Lexx
Cipher
- Joined
- Jul 16, 2008
- Messages
- 345
Zed: Better make that dialogue editor a flow chart editor. I wouldn't want to work with anything else anymore.
Sadly, I'll have to when dealing with my Fallout 2 mod stuff. Speaking of, here's another screenshot. I haven't posted as many screenshots since 5 or so years, I think.
Years ago I've included TeamX's Mr.Fixit script in my mod (heavily modified and a little bit improved by now). You open up the interface via the tiny grey button next to the skilldex or the F key. Works pretty much like any other interface (map, pipboy, character screen, etc).
So yeah, I got crafting in my mod... It won't work like in recent RPGs, though, where you do nothing else but collect materials all day long and then craft a new shitty armor that you will use for 5 minutes before crafting a new shitty armor in a different color. The Fixboy merely exists to allow the player to upgrade weapons and craft basic stuff, similar to the system in Arcanum.
Recipes are unlocked by skill, so if you increase energy weapons high enough, you'll be able to upgrade energy weapons, etc. ... if you got the necessary science / repair skill AND the upgrade part (in the screenshot's case it is the advanced precharger). This also makes repair and science a bit more useful than just for that one terminal or power generator somewhere in the game.
Oh, and don't mind the kraut language in the message log. We are currently translating everything that's been done so far, meanwhile polishing dialogue and quests, etc. Basically I am dropping all german language support, as I've never been able to get any german to help me with the mod anyway. Also if I keep working on it in german, I know for certain I'll never be able to translate it to english.... or it will just take another 10 years. Long story short, it's done in english now as base language.
Sadly, I'll have to when dealing with my Fallout 2 mod stuff. Speaking of, here's another screenshot. I haven't posted as many screenshots since 5 or so years, I think.
Years ago I've included TeamX's Mr.Fixit script in my mod (heavily modified and a little bit improved by now). You open up the interface via the tiny grey button next to the skilldex or the F key. Works pretty much like any other interface (map, pipboy, character screen, etc).
So yeah, I got crafting in my mod... It won't work like in recent RPGs, though, where you do nothing else but collect materials all day long and then craft a new shitty armor that you will use for 5 minutes before crafting a new shitty armor in a different color. The Fixboy merely exists to allow the player to upgrade weapons and craft basic stuff, similar to the system in Arcanum.
Recipes are unlocked by skill, so if you increase energy weapons high enough, you'll be able to upgrade energy weapons, etc. ... if you got the necessary science / repair skill AND the upgrade part (in the screenshot's case it is the advanced precharger). This also makes repair and science a bit more useful than just for that one terminal or power generator somewhere in the game.
Oh, and don't mind the kraut language in the message log. We are currently translating everything that's been done so far, meanwhile polishing dialogue and quests, etc. Basically I am dropping all german language support, as I've never been able to get any german to help me with the mod anyway. Also if I keep working on it in german, I know for certain I'll never be able to translate it to english.... or it will just take another 10 years. Long story short, it's done in english now as base language.