Fallout 2 mod FO2 Engine Tweaks (Sfall)

The full description for guns/ammo and the fix for displaying extra ammo modifiers in the barter screen require sfall 4.1/3.8.13 or newer, and enable FullItemDescInBarter in ddraw.ini (for full description, ammo modifiers are always displayed). If you didn't change anything in mods/TCs (I guess it includes not updating sfall dll and editing ddraw.ini), most of them usually have older version of sfall. MM is still being actively updated and you updated the dll for OL, so it's normal they are only ones showing the extra ammo modifiers.

FO1 works differently from FO2 for this part, because it didn't implement ammo modifiers, the game treats ammo in the same way as other items (i.e. displaying item description).
 
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When you click on the description icon, then you do not need to move the mouse, otherwise the text with the description will be overwritten.
The reason probably you have in an unstable mouse, or in a computer that is too fast :-)
 
Lol, I'm up to speed now.
FullItemDescInBarter: 1
That fixes it.
And not having a shaky hand helps, too. :)
I guess I'll have to read the whole ddraw ini one day :roll:.
Anyway, that seems to be a rather recent fix (i.e. 4.1+).
 
@NovaRain

Are you certain everything is ok witn the latest 4.1.8.1?
I'm playing Resurrection with it (switching to newer sfall mid playthrough) and some weird crap begins to happen.. sometimes during the fight my char's second turn and turns after that start with zero action points only bonus moove points are present. NPCs randomly gain 'levelup' notifcation box instead of My char, and gain hitpoints based on their endurance. Some perks such as brutish hulk ( that sepoase to double the amount of hp gained per level do not work, as last time My char gained a level and i only got 15HP instead of 30. from 760 to 775. Now I know I've been toying with Vad's editor a bit, however everything worked fine with 4.1.5. When I launched the game with 4.1.8.1 shit started to happen. Am I sepoase to start a new playthrough, when switching to 4.1.8.1? I'm aware there have been some changes to how fake perks work could that be the cause of brutish hulk not working?

I accidentally unpacked everything from ressurrection .dat into mod folder, but i assumed it would be ok since sepoasedly new sfall works fine with that judging on sfall's changlog.. uh sorry for the bad english but it's like 25th hour without sleep so I think in such state it's forgivable :p
 
There's a change in 4.1.7 that makes the old "get/set_critter_base/extra_stat(dude_obj, ..." function calls in Resurrection's global script not working anymore. Actually it should use the more appropriate "get/set_pc_base/extra_stat" functions.

For now you can use the edited global.int in the attachment.
 

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@NovaRain

..Um one more question..

what happened to ControlCombat= feature I've noticed it gone from ddraw.dll in *both* 4.1.8.1 *and* 4.1.5 and possibly in some others too as I haven't checked yet. What's going on?! I've noticed functionality of controlling party members in battle still present, however ControlCombat= function is gone from ddraw.dll..
 
NPC combat control has been moved into a separate script (gl_partycontrol.int) since 4.0, and the related settings are moved to sfall-mods.ini.
 
<facepalm>
sorry it must bee eigther that lack of sleep or today's immense heat. Totaly forgot about that one.

@NovaRain
Does the file You attached require a new game to start?
Dogmeat constantly gets 'Level' notification box whenever i end combat gaining extra HP ocasionally Lystra as well, even thhough i did not reach new level. I noticed they also steal xp if i dont end combat immediately by end turn. If i use skip turn they get the level and I don't recive exp points at all then. ocasionally My char gets only 1 AP + 4 Bonus Moove on second and further turns. sometimes i get full AP but it's random. Party AP seemes broken as well they have more than they should. I don't remember beefing them up in Vad's editor and dogmeat has 12AP and should have 11 katja has 10 instead of 9, and Lystra has 10 which is accurate since I took the leader perk which gives +1 AP and +10 AC to all companions.

1AP bug might be related to game not noticing i use global script for weight limit ( old version from Fo2_tweaks 5.0) and I'm carrying 5k lbs of stuff AFAIR. new sfall might read carry weight global script while off combat, but during combat it sees normal carry capacity and treats me as overcumbered. such high amount of overload would certainly cause AP drop to 1.

Brutish Hulk perk does not work eighter even with your modded global.int .

If You want to dig into this and have a Resurrection installed together with latest sfall i can provide my save files.
 
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I edited my old save in Resurrection to have a character with 10 ST, 10 EN, 3 IN, and Lifegiver lv2 for gaining 15 HP per levelup.
After picking Brutish Hulk my character gains 30 HP after leveling up.
And I didn't test with NPC control enabled since I never use it for regular gameplay.

Maybe there are still some cases using get/set_criitter_*_stat on dude_obj in other scripts.
You can try this WIP build which enabled the functions to be used with dude_obj:
**Link removed**
 
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@NovaRain
So Brutish Hulk works for You after all, hmm..
Makes me thinking that the screwup is on my side, since by accident, while working with dat explorer, I unpacked whole resurrection .dat archive into folders, which may or may not be the problem.

Besides I use Vad's edited character with all 10's in special just lowered IN to 2 at lvl 12 & lvl 15 to get brutish hulk and hide of scars, and after taking them I returned IN back to 10. It used to work fine on sfall 4.1.5. I'll try to test the same save after i reinstall ressurection, since the save was before unpacking .dat archive.

EDIT:
Ok so I did a clean and reinstall of ressurrection, and everything i talked about was still broken wih 4.1.8.1.

tested the 4.1.8.1a and brutish hulk started to work agin. but still party npcs can gain levelups stealing my exp. and randomly on second turn i get only 1 action point + 4 Bonus moove.
scr00000.jpg


I suspect that the ability for personalized npc stats (IIRC it was implememted to separate different critters having same proto) has a side effect of party npc using [ControlCombat] Mode=2 beeing treated as player characters and somehow can steal exp from the player gaining levels of their own based on their stats.at least in resurrection where party npc's levelups dosn't change proto of the critter but rather adds HP resistances & AC via a script.

Can You dig more into this NovaRain? I'd really like to use the party control feature. I use it since.... well I guess since it was implemented ages ago.. I think it would be a shame to leave it like this half broken. although it is easily ommited and not that of a big deal One has to simply press end combat instead of skip turn (into oblivion) after all nearby enemies are dead.

The bigger issue is 1AP bug as sometimes it appears and sometimes not. It's really a pain in the but to have skipturn simply because you have not enaugh action points to do anything.
I can provide carry weight script I'm using if nessecary, or You can propose a different one to try. the main goal of the script is to be able to hoard stuff for trading as base 275lbs is kind of meh especially when having no car (trunk).
 
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did you reinstall the gl_partycontrol script?
error with experience was fixed long ago.
post your current gl_partycontrol script.
 
I tested the combat control in both 3.8 and 4.x. The xp stealing/NPC levelup issues happen in 4.x when the combat ends itself after the controlled critter's turn. 3.8.x doesn't have such issues, or at least I can't trigger them.
I didn't have 1AP bug and it's probably because you're overly overloaded (reduce AP by -1 for every 40 lbs exceeding your carry weight). If you just want unlimited carry weight, you can set CritterInvSizeLimitMode=5 and CritterInvSizeLimit=2000000000. So only the weight of equipped items counts and it's extremely hard to have items with total size over 2 billion.
 
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did you reinstall the gl_partycontrol script?
error with experience was fixed long ago.
post your current gl_partycontrol script.
@Mr.Stalin

as requested..

I tested the combat control in both 3.8 and 4.x. The xp stealing/NPC levelup issues happen in 4.x when the combat ends itself after the controlled critter's turn. 3.8.x doesn't have such issues, or at least I can't trigger them.
I didn't have 1AP bug and it's probably because you're overly overloaded (reduce AP by -1 for every 40 lbs exceeding your carry weight). If you just want unlimited carry weight, you can set CritterInvSizeLimitMode=5 and CritterInvSizeLimit=2000000000. So only the weight of equipped items counts and it's extremely hard to have items with total size over 2 billion.


@NovaRain

Hope the bug will be fixed soon. As for Inventory size limit i keep it disabled by default. thing is I have carry weight set to 99999 lbs by Fo2tweaks global script. I've updated Fo2tweaks to most recent version (9.5) and the bug is less frequent but ocasionally still happens. It might be so that game doesn't always notice i have a modified carry weight limit, hence ocasionally i get 1AP to spend in my turn.
 

