Search results

  1. T

    Fallout 1 mod FO1 to FO2 conversion, for real

    That's for the time limit. You probably don't want to mess with that. As lexx said, the ddraw.ini lines you need for changing the start date are the dates mentioned in the time limit setting will automagically fix themselves to match. From a better safe than sorry perspective, I would advise...
  2. T

    Fallout 1 mod FO1 to FO2 conversion, for real

    ok, uploaded sfall 2.19. It actually took 40 mins... I overran a little. :/ You need to add MainMenuOffsetX=xxx and MainMenuOffsetY=yyy to ddraw.ini to move the text and buttons around. That's harder. :/ If the code is still there inactive somewhere then it would be easy, if only I knew...
  3. T

    Fallout 1 mod FO1 to FO2 conversion, for real

    None taken. There's a reason I said relying on it would be a bad idea. :p (Which is a shame, because in dx9 mode you can use avi movies and other fancy things, on top of a few extra script functions. :/) Are you trying to use it together with the high res patch though? That's normally what...
  4. T

    Fallout 1 mod FO1 to FO2 conversion, for real

    sfall's graphics functions require you to be running in dx9 mode. Not a good idea if you want to be high-res patch friendly. Yup, either of them would work fine. They just wouldn't look as good. :p
  5. T

    Fallout 1 mod FO1 to FO2 conversion, for real

    The movies can just be played by script. The post it note is harder. It's possible that the standard fallout window script functions could do it to, but I've never touched them so no idea what they're capable of. There are two very hacky ways to do it with sfall; using the file functions to mask...
  6. T

    Fallout 1 mod FO1 to FO2 conversion, for real

    This one is also trivial with sfall. Add 'set_skill_max(200)' into a script somewhere that will run once per game load. (I suggest a global script with no if(game_loaded) block) Perks and traits are also modifiable with sfall, but anything particularly complicated will need scripting, so...
  7. T

    Source for Fallout Script Editor (FSE) ?

    Yup, it's here. Can't remember how many fallout 2-isms are hardcoded into that though... If you're lucky, it may just be a case of replacing the script compiler. If not, there's going to be a bunch of hardcoded paths to change, at the least.
  8. T

    Sfall stats.ini Healing Rate in the corresponding error.

    Yes, should be shift0=-5. The -5 is correct though; strength doesn't give you any bonuses to unarmed damage unless you have more than 5.
  9. T

    Sfall stats.ini Healing Rate in the corresponding error.

    ok, I see why it effects killaps patch. The line 'DerivedStats=stats.ini' should be commented out by default, and only uncommented when using a stats.ini. If sfall can't find the file, it uses a bunch of defaults instead. And there is indeed a bug in the defaults, to make it use perception...
  10. T

    Sfall stats.ini Healing Rate in the corresponding error.

    How odd. It's correctly set to endurance in my copy of stats.ini. Wonder where the incorrect value came from. :/
  11. T

    "The End"

    By adding one byte to the counter to store the number of 13 year time spans that have passed, so you get somewhere over 3000 years in total. That extra byte is invisible to scripts that aren't specifically coded with it in mind though, so goodness knows how much stuff breaks when you use it...
  12. T

    Should NMA post a Kickstarter to buy F1/F2 source code?

    If you can get bethesda to agree to hand over the code should you reach reach some preset funding figure, then sure, why not. Good luck with that though; you're gonna need it. :p Maybe if you aim for the bit after interplay lose their rights to the titles? Edit: I'd be surprised if...
  13. T

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Those strings don't need to appear in translation.ini; they're message numbers 542 and 543 in PROTO.MSG. Those default english strings are only used if they're missing from the message file. Edit: And the S: is message 35 in INVENTRY.MSG
  14. T

    Sfall CRC error!

    Yeah, that pretty much covers it. Just remember that the check is there for a reason. sfall expects everything in the exe to be in certain places, and if you start changing stuff in the same areas as sfall makes changes, then something is going to break.
  15. T

    Sfall function question

    given that it's not possible to modify that 95% chance in vanilla fallout, logically the implementation of it must be inside the dll. :p The implementation is in here somewhere: http://sfall.svn.sourceforge.net/viewvc/sfall/sfall/ScriptExtender.cpp?revision=202&view=markup Implementation...
  16. T

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    CorpseLineOfFireFix. I believe it's on by default, although you can change it from 1 to 2 for a stronger effect. Actually, I'm not entirely sure that effects bursts... It might only help for the first shot.
  17. T

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    I haven't touched it in a long while. I was waiting on the raspberry pi, since the main point was to get it ported to arm.
  18. T

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    eep, lots of stuff. What's wrong with them? I tried in_world_map a few times, and couldn't get it to return anything unexpected. To use read_int, or any of the other functions that let you prod around inside random bits of memory, you need to turn on the AllowUnsafeScripting option. (Which...
  19. T

    Can i use all of these mods together without any issues?

    There's no harm in updating it, as long as you only overwrite ddraw.dll and not ddraw.ini. If you overwrite the ini, it will break the RP installation, even if it wont be quite as obvious at first as it used to be.
  20. T

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    scr_return isn't an sfall function. From the mapper documentation: 'Sets the return value for a scripts C-engine node, to be used by C code.' I guess it's used in a similar way to script_overrides. And the return 0 isn't a function at all. That's flow control. The compiler adds it...
Back
Top