A few things to ask about moding (fallout2)

IscarioT

First time out of the vault
Well, with all the tools here at download section I would be easly aroused if I could modify couple of things in f2:

1. Extra combat level check of 21 of infiltrating Navarro (along with the default speech check at the entrance)
2. Check for a lockpick 130 in toxic caves to the elevator.
3. Attach I script to a weapon for it to give you skills while it is equiped only (noticed in a f2wedit that option), what would be the lines?
4. Is there a way to to lower your steal by 100% via script or other way around? (balance issues...)

Step by step explanation would be awesome.

P.S. Newset RP and weapons/economy rebalance mod installed only.

Thanks in advance and sorry for my bad english skills :)/
 
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Well, with all the tools here at download section I would be easly aroused if I could modify couple of things in f2:

1. Extra combat level check of 21 of infiltrating Navarro (along with the default speech check at the entrance)
2. Check for a lockpick 130 in toxic caves to the elevator.
3. Attach I script to a weapon for it to give you skills while it is equiped only (noticed in a f2wedit that option), what would be the lines?

Step by step explanation would be awesome.

P.S. Newset RP and weapons/economy rebalance mod installed only.

Thanks in advance and sorry for my bad english skills :)/

Download the sfall modders pack, and use the script editor in there to edit Killap's source scripts for the RP.

Point 1 and 2 are fairly straightforward. Point 3 requires some skullduggerous use of hook scripts, but can be achieved.
 
Well, with all the tools here at download section I would be easly aroused if I could modify couple of things in f2:

1. Extra combat level check of 21 of infiltrating Navarro (along with the default speech check at the entrance)
2. Check for a lockpick 130 in toxic caves to the elevator.
3. Attach I script to a weapon for it to give you skills while it is equiped only (noticed in a f2wedit that option), what would be the lines?

Step by step explanation would be awesome.

P.S. Newset RP and weapons/economy rebalance mod installed only.

Thanks in advance and sorry for my bad english skills :)/

Download the sfall modders pack, and use the script editor in there to edit Killap's source scripts for the RP.

Point 1 and 2 are fairly straightforward. Point 3 requires some skullduggerous use of hook scripts, but can be achieved.

Thanks, Magnus. Already downloading :).

3. Step by step, anyone?
 
Point 1 and 2 can be achieved by editing existing scripts.

I am unsure of point 3, because I don't think there's a way to "buff" skillpoints in this game (I believe the temporary Outdoorsman increase from the Motion Sensor is entirely hardcoded).

You might be able to get around it by adding a new perk to the game (check the sfall documentation), then assigning that perk to the weapon (use a hex editor to modify offset 65 in the weapon's proto file). That perk can then have values for the skills you want to increase. But I'm not sure if regular perks can be added to weapons this way, so it might not work. What skills are you planning on increasing?
 
Point 1 and 2 can be achieved by editing existing scripts.

I am unsure of point 3, because I don't think there's a way to "buff" skillpoints in this game (I believe the temporary Outdoorsman increase from the Motion Sensor is entirely hardcoded).

You might be able to get around it by adding a new perk to the game (check the sfall documentation), then assigning that perk to the weapon (use a hex editor to modify offset 65 in the weapon's proto file). That perk can then have values for the skills you want to increase. But I'm not sure if regular perks can be added to weapons this way, so it might not work. What skills are you planning on increasing?

Which scripts should I edit?

Since bozar is a powerfull sniper rifle now which is used by BIG GUNS skill by the way (with the weapon mod) and my unnarmed character gets 7 str and ammunition very very late in the game, just for the role play, I want to make him a sniper, but invest in a big guns skill for one or two kills per fight is pointless while only bozar will be used, so, I do want to increase big guns skill only while bozar is equiped.
 
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Point 1 and 2 can be achieved by editing existing scripts.

I am unsure of point 3, because I don't think there's a way to "buff" skillpoints in this game (I believe the temporary Outdoorsman increase from the Motion Sensor is entirely hardcoded).

