Fallout 2 mod Fallout et tu - Release v1.6

Discussion in 'Fallout General Modding' started by Lexx, Aug 23, 2019.

  1. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    It's already reverted.

     
  2. Vali

    Vali Redeemer

    216
    Apr 29, 2020
    @Lexx It is a Limit for New Items or new Maps you can add in Fallout1in2?
     
  3. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Same limit as in Fo2. Don't ask me for the numbers, though, because I don't know.
     
  4. Mr.Stalin

    Mr.Stalin Agent of Enclave Modder

    525
    Oct 29, 2015
    @Lexx - By the way, why did you put sfall scripts in the fo1_base folder?
    You need to move them from there.
     
  5. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Do you mean certain Sfall scripts or all gl_ in general?
    It's part of the mod, that's why I've added it to the base folder.
     
  6. Cellmember

    Cellmember First time out of the vault

    33
    Feb 24, 2014
    I'm having slight stuttering with this mod. Any else ?
     
  7. Mr.Stalin

    Mr.Stalin Agent of Enclave Modder

    525
    Oct 29, 2015
    I mean certain Sfall scripts.
     
  8. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Tried changing graphic mode in the ddraw.ini?

    Where else should I put them?
     
  9. Mr.Stalin

    Mr.Stalin Agent of Enclave Modder

    525
    Oct 29, 2015
    data\scripts\
     
  10. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Any particular reason for that?
     
  11. Vali

    Vali Redeemer

    216
    Apr 29, 2020
    Why this are they scripts use by game, when yes can the game find them only there?
     
  12. Mr.Stalin

    Mr.Stalin Agent of Enclave Modder

    525
    Oct 29, 2015
    Because this is the standard path for these sfall-related scripts.
     
  13. Mr.Stalin

    Mr.Stalin Agent of Enclave Modder

    525
    Oct 29, 2015
    there is no special reason, but you can create a <fo1_base>/scripts/sfall/ folder there and move them there.
     
  14. Samira

    Samira Random is god

    57
    Nov 16, 2009
    There's at least few reasons why i wouldn't like using scripts/sfall/; note that i don't really follow Fallout2 modding standards as it's been proved time and time again that following them strictly only leads to problems, pointless work, and in lot of cases ends with shitty solutions.

    Let's start with simple fact that some of sfall scripts are or (at some point) was modified to work properly with mod, so they wasn't exactly "sfall scripts" but more like "mod specific sfall-based scripts" which behaved slightly different. By putting them in scripts/sfall/ players might get impression that they're simply copied (by us) from modders pack and can be safely replaced, when in reality that would break parts of mod.

    Unlike majority? all? of TC mods around, this one is fully open-source and setup the way that players can get their daily dose of smallest changes/tweaks/fixes every morning, if they're brave enough. Difference in scripts aside, there's a chance players might want to use fixed/changed script version if there's new sfall release. By putting our gl scripts in scripts/sfall/ we are introducing daily conflicts making it much harder to use player-provided scripts over ours. If someone wants to prioritize THEIR scripts over OURS, they should be able to simply change
    Code:
    GlobalScriptPaths=scripts\gl_*.int,scripts\sfall\gl*.int
    to
    Code:
    GlobalScriptPaths=scripts\sfall\gl*.int,scripts\gl_*.int
    That's one line of text over N blob files, guess which is less error-prone when running mod directly from repo directory, even with `git stash`

    All in all, leaving scripts/sfall/untouched and making it player-maintained area solves enough problems to keep it that way. And that's not even fully by choice! -- everyone and their dogs tells players to install gl scripts at specific PATH ignoring fact that MOD SETTINGS can be totally different. I could argue for unhealthy amount of time that if it's configurable it's not a standard (in fact, sfall itself doesn't even mention scripts/sfall/ :P) but we've been thru discussions like that already in past, let's not do that again :]

    I'd rather hear what the actual problem is, as it's honestly hard to believe you mention it only because our gl scripts happen to be in different directory. It's not technical issue (mod works perfectly fine), so it had to be something else. While i'm kinda curious what could it be, i wouldn't introduce problems mentioned above, and a few i skipped, basing on "it's a standard way" alone.
     
  15. Oregano

    Oregano First time out of the vault

    7
    Jan 22, 2018
    Just a heads up, the vault boy icon for the long haired appearence incorrectly displays the vanilla vault boy.
     
  16. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Looks like something broke in the .dat file... I had to unpack and repack it to fix the issue.
     
  17. Oregano

    Oregano First time out of the vault

    7
    Jan 22, 2018
    Ok, thanks. What is the best tool to unpack these .dat files?
     
  18. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    DatExplorer, or just download the updated file from here.
     
  19. Vali

    Vali Redeemer

    216
    Apr 29, 2020
    @Lexx i wanted change some armor in fallout et tu, and see that the normal combat armor dont have the combat armor perk, the other bos and combat armor mk 2 have its a bug from original fallout 1?

    In Fallout 2 that normal combat armor have this perk.
     
    Last edited: Aug 26, 2020
  20. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    The perk adds +20% radiation resistance. This doesn't apply to the generic combat armor, only the BoS combat armor.
    In Fallout 2 it was changed to apply to all combat armor types. I kept it true to Fallout 1.