Fallout 2 mod My sFall Mods and Tools

Discussion in 'Fallout General Modding' started by Nirran, Sep 27, 2009.

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  1. babbymode

    babbymode First time out of the vault

    Jan 5, 2015
    Yup, it's HS_Afterhitroll.int, I can play without the file there but I have no idea just how much that breaks, perk-wise.
     
  2. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    updated all mods that use to_hit.int script,uploaded
     
    • [Like] [Like] x 1
  3. lostabroad2

    lostabroad2 First time out of the vault

    Apr 2, 2013
    It's been nearly 2 years since I last looked at Fallout2 but since opinions have been requested by the author i'll post what constructive advice I can give. If the issues I mention have been addressed then my apologies and thanks for your time.

    The broken economy

    There are 3 basic problems here.

    1) During the game you buy very little but sell huge amounts. It would makes sense to use the Barter skill when you both buy and sell. If it was to apply to only 1 side of the trade it would make more sense to apply it to selling rather than buying. Unless this addressed the only feasible way to address the problem of near unlimited cash value resources available in the game would be to make money incredibly scarce so items were traded. I don't recommend that approach. phobos2077 developed scripts in his ECCO mod that worked fairly well. I recommend those scripts, along with the adjusted settings I suggested in his thread, as a starting point.

    2) Barter skill starts at 4 X CH, (4-40) or 10 points lower if using the Gifted trait. However, for trading purposes the highest Barter skill of any party member is the value used. Since Sulik, (Barter 50), and Cassidy, (Barter 80), join early on the player's actual Barter skill is redundant. If your Barter skill is 24 adding 26 skill points with Sulik in your party would generate 0 benefit. Adding 56 points with Cassidy in your party also generates 0 benefit. Unless the original code is altered or a script is written to override that Barter skill adjustment the minimum value for trading will be ridiculously high and increasing Barter skill will remain a non-viable gaming option.

    3) Lower quality items, particularly weapons, have an unrealistically high value in comparison to the highest quality items. Repricing weapons/armour on a sliding scale or just revaluing common items in the 300 to 1500 range would have a significant impact on the ability to buy better weapons/armour. I can provide a rescaling valuation chart but revaluing is a matter of personal taste.

    1 & 2 shouldn't be too difficult and they are the main issues. 3 would cause problems with other mods that alter items for other reasons such as combat damage levels.
     
    • [Like] [Like] x 1
  4. hellraiserjoe

    hellraiserjoe Away! Product of a hastily abused mountain goat!

    Feb 11, 2015
    @Nirran
    Hey there, firrst of all, thank you for making all these marvelous mods , and keping the best game ever made alive and breathing almost 20 years later <3

    I seem to have an issue with the custom skill books mod; it crashes my game when i enter the abbey.
    abbey.JPG


    i use a standard and otherwise working megamod install, which i again modified using all of the Nirran´s megamod-mods (boos/partyperks/customperks/etc.) ONLY MEGAMOD COMPATIBLE MODS WERE USED(as you mentioned on your site, Nirran)

    i did a fresh install for every time i added or removed a mod, to see which one it was.

    i made changes to the ddraw.ini, fallout.cfg and megamod.ini, to "activate" the books, no mistakes here, i think...

    sfall´s is 3.7, as included in MIB88Megamod

    i hope there´s a way to fix it, as the boni from the abbey (2INT for example) AND the skillbooks mod make for a whole new way to design characters and play the game.

    You mentioned on your site, that it "...Requires sFall with extended scripting functions enabled." is my mistake here? do i have to activate extended scripting somehow?
    Otherwise the mods work fine, as far as i can see.

    Many thanks in advance, you rock :)

    Edit: Protos are checked
    Edit2: Also the Mr.Fixit StimsMod and Weapon UpgradesMod, same problem.
     
    Last edited: Nov 11, 2017
  5. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    Altered sFall default highlight addon to set separate colors for each
    highlighted item : Ground Items,Containers,Corpses and living Critters.

    can now download this from my site.
     
