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What should be the next primary goal?

Combat drugs, chemistry, venoms and antidotes
Domestic robots (healers, cleaners, cyberdogs, robobrain)
Overhaul of good areas (terraformed)
New semimegabeast and megabeast types
Secrets and mutations (vampires, pyromancy, telekinesis etc)
More minor races (slavers, treeminders, evil ghouls)
More industry (concrete factory, cryogenics, trading post)
Advanced adventure mode crafting
Post-war geology (concrete, debris, radioactive waste, stashes)
Dfhack (poisoned weapons, companion order, other plugins)

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Author Topic: [0.34.x] FALLOUT MOD || Post-apocalypse || A nuclear adventure!  (Read 127988 times)

Aseaheru

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Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
« Reply #630 on: November 30, 2013, 06:59:56 pm »

if you just have a folder with all the DF things in it you just drop it in the right one.
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Doctor Blood

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Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
« Reply #631 on: November 30, 2013, 07:02:09 pm »

What exactly do I drop? I mean there are a lot of folders in the folder I am looking in. The readme doesn't help any.
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Doctor Blood

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Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
« Reply #632 on: November 30, 2013, 07:10:12 pm »

Actually I think I got it working... but I skipped out on a lot of stuff...?
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Doctor Blood

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Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
« Reply #633 on: November 30, 2013, 07:42:26 pm »

It is Crashing?
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Aseaheru

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Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
« Reply #634 on: November 30, 2013, 08:09:23 pm »

Right, there should be folders with the same name. Add those to those.

Actually, I think the folder is just all the files needed. So you just shove the download somewhere and use that.
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daxp

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Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
« Reply #635 on: November 30, 2013, 10:55:20 pm »

I've never really used a mac, so this is going to be guesswork but it might work! Go ahead and just redownload DF and the mod. Unzip them both and you should have your normal dwarf fortress folder that has lots of files and folders in it, and the mod folder which should also have lots of files and folders. Then just select EVERYTHING in the mod folder and drop them in the Dwarf Fortress folder. It should ask if you want to overwrite some stuff, say yes to all of that. If it worked right you should be able to just start dwarf fortress up normally.
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Deon

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Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
« Reply #636 on: December 01, 2013, 02:03:59 am »

You need /data/art/, /data/init/, /data/sound/, /data/speech/, /data/dipscript/ folders.
Also remove your /raw/ folder and paste the mod's one.
I have no idea if there's a Mac DFHack version somewhere. If there is, download it, then drop the /hack/ folder into your game folder too. If there is not, don't bother. You will only miss robot building/upgrades, poisons, hazmat suits, power armor, tactical helmets, cryogenics, virology and a few other things.
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Mrhappyface

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Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
« Reply #637 on: December 03, 2013, 09:17:50 pm »

Can you put in the computer/arcade fix? It's just the reaction is written wrong, because it says for all of them it needs

[REAGENT:A:1:TOOL:ITEM_TOOL_CELL:INORGANIC:CHARGED]
when it actually needs
[REAGENT:A:1:TOOL:ITEM_TOOL_CELL_CHARGED:INORGANIC:LEAD]
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Deon

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Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
« Reply #638 on: December 04, 2013, 11:31:30 pm »

Oh, it's been a while since I changed CELL tool type, and it is where I missed the change? Thanks a lot!
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Mrhappyface

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Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
« Reply #639 on: December 06, 2013, 01:57:05 pm »

One more thing: Geo crates seem to dump a disproportionally large amounts of sulfur and saltpeter compared to the other ores.
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Mrhappyface

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Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
« Reply #640 on: December 07, 2013, 03:29:01 pm »

Another weird thing: The vault citizens won't equip boots and armguards.
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Deon

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Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
« Reply #641 on: December 08, 2013, 01:53:04 pm »

Are you sure you set your armor preferences to replace clothing, not go over it? Otherwise common shoes and gloves will make them unable to wear them.
High saltpeter and sulfur drops are for ammo making.
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Mrhappyface

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Re: [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
« Reply #642 on: December 09, 2013, 01:03:42 pm »

Yes, I want to uniforms and pressed r to replace and even went as far as indivudally assigning boots and armguards.
I think that geo crate is a bit of misnomer, because you'll get positively buried with the amount of saltpeter and sulfur with one or two other rocks occasionally. It should be renamed gunpowder raw material crate then.
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Deon

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Re: (PLEASE UNSTICKY) [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
« Reply #643 on: December 23, 2013, 08:37:43 am »

Yes, I requested a personal board way back when there was no mod subforums, so Masterwork, LFR, Putnam's mods, many other cool mods and my mods too were buried under heaps of questions and requests. Now I see why Masterwork needs its own sub-board because it's basically a huge compilation of everything possible with tons of playable races, however I think I would get more feedback in the main subforum. I will ask Toady if he has time to solve it.
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Stirk

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Re: (PLEASE UNSTICKY) [ FALLOUT 2.2 ] || Post-apocalypse || A nuclear adventure!
« Reply #644 on: December 23, 2013, 07:25:07 pm »

Quote
High saltpeter and sulfur drops are for ammo making.

Do they use black powder in Fallout? I always thought they used smokeless powder, considering the ammunition in most games is based of off real-world ammunition that is smokeless. I just ask from a lore perspective, it would probably be a lot more difficult from a game play perspective to get all the nitro-whatevers it takes to make smokeless powder.
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