Fallout Scripting NODES!

damonicos

First time out of the vault
Fallout Scripting Party.h error?

Hello! I'm starting to learn to Modify Fallout 2. My End Goal is to make a new game in the same universe, however i'm hardly a scripter or coder by anymeans
(I am simply not that organized a person)
And from what i Do know about putting a program together, the KEY is how you organize.
Anyways I am taking baby steps towards my end goal and I am currently stumped by a few minor things.

I would like to add another proto file so as to have a NPC and I would love to copy one and make a new one however I do not have all the proto files or even a a critter folder in my install. Should I pull them out of master.dat and just drop them in? I noticed many protos are there and others are missing, do i replace the older files with the new ones from master.dat?

Also I gather the only way to know what proto is what is through using a proto reading tool? How Do I know what type of proto say "TORR" is from klamath? is he a villager or warrior? The baby step I am undertaking now is to turn TORR into an NPC, however I do not know which proto file to duplicate.

As for scripting him, I am STUMPED on Nodes. The following code in particular

Code:
/* Script Specific Procedure Calls */procedure Node910;
procedure Node920;
procedure Node930;
procedure Node940;
procedure Node995;
procedure Node996;
procedure Node997;
procedure Node998;                                      // This Node is Always Combat
procedure Node999;                                      // This Node is Always Ending




// The next lines are added in by the Designer Tool.
// Do NOT add in any lines here.
//~~~~~~~~~~~~~~~~ DESIGNER TOOL STARTS HERE


procedure Node001;
procedure Node002;
procedure Node003;
procedure Node004;
procedure Node005;
procedure Node006;
procedure Node007;
procedure Node008;
procedure Node009;
procedure Node010;
procedure Node011;
procedure Node012;
procedure Node013;
procedure Node014;
procedure Node015;
procedure Node016;
procedure Node017;
procedure Node018;
procedure Node020;
procedure Node021;
procedure Node031;


//~~~~~~~~~~~~~~~~ DESIGN TOOL ENDS HERE

So it Described what Two of the nodes are 998 Starts combat and 999 ends combat i gather, but how can i learn what all the other nodes do?
Any assistance would be greatly appreciated, Thanks

Damon
 
Last edited:
This is a procedure declarations, just search for definition - procedure body (in sfall script editor this can be done using the context menu).

As for the prototypes question, I recommend unpacking all proto files from master.dat into your game folder, setting them all to read-only (otherwise the game will erase them) and then using tools from this thread . F2wedit allows you to create items from the interface, however Critter editor only allows to edit some portion of critters data, but it is useful for browsing (it shows critter name and image).

You can use mapper2 to create/edit all prototypes (that's how original devs did it), but it will require some additional configuration. It's been 10 years since I tried this, so I don't remember all the details, but it had something to do with setting "librarian=1", "override_librarian=1" in mapper2.cfg and creating some folders at very specific location (C:\Fallout2 or something).
 
Great thank you for the reply. I still don't fully understand but my mind is swamped, i'm going from -10% scripting skill and trying to use it on my fallout 2 game. I have Sfall but i cannot find timeslips script editor, I am using FSE at the moment, I see that it is defining the nodes at the begining however what does each node do? I believe it relates to dialogue in some way but I cant put my finger on it. What does Node015 point to?
Awesome Good Info Thanks! I'll copy over the proto files and mark them read only.. however i assume i will have to change files from read only when i goto edit them.
 
Oooo The Nodes Defined at the start are near the end of the script, I see, Sorry I'm extremely new (modding for a grand total of 2 days) but I really want to do this, and Now that I see I can do it, I foresee alot of headaches. Thank you very much.
 
I have Sfall but i cannot find timeslips script editor,
You need modderspack

I see that it is defining the nodes at the begining however what does each node do? I believe it relates to dialogue in some way but I cant put my finger on it. What does Node015 point to?
Each node is just a procedure. Dialog tree is built by a set of nodes connected to each other by calling NOptions, BOption, etc. Each node typically calls to Reply() which displays NPC reply text and a set of *Option() which display player reply options and which node will be executed when he selects it. Just study vanilla scripts and you will understand everything. I believe there was a dialog editor of some sort which generated nodes for you, though I never used it.

i assume i will have to change files from read only when i goto edit them.

With Cubik's tools you don't need to, they will automatically remove readonly and re-set it after save.
 
Using the Modders pack Script Editor I am having a couple problems. When I load a script an error pops up saying

"Failed to open or create assiocated message file. directory data\text\english\dialog does not exist"

I know it exists I just don't know how to point to it.

Also
Upon loading party.h I am getting a Parser Error

"[Error] <C:\Fallout2Mapper\Fallout 2 Mapper\scripts\HEADERS\PARTY.H>:694: Undefined symbol PID_VIC"

Looking at line 694 everything looks fine. I dont understand the issue.
Btw I didnt edit anything, Im just opening and viewing party.h for first time
 
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Using the Modders pack Script Editor I am having a couple problems. When I load a script an error pops up saying

"Failed to open or create assiocated message file. directory data\text\english\dialog does not exist"

I know it exists I just don't know how to point to it.
Have you tried setting appropriate folders in the settings dialog?


Also
Upon loading party.h I am getting a Parser Error

"[Error] <C:\Fallout2Mapper\Fallout 2 Mapper\scripts\HEADERS\PARTY.H>:694: Undefined symbol PID_VIC"

Looking at line 694 everything looks fine. I dont understand the issue.
Btw I didnt edit anything, Im just opening and viewing party.h for first time

There was a parser problem in 3.5 related to including stuff via an intermediate header, maybe that's the case. You can safely ignore the parser (or even disable it via settings). Try compiling.
 
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