Fallout 2 mod FO2 Engine Tweaks (Sfall)

sfall 4.1.3 and 3.8.13 are released on SourceForge, along with their respective modders packs.
Changelog said:
v4.1.3
>Changed PartyMemberExtraInfo to not show 'Addict' text (in dark green) on the combat control panel if the party member is not addicted to drugs
>Changed read_byte, read_short, read_int, and read_string functions to not require AllowUnsafeScripting
>Changed AutoQuickSave to use the current selected page if AutoQuickSavePage is disabled

Various bug fixes and features based on the work by Mr.Stalin:
>Fixed a bug introduced in 4.1 that broke the return values of hs_findtarget hook script
>Fixed the missing return value of -1 for hs_useobjon hook script
>Fixed the order of loading global scripts from multiple paths
>Fixed the return values of a hook getting corrupted if another hook was called during the execution of the current hook
>Fixed a bug in the hero appearance mod that caused the player to disappear after saving the game when player's base FID is greater than 255
>Changed how hs_findtarget hook script handles its return values. Now you don't have to specify all 4 targets to override normal sorting
>Added a fix for unable to sell/give items in barter screen when the player/party member is overloaded
>Added a fix for AI still taking distance into account when calculating hit chance using the 'no_range' flag
>Added a fix for AI not taking chem_primary_desire in AI.txt as drug use preference when using drugs in their inventory
>Added a fix to display a pop-up message box about death from radiation
>Added a fix to prevent hook scripts from being executed when the depth limit is exceeded, or the hook is called recursively
>Added a new setting to SpeedInterfaceCounterAnims to update the AC counter instantly when switching to other controlled critters in combat
>New script functions: obj_under_cursor, loot_obj, get/set_object_data, get_object_ai_data
>New hook script: hs_subcombatdmg
 
sfall 4.1.4 and 3.8.14 are released on SourceForge, along with their respective modders packs.
Changelog said:
v4.1.4
>Fixed a bug in NPC armor appearance mod (in the modders pack) that caused other critters to be unable to attack with weapons

Various bug fixes and features based on the work by Mr.Stalin:
>Fixed a crash bug when using sorting functions on an associative array
>Improved the functionality of ElevatorsFile to allow changing the FRM images of the elevator panel and creating new elevator types
>Expanded resize_array function to support sorting associative arrays by keys or values
>Expanded create/temp_array functions to allow creating a new 'lookup' type of associative array
>Changed INVENTORYMOVE hook to be called before displaying the 'Move Items' window for dragging and dropping ammo on weapons
>Added a fix to prevent sfall from trying to load global scripts with an extension that exceeds three characters (e.g. gl_test.int123)
>Added a fix to the following script functions to ensure they set the correct object: set_critter_burst_disable, set_critter_pickpocket_mod, set_critter_skill_mod, set_critter_hit_chance_mod, set_*_knockback
>Added a debugging option to force sfall to search for global scripts every time the game loads rather than only once on the first game start
>Added an option to change the distance at which the player will switch to walking when trying to use objects or pick up items
>New hook script: hs_setlighting
Just a note: I plan to stop maintaining 3.8.x some time later this year.
 
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Thanks for a new version NovaRain/Mr. Stalin but i couldnt help but notice there is no mention anymore of those engine bugs reported in killap's wikia for Fallout 2, are all of those fixed or the focus is on different things now?
 
sfall 4.1.4.1 and 3.8.14.1 are released on SourceForge. They are hotfix releases for the previous version because the issue was rather severe.
Changelog said:
v4.1.4.1
>Fixed a bug introduced in 4.1.4 that broke the calculation of the skill point cost for increasing skill levels (from Mr.Stalin)
 
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Old versions with critical bug need to be removed from the network to prevent distribution.
OK, I've removed some old versions that got hotfixed soon after their release from SourceForge: 3.8, 3.8.3, 4.0/3.8.5, 4.0.5, and 4.1.4/3.8.14.
 
Something I don't remember in these versions of critical bugs.
3.8 - broken quick save key (F6).
3.8.3 - crash when calling destroy_object or destroy_mult_objs.
4.0/3.8.5 - crash when trying to control a temporary party member that has no data in party.txt (e.g. Smoke the dog in Arroyo).
4.0.5 - crash when calling various hooks.
 