You might be able to get around it by adding a new perk to the game (check the sfall documentation), then assigning that perk to the weapon (use a hex editor to modify offset 65 in the weapon's proto file). That perk can then have values for the skills you want to increase. But I'm not sure if regular perks can be added to weapons this way, so it might not work. What skills are you planning on increasing?

Which scripts should I edit?

Since bozar is a powerfull sniper rifle now which is used by BIG GUNS skill by the way (with the weapon mod) and my unnarmed character gets 7 str and ammunition very very late in the game, just for the role play, I want to make him a sniper, but invest in a big guns skill for one or two kills per fight is pointless while only bozar will be used, so, I do want to increase big guns skill only while bozar is equiped.

I understand!

Ahh, if only there were some... other... weapons mod you could use, which gives the Bozar a +60% chance to hit...

*cough*

Anyway, you can find out what scripts you need to edit by opening the Navarro and Toxic Caves maps in the Black Isle mapper. The guard you talk to in Navarro should have his dialogue script listed if you look at him, and I think the door in the Caves does as well. Or possibly the door is handled by the toxic caves map script, which should be called TOXCAV or something like that.
 
Point 1 and 2 can be achieved by editing existing scripts.

I am unsure of point 3, because I don't think there's a way to "buff" skillpoints in this game (I believe the temporary Outdoorsman increase from the Motion Sensor is entirely hardcoded).

You might be able to get around it by adding a new perk to the game (check the sfall documentation), then assigning that perk to the weapon (use a hex editor to modify offset 65 in the weapon's proto file). That perk can then have values for the skills you want to increase. But I'm not sure if regular perks can be added to weapons this way, so it might not work. What skills are you planning on increasing?

Which scripts should I edit?

Since bozar is a powerfull sniper rifle now which is used by BIG GUNS skill by the way (with the weapon mod) and my unnarmed character gets 7 str and ammunition very very late in the game, just for the role play, I want to make him a sniper, but invest in a big guns skill for one or two kills per fight is pointless while only bozar will be used, so, I do want to increase big guns skill only while bozar is equiped.

I understand!

Ahh, if only there were some... other... weapons mod you could use, which gives the Bozar a +60% chance to hit...

*cough*

Anyway, you can find out what scripts you need to edit by opening the Navarro and Toxic Caves maps in the Black Isle mapper. The guard you talk to in Navarro should have his dialogue script listed if you look at him, and I think the door in the Caves does as well. Or possibly the door is handled by the toxic caves map script, which should be called TOXCAV or something like that.

I`ve downloaded the mapper but it does not work with my version of F2 with RP and weapon mod.

Error: "You are trying to use Sfall with an incompatible version of fallout. Was expected fallout v1.02 US. Fallout2.exe was an unexpected size. Expected 0x122800 but got 0x122815"...using google at the moment...

I dont want to use other mods because rp plus weapon mod just overwhelmed me: it is hard, it is darkl, ammo is rare, no armor will save you against 10 enemys, balance is perfect. Feels like f1, but still...I just could go early to NCR or SF and brake the balance easaly :(((, and nothing permits that only pure planing which destroys the imersion :/.
 
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Where did you install the mapper?

I`ve installed it in to C:\program files (not original f2 dir) - error. Then I`ve reinstalled in in D:\fallout2 - same result. Google cant find anything :/

P.S. Edited first first post for more questions.
 
You can lower your steal skill with savegame editors, though I'm really curious as to why you would want that.

I have got the mapper to work with the RP, but I can't remember how. It's not as straightforward as downloading the mapper, you also need a city limit and high resolution patch.

If all you want to do is make the Bozar easier to hit with you can give it the Accurate or Long Range perks, which already exist for weapons. The first gives it a +20%, the other gives it a bonus of 8*your Perception. There's also the Scoped perk which gives it a +60% chance to hit, but makes it terrible at close range.
 
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