Change EXP points for Fallout 2 quests.

Mulligun

Still Mildly Glowing
Hello.
I'd like to modify the EXP points reward for all F2 quests. Someone told me that i have to change the values in the exppoint.h file. I'd done that & recompiled all the maps using BIS mapper but i still get old, original values... What i'm doing wrong?
 
It isn't the maps you must recompile, it's the specific scripts in which the values stored in the exppoint header are stored. For example,
the exp reward for completing the temple of trials is granted in the script ARVILLAG, and in this procedure:

procedure map_enter_p_proc begin
variable new_exp;
if (map_first_run) then begin
play_gmovie(VSUIT_MOVIE);
display_msg(mstr(100));
call Initial_Inven;
inc_general_rep(REP_BONUS_ARROYO_FINISH_TEST_CAVES);
set_global_var(GVAR_TOWN_REP_ARROYO,global_var(GVAR_TOWN_REP_ARROYO)+REP_BONUS_ARROYO_FINISH_TEST_CAVES);
display_msg(g_mstr(1009));
if (global_var(GVAR_START_ARROYO_TRIAL) == TRIAL_NONE) then begin
set_global_var(GVAR_START_ARROYO_TRIAL,TRIAL_SNEAK);
new_exp:=EXP_ARROYO_TEMPLE+EXP_ARROYO_TEMPLE_SNEAK;
give_xp(new_exp);
end
else if (global_var(GVAR_START_ARROYO_TRIAL) == TRIAL_TALK) then begin
new_exp:=EXP_ARROYO_TEMPLE+EXP_ARROYO_TEMPLE_TALK;
give_xp(new_exp);
end
else begin
give_xp(EXP_ARROYO_TEMPLE);
end
end

I guess the simplest for you would be to mass recompile every scripts, with sfall script editor, not the bis mapper. Be sure to point the headers in the script editors to the folder where your modified exppoint header is of course.
 
It isn't the maps you must recompile, it's the specific scripts in which the values stored in the exppoint header are stored. For example,
the exp reward for completing the temple of trials is granted in the script ARVILLAG, and in this procedure:

procedure map_enter_p_proc begin
variable new_exp;
if (map_first_run) then begin
play_gmovie(VSUIT_MOVIE);
display_msg(mstr(100));
call Initial_Inven;
inc_general_rep(REP_BONUS_ARROYO_FINISH_TEST_CAVES);
set_global_var(GVAR_TOWN_REP_ARROYO,global_var(GVAR_TOWN_REP_ARROYO)+REP_BONUS_ARROYO_FINISH_TEST_CAVES);
display_msg(g_mstr(1009));
if (global_var(GVAR_START_ARROYO_TRIAL) == TRIAL_NONE) then begin
set_global_var(GVAR_START_ARROYO_TRIAL,TRIAL_SNEAK);
new_exp:=EXP_ARROYO_TEMPLE+EXP_ARROYO_TEMPLE_SNEAK;
give_xp(new_exp);
end
else if (global_var(GVAR_START_ARROYO_TRIAL) == TRIAL_TALK) then begin
new_exp:=EXP_ARROYO_TEMPLE+EXP_ARROYO_TEMPLE_TALK;
give_xp(new_exp);
end
else begin
give_xp(EXP_ARROYO_TEMPLE);
end
end

I guess the simplest for you would be to mass recompile every scripts, with sfall script editor, not the bis mapper. Be sure to point the headers in the script editors to the folder where your modified exppoint header is of course.
Ok, so the procedure is: modify the exppoint.h header as needed, compile all the scripts form "BIS mapper\scripts" and copy all the int scripts files to "Fallout 2\data\scripts" folder?
 
Yes. As for the sources files you are using, it depends what version of F2 you play\mod. If it's vanilla, then the sources in BIS mapper\scripts are the correct files. If you are on the RP, then you need the RP sources which must be included in the installation (I don't remember but I think so), and so on.

There is a option to mass compile scripts in sfall script editor. Backup a working, untouched install of the game in case you need to revert files.
 
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