it just as fast, and it aims quicker. Just a thought, though it is indeed a common shotgun.

IX) In the 'mess-hall' in the hospital (in the west-lower end of the hospital building) has a see through wall on its north wall. I could see an enemy passing by and no doors were open (who also face east and not north so that seems off)

X) I know with low leadership you can not get things done, but with 40 I would have assumed you can the miners would work for you in Cumbria mine... isn't it a bit odd that it needs to be higher, or is the low (38% despite liberating all of it) loyalty causing it?

XI) If you rework the maps, I found it odd that in the university in cumbria so many items were still there. Like a holster with a gun in a ruined ruim. I would have rather seen a baseball bat there. (haven't seen that one yet, actually, but saw a screenshot featuring that)

XII) Perhaps some sort of function to not get those goons of Kingpin always the drop on you. I see them walking up to me and before I can take aim, he walks so fast my merc misses and he hits me full frontal. Even if I have reasonably high level (7) I don't get an interrupt.

XIII) Scope's markmanship has been lowered to 91, this was 99... That may be a bit too high vs. Lynx, but 91 that is mean. Wink and her text is also off, as she was a MERC in JA: Deadly Games. Perhaps stating that she left AIM because of an argument with Carp (now PR manager) would make it less annoying for her to be at MERC.

XIV) Already mentioned it once, but I would suggest it would be cool if the fire of the molotov cocktail would give off light so it shows enemies at night who stand close (2 tiles or so, nothing dramatic like a break light) to it or in it.

I hope a good portion of this was useful.

[Updated on: Sun, 29 August 2010 22:37] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260993] Sun, 29 August 2010 22:53 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
GMV
Okay, Ive played a lot now and got quiet a few things I found that may or may not be a small bug. I am using AIMNAS V6 no map updates.


Get V7 and the complete updates...

Quote:

Before, I start p.s. don't change D2. It was great trying to take it. It was one of the greater challenges up to now. I would find it a shame if it was made easier, or keep D2 old map available please. I like your ideas for Drassen C14 though.


problem with D2 was, that the AI stood no chance when counter attacking. A slight change in map layout (read as getting rid of the moat) was necessary.

Quote:
Or perhaps better, for I doubt you will change it back after all that hard work, would be if two seperate downloads existed one with your maps and one with the WF maps (a major selling point of that mod after all).


Keep a backup of the map and the radar map then. Wink


Quote:

I) When I have over 35 wood camo, an officer's uniform, or other body-armor that is supposed to give wood camo do not aid anymore...


LBE items and vests with woodland camo overwrite eachother, with LBE items having prority there. Funny enough, this only counts for woodland camo... guess this was intended by the guys who made NIV.

Quote:
II) As said the duckbill did not give the +2 range bonus, and I was told this is supposed to be with polyshot, however I am using 12 gauge shots.


uhm... I think the duckbill affects the range of buckshot... not sure about that...

Quote:
III) I am allowed to see Hans before I remove the lesbian out of the shop using the movie


Yeah, Hans is the owner of the porn shop... why shouldn't he be there? He even has a dialogue where he complains about Brenda...

Quote:
IV) For some odd reason the AP cost when from aiming 11 and firing 19 to 10 and 20 while adding a rod & spring for the golden steyr gun (sorry forgot the type). It does not state it should do this.


Probably because the rod&spring was not in 100% condition... that sometimes causes AP cost values to change...

Quote:
V) The SUSAT scope does not state a magnification. I know you said you don't like making descriptions, but I would kindly ask to at least state the magnification, for now I have no clue.


Get V7. Wink


{quote]And some of your descriptions are very funny to say the least, like the exacto knife[/quote]

Not my fault... didn't change that text...

Quote:
VI) Should the exacto knife not help disarming electric traps or defuse explosive by the ways. It is a nifty little blade with plastic grip so that does not conduct.


Not possible atm.

Quote:
VII) Like taoteching I found a NPC in San Mona C6 saying nothing gut "quote 11", "quote 9" and so on. However, a fellow at the hospital does the same.


Haven't looked into those civilians yet... might do so later on... also need to redefine factions and the like...

Quote:
VIII) Benelli shot gun I found half-way the game is worse than an itacha 34. Most shotguns are. How come those are available so quick than. It seem their coolness level may be off?


Itacha has the disadvantage of not being able to take a stock, and thus getting a to hit penalty.

Quote:

IX) In the 'mess-hall' in the hospital (in the west-lower end of the hospital building) has a see through wall on its north wall. I could see an enemy passing by and no doors were open (who also face east and not north so that seems off)


huh?

Quote:
X) I know with low leadership you can not get things done, but with 40 I would have assumed you can the miners would work for you in Cumbria mine... isn't it a bit odd that it needs to be higher, or is the low (38% despite liberating all of it) loyalty causing it?


