Fallout 2 mod adding self-made weapon to trader inventory

overdog

First time out of the vault
(mod for base Fallout 2)
I've created a new weapon .PRO file, added it to the needed lists, including the PID list, added it to random encounters (haven't tested that yet though), and now I'm adding it to a trader (tubby's in the Den) inventory via the SSL file (DITUBBOX.SSL) in the fallout2/data/scripts/headers/den/ folder. I have added this
check_restock_item(PID_RHEINMETALL_9MM, 1, 2, 100)
line right below the rest of the items for sale, saved it, and set my starting map to denbus1 to test it with a new game.
No dice.
No matter how many times I started a new game the weapon would never show up in his trading inventory. So I got to wondering whether I was actually effecting his stock or not. So I removed a item from the trading list on the SSL file to test. Upon loading, the item was still in his list. So I've concluded that editing that file doesn't actually effect his inventory. I'm confused, as another user of the forum the the exact same thing as me, and he eventually got it working (seen here Adding new created items to merchants/NPCs | No Mutants Allowed (nma-fallout.com) )
One thing to note is I'm not editing the .int files which game with the game, I got the header folder/subfolders and SSL files from... somewhere, In some installation, I honestly forget, but it appeared as though I was supposed to have them anyways. Was I supposed to ignore the header folders convert the .int file from scripts to an SSL and then back again to have my desired changes? Or am I missing something else? I'm not the best at explaining things and if you couldn't tell I'm extremely new to this, so ask if you need clarification.
Thank you.
 
Last edited:
I got the header folder/subfolders and SSL files from... somewhere
It's already a bad sign if you don't even know from where you got your script sources.

I'm not the best at explaining things
Indeed.

First you should say if this is for vanilla Fo2, or for a mod (RP/RPU?). If it's for a mod, your script file might be in the wrong folder and gets overwritten by the mod. In that case, you have to move it to the right folder, or turn it into a new mod and load it last, so it'll overwrite the other mod.

Right now this seems to be the best explanation, because even if your script sources are wrong or outdated, something in the game should happen, even if it's just a crash to desktop.
 
It's already a bad sign if you don't even know from where you got your script sources.


Indeed.

First you should say if this is for vanilla Fo2, or for a mod (RP/RPU?). If it's for a mod, your script file might be in the wrong folder and gets overwritten by the mod. In that case, you have to move it to the right folder, or turn it into a new mod and load it last, so it'll overwrite the other mod.

Right now this seems to be the best explanation, because even if your script sources are wrong or outdated, something in the game should happen, even if it's just a crash to desktop.
I remember where I got the files now, it was from the BIS mapper installation, and I copied them over from there to my Fallout 2 installation. I also edited the post stating it's for base FO2, thanks for pointing that out.
EDIT: another thing of note is that changes to base maps that I've made in the BIS mapper don't appear In-game either, I can make new maps and play them, but the changes to default ones don't show up, even though it shows that the file has been updated.
 
Last edited:
Yeah, you very likely have your files in the wrong folder.

/edit: Note that map changes only work if you haven't visited them ingame yet.
 
Yeah, you very likely have your files in the wrong folder.

/edit: Note that map changes only work if you haven't visited them ingame yet.
Alright, so I've done a clean install of everything, modified a different trader's inventory with a base game item and nothing has changed.
The file path is as follows:
Fallout2\DATA\Scripts\HILBOX.int
(HILBOX is the trader inventory for Liz in Broken hills)
It's fully compiled and everything, I can see the changes in the script itself, but it simply isn't changing anything in the game itself.
 
Add a map_enter_p_proc procedure to the script and write
Code:
display_msg("my test");
into it. Compile the script and enter the map in the game. If you see the text in the message log, your script works. If you don't see the text, your files is in the wrong folder or you did something else wrong.
 
Add a map_enter_p_proc procedure to the script and write
Code:
display_msg("my test");
into it. Compile the script and enter the map in the game. If you see the text in the message log, your script works. If you don't see the text, your files is in the wrong folder or you did something else wrong.
I just managed to fix the problem via changing PATCH000.dat in my base FO2 directory into a .bak file. Very weird.
 
That's the official Fo2 patch. At this point you should probably make your mod with the UPU in mind -- nobody sane plays without it anyways.
 
Back
Top