Fallout 2 mod FO2 Engine Tweaks (Sfall)

Discussion in 'Fallout General Modding' started by Dude101, Jul 30, 2007.

  1. Ardent

    Ardent A Smooth-Skin
    Modder

    678
    Jul 24, 2009
    Ah-ha! Naughty Mash. :P

    Cool.
     
  2. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    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?

    For the hitting A to start combat exploit, I've added a block_combat script function. I couldn't think of any automated solution; blocking the player from moving in the first turn of combat if they're the one who initiated it would have solved it, but would give npcs an advantage over the player, since they can all move... I guess I could put a delay on how soon you can reenter combat after exiting it, to give npcs a chance to react.
     
  3. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    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
     
  4. Ardent

    Ardent A Smooth-Skin
    Modder

    678
    Jul 24, 2009
    +1 for off by default.
     
  5. Matthews

    Matthews It Wandered In From the Wastes

    193
    Aug 29, 2012
    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).
     
  6. Ardent

    Ardent A Smooth-Skin
    Modder

    678
    Jul 24, 2009
    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.
     
  7. Matthews

    Matthews It Wandered In From the Wastes

    193
    Aug 29, 2012
    Oh! Guess I didn't see that.
     
  8. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    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.
     
  9. G-Flex

    G-Flex First time out of the vault

    59
    Apr 28, 2010
    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.
     
  10. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    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.
     
  11. fortyseven

    fortyseven First time out of the vault

    90
    Nov 19, 2008
    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.
     
  12. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Added some stuff to the requests wiki, that would be very useful for the port fo1-in-fo2-engine.

    http://falloutmods.wikia.com/wiki/Sfall_Requests#New_Requests

    Summary:
    - Dotted line moving around world map
    - Ask Me About button in dialog
    - Days Left sticky note in PipBoy
    - Telling Sfall to look for a different exe name (since Fallout2.exe doesn't make sense for Fallout 1 port)
     
  13. Darek

    Darek is currently unavailable

    Jan 7, 2008
    Sfall still works if you rename Fallout2.exe to FALLOUTW.EXE, I have it that way.
     
  14. Felipefpl

    Felipefpl Look, Ma! Two Heads!

    375
    Jun 17, 2010
  15. gvx

    gvx First time out of the vault

    86
    Apr 4, 2008
    Maybe you can the use of BoxBar
     
  16. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    gvx that is a great idea, how do I do that?
     
  17. Darek

    Darek is currently unavailable

    Jan 7, 2008
    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.
     
  18. Continuum

    Continuum Vault Fossil

    Nov 8, 2006
    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...
     
  19. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    Yeah, not much a fan of it as well.


    The box being shown if a companion is crippled is good, though.
     
  20. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    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-)