Editing Headers

Discussion in 'Fallout General Modding' started by Josan12, May 26, 2010.

  1. Josan12

    Josan12 Vault Senior Citizen

    Oct 15, 2007
    Well, i searched for a while but couldn't find an answer to this probably simple questions:

    How do i edit the headers? Should i use the mapper headers and then put them somewhere in the Fallout folder?
    Specifically, i want to mess with the lighting defines in 'UPDATMAP.h'
     
  2. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    any text edit will do,i use fse for them

    Nirran
     
  3. Josan12

    Josan12 Vault Senior Citizen

    Oct 15, 2007
    No - i mean where do i put them in the Fallout2 folder once i've edited it so that the game will recgonise the changes i've made?
     
  4. Ardent

    Ardent A Smooth-Skin
    Modder

    681
    Jul 24, 2009
    You don't put them anywhere. Just leave them where they are. The game will recognise the changes automatically (though sometimes it may happen on the second launch since the change).
     
  5. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    Not the script headers, it wont.

    You'll need to recompile every single script that includes the header.
     
  6. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    timeslip beat me :(
     
  7. Josan12

    Josan12 Vault Senior Citizen

    Oct 15, 2007
    Waaaaaaa!! :cry: It's not fair! Stupid headers! I thought the whole point of them was that you can just make one change in a header and change all the scripts that call on that info in that header!
    Oh well. Actually it's not that bad - i don't have *that* many changes to make and they're simple.

    Thanks folks.
     
  8. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    In the script folder are *.bat files from the original shit. With this, the developers could compile all scripts in one rush. Sadly, FSE doesn't have such a function and I am too much noob to figure out a different way with this *.bat files. :>
     
  9. Ardent

    Ardent A Smooth-Skin
    Modder

    681
    Jul 24, 2009
    That sounds logical, but it has always worked for me the way I described it :scratch:
     
  10. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    But the game itself doesn't (shouldn't) care about the script header files. Only about the compiled scripts.
     
  11. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    Then you're either imagining things, or thinking about something different. (We're talking about the *.h files in the 'headers' folder of the scripts that came with the mapper. Not any .lst or .txt or anything else files.)

    As lexx said, the game doesn't care about the script headers. It doesn't even have any code for reading them. Heck, even the script compiler doesn't have any code for reading them, which is why it depends on an external preprocessor. (Something that I've finally got around to fixing for the next release.)
     
  12. Ardent

    Ardent A Smooth-Skin
    Modder

    681
    Jul 24, 2009
    Or maybe I have some uber-amazing meta-programming powers that I don't even realise :lol: No, I guess I just never noticed because after editing headers (yes, we were talking about the same thing) I had to recompile the scripts for some reason anyway.