Fallout 2 mod FO2 Engine Tweaks (Sfall)

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.
Moreover, if you entrance to 53 map, then you will not see 53 and 52 maps in pip-boy, so it is better to always set 'yes'
 
is the ddraw.ini that comes with newest sfall zips complete?as in it lists all settable variables for that current sfall?
 
trying to chase a bug,regarding party control,i have 4.1.7 installed the glpartycontrol.int in /scripts and this in sfall-mods.ini

Code:
[CombatControl]
;Allows you to directly control other critters in combat
;Set to 0 to disable
;Set to 1 to control all critters in combat
;Set to 2 to control all party members
;If you want to control only specific critters, uncomment the PIDList line and set a comma delimited list of PIDs
Mode=1
;PIDList=62,89,97,107,160,161

;Choose a notification box to display the name of the controlled critter above the interface bar
;Must be between 5 and (4 + the value of BoxBarCount in ddraw.ini)
;For sfall 4.1.6+ the number for the notification box is set automatically, so just use any value
;Set to 0 to disable
DisplayName=1

;Set the color of display name, available colors:
;0 - green
;1 - red
;2 - white
;3 - yellow
;4 - dark yellow
;5 - blue
;6 - purple
;7 - dull pink
DisplayNameColor=3

nothing happening in game,reg combat routine,can only contorll dude
 
I can control all critters in combat as it should be with the same settings. Are you sure your text editor didn't add BOM to sfall-mods.ini? For example Windows notepad will do that automatically and breaks the mods.
 
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got it working thnx

edit : what is BOM?

edit : does sfall have a rdraw charracter screen function>?or is this it
Code:
#define intface_redraw                                  sfall_func0("intface_redraw")
 
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@NovaRain
I second Nirran's question.. what BOM stands for?
I guess it ain't "Band of Might" as in "ahh.. Fresh Meat!" iteration 3

I always edited all of the game's .ini files with windows notepad and did not notice anything broken that wasn't a bug anyway...
 
NVM.. what i said earlier..

It might be the case that i don't use code page 1252. I'm on 1250. My localized windows version had notepad customized to accept my localized diacritic signs and underwent several bugfixes/changes by local programers from local M$ departament. Notepad stayed like this since like win 95 v3.11 . At least I'm sure notepad accepts my county's diacritic signs although not most of the others. For example russian letters are rendered as *gibberish* under our localized notepad, and I'm forced to use notepad++ to read Rusian text from a .txt file. Some German diacritic sings are also readable in our version of notepad.
 
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sfall 4.1.8 and 3.8.18 are released on SourceForge, along with their respective modders packs.
Changelog said:
v4.1.8
>Fixed broken get/mod_kill_counter script functions when ExtraKillTypes is enabled
>Fixed the argument value of dialogue_reaction script function
>Fixed getting perks and traits from the real dude_obj while controlling other critters
>Fixed the position of the items in active item slots after ending control of the critter
>Improved the fix for the removal of party member's corpse to prevent save file corruption. Now party member's corpse is removed in the same way as all other critter corpses
>Changed the engine functions for saving party member protos and removing the drug effects for NPC to be called after executing the map_exit_p_proc procedure
>Changed create_message_window function to be available when other game interfaces are opened
>Removed DialogOptions9Lines from ddraw.ini because there is little reason to turn it off
>Removed LoadProtoMaxLimit from ddraw.ini. Now the proto limit is automatically increased when needed
>Added a fix for party member's stats being reset to the base level when their base protos with the read-only attribute set are placed in the proto\critters\ directory
>Added a fix for NPC stuck in a loop of picking up items in combat and the incorrect message being displayed when the NPC cannot pick up an item due to not enough space in the inventory
>Added a fix to allow fleeing NPC to use drugs
>Added a fix for AI not checking minimum HP properly for using stimpaks
>Added a fix for NPC stuck in fleeing mode when the hit chance of a target was too low
>Added a fix to prevent fake perks from being added to all controlled critters
>Added a missing option for testing AllowSoundForFloats to the [Debugging] section of ddraw.ini
>Added a new 'dropping item on the character portrait' event to hs_inventorymove hook script
>Added an ammo ini loader mod to the example mods in the modders pack
>Slightly increased the maximum text width of the information card in the character screen
>New script functions: draw_image, draw_image_scaled, set_fake_perk/trait_npc, set_selectable_perk_npc, has_fake_perk/trait_npc
 
Code:
>Changed the engine functions for saving party member protos and removing the drug effects for NPC to be called after executing the map_exit_p_proc procedure

>Added a fix for party member's stats being reset to the base level when their base protos with the read-only attribute set are placed in the proto\critters\ directory

assuming u can now put base party member protos n data/pro folders?u guys doing a great job kudos
 
What's the difference between version 3 releases and version 4 releases?
3.8.x maintenance release is based on old code structure and compiler (VS2010). It doesn't have the same amount of features and scripting capability as 4.x, but is still receiving most of engine bug fixes if possible.
The main goal of 3.8.x is for supporting older Windows versions, like pre-SP3 WinXP and Windows 2000, it's pretty much my personal persistence.
 
sfall 4.1.8.1 and 3.8.18.1 are released on SourceForge. They are hotfix releases for the previous version because of a game crashing bug. Sorry for the inconvenience.
Changelog said:
v4.1.8.1
>Fixed a bug introduced in 4.1.4 that could crash the game when calling knockback modifier functions
>Improved compatibility with older processors (pre-SSE2)
About the hardware compatibility, sfall 4.0-4.1.8 only support SSE2 processors (e.g. Intel Pentium 4 & AMD Athlon 64 or newer). Now it can run on some older pre-SSE2 processors like Pentium III or Athlon XP. Yes, I did dig up an old PIII machine (manufactured in 2000) to test the build:
  • CPU: Pentium III Xeon 1.0 GHz (codename Cascades)
  • RAM: 256 MB
  • VGA: S3 Savage4 8 MB (no Direct3D Acceleration in dxdiag)
  • HDD: 36.4 GB 10k U160 SCSI

NOTE: Although FO2 with sfall 4.1.8.1 did run on my PIII machine, I only did some basic tests like checking item highlighting & NPC control global scripts and traveling on the world map in non-DX9 mode because I don't have a D3D compatible graphic card for it. There's no guarantee that everything in sfall 4.1.8.1 will work correctly on pre-SSE2 processors, or stuff that work currently will keep working in later releases. It would be great if someone still using such old PC regularly can do some more tests.
 
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Trying to update sfall from the Restoration Project, I've copied all the values that are different from default from the Restoration Project ddraw.ini, but I'm getting a crash after the Elder's speech when starting a new game, instead of the white fade into the game. I get the loading cursor for a second, and then black. Is there anything that's known that could cause that? I can get a log if need be.
 
"The instruction at 004ee97a referenced memory at 02078354
The memory could not be read from

Click on OK to terminate the application"

Is the error message.

I also noticed that MultiHexPathfindingFix isn't in the latest version, should I add it, should I get this working, or is it default/removed?
 
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