Alright, did I quick test and compiled my own versions. I haven't tried the NPC armor script yet.. will have to disable my version first.
Item highlight works and feels great.
Combat marker don't work at all. I can take control of the party member, but there is no outline visible. Now I am not sure if I missed something or if my stuff is conflicting with it. I disabled my own combat marker, but it still does nothing. Everything else seems to work, though- stats, perks, character sprite in the inventory, etc.. Awesome.
/edit: Ok, just checked out the script- it's only about item highlighting. That combat outline thingy isn't in yet. :>
/edit1: About the rest function, maybe it's possible to "fetch" the option chosen by the player and return the time value, then modify it and call another script / procedure once done?
For example, if I click "rest 1 hour", I get the value of 60 minutes back, which I then modify to 30. After the 30 mins, the pipboy will close + the next script call happens?
It's not a super important feature, but there still might be situations where it might be useful.
/edit2: Here is another feature request... Is refueling the car hardcoded? I can't find anything about how to get the currently available fuel in a car. The only thing of interest is "car_give_gas(x)" which allows to refill the car via script. Now I tried to make my own car refueling, which is pretty much this:
Code:
if (obj_pid(obj_being_used_with) == PID_MICRO_FUSION_CELL) then begin
remove_pid_qty(dude_obj, PID_MICRO_FUSION_CELL, 1)
car_give_gas(40000);
end
else begin
remove_pid_qty(dude_obj, PID_SMALL_ENERGY_CELL, 1)
car_give_gas(16000);
end
Problem with this is... I am using up 1 ammo stack, no matter what. Even if the car is 90% full, I will remove 1 full stack from the player, which can be 50 single "bullets". Also this makes me wonder--- what if the player only has 1 "bullet" of a 50-stack left and tries to refuel the car? In theory, this should have exactly the same effect as a full stack, which is pretty game breaking, imo. Don't know how to workaround this.
/edit3: Did something change with the elevator code? My custom sfall elevators aren't working anymore with this build.