Fallout 2 mod FO2 Engine Tweaks (Sfall)

I've got a couple of requests, no idea if any of them would even be possible or not:

- a hook script similar to hs_useobjon but for whenever a skill is used on a critter (I want this for changing the way pickpocketing and first aid work).

- another hook script similar to hs_useobjon, but for whenever an item is used regularly (I want this so that in combination with hs_useobjon, changes can be made to the way drugs work based on skills)

- a way to get persistent object pointers without making a lot of regular global variables (every time you reload, the object pointers get reset, and while there is a way to get a persistent value out of them, it would take a whole lot of non-sfall globals, so an alternative would be preferable. I want this for making item degradation possible).
 
JimTheDinosaur said:
I've got a couple of requests, no idea if any of them would even be possible or not:

- a hook script similar to hs_useobjon but for whenever a skill is used on a critter (I want this for changing the way pickpocketing and first aid work).

- another hook script similar to hs_useobjon, but for whenever an item is used regularly (I want this so that in combination with hs_useobjon, changes can be made to the way drugs work based on skills)

- a way to get persistent object pointers without making a lot of regular global variables (every time you reload, the object pointers get reset, and while there is a way to get a persistent value out of them, it would take a whole lot of non-sfall globals, so an alternative would be preferable. I want this for making item degradation possible).
I've added these to the requests wiki.
 
Quoting Ardent & Timeslip:
ardent
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.

timeslip
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.

What do you guys think about having a way for cloak&dagger/sneaky/(slightly evil)-diplomatic chars to assasinate a critter by using this poison. Mayby involving science&doctor skills due to having to ''understand'' the mentioned poison and where to stick it in the body for it to have the quickest and most lethal effect.
Of course sneak would be required to get close to said victim.

Also, could the ''shiv'' weapon play a role for its.. consealment.. propably easier to just keep it as a drug item right ?

This way there is a more tailored/dedicated way of sneak killing instead of the superstim way, giving chars who invest in some of the more passive skills and purposely choose or roleplayed a certain playstyle the option to use this - giving a sence of reward by being able to do this + having more superstims. (or would a superstim be required to craft this but making it do far more damage so in the end youd save superstims)

Anyway, whats your input guys ?
 
Sduibek said:

Thanks chief, but I just wanted to add one more request:

- a way to track hexes moved by a critter during combat (It's possible to track distance moved between starting point and endpoint, but this ignores things like moving in circles, etc.)
 
Another request, because I haven't asked quite enough yet:

- I would like to radically overhaul the way sequence works, but for that I would need to be able to disable the sequence check at the beginning of combat (i.e. no double turns for the one with the highest sequence); could you make this possible?
 
Lexx said:
"How"? How would you want them, with flowers? :>
Nyet, with vodka! 8-)

Actually I was asked if it was possible to change how many are awarded per level. So changing the calculation formula, assumedly.
 
I have one request, which I would easily like to have filled more than any of the other ones I've made combined: the ability to change the damage bursts do, especially of "misses". Right now, any attempt to change the damage calculations of Fallout is reasonably pointless because bursts are necessarily largely unaffected; so if we ever want to get beyond the buggy damage "fixes" of Glovz and Haen, then we need to be able to change the way bursts calculate damage.
 
It seems that the deathanim1 and deathanim2 hook scripts do not trigger when a critter dies via explosives (e.g. dynamite). Same with the combatdamage hook. Any ideas why?

Lastly, I can't seem to make use of the itemdamage hook script.

sfall.h hasn't been updated since HOOK_BARTERPRICE, so I logically assumed that movecost (presumably the next hook you added) would be 11. I was correct about movecost being 11, however, the next group is:

hs_hexmoveblocking.int
hs_hexshootblocking.int
hs_hexaiblocking.int

which I thought might be 12, 13, 14, thus making itemdamage (the last one) 15. Not the case. I also tried 13 in the event that somehow the above three are grouped together. Still no dice. What values should these all be?

EDIT:
Got itemdamage to run with a full hook script (i.e. hs_itemdamage.int), but still not via a global script combined with register_hook. And it doesn't look like it triggers either when a critter is hit by dynamite.
 
killap said:
It seems that the deathanim1 and deathanim2 hook scripts do not trigger when a critter dies via explosives (e.g. dynamite). Same with the combatdamage hook. Any ideas why?
Explosives don't deal damage via the normal combat route, which is why we've got all these uninitialised combat variable crashy problems in the first place.

killap said:
Lastly, I can't seem to make use of the itemdamage hook script.
You missed one; there's a hexsightblocking too, so itemdamage is 16. Sorry, there's always something I forget to update, and sfall.h has obviously been ignored for way too long.
 
Timeslip said:
killap said:
It seems that the deathanim1 and deathanim2 hook scripts do not trigger when a critter dies via explosives (e.g. dynamite). Same with the combatdamage hook. Any ideas why?
Explosives don't deal damage via the normal combat route, which is why we've got all these uninitialised combat variable crashy problems in the first place.
And so death animations also have two different paths?

killap said:
You missed one; there's a hexsightblocking too, so itemdamage is 16. Sorry, there's always something I forget to update, and sfall.h has obviously been ignored for way too long.
Ah, it wasn't listed in hookscripts.txt so I had no idea it existed. No worries, I myself continuously forget to document the work I do both inside and outside my job. We have more important things to worry about. ;)
 
Timeslip, are either of these possible?

- Allow longer string for player's name (for example Timeslip The Awesome)
- Allow wider age range for player (for example 15 to 42)
 
Drobovik said:
Not to bug anyone, but I have a question about a bug in script compiling.:)
I'm using Sfall script editor.

What does this error mean?

Compiling v14dowsn.ssl
[Error] <v14dowsn>:813: expecting ';'.

https://docs.google.com/file/d/0B6QcNm_zxsUsc0ZsM1BoTTY3WFk/edit

Thanks in advance, sorry if it is a stupid question.
I think that might actually be a compiler bug. If the compiler didn't expect semicolons at the end of other 'begin' commands, it shouldn't expect it there.
 
Drobovik said:
What does this error mean?
Nothing. That's a really really poor message. Nothing I can do anything about though.

Your real problem is two lines higher up. You've missed an end.
 
Thank you.
Man, it caused me some grief in the past this f-ing script.

I'd marry you, Timeslip, but I already am. hahaha.
 
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