Fallout Tactics utility Fallout Tactics Scripting Engine (0.52a)

Discussion in 'Fallout Tactics Modding' started by Melindil, Jul 3, 2018.

  1. nadeauhugo

    nadeauhugo Author of FOT mod THE SUM Modder

    591
    Mar 9, 2014
    It also allows the manipulation of the text log at the bottom left corner, and the addition of any overhead texts. You can also detect any entity by its name or tagname, and modify most of these entities attributes, excluding hitpoints, poison points and rad points. You can force an item to stay equiped, or unequip any item. You can change the time and date, but I think this only applies at game launch. I hightly doupt you can modify or call the time variables or functions other than at the game launch. If you find a way while exploring FTSE, please let us know, it could be useful to trigger a rest, for example, or to add a delay after completing an action, like for example the NPC in Fallout 1 who prepare poison antidote, triggering some passing of time.
     
  2. nadeauhugo

    nadeauhugo Author of FOT mod THE SUM Modder

    591
    Mar 9, 2014
    While coding with FTSE, I realized that GetEffectMaximum() for a consumable item is not working at all. It results in the code not being compiled, so the following code is uselss. GetEffectMinimum() does work, however.