Fallout 2 mod FO2 Engine Tweaks (Sfall)

Timeslip said:
I've added a feature to sfall to prevent the exploit of super stims to kill a target, by preventing you from using them on a critter who is at full health. Any thoughts on if it should be on or off by default?
IMO it should be off by default, because it's already a well known exploit and didn't cause much bugs (or it does?), unlike the "0" key which can break dialog/quest scripts easily.

Besides, with it on we can't see the 10000 point overkill for Roger Westin. :P
 
Oh dear, there goes my assassination plan of the President. And the Hubologist leader. AND Big Jesus Mordino (though I use Jet on him mostly, the irony).

Trying a slightly diplomatic/sneaky way to avoid combat most times, really would hate to see The Stimpack Murders turned off... actually sounds like a show of some sort. But if the majority of the players want it off, I can't stop them (unless you have it as a on/off option in a menu, would be very pleasant).
 
Matthews said:
Trying a slightly diplomatic/sneaky way to avoid combat most times, really would hate to see The Stimpack Murders turned off... actually sounds like a show of some sort. But if the majority of the players want it off, I can't stop them (unless you have it as a on/off option in a menu, would be very pleasant).

To clarify, I meant to turn off the block that prevents you from using Super Stims on critters that are at full health. In other words, leave the stimpak murders as they were originally.

I'm all for sneaky murders and the Sneak + one-shot kill rarely does the job IMO, so the stim murder is the only option left. In fact, I would love to see the "poison" item be made into a non-unique drug that drains hit points quickly, so you can use it on critters, if you want to kill them without bloodshed.
 
Ardent said:
To clarify, I meant to turn off the block that prevents you from using Super Stims on critters that are at full health. In other words, leave the stimpak murders as they were originally.

Oh! Guess I didn't see that.
 
okies, off by default it is then. And @Matthews, it most certainly would have been configurable either way. :p

I would definitely class it as an exploit. If there was a skill check involved it would make a nice means of sneaky murder, but as it is it's a completely risk free and consequence free means to kill any non-agressive critter in the game. But the point that there's not really any alternatives for sneaky characters is a good one. Some sort of skillchecked poison item would be interesting (and relatively easy to code with the useobjon hook script,) but that's for another mod to consider.
 
Explosives would be an option for sneaky characters, except they don't actually do enough damage. You'd think a stick of dynamite going off in someone's pocket would hurt more.

A skill check being involved when you try to drug a non-party-member NPC would be a great solution to the problem, in my opinion.
 
Is it possible for Sfall to get around the multiple Perk on levelup issue?

What I mean is if the user should be able to choose more than one Perk when going to character screen, they can only choose one.
 
I have been wondering would it be possible to add a feature that would turn the sourrounding backround black when one enters the pipboy interface with higher resolutions? Sort of in the same way as when the dialoge window is opened?

One of the big drawbacks for me with the larger resolutions always has been that the pipboy window just floats over the rest of the game screen, especially when one is using the rest function.
 
Sduibek said:
- Telling Sfall to look for a different exe name (since Fallout2.exe doesn't make sense for Fallout 1 port)
Sfall still works if you rename Fallout2.exe to FALLOUTW.EXE, I have it that way.
 
Darek said:
Sduibek said:
- Telling Sfall to look for a different exe name (since Fallout2.exe doesn't make sense for Fallout 1 port)
Sfall still works if you rename Fallout2.exe to FALLOUTW.EXE, I have it that way.

Maybe you can the use of BoxBar
3bPoe
 
Sduibek said:
gvx that is a great idea, how do I do that?
Use "show_iface_tag(5);"
Where the "5" is line {105} in intrface.msg.
I made a script for telling when you or party members are crippled here, if you want to have a look at an example.

I don't think it will work as it is now however, as the box text gets pulled from intrface.msg. How would one go about changing that text mid-game? If you could have 150 different boxes it would be easy, but it's limited to 5 extra boxes.
 
Is this going to visible all the time? :shock: If so, could you make it optional, or something? Because this is very obtrusive thus annoying...
 
Yeah, not much a fan of it as well.


The box being shown if a companion is crippled is good, though.
 
Thanks party poopers :P

Potential methods:

1) I could have it display days left when pressing "?" key, i.e. displaying it alongside the game displaying the gametime. DOWNSIDE: Users might not know about that hotkey, or could forget.

2) I could have it display in the message window (display_msg command) each game day that passes, with the current number of days left. DOWNSIDE: If they travel the worldmap or something, once back on a map they'll be greeted with a long list of X Days Left messages filling up the message window.

3) I could have it display in the message box when user presses P to access Pip-Boy. DOWNSIDE: Wouldn't work if they access it via mouse, and wouldn't update while resting.


Personally I love gvx's method. I never liked having to check in Pip-Boy, I think the constant display on the main GUI is fantastic.

Maybe I'll just give the user a few options of which implementation and let them choose. Me personally I'd choose that one. :shrug: Until someone comes along and does some code wizard shit to implement it properly, of course 8-)
 
Sduibek said:
1) I could have it display days left when pressing "?" key, i.e. displaying it alongside the game displaying the gametime.
This.

Anyway, I have a request for sfall: option to disable default light source "attached" to the player, which means no highlight on tiles/walls/scenery/whatever in night. In other words: use flares, or walk in dark :D Will someone be so nice, and include it in sfall requests wiki thingy? I never used it, and I don't want to fuck up something :roll: Thanks in advance.
 
Continuum said:
Sduibek said:
1) I could have it display days left when pressing "?" key, i.e. displaying it alongside the game displaying the gametime.
This.

Anyway, I have a request for sfall: option to disable default light source "attached" to the player, which means no highlight on tiles/walls/scenery/whatever in night. In other words: use flares, or walk in dark :D Will someone be so nice, and include it in sfall requests wiki thingy? I never used it, and I don't want to fuck up something :roll: Thanks in advance.
I'll add to wiki.

I like that idea. Will make the holdable flares mod even more useful 8-)
 
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