Fallout 2 mod FO2 Engine Tweaks (Sfall)

Ok I have a problem agin but not sure wether it's Sfall or @burn Fo2tweaks.
The issue is I've set party NPC's in party txt to level up every 1 lvl and got Sulik after i level up with him in party he get's a ghost level 93/85HP and 7AC and 0DT/0DR with leather armor worn when i remove his armor his AC drops to 0 points. Now I know Fo2 Tweaks fiddles with party members levels as well but i disabled it in the .ini only left unlimited party.. so is it a FO2tweaks issue or the new 4.1.5 sfall? curently i disabled DEP for Fallout2.exe and allowed unsafe scripting in ddraw.ini if nessecary I'll provide a savegame from just before levelup.
 
I tested some things about NPC leveling up recently (also used Sulik for testing), but I didn't have such issue with sfall 4.1.5/coming up 4.1.6 in RP 2.3.3.
 
Ok @NovaRain I give up for the love of Fallout i can't figure out what's wrong with sulik after he level's up a simple save and load or map load screwes up his level proto he get's 1 lvl as shown in addtional info but get's 93/85HP and 0dt/0dr while wearing lather armor and 7AC while wearing it just before reload he has 22 AC wtf. i'm sending my upload this time just before levelup. just plant and steal something from somebody to level up and save&reload to a different slot.

my party txt was edited to level up every "1"

tried with Fo2 tweaks & without; tried with an older version of sfall; threw out npcarmor.int to no change.
 

Attachments

Strange F12se works fine for me... i'm using F12se build from 30 jun 2018.
BTW is it normal to have basic party NPC protos within data folder in fallout dir? i thought it glitches somehow? I don't remember how it happend but i have basic party npc protos there with date 25.Jan.2019 as the edit date..
 
BTW is it normal to have basic party NPC protos within data folder in fallout dir? i thought it glitches somehow?

Maybe this is your case:
Darek said:
The edited protos needs to be write protected or the game will delete them when you start the game.
Also, don't put the base proto (first proto of a critter that can level up) into the ...data\proto\critters folder, because if it is write protected it will make the proto version that is in your save game write protected too (so then the critter wont save when it has leveled up).
 
sfall 4.1.6 and 3.8.16 are released on SourceForge, along with their respective modders packs.
Changelog said:
v4.1.6
>Fixed a crash bug introduced in 4.1.5 when using various inventory items while a books ini file is loaded
>Removed MultiPatches from ddraw.ini. Now Fallout always loads multiple patch files at once
>All rest of the bug fixes and features are based on the work by Mr.Stalin unless otherwise noted
>Fixed the return value of has_skill script function for incorrect skill numbers
>Fixed the negative skill points of a skill not being taken into account when calculating the skill level
>Fixed incorrect skill point cost for negative skill levels when using a skills ini file
>Fixed the screen not returning to the player when moving a controlled critter to another elevation of the map
>Fixed some functionality issues of fake perks
>Fixed broken get_perk_available script function
>Fixed the lighting of controlled critters in NPC combat control mod
>Fixed the return FID in NPC armor appearance mod (in the modders pack)
>Expanded get/inc_npc_level script functions to accept party member PIDs
>Added a fix for the reserved item FRM being displayed in the top-left corner when in the loot/barter screens
>Added a fix for the active effects of drugs not being saved properly
>Added a fix for NPC stuck in a loop of reloading melee/unarmed weapons when out of ammo
>Added a fix for critters not being healed over time when entering the map if 'dead_bodies_age=No' is set in maps.txt
>Added a fix for corpses being removed early after returning to the map
>Added a fix for the removal of party member's corpse. Now items in party member's inventory are not removed along with the corpse
>Added an option to change the timer for deleting corpses on a map after you leave
>Added an option to override the global variable number used to show the special death message of the Modoc toilet explosion
>Added a new [ExtraPatches] section to allow to set multiple custom paths for loading game data
>Added a config file to change some parameters for drugs and their addictions
>Added displaying the NPC's addictions in the character screen when controlled by the player
>Added the ability to add extra non-scripted perks to the perks ini file
>Added support for extra perks to has_fake_perk/get_perk_available script functions
>Added a new argument to hs_removeinvenobj hook script
>New script functions: add_iface_tag, npc_engine_level_up, set_drugs_data
>Updated NPC combat control mod to be able to automatically set the number for the notification box
 
newest sfall has erro when selectiung multiple fake perks,it sets the known perk to multiple lines of the same perk,instead of

"Here And Now Perks(2)"

it has

"Here And Now Perks"
"Here And Now Perks"

and as such the "has_fake_perk" function returns one when it should be 2
 
@NovaRain

I have a question can the a.k.a. "Multiplayer" feature make it's grand come back to a new version of sfall?

I personally remember back in the day there was an ability in sfall that allowed controlling of predetermided PIDs over the LAN/internet by clients connected to local server on which main player played the game. I used to connect to my cousin's machine and have control over some of the party npc's in combat i.e. Sulik. The main issue back in the day was that the client could not have a resolution higher than 640x480 because of the fact that the game was streamlined into their machines and images were not compressed. the internet back in the day did not allow for streamilning higher resolutions it was like 1,5Mbps for download and few kbps for upload ( plus bandwith limits were often a thing). However present day internet speeds (I can have up to 1Gbps for both up and down at my location if i decide to switch my ISP [currently sitting @ 90/900 Mbps] ) are more than enaugh for the task. The resolution may not be 1920x1080 but anything past 800x600 should do the trick for Fallout 2 pseudo multiplayer.