  6. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007

    try deleting fo2\data\scripts\GL_Replace_Books.int see if it crashes
     
  7. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    new addon : auto loot

    Simple scripting that loots all items on the ground and in corpses with a key press.

    May have to hold key press for a second or two.

    AutoLoot.ini has individual keys settings.

    uploaded

    Nirran
     
    Last edited: Apr 12, 2018
  8. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    fixed a bug in auto_loot(forgot to check if item was container) and uploaded
     
  9. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    further bug fixes in auto_loot,uploaded

    Nirran
     
  10. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    uploaded xp tables

    Experience Tables

    EXP tables % of vanilla :

    50% 150% 200% 250% 300% 350% 400% 450% 500%

    nothing fancy,simply copy paste into ddraw.ini and uncomment to use

    nirran
     
  11. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    fixed yet another bug in auto_loot,should be good now(I hope)

    Nirran
     
  12. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    found that auto_loot and destroy_bodies scripts were conflicting,uploaded both with the newest fix

    Nirran
     
    • [Like] [Like] x 1
  13. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    Auto Loot

    Simple scripting that loots all items on the ground with key press,

    loots all items in corpses with key press,

    and unloading ammo from weapons in inventory with key press.

    May have to hold key press for a second or two.

    AutoLoot.ini has individual keys settings.

    Nirran

    edit : with code Novarain provided,i was able to get rid of the 'second or 2' delay,uploaded

    Nirran

    edit : added code to not unload weapons in hands,uploaded

    Nirran
     
    Last edited: May 1, 2018
  14. Slava

    Slava First time out of the vault

    Jul 4, 2018
    Hello. Gl to see fallout 2 modders! Sry for bad enlish ))
    Great thanks to Nirran for that mods. But thare is a one thing.. For example Custom Perks mod. It is very good if you add some perks, but if player dont want them he must put "0" on each new perk.. Sometimes people just want only modify numbers in original perks, but they dont want new ones.. And lost tonnes of time to separate original perks from new ones. And i got only 12 perks :( Can you make a mod with only original perks to easy modify them ? please
     
  15. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    heya glad u like my mods,ill concider it

    Nirran
     
  16. Anyway

    Anyway First time out of the vault

    Jul 10, 2018
    Good day, Nirran
    I'm using your Lootable Armor script with Restoration Project 2.3.3, but I can't get any Advanced Power Armor drop from Enclave soldiers (random encounters and Navarro).
     
  17. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    i know the code works,i recently did a play through,im guesing ur repair s not high enough
     
  18. Anyway

    Anyway First time out of the vault

    Jul 10, 2018
    But can I just loot armor WITHOUT ANY skill check or perk?
    P.S. I can't get Adv. Power Armor even with my 200% Energy Weapons skill or Science 150% if I set them as DeleteWeaponsArmorSkill. Only Armorer perk allowed me to get the armor.
     
    Last edited: Jul 10, 2018
  19. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    nope,the perk makes armor lootable w/o a skill check,and energy weapon has nothing to do with it,it is all repair and science skills and DeleteWeaponsArmorSkill sets a random chance of deleting the newly dropped armors,if ur after always getting armors,dont use DeleteWeaponsArmorSkill'


    edit : this code specifies what armor drops and repair skil lvl need for adv armors to drop And is used weather or not DeleteWeaponsArmorSkill is used or not

    Code:
    ((has_skill(dude_obj, 13) >= 140) and (has_skill(dude_obj, 12) >= 120) or has_trait(0, dude_obj, 44))
    has_skill(dude_obj, 13) is repair skill (needs to be 140+)

    has_skill(dude_obj, 12) is science skill (needs to be 120+)
     
    Last edited: Jul 10, 2018
  20. Anyway

    Anyway First time out of the vault

    Jul 10, 2018
    Thank you, Nirran, now I understand how it works. But my highest non-combat skill is science, so I can't get the armor :(. There is no sense to pump repair more than 80-100. Maybe you can adjust the script so it will be possible to use ANY skill for drop check? Or without any checks at all :wiggle: