Fallout 2 mod FO2 Engine Tweaks (Sfall)

Yes, unless you are sure what you are doing.
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!
 
@NovaRain
I seem to be having issues with Tyler Gang church fight with the new sfall 4.1.1. game crashes to desktop when i end combat (never had this bug with earlier versions).
I use RP2.3.3 and a couple of nirran perks + burn Fo2Tweaks. Nirran perks are set to have 150 levels for the one that gives two more perks afther choosing it. Did not touch this savegame with Vad's editor because it's extremely buggy 4 me. oh yeah forgot to add that RP+EcCo is a standard for me
 

Attachments

Last edited:
What's the error message for the crash? You said you never had this bug with earlier versions, does that include 4.1 and 4.0.x? I'd suspect it's because Lara trys to start dialog with you, did you enable StartGDialogFix in ddraw.ini?
 
Last edited:
Error message reads:
The Instruction at 02a0bef7 referenced at 00000064 the memory could not be read from

as for the fix I switched the ddraw.dll to v4.1 with the exact same ddraw.ini as for 4.1.1 ( the v3.3 .ini modified with leftover addons from 4.1.1 during the same playthrough and the bug was gone.

It is strange I don't remember fiddling with that setting but i have:

StartGDialogFix=1

if it is the case what should i set it to in order to work properly. The game got extremely buggy after i switched back to 4.1 (during the same playthrough), or was it from the beginning, as enemies tend to use unarmed attacks instead of their firearms and all folks in random encounters start with their weapons unequiped ( even caravan guards have their hunting rifles in their inventory). this was the case for 4.1.1 a bit as well as i had one encounter bandits vs farmers and neigther farmers used 10mm SMG or pipe rifle nor bandits used anything they had. I have a stinking feeling it has to do with ai choosing best weapon for NPC setting wich i disabled (=0). Also small resolution encounters bug out when exiting caves (i get a second image clipped under the first one but it is drawn from the bottom right corner and is visible on the black edges of the screen (because of too small map resolution) [i play with 1920x1080]

I assume the unarmed attacks instead of firearms maybe related to how new sfall treats weapon usage based on skill as most of critters have horribly low gun skills in their .PRO files ad unarmed is indeed the highest amongst fighting skills, (less than 50% for fighting skills small guns are sometimes like 20%) wich is totally lame. The low fighting skills on NPC's is so crippling that one time even before any sfall i had enclave trooper in oilrig equipped with energy weapon rush forward to pickup a powerfist i dropped earlier because he had SEC for his plasma pistol and he suddenly figured he'll have a better chance of hitting me with that power fist so he went and picked it up during fight and atempted to rush head on and attack me with that powerfist, until i've mopped the flor with him by giving him a spray of lead to the face. [he did not manage to run up to me to do a single attack :( ]
 
Last edited:
It is strange I don't remember fiddling with that setting but i have:
StartGDialogFix=1
if it is the case what should i set it to in order to work properly.
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.

I assume the unarmed attacks instead of firearms maybe related to how new sfall treats weapon usage based on skill
No, sfall does not have that.
 
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.
Thank You for responding.
Anyway.. Can my playthrough be broken by switching from sfall 4.1.1 to 4.1 mid playthrough?
 
Thank You for the reply.
One other thing comes to my mind. I can't properly set the function to show notification box wich party npc turn is it during combat and controlling cNPC set in both of the .ini files.

so far i tried with:
BoxBarCount=5 and later BoxBarCount=95 with the ddraw.ini and

DisplayName=9 and later DisplayName=99 (acording to formulae in the description)

DisplayNameColor=5

and so far no indication box was shown (if it's sepose to be like the ones from Fallout1 Crafty's sfall1 v1.8 then they are not present/don't work in fo2).

Any suggestions?.. because when playing with unlimited party members option i tend to loose control wich party member's turn is it, and i think this is important in the end game, when all are dressed the same & armed the same. It's hard to tell the difference between some of them, especially if they all loose some portion of their health due to a burst attack.
opening char sheet every turn is just silly, so i'd prefer to use the implemented notification box system.
 
Vanilla GOG's Fallout 2 v2.1.0.17 + updated sfall to 4.1.1

Pressing highlight key from sfall-mods.ini while in corpse / container screens displays

bmeNff2.png


icon in the top left corner of the screen. Exiting corpse / container screens and pressing highlight key again removes the icon.

YowzVjB.png


Happens even with

Containers=0
Corpses=0

Doesn't seem to broke anything, just annoying.
 
icon in the top left corner of the screen. Exiting corpse / container screens and pressing highlight key again removes the icon.
I changed the highlighting to be disabled while in the loot screen, so you shouldn't get that red icon anymore.
You can download the updated script from GitHub.

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.
Weird, I didn't get that red icon with GOG release and 3.8.x.
 
@NovaRain: Updated script works. Now, I can access corpse / container screens without depressing the highlight key first. Thank you !
 
Last edited:
sfall 4.1.2 and 3.8.12 are released on SourceForge, along with their respective modders packs and win2k version (3.8.x only).
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

Here's the preview of the combat control panel when enabling PartyMemberExtraInfo in ddraw.ini:
rF8wx24.png
 
Last edited:
Wouldn't it be better not to show "addict" at all if there is none? Otherwise it can be confusing.
 
Hello. Need help with a few questions.

1. As of version 4.1.2 of sfall do player perks and traits and tags still get applied to party NPCs or has that been changed?


2. in this setting in ddraw.ini:
Code:
;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
It says "...as soon as the player reaches the requirements". What requirements? What are the requirements? Can someone please explain how this works now?


Thanks for your help.
 
1. If you mean when taking control over party members, it's been changed. Now player's traits and perks (except Gecko Skinning) don't get transferred to controlled critters.
2. The levelling requirements of party members are in party.txt. Taking Sulik for the example:
level_minimum=6
level_up_every=3
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.
 
Last edited:
I see, thanks novarain.

So, what if I don't take sulik until I'm for example level 15 and then I take sulik, what happens then? will he suddenly get to his 6th level when I get to level 18? or will he only level up every 3 levels after I take him regardless of my own level?


And about the question 1 what about the tags? do they still get applied? cause I was watching the nerd commando tutorials on youtube and he says that they do, but I don't know what version that was and if its still the case. I don't have problem with that I just want to know. thanks.
 
Back
Top