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  1. agris

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Thanks again, I need to dive into how to configure the script compiler now. One question - in principle, could this method be extended such that static critters' stats can be updated from modified critter.pros? This was one of the hurdles of some sort of comprehensive tactics mod iirc, you can...
  2. agris

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    That's it, the item was looted from a static container. Thank you. Any example you point me to for such a script?
  3. agris

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Thanks Nova, I must be conflating the default F1 behavior with an imagined sfall option. Separately, I could use some feedback on why my .dat mod placed in \mods\ is only partially working. The shortened temple of trials loads correctly (from .dat\maps\) but it doesn't appear that my proto...
  4. agris

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    I just installed the most recent RPU and have been tweaking it to my preference, and I'm having trouble finding an sfall option. I recall that sfall used to have an option that placed the newest inventory items at the bottom of the inventory, rather than the top. This may have been the fallout 1...
  5. agris

    Fallout 2 mod Fallout: Nevada (extended)

    Perfect, thank you! Were you building videos from an image stack, or actually converting them? If you were converting, what was the codec / format of the video you started with?
  6. agris

    Fallout 2 mod Fallout: Nevada (extended)

    That is a wholly unhelpful answer. I am not confused about the maximum resolution of the .MVE format.
  7. agris

    do the Fallout 1/2 engines support higher resolution videos?

    I know - that's why as step 1) I am trying to take a 640x480 movie, encode it into .mve, and ensure that it plays in the fallout 2 engine. That's why I asked what I did in the Nevada thread. That's been done, I should be able to replicate it. If you read the thread that Lexx linked, Mr. Stalin...
  8. agris

    Fallout 2 mod Fallout: Nevada (extended)

    Does anyone know who handled making / encoding the new movies for Nevada? I have a question for them about how to encode an AVI that avi2mve will convert. I can only get the avi2mve tool to convert AVIs made with fsp.exe; even tho I i'm using the rawvideo codec of rgb555le pixel format in...
  9. agris

    do the Fallout 1/2 engines support higher resolution videos?

    Thanks, I've got some A/V editing experience so I'd like to give this a shot. Downloading both now, feel free to take the raw files offline tomorrow. edit: initial testing is positive, I can recompile AVIs into MVEs that will play in Fallout1in2. I looked at your raw (reduced took forever to...
  10. agris

    do the Fallout 1/2 engines support higher resolution videos?

    What video format were the fallout 1 videos in after scaling them to 640x480, but before converting them to MVE? Would you be willing to share one of those with me? I can poke at trying to make the MVE conversion work in the short-term.
  11. agris

    do the Fallout 1/2 engines support higher resolution videos?

    Ok, so if I understand that thread correctly, Mr. Stalin is the developer of sfall and he's got windowed mode .avi working, but not fullscreen and he doesn't feel as if his skills are well suited to the task. Separately, you've done the work on upscaling the videos. I saw your youtube demos...
  12. agris

    do the Fallout 1/2 engines support higher resolution videos?

    After seeing the results of neural network upscaling of Gothic 1 and 2 videos, I've been thinking about taking the same approach with the Fallout 1 and 2 videos, either in 720p or 1080p. But, if I were to do this and be able to pack the videos back into the correct file format (of which I know...
  13. agris

    Modding/playing Fallout 2 for the first time

    Based on everything you've said, I would play Fallout 1 rather than 2. Fallout 1 is actually a rather quick game, and overall it's a much tighter experience than F2.
  14. agris

    Fallout 2 mod Fallout et tu - Release v1.12

    Awesome, thanks @Lexx What's the best english language tool for editing and (re)compiling scripts right now?
  15. agris

    Fallout 2 mod Fallout et tu - Release v1.12

    Thanks, that was fast! I can't quite read between the lines here- are you interested in fixing vanilla FO1 bugs? For the ones you didn't reply to (except the shady sands one)- are those known bugs or...? Anyway, some more comments. Want a save of me in the Skumm Pitt? You'll see the graphic...
  16. agris

    Fallout 2 mod Fallout et tu - Release v1.12

    Hah, you're right - I didn't start a new game. I checked the save game folders and saw there was a PROTO folder, but inside it there's only a single item and it wasn't one that I edited so I assumed it was fine. The protos must be packed into individual .sav files then? Separately, I finished...
  17. agris

    Fallout 2 mod Fallout et tu - Release v1.12

    There isn't, which is why this is so confusing. I haven't checked each item, just the ones my character has in their inventory (or the NPCs), but the ripper (proto 116) actually has the correct FOT ground tile, while (for example) the 223 pistol uses the tribal bookcase. I would expect that if...
  18. agris

    Fallout 2 mod Fallout et tu - Release v1.12

    Positive, as I say the stat changes show up in-game and the ground FRM is changed - but the proto is clearly referencing the wrong line in ITEMS.LST, which means the ITEMS.LST from "mods\fo1_base\art\items" is not the file to which I should append the new ground frm names. That, or sfall isn't...
  19. agris

    Fallout 2 mod Fallout et tu - Release v1.12

    Lexx or anyone else- I'm porting my Fallout 1 tweaks to this mod, and I'm setup in "\mods\agrisTweaks" with "art\items" and "proto\items" folders. I've updated ddraw.ini and ddraw.fo1in2.ini with PatchFile8=mods\agrisTweaks, and my .pro item stat changes are working in game. BUT, in my mod's...
  20. agris

    Fallout 2 mod Fallout et tu - Release v1.12

    After I'm done with this playthrough and get my bugs posted to GIT, I'd be interested in working with you to add more encounters.
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