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sfall 4.1.9 and 3.8.19 are released on SourceForge, along with their respective modders packs.
Changelog said:
v4.1.9
>Fixed some scrolling bugs in WorldMapSlots option
>Fixed fade in/out of the screen in DX9 mode (partially)
>Fixed get/set_critter_base/extra_stat script functions not accepting a pointer to the player
>Fixed set_dude_obj script function not accepting a null argument
>Fixed a crash bug in COMBATTURN hook when loading a game saved in combat mode while controlling other critters
>Fixed a bug in NPC combat control mod that caused the last controlled critter to get the player's combat xp
>Fixed the last procedure in a script being unable to be called through a variable containing its name as a string
>Fixed a bug introduced in 4.1.8 that caused the DAM_KNOCKED_DOWN flag not to be reset for knocked out party members when exiting maps
>Improved NPC combat control to keep the selected weapon mode of the controlled critter
>Improved the functionality of the debug editor (in the modders pack)
>Improved the fix for 'NPC turns into a container' bug
>Changed DataLoadOrderPatch to be enabled by default
>Changed ItemCounterDefaultMax to not set the counter to maximum when in the barter screen
>Added a fix for the broken 'reserve movement' function
>Added a fix for the up/down button images in the world map interface
>Added a fix for the position of the target marker for small/medium location circles when using the location list
>Added a fix for the player's movement in combat being interrupted when trying to use objects with Bonus Move APs available
>Added a fix for the incorrect coordinates for small/medium location circles that the engine uses to highlight their sub-tiles
>Added a fix for visited tiles on the world map being darkened again when a location is added next to them
>Added a fix for Scout perk being taken into account when setting the visibility of locations with mark_area_known function
>Added a fix for combat not ending automatically when there are no hostile critters
>Added a fix for critters/items on a map having duplicate object IDs
>Added a fix for knocked down critters not playing stand up animation when the combat ends
>Added a fix for dead NPCs reloading their weapons when the combat ends
>Added an option to use the expanded world map interface (requires hi-res patch v4.1.8)
>Added an option to allow to set a folder path for the game to automatically search and load custom .dat files
>Added an option to expand the number of action points displayed on the interface bar
>Added an option to change the base value of the duration of the knockout effect
>Added a check for the DAM_KNOCKED_OUT flag to wield_obj_critter/inven_unwield script functions
>Added a new value to SkipOpeningMovies to also skip the splash screen
>Added a new 'combat ends normally' event to hs_combatturn hook script
>Added a sfall.dat resource file, which contains the required files for various features
>New script functions: metarule_exist, add_extra_msg_file
Now there's a new sfall.dat resource file for the installation, be sure to extract it to your game directory as well.

Here are the screenshots for the new ExpandWorldMap setting (in 1024x768 resolution):
1wpxzWw.png

AvLxnbl.png


And how the interface bar looks like with the new ActionPointsBar setting:
bkeziKx.png

16 APs can be displayed at once, which should be the maximum a player can have without cheating or taking drugs (AG 10 + Action Boy lv2 + Bonus Move lv2).

You can extract FRMs for the expanded UIs from sfall.dat to make your own graphics.

NOTE:
  • The expanded world map interface requires HRP 4.1.8 (not the build with experimental "Zoom" feature). Any other versions will not work properly.
  • The minimum resolution for the expanded world map interface is 890x720. If you're playing in HRP windowed mode, do not scale down the window size to below 890x720 during the game, or the game will crash upon entering the world map.
  • Changing the window size during the game will cause the new AP bar to display glitches if you trigger the switch of the interface bar FRM (width 640 to 800+ or vice versa).
 
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Out of curiosity... can we play audio files with sfall without having them be defined in SNDLIST.LST ?
 
I was just thinking about mod compatibility. If you have two mods that theoretically could work together (e.g. only utilizing sfall global scripts etc), but both are adding new sound effects, you run into problems again.
 
True. Kinda shit, but oh well. It's not like I'm working on anything that needs it, so whatever.
 
Not sure if this is already fixed. (I used sfall 4.0.1 that came with LH).
And there I noticed an error when combining awareness (examine) with crippled limbs effect.
Normally, the lines in proto.msg work as intended (500-504 (adds space on its own) + 530) & (535/536 + 545 OR 544 + 530).
But with a weapon it becomes (535/536 + 546/547 + 530). Which looks like:
“He has %d/%d hps and is wielding a %s.and has crippled limbs.”
Shouldn't that change to (535/536 + 546/547 + 545 OR 544 + 530).
And then all one has to do is to remove the full stop from the end of 546/547?
Otherwise the only quick fix is to add a space to 546/547 to have it look like:
“He has %d/%d hps and is wielding a %s. and has crippled limbs.”

Am I missing something (i.e. has this already been fixed by sfall? Or is there a better way? etc. etc.)?
 
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