Especially Oswald is a pain in the ass in that regard... I know... that guy is supposed to be picky... think Imps might have a good chance convincing him... otherwise try someone like Thor...

Quote:
XI) If you rework the maps, I found it odd that in the university in cumbria so many items were still there. Like a holster with a gun in a ruined ruim. I would have rather seen a baseball bat there. (haven't seen that one yet, actually, but saw a screenshot featuring that)


Military uses the abandoned school as barracks...

Quote:
XII) Perhaps some sort of function to not get those goons of Kingpin always the drop on you. I see them walking up to me and before I can take aim, he walks so fast my merc misses and he hits me full frontal. Even if I have reasonably high level (7) I don't get an interrupt.


Easy solution: don't steal from kingpin in the beginning of the game. Especially not when NPCs get extra bonus through the ini setting... those hitmen are all lvl 8+

Quote:
XIII) Scope's markmanship has been lowered to 91, this was 99... That may be a bit too high vs. Lynx, but 91 that is mean. Wink and her text is also off, as she was a MERC in JA: Deadly Games. Perhaps stating that she left AIM because of an argument with Carp (now PR manager) would make it less annoying for her to be at MERC.


Not much of an EDT file modder... my edt tool is somehow screwed up. The values she has are the ones from the retail version...

Quote:
XIV) Already mentioned it once, but I would suggest it would be cool if the fire of the molotov cocktail would give off light so it shows enemies at night who stand close (2 tiles or so, nothing dramatic like a break light) to it or in it.


Not doable, sorry. Sad





Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #261000] Sun, 29 August 2010 23:22 Go to previous messageGo to next message
tais

 
Messages:674
Registered:February 2008
Location: NL
New SCI is up on http://www.mediafire.com/?fkrfz6vz149oa


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #261002] Sun, 29 August 2010 23:49 Go to previous messageGo to next message
GMV

 
Messages:80
Registered:August 2010
Location: The Netherlands
smeagol
GMV
Okay, Ive played a lot now and got quiet a few things I found that may or may not be a small bug. I am using AIMNAS V6 no map updates.


Get V7 and the complete updates...


Will it mess up my current game? I noticed for instance when changing something to mercprofiles.xml you have to start anew to see it - I really don't want to restart right now...

P.s. Do you also keep the sometimes different map options? (Like I noticed with a restarted once that the southern most part of Omerta has two different maps)

smeagol

...

Problem with D2 was, that the AI stood no chance when counter attacking. A slight change in map layout (read as getting rid of the moat) was necessary.

Keep a backup of the map and the radar map then. Wink


They never have for they come in to small teams, like 12 vs. 32 that just won't work. Personally, I love the moat, so guess I will keep that one map than.

smeagol

uhm... I think the duckbill affects the range of buckshot... not sure about that...


Supposed to but my gun doesn't state difference, only when I load the red-blue ammo (sorry for missing the name here) I see a change

smeagol
Quote:
III) I am allowed to see Hans before I remove the lesbian out of the shop using the movie


Yeah, Hans is the owner of the porn shop... why shouldn't he be there? He even has a dialogue where he complains about Brenda...


Sorry, my bad. I meant Tony. I can see Tony before I remove Brenda from the shop.

smeagol
Quote:
V) The SUSAT scope does not state a magnification. I know you said you don't like making descriptions, but I would kindly ask to at least state the magnification, for now I have no clue.


Get V7. Wink
hahaha


smeagol
Quote:

IX) In the 'mess-hall' in the hospital (in the west-lower end of the hospital building) has a see through wall on its north wall. I could see an enemy passing by and no doors were open (who also face east and not north so that seems off)


huh?


In the hospital there is a room you can look into through the windows. It is on the left side of the screen and the south wall of this wing. It is filled with tables and has a kitchen attached to it. So I name it a mess hall. For some odd reason I could see through the mess hall, to the hallway behind it to see an enemy running, however, I only noticed this enemy and nothing more... As if the wall was a cracked wall like you have in Omerta.

Quote:
Quote:
X) I know with low leadership you can not get things done, but with 40 I would have assumed you can the miners would work for you in Cumbria mine... isn't it a bit odd that it needs to be higher, or is the low (38% despite liberating all of it) loyalty causing it?


Especially Oswald is a pain in the ass in that regard... I know... that guy is supposed to be picky... think Imps might have a good chance convincing him... otherwise try someone like Thor...


It was my one of my two IMPs but yeah she only has 20, but is not Oswald it is Carl.. and normally he is downright easy, but not even Carlos (the rebel) with 40 gets him convinced. He only says of how tourists used to come, or how he pretends the queen to get shot...

Quote:
Military uses the abandoned school as barracks...


