I see. So I can add new stuff to the old ini as long as I don't change any of the existing stuff?You need to manually copy the new settings to RP's. You can try to use some comparison tools like WinMerge.
I see. So I can add new stuff to the old ini as long as I don't change any of the existing stuff?You need to manually copy the new settings to RP's. You can try to use some comparison tools like WinMerge.
Sweet! I added the HTH extra damage fix (though I am unsure of what the bug was) and the Fast Shot option and I can punch for less ap with fast shot and the game doesn't seem to be broken, great success! Thanks!Yes, unless you are sure what you are doing.
The Instruction at 02a0bef7 referenced at 00000064 the memory could not be read from
StartGDialogFix=1
You should disable StartGDialogFix in 4.1.1 as it didn't handle calling start_gdialog outside of talk_p_proc procedure well (which is used by RP in several occasions). It's fixed in the coming 4.1.2.It is strange I don't remember fiddling with that setting but i have:
if it is the case what should i set it to in order to work properly.StartGDialogFix=1
No, sfall does not have that.I assume the unarmed attacks instead of firearms maybe related to how new sfall treats weapon usage based on skill
Thank You for responding.You should disable StartGDialogFix in 4.1.1 as it didn't handle calling start_gdialog outside of talk_p_proc procedure well (which is used by RP in several occasions). It's fixed in the coming 4.1.2.
No, sfall does not have that.
I don't think there's any change/fix in sfall 4.1.1 that causes such behavior changes. I tested with stock RP and got shot by bandits around the Den as usual.Anyway.. Can my playthrough be broken by switching from sfall 4.1.1 to 4.1 mid playthrough?
I changed the highlighting to be disabled while in the loot screen, so you shouldn't get that red icon anymore.icon in the top left corner of the screen. Exiting corpse / container screens and pressing highlight key again removes the icon.
Weird, I didn't get that red icon with GOG release and 3.8.x.Yeah I can confirm the above it's been a little annoying bug for a long list of releases since at least v3.7 or earlier.
Changelog said:v4.1.2
>Updated NPC combat control mod to work with BoxBarCount and prevent Marcus and non-biped critters from equipping armor when controlled by the player
>Updated item highlighting mod to be disabled while in the loot screen
>Changed the debug editor to require sfall debugging mode
>Removed RemoveWindowRounding from ddraw.ini because it broke the functionality of create_win script function
Original engine bug fixes and various features based on the work by Crafty:
>Added a fix for Heave Ho! perk increasing Strength stat above 10 when determining the maximum range of thrown weapons
>Added an option to display party member's current level/AC/addict flag on the combat control panel
>Added a new setting to DebugMode to send debug output to both the screen and a debug.log file
>Added a new return value to hs_keypress hook script to override the pressed key
Various bug fixes and features based on the work by Mr.Stalin:
>Fixed DX9 mode not showing movie subtitles properly when not using the hi-res patch
>Fixed DisplayBonusDamage not being applied on Melee Damage stat in the character screen when BonusHtHDamageFix is enabled
>Improved the functionality of ExtraSaveSlots to add sound effect when clicking on the navigation buttons
>Improved the fix for start_gdialog script function to fix a crash if calling start_gdialog outside of the talk_p_proc procedure for talking heads
>Added a fix for the exploit that allows you to gain excessive skill points from Tag! perk before leaving the character screen
>Added an option to change the limit of how many protos per type can be loaded into memory at once, and improved the functionality of set_proto_data script function to be able to automatically increase the limit when needed
>Added an option to skip the 'Move Items' window when taking items from containers or corpses and not holding down ItemFastMoveKey
>Added an option to skip loading game settings from a saved game
>Added an option to fix the bug of using First Aid/Doctor skills when using them on the player
>Added 4 new modes to metarule2_explosions function
>New script functions: item_make_explosive, dialog_obj
>New hook scripts: hs_useskillon, hs_onexplosion
;Set to 1 to disable the random element in NPC levelling.
;This will cause all NPC party members to automatically level up as soon as the player reaches the requirements
NPCAutoLevel=0
That means he only starts to have a chance of levelling up when the player reaches lv 6, and the roll (random element) for his levelling will also occur at lv 9, 12, 15, etc. The option in ddraw.ini removes the roll, so he'll always level up when the player reaches lv 6, 9, 12, etc.level_minimum=6
level_up_every=3