![]() ![]() 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. ![]()
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