Than it needs more man. I am playing Expert and it had 12 man occupation... and they need to clean up, it is a mess Razz

smeagol
Quote:
XIII) Scope's markmanship has been lowered to 91, this was 99... That may be a bit too high vs. Lynx, but 91 that is mean. Wink and her text is also off, as she was a MERC in JA: Deadly Games. Perhaps stating that she left AIM because of an argument with Carp (now PR manager) would make it less annoying for her to be at MERC.


Not much of an EDT file modder... my edt tool is somehow screwed up. The values she has are the ones from the retail version...


Sorry, but I have to contradict that last statement. It was never so in my retail version and update to 1.07. Here is another source for her stats, which also gives Dimitri's right Wisdom value (56 and not 67) or Carlos his poor markmanship (67 instead of 78). Some of the stats seems just to be altered by WF I gather.



smeagol
Quote:
blabla...molotov... blabla


Not doable, sorry. Sad


Too bad

Will wait for the reply on the first question before I update, than I will continue to report oddities (if you like it that is and are not getting annoyed with me)

[Updated on: Sun, 29 August 2010 23:51] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #261004] Mon, 30 August 2010 00:13 Go to previous messageGo to next message
datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
Thanks for the map update.
Are the hidden sectors accessable without cheating?
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #261006] Mon, 30 August 2010 00:22 Go to previous messageGo to next message
silversurfer

 
Messages:2746
Registered:May 2009
GMV

smeagol

uhm... I think the duckbill affects the range of buckshot... not sure about that...


Supposed to but my gun doesn't state difference, only when I load the red-blue ammo (sorry for missing the name here) I see a change


The red/blue IS buckshot and yes you will only see a difference when the gun is loaded. That is how it is supposed to be.

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #261009] Mon, 30 August 2010 00:41 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
GMV

Will it mess up my current game? I noticed for instance when changing something to mercprofiles.xml you have to start anew to see it - I really don't want to restart right now...


Item updates won't mess up your game. Maps maybe... to be sure, only update maps you haven't yet visited.

Quote:
P.s. Do you also keep the sometimes different map options? (Like I noticed with a restarted once that the southern most part of Omerta has two different maps)


sort of... some maps yes, some others not so much. what I did for some maps is change enemy placement. So you get the same map, but with different patrol routes/campers.



Quote:
Sorry, my bad. I meant Tony. I can see Tony before I remove Brenda from the shop.


Hans should only move once Brenda is gone. The only way to get to Tony is to blast the wall. and that is a viable option imo...

Quote:

In the hospital there is a room you can look into through the windows. It is on the left side of the screen and the south wall of this wing. It is filled with tables and has a kitchen attached to it. So I name it a mess hall. For some odd reason I could see through the mess hall, to the hallway behind it to see an enemy running, however, I only noticed this enemy and nothing more... As if the wall was a cracked wall like you have in Omerta.


Hmm... never noticed...

Quote:
It was my one of my two IMPs but yeah she only has 20, but is not Oswald it is Carl.. and normally he is downright easy, but not even Carlos (the rebel) with 40 gets him convinced. He only says of how tourists used to come, or how he pretends the queen to get shot...


Never had problems with Carl...


Quote:
Than it needs more man. I am playing Expert and it had 12 man occupation... and they need to clean up, it is a mess Razz


Expert? bah... try insane... the ini settings for insane are actually playable and more an extra hard and not unplayable like the 1.13 settings that are totally through the roof...

Quote:
Sorry, but I have to contradict that last statement. It was never so in my retail version and update to 1.07. Here is another source for her stats, which also gives Dimitri's right Wisdom value (56 and not 67) or Carlos his poor markmanship (67 instead of 78). Some of the stats seems just to be altered by WF I gather.


yeah, those are the JA2 gold settings and not the WF settings...


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #261022] Mon, 30 August 2010 09:40 Go to previous messageGo to next message
nsnipe

 
Messages:22
Registered:May 2010
Is it possible to do that after molotov, flarebomb or napalm (fire etc.) map tile change to burned ashes or smth. Also after explosions it was marks of blast? (http://www.holoscience.com/news/img/5KJ%20blast.jpg with alpa overlay somehow Smile)
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #261024] Mon, 30 August 2010 10:34 Go to previous messageGo to next message
GMV

 
Messages:80
Registered:August 2010
Location: The Netherlands
Euhm, I think you misunderstood one question. I meant to ask if Omerta south still has its two maps with different buildings (and perhaps other places as well (after all first play through with WF)), not if you changed enemy placement (or hacked into the trees and grass of Arulco)

Okay, so it only aids buckshot... my mistake than, I had hoped it would do so for more rounds.

I didn't blast the wall to get to Tony, so that seems to be a mistake. I was simply 'friendly' with my first IMP with leadership 63 (or 65 can't remember) and I was allowed to see Tony... So, it seems that that is a bug.

As I also never had troubles with Carl I was wondering what was going on... I hope when I get there with a merc with high leadership (I had thought 40 to be enough) he'll turn around, but seeing I can now only play at night of course (work during the day) it will probably take two/three nights to get there.

I used expert to get a bit used to all the new items, maps and yeah it is still rather easy. So I'll go Insane the next time around.

Hm, I would rather have kept Dimitri lower on Wisdom. He sounds more like a 53, after all he can hardly produce a proper sentence. It feels odd a bit now, along with Scope being down to 91 and her odd Bio. ... Makes me start wanting to mod this game as well... I am still wondering if AIM-NAS makes it impossible for the crepitus to show why it is impossible to use gabby, rat and bobby's profiles to bring back mercs, or to standardize (not sure if that is possible) the assassins of Kingpin to use two (seeing there is one female) statistics with alternating voice and picture. In that case you free up 4 slots, and according to the link I gave you slot #163 till #169 were unused in JA2 gold. What are they filled up with as the WF mercs replace the others and #169 seems an odd number to me, can that not be increased? Anyone any ideas on all that?

[Updated on: Mon, 30 August 2010 11:28] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #261035] Mon, 30 August 2010 13:00 Go to previous messageGo to next message
datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
When you give the VHS to Brenda then you can talk to Hans directly or friendly, no matter, he lets you in. Later you must talk only directly with a merc with some decent leadership, don't know the minimum value, 30 or 40 is probably enough.
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #261038] Mon, 30 August 2010 13:08 Go to previous messageGo to next message
Logisteric

 
Messages:3274
Registered:December 2008
Location: B
it's sufficient to kill her - and watch the video yourself
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #261040] Mon, 30 August 2010 13:24 Go to previous messageGo to next message
GMV

 
Messages:80
Registered:August 2010
Location: The Netherlands
Apparently I can not get my point across.
I know the normal sequence. Talk to Hans, he complains, find VHS, give VHS to Brenda, Brenda leaves, than you're allowed to see Tony.
Perhaps you can also blow up a wall or shoot her (I am not sure of the later, I thought Hans went hostile if you did that or the Kingpin guys anyhow...), but that is not my point:

What I report Is the fact I talk to 1st time to Hans and I get to see Tony, while Brenda is still present (!) - Thus there is no need for the VHS and this seems to be a bug.

I am not asking how you get to see Tony (p.s. thanks for trying to help, but this is not what I am after Wink ), I am reporting the fact that this quest can now be skipped, which is a bug, outside of skipping it by blowing random walls up or shooting like an idiot people you just met. Razz

[Updated on: Mon, 30 August 2010 13:27] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #261041] Mon, 30 August 2010 13:27 Go to previous messageGo to next message
silversurfer

 
Messages:2746
Registered:May 2009
There are 4 ways to get to Tony:

  • 1. give the porn tape to Brenda
  • 2. kill her
  • 3. wait for her to leave - this has been disabled by someone which I think is crap but I will enable this again and send a fix to RoWa. I will let him decide if he wants to make this public. Wink
  • 4. blast the wall to make a "side entrance"

I just tried the above with Smeagols updated C5 map and this works as it should. Did you forget to install the .npc files?

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #261043] Mon, 30 August 2010 13:30 Go to previous messageGo to next message
GMV

 
Messages:80
Registered:August 2010
Location: The Netherlands
silversurfer
There are 4 ways to get to Tony:

  • 1. give the porn tape to Brenda
  • 2. kill her
  • 3. wait for her to leave - this has been disabled by someone which I think is crap but I will enable this again and send a fix to RoWa. I will let him decide if he wants to make this public. Wink
  • 4. blast the wall to make a "side entrance"

I just tried the above with Smeagols updated C5 map and this works as it should. Did you forget to install the .npc files?


I used the one-click installer of Tais. So, I suppose not. And in my vanilla it worked fine, though I never saw her leave on her own (no. 3).
However, the point is I need none of these methods. I can just go straight in, that is the bug.
As said I don't have the updated maps, but I believe they don't mess with Brenda's files, right?

[Updated on: Mon, 30 August 2010 13:32] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #261047] Mon, 30 August 2010 15:02 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
GMV
Makes me start wanting to mod this game as well...


Feel free to do so...


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #261053] Mon, 30 August 2010 15:42 Go to previous messageGo to next message
GMV

 
Messages:80
Registered:August 2010
Location: The Netherlands
smeagol
GMV
Makes me start wanting to mod this game as well...


Feel free to do so...


Got too many stuff already laying around at the moment, I am afraid. I did mod Arcanum and BG2 already, but this is again a whole new system and the learning curve is always pretty steep and I know nothing of the modding tools here and I want to enjoy the new game first a bit more he.
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #261057] Mon, 30 August 2010 16:00 Go to previous message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
This thread can be locked. Please don't post in this one any more.


New thread can be found here


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