Fallout 2 mod FO2 Engine Tweaks (Sfall)

I mean, how many of you ever had the flamer explode while using? It usually doesn't happen that often...
Fair enough, but it does happen more often if you set all weapon critical fail tables to higher than default values :wiggle: IIRC default for Flamer is 5, you can set to 6.

Playing with Jinxed is a dickshitload of fun. I'm surprised more people don't use it. Once you have >100% in weapon skills, critical failures are pretty minor even with that Trait, and in any case it makes combat no longer be "Guaranteed Wins Every Time With Decent Stats & Skills" so that's a big plus as well.

Jinxed is AWESOME for brawlers if you have the HtH evade perk, maybe also a rank in Dodger. Once your AC hits the sixties you can just stand still for a couple of rounds while enemies drop their weapons, lose their ammo and trip over their own feet. Then you charge in and punch their heads off.
 
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Does anyone know where I can find an old version of sfall that still has the 8/16 bit windowed option? Basically im trying to get this working on a computer I probably shouldn't be and cant install a newer version of directx9 so I cant use the current version, but I need to be able to play windowed. (Using the GoG version of Fallout2)
 
Does anyone know where I can find an old version of sfall that still has the 8/16 bit windowed option? Basically im trying to get this working on a computer I probably shouldn't be and cant install a newer version of directx9 so I cant use the current version, but I need to be able to play windowed. (Using the GoG version of Fallout2)
You should try Mash's hi-res patch instead of sfall's DX9 mode.
 
Well yes that would be the logical thing to do, but as I'm trying to get this working on my work computer. I was looking for a work-around that didnt involve me installing anything (FO2 I got on the computer by remote desktoping into my home computer and copy+paste)
 
Jinxed is AWESOME for brawlers if you have the HtH evade perk, maybe also a rank in Dodger. Once your AC hits the sixties you can just stand still for a couple of rounds while enemies drop their weapons, lose their ammo and trip over their own feet. Then you charge in and punch their heads off.
@Magnus I don't play Fallout 2 much so I never tried this... but it sounds most excellent! :twisted:
 
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I'm having a couple of issues with the set_attack_is_explosion_fire macro from sfall v3.4 and onwards (compiled and tested with v3.6).
I'm testing it with a thrown Fire damage weapon (the molotov). It's being called in hs_itemdamage.

1: It does not produce radius damage. It does create the explosion graphics, and I can use set_attack_explosion_pattern to change the amount of them, but the weapon will never damage me or any critters next to the one I hit, even if I set_attack_explosion_radius to 8.
2: If I miss, the weapon will fall harmlessly to the ground.

Am I doing something wrong? Does it only work with "shoot" type weapons? I know that the engine is actually hardcoded to give weapon 159(molotov) the fire death animation, is this perhaps interfering somehow?
 
(FO2 I got on the computer by remote desktoping into my home computer and copy+paste)
Copy-paste the missing library from your home station as well! Simply put that file in your F2 installation folder, no need to install anything.
 
(FO2 I got on the computer by remote desktoping into my home computer and copy+paste)
Copy-paste the missing library from your home station as well! Simply put that file in your F2 installation folder, no need to install anything.

aha! I had tried that and it didn't work. Then I realized the home computer is 64 bit and the work one is 32 bit, so I just had to download a different dll. thanks for the help guys
 
Unless I'm misreading you I had the exact same issue a while ago, upon which phobos asked

Maybe you forgot to change molotov damage type to Fire in proto?

to which I replied

You're right, I'm an idiot.

Might be something else tho ;)

I read that exact thread, and I did remember to change it to fire. It still doesn't work (well, it sort of works, except for the missing splash damage).


I actually have this code in my afterhitroll script:
Code:
         willHit := get_sfall_arg;
         attacker := get_sfall_arg;
         target := get_sfall_arg;
         bodyPart := get_sfall_arg; 
         hitChance := get_sfall_arg;
         
         if (target and attacker) then begin
    // for Molotov:
             if (obj_type(target) == OBJ_TYPE_CRITTER and (willHit == 2 or willHit == 3)) then damageType := DMG_fire;
             else damageType := DMG_explosion;
             set_proto_data(PID_MOLOTOV_COCKTAIL, 48, damageType);
             // end Molotov code
...

and this in my itemdamage script:
Code:
         dmgMin := get_sfall_arg;
         dmgMax := get_sfall_arg;
         weapon := get_sfall_arg;
...
         if (weapon) then begin
             weaponPid := obj_pid(weapon);
             // tell engine to remove knockback for incendiary weapons
             if ((weaponPid == PID_MOLOTOV_COCKTAIL /* or get_weapon_ammo_pid(weapon) == PID_PBS_40MM_IC */)
                   and get_proto_data(weaponPid, 48) == DMG_fire) then
             begin
                 set_weapon_knockback(weapon, 0, 0);
                 set_attack_is_explosion_fire;
             end

....

In this case it doesn't matter which damage type you set in item proto, it will be effectively overwritten on the fly.