As I plowed through the sfall changelog, Multiplayer was present in versions between v2.0a up to v2.20a support for it was removed in v3.0 which was the next release after v2.20a.

So is there any chance this feature might make a come back??

I really miss it and currently even F2RP comes with sfall version of at least v3.3 so it's a bummer tho have multiplayer feature gone.
:(

There's really no good post apo multiplayer cRPG with coop out there. Fo:Tactics is not something i would consider an coop and Fo:76 is not something i consider "good" nor a cRPG at all. I mean sure there's that Wasteland 3 promise, Brian Fargo is teasing us with, but it's nowhere near on the horizon. So my only hope is Sfall team.
 
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Personally I have no interest in it. I would go play FOnline variant if I really want to play a multiplayer game in classic Fallout appearance.
 
FOnline is hardly what I would call a coop game.. it's all about pvp and it has *zero* story mode. I'm eagerly awaiting Wasteland 3 with campaign coop. but until then I'm starved for post apo coop game with story mode. Besides Fonline doesn't leave any freedom in creating a build it's all about min-maxing ultra hardcore it's good for keyboard monkeys and jet-heads.
 
FOnline can be turned into coop with story. Someone just has to make it.
 
Well I actually tried that Sfall multi option back in the day and it was super cool experience. The problem back then was early Sfall was buggy as hell (constant crashes, memory leaks leading to crashes etc.), and low internet speed which translated to low resolution of the game played.
Today we have both a stable version of Sfall *and* fast enaugh internet to re-enable that multi feature. But as Lexx said "Someone just has to make it" or rather the code for it is present in sfall v2.0a-v2.20a just somebody would have to adapt it and enable it in new sfall.
 
sfall 4.1.7 and 3.8.17 are released on SourceForge, along with their respective modders packs.
Changelog said:
v4.1.7
>Implemented a critter individualization system. Each critter has its own independent base/bonus stats, separated from other critters sharing the same PID. Now set_critter_base/extra_stat script functions only set stats for a specific critter
>Fixed the argument numbering in error messages when validating arguments
>Fixed the weapon duplication bug in NPC combat control mod
>Fixed a bug in CheckWeaponAmmoCost that caused NPC not to switch to other weapons when there is not enough ammo to shoot
>Fixed fake perks not stacking properly
>Fixed the position of the 32-bit talking heads when the game resolution is higher than 640x480
>Fixed a bug in item highlighting that caused items to be kept highlighted when picking them up while holding the highlight key
>Changed hero_select_win function to require an AppHeroWin.frm file (included in the modders pack) in the art\intrface\ folder
>Added a fix for unexplored areas being revealed on the automap when entering a map
>Added a fix for the overflow of the automap tables when the number of maps in maps.txt is more than 160
>Added a fix for a duplicate obj_dude script being created when loading a saved game
>Added a fix to prevent the reserved object IDs of the player and party members from being generated for other objects
>Added a fix for the display issue in the pipboy when the automap list is too long
>Added a fix for the start procedure not being called correctly if the required standard script procedure is missing (from Crafty)
>Added an option to disable the special handling of map IDs 19 and 37 in the engine when entering the maps
>Added support for the new 'automap=yes/no' parameter to maps.txt. This parameter overrides the hardcoded values for displaying the map in the pipboy automaps for the first 160 maps
>Added a new 'picking up item' event to hs_inventorymove hook script
>Added files for using 32-bit images for talking heads to the modders pack
>Improved the functionality of the debug editor (in the modders pack)
>Improved the functionality of Use32BitHeadGraphics to allow using 32-bit images without having to patch talking head FRM files
>The number of simultaneously displayed notification boxes now depends on the game resolution
>New script function: set_unique_id
>New hook script: hs_sneak
 
>Implemented a critter individualization system. Each critter has its own independent base/bonus stats, separated from other critters sharing the same PID. Now set_critter_base/extra_stat script functions only set stats for a specific critter
Not sure if I understand this right, but wouldn't that have been possible already before with just doing a PID check in script and then doing some script magic on said critter?

>Added a fix for the overflow of the automap tables when the number of maps in maps.txt is more than 160
Does that make all automaps visible or only up to 160?
 
Not sure if I understand this right, but wouldn't that have been possible already before with just doing a PID check in script and then doing some script magic on said critter?
In earlier versions, calling set_critter_base/extra_stat on a critter would effect all other critters sharing the same PID on the map (e.g. guards of the Slaver's Guild in the Den). Now they only effect the specified critter.

Does that make all automaps visible or only up to 160?
Still only up to 160, but now it's possible to use all 160 maps. There is a hardcoded list in the engine that only certain map numbers are visible in Pipboy's Automaps: 003-051, 054-058, 061-067, 078, 079, 092, 093, 109, 126, 128-140, 147, 148. Total: 82 of 160 maps (000-159)

Now adding a line "automap=yes/no" in the section of a map number marks it visible or not.
A tricky thing is, if one of maps of a location is visible in Automaps, all other maps will be visible as well. For example, if you set up a town "Testville" with map numbers 051-053, you will see automaps of all three maps when selecting Testville in the list, even if you didn't set automap=yes for map 052 & 053.

Also the maximum locations for the Automaps list is capped at 20, since for now the page is not scrollable.
 
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