Fallout 2 mod FO2 Engine Tweaks (Sfall)

Discussion in 'Fallout General Modding' started by Dude101, Jul 30, 2007.

  1. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    If for ammo you only got "Dmg Mod: %d/%d" not "AC Mod: %d. DT Mod: %d. Dmg Mod: %d/%d", it seems to me you're using sfall older than 4.1/3.8.13.
     
    Last edited: Jun 8, 2019
  2. Muttie

    Muttie It Wandered In From the Wastes

    191
    Oct 9, 2017
    Yes, that explains one oddity, but it's still the same thing.

    I tested all games I currently have set up and two of those (MegaMod and Oblivion Lost) showed the line as you described. (I usually don't change anything, OL was an exception as I struggled to get it to run, so I tried a few things, including updating the dll. I even tried 4.1.8.1.)

    However, in both cases (as with all others) that line is the only thing I see. It seems as if that ammo line or the “shots” line in case of “weapons that use ammo” replaces the pro_item text. Once I was able to trigger the flicker repeatedly, so I could make it out, and it seems to be the pro_item text which shows up for a brief second before being replaced by the line from proto.msg.

    Here are a few screenshots of what I see in the barter screen: http://www.filedropper.com/ammobarter (and it's always just this one line with ammo/firearms (only sometimes I have that flicker first). Remarkably, the only exception is Fo1/Fixt ammo (screenshot included) which has no lines in proto.msg (other than the weight one, but that gets skipped regularly anyway) and it displays the pro_item text just fine.)

    I tried to delete the line in proto.msg, just to see if that would solve it, but that only caused a crash. I really can't guess what the issue at my end could be. To me it seems as if the lines from proto.msg replace the pro_item text. (Which would explain as why the “weight” line from proto.msg is ignored in the barter screen (and all those items do display the pro_item text as they should in my games (spear, stimpak, knife, books etc.)). It's only those two types with proto.msg lines that don't). But if no-one else can reproduce it, then nevermind I guess :). It's not that problematic. It just seemed consistent enough, with a plausible cause, to bring it up.
     
  3. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    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).
     
    Last edited: Jun 9, 2019
  4. Mr.Stalin

    Mr.Stalin Agent of Enclave Modder

    281
    Oct 29, 2015
    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 :-)
     
  5. Muttie

    Muttie It Wandered In From the Wastes

    191
    Oct 9, 2017
    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+).
     
  6. gustarballs1983

    gustarballs1983 Where'd That 6th Toe Come From?

    453
    Oct 28, 2009
    @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
     
  7. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    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.
     

    Attached Files:

    Last edited: Jun 21, 2019
  8. gustarballs1983

    gustarballs1983 Where'd That 6th Toe Come From?

    453
    Oct 28, 2009
    @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..
     
  9. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    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.
     
  10. gustarballs1983

    gustarballs1983 Where'd That 6th Toe Come From?

    453
    Oct 28, 2009
    <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.
     
    Last edited: Jun 23, 2019
  11. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    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**
     
    Last edited: Nov 21, 2019
  12. gustarballs1983

    gustarballs1983 Where'd That 6th Toe Come From?

    453
    Oct 28, 2009
    @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).
     
    Last edited: Jun 23, 2019
  13. Mr.Stalin

    Mr.Stalin Agent of Enclave Modder

    281
    Oct 29, 2015
    did you reinstall the gl_partycontrol script?
    error with experience was fixed long ago.
    post your current gl_partycontrol script.
     
  14. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    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.
     
    Last edited: Jun 24, 2019
  15. gustarballs1983

    gustarballs1983 Where'd That 6th Toe Come From?

    453
    Oct 28, 2009
    @Mr.Stalin

    as requested..


    @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.
     

    Attached Files:

    Last edited: Jun 27, 2019
  16. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    sfall 4.1.9 and 3.8.19 are released on SourceForge, along with their respective modders packs.
    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):



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

    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).
     
    Last edited: Jul 11, 2019
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  17. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    Out of curiosity... can we play audio files with sfall without having them be defined in SNDLIST.LST ?
     
  18. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    AFAIK, no. What's the problem with adding defines to sndlist.lst?
     
  19. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    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.
     
  20. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    I guess the same thing would happen on nearly all stuff that have to be defined in .lst files.