You can get my mod from signature, it has source code inside. You might find example usage of some of the new functions. Also, check Jim's mod - he uses much more of the engine tweaks than me.
 
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Unless I'm misreading you I had the exact same issue a while ago, upon which phobos asked

Maybe you forgot to change molotov damage type to Fire in proto?

to which I replied

You're right, I'm an idiot.

Might be something else tho ;)

I read that exact thread, and I did remember to change it to fire. It still doesn't work (well, it sort of works, except for the missing splash damage).


I actually have this code in my afterhitroll script:
Code:
         willHit := get_sfall_arg;
         attacker := get_sfall_arg;
         target := get_sfall_arg;
         bodyPart := get_sfall_arg; 
         hitChance := get_sfall_arg;
         
         if (target and attacker) then begin
    // for Molotov:
             if (obj_type(target) == OBJ_TYPE_CRITTER and (willHit == 2 or willHit == 3)) then damageType := DMG_fire;
             else damageType := DMG_explosion;
             set_proto_data(PID_MOLOTOV_COCKTAIL, 48, damageType);
             // end Molotov code
...

and this in my itemdamage script:
Code:
         dmgMin := get_sfall_arg;
         dmgMax := get_sfall_arg;
         weapon := get_sfall_arg;
...
         if (weapon) then begin
             weaponPid := obj_pid(weapon);
             // tell engine to remove knockback for incendiary weapons
             if ((weaponPid == PID_MOLOTOV_COCKTAIL /* or get_weapon_ammo_pid(weapon) == PID_PBS_40MM_IC */)
                   and get_proto_data(weaponPid, 48) == DMG_fire) then
             begin
                 set_weapon_knockback(weapon, 0, 0);
                 set_attack_is_explosion_fire;
             end

....

In this case it doesn't matter which damage type you set in item proto, it will be effectively overwritten on the fly.

You can get my mod from signature, it has source code inside. You might find example usage of some of the new functions. Also, check Jim's mod - he uses much more of the engine tweaks than me.

This looks neat, but does the molotov now damage critters that stand around the one you hit?

EDIT: Indeed it does. I'm going to credit you for this one in the next version of my mod!
 
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Another engine bug's down by Crafty!
CONFIRMED Ability to gain too high stats from drug use — use drug twice, save and load and you can use drugs to raise your stats even more. Engine issue. --FIXED
CONFIRMED If you give a critter tons of super stims in hopes of killing it, and then leave the map, the game will crash when it tries to kill the critter. Engine issue. --FIXED

And some more NPC control tweaking for both FO1-2. Turned off sneak mode for NPC companions under control.
Downloads
 
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So I'm trying to get the Fo2 exe and Fo2 ddraw to work together... only problem is I enabled debugging on the exe and ddraw just throws a CRC error. There seriously isn't an option to override the CRC check? Unbelievable.

Is the only way around this to use Crafty's version?
 
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So I'm trying to get the Fo2 exe and Fo2 ddraw to work together... only problem is I enabled debugging on the exe and ddraw just throws a CRC error. There seriously isn't an option to override the CRC check? Unbelievable.
Is the only way around this to use Crafty's version?
There is. I guess you didn't check the debugging folder in modders pack.
Code:
[Debugging]
;No options in this section have any effect in the standard version of sfall
;They are specific to the debug build included in the modders pack
;This section is not effected by the 'UseCommandLine' option. It will always be read from the main ini

;Set to 1 to enable debugging output to screen or 2 to create a debug.log file
;While you don't need to create an environment variable, you do still need to set the appropriate lines in fallout.cfg
DebugMode=0

;Change to 1 to skip the compatibility mode check
SkipCompatModeCheck=1

;Set to 1 to skip the executable file size check
SkipSizeCheck=0

;If you're testing changes to the fallout exe, you can override the crc that sfall looks for here
ExtraCRC=0x00000000
 
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Baaaaaahhhhhhhhhh I keep forgetting about the debugging folder. Sigh. >_<

I don't get why she doesn't just put them all in one file though. :scratch: Weird.
 
I forgot if these happen in Fo2 as well as Fo1, but these engine bugs have existed in Fo1 for a long time. Maybe Crafty can do something with them?

- Party member affected by a critical failure in combat can permanently turn into a container. (seriously)
- Being hit by a "knocks you down" critical sometimes receives no such knockback effect whatsoever. This definitely happens to the player; I forget if it happens to critters too.
- Crash after killing or damaging someone with explosives, leaving the map, and returning to the map. Although didn't @JimTheDinosaur and/or @phobos2077 already fix this with scripting? I think so, I just don't feel like digging for the thread(s) :P
 
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- Crash after killing or damaging someone with explosives, leaving the map, and returning to the map. Although didn't @JimTheDinosaur and/or @phobos2077 already fix this with scripting? I think so, I just don't feel like digging for the thread(s) :P
AFAIR it should already be fixed since 3.1.
v3.1
>Added a fix for a crash when killing critters with explosives

There were a lot of discussions about this before, and you're in the thread too.
 
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