@Mr.Stalin
Oh the 4.0.5 is a gameplay bug i remembet this one quite good since simply entering the temple of trials and hovering over the first ant, gave memory can't be read error and a crash to desktop.. looks like a bug that affects the gameplay to Me.

@NovaRain
Thanks for the fix to critters not using weapons when using armor mod from modders pack. I was begining to think that my RP and EcCo installation is screwed up..
 
4.0/3.8.5 - crash when trying to control a temporary party member that has no data in party.txt (e.g. Smoke the dog in Arroyo).

Oh boy, so that's why my companion is crashing the game. And I thought I fucked up shit somewhere else.
 
sfall 4.1.5 and 3.8.15 are released on SourceForge, along with their respective modders packs.
Changelog said:
v4.1.5
Various bug fixes and features based on the work by Mr.Stalin:
>Fixed a hang on startup if there is an invalid character for SPECIAL stats in the skills ini file
>Fixed set_self function for use_obj_on_obj, attack, and attack_complex vanilla functions
>Fixed attack_complex script function still causing minimum damage to the target when the attacker misses
>Fixed critter_mod_skill script function taking a negative amount value as a positive
>Fixed a crash when calling use_obj/use_obj_on_obj without using set_self in global scripts
>Fixed pickup_obj, drop_obj, and use_obj script functions not working properly in some cases
>Fixed TimeLimit=-3 not returning the correct year, and removed the setting value of -2 (Now it works the same as -3)
>Fixed the mouse cursor lag on the world map when WorldMapFPSPatch is enabled
>Fixed and improved the functionality of UseFileSystemOverride and fs_* script functions
>Improved the functionality of get/set_sfall_global script functions to print error messages to debug output if the name of sfall global variable is not 8 characters long
>Improved the error handling on saving/loading sfall data files in savegames
>Added a fix for critters not attacking the player in combat when loading a game saved in combat mode
>Added a fix for the player's turn being skipped when loading a game saved in combat mode
>Added an option to fix and repurpose the unused called_shot/num_attacks arguments of attack_complex script function
>Added an option to make the speed tweak also affect the playback speed of mve video files without an audio track (Now slideshows are not affected by the game speed)
>Added a debugging option to hide error messages in debug output when a null value is passed to the function as an object
>Expanded abs math script function to support returning integers
>Increased the maximum number of books in BooksFile to 50
>New script function: art_cache_clear
 
Sfall 4.1.5 has a terrible bug crashing when using explosives. couldn't pass temple of trials because of this (stuck on stone wall & plastic explosives):
crash_notes.jpg


I've uploaded my save for reference.

I'm sure it's sfall causing this since switching the .dll to version 4.1.1 fixes this.

the problem only occours in fallout 2 to me. I've finished resurrection mod on sfall v4.1.5 and there were no crashes.
 

Attachments

Sfall 4.1.5 has a terrible bug crashing when using explosives. couldn't pass temple of trials because of this (stuck on stone wall & plastic explosives):
(snip)
I'm sure it's sfall causing this since switching the .dll to version 4.1.1 fixes this.
the problem only occours in fallout 2 to me. I've finished resurrection mod on sfall v4.1.5 and there were no crashes.
I guess you're using some mods that add new books, as it seems the crash is related to using a books.ini (yes I know this sounds weird). Probably something went wrong while refactoring the code. For now you need to disable BooksFile option in ddraw.ini.

EDIT: And it's not just explosives. Using flare, radio, items with charges, and some other misc items will also crash the game while a books ini file is loaded.
 
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OK, I've removed some old versions that got hotfixed soon after their release from SourceForge: 3.8, 3.8.3, 4.0/3.8.5, 4.0.5, and 4.1.4/3.8.14.
I don't think it's a good practice. All kinds of software have bugs, many much more critical than game crash, and such releases aren't extinguished from the internet. History is important, including buggy binaries.
 
I don't think it's a good practice. All kinds of software have bugs, many much more critical than game crash, and such releases aren't extinguished from the internet. History is important, including buggy binaries.
People can still check the commit history on GitHub. I do keep those removed versions, if people need them I could re-upload to SourceForge or some Dropbox/Mediafire share folder or something.
 
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