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    Fallout 2 mod I want to make a single bullet go through lined up targets. Here are three attempts

    I wanted to do the same thing - let us know if you get it working.
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    Fallout 2 mod Fairer game experience

    Nice, did that work the way I described it or did you have to do something else?
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    Fallout 2 mod Fairer game experience

    You're saying that some of my ideas are adding stuff rather than fixing stuff. That is correct. When I think about it, I prefer changes which fix stuff without adding much. However, adding some stuff seems inevitable for my goals at least. For some skills like Outdoorsman and Traps, there is...
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    Fallout 2 mod Redo ranged combat accuracy formula

    Currently, the game has a problem that you need to raise melee/unarmed a lot less until you have 95% to hit everything, while you need to invest a lot more in the guns skills. So I think it makes sense to have it easier to hit with ranged. Also, it's annoying to miss all the time, I think low...
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    Fallout 2 mod Fairer game experience

    Oops, I just now saw that my list's formatting got lost because the forum ate all the indentation. Oh well, it looks like it was readable enough this way. Apparently the EcCo mod does a lot more than I thought? I'll have to check it out before I do anything from this list. I like the idea of a...
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    Fallout 2 mod Fairer game experience

    Very cool idea about Agility. If you left the formula untouched and only added +0.5 AP for odd numbers then I think that is a pure improvement to the game; changing the formula to make low-AG characters viable is going to be a further improvement. The only problem I see is the user interface...
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    Fallout 2 mod Fairer game experience

    I like the overall idea and I hope that sometime in the future I'll release a mod which does something in a vaguely similar direction (don't expect much though, its scope is small initially). In Fallout modding, it's more productive to start with a vague list of things you want to do where...
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    critter armor info.

    If I understand correctly, the critter's armor is not recorded anywhere - many critters have resistances equal to some armor's resistances, but the game doesn't remember which armor was that.
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    Fallout 2 mod Mutants Rising...

    I always play with the grid on for games like Heroes where each unit occupies only 1 (or 2) tiles, but in Fallout you can be in-between tiles and it doesn't functionally matter, so I'd like it more without a grid. From the grid options, I prefer the middle one.
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    Where can I find ALL obj_data offsets?

    I have another idea: in your original post, we see that this field exists #define OBJ_DATA_PID (0x64) So, you could change the object's PID to a PID which is a broken version of the gun. Alternatively, remove the object and then add an object with the other PID in the inventory to...
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    Where can I find ALL obj_data offsets?

    This works on a proto: get_proto_data(pid, PROTO_WP_MAG_SIZE) So... does the following code work for your purposes: set_object_data(uid, PROTO_WP_MAG_SIZE, 0)
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    Where can I find ALL obj_data offsets?

    The "Use" checkbox is what you're trying to toggle programmatically, right? In .pro files, this is stored as a single bit which is in flags_ext. I'm saying that hopefully there are equivalent flags in SSL too, defined as a constant in a header, and they might be a bitset too. I'll see if I can...
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    Where can I find ALL obj_data offsets?

    I don't know exactly how to do this in SSL, but I do know that in the ProtoManager, this is a boolean in FlagsExt, which is a bit set. It's possible that there is an analogous "flags" field in SSL which is also a set of bits.
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    Fallout 2 dmg algorithm implementation.

    I think it's this one: https://github.com/phobos2077/sfall/blob/a19a9eae100098940897150446dd7eeb85636552/sfall/Modules/DamageMod.cpp#L34 I found it by searching the whole repository for the word "Glovz".
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    Fallout 2 mod (Solved) How do I supply the player with sharpened poles during earlygame? I need ideas

    The hook is probably fine. I haven't investigated, but by design my script can't detect every merchant correctly (it has both false positives and false negatives), since there was no way to do it better. So the error was most likely from my script. My assumption was that probably Mom doesn't...
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    Fallout 2 utility Is it possible to have LVARs in sfall global scripts?

    I was nervous about checking game time because if the player somehow manages to get a savegame before the first tick passes, then we've got a bug. The map trick sounds neat, I'll look at it. I know I can use a bit set for multiple packed booleans, but that feels unnecessary when I can use...
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    Fallout 2 utility Is it possible to have LVARs in sfall global scripts?

    Maybe I'm doing something weird. I already have 4 sfall global variables in my WIP mod which is very small in scope: 1. used during initialization, keeps track of whether it's a new game or a game is being loaded, 2. for keeping track of whether a player has crafted a certain weapon, if yes then...
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    Fallout 2 utility Is it possible to have LVARs in sfall global scripts?

    You're correct, however I meant to say something else - I'm looking for private variables which get saved with your game state.
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    Fallout 2 utility Is it possible to have LVARs in sfall global scripts?

    It's the equivalent of private variables in other languages - in this case the benefit would be that you will know that the variable will be used in this file only, and you won't need to look for other files reading it or changing it. Having global mutable state can easily lead to messy code...
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    Fallout 2 utility Is it possible to have LVARs in sfall global scripts?

    I thought of this, and I was going to start numbering my GVARs from some number like 8150, but then the Fallout engine loves assuming that everything is in order, so I wasn't sure whether that would work. Although even in that case I could have defined a few hundred dummy variables which I...
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