1) I just realized that I don't know how MSGs are linked to scripts. Any gSay_Message refers to MSG by msg_list, which is an int, rather than name. I searched defines, but found only scripts mapping in SCRIPTS.H. Is it mapping both scripts and dialogs simultaneously? 2) Some scripts in FO2 contain checks like "if (message_str(403, 100) == "You see one of the Reno townsfolk.") then begin...". What's the point of this? Is it dumb programming or a shady way to achieve some non-obvious effect?