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Discussion in 'Fallout General Modding' started by Dude101, Jul 30, 2007.
What does that even mean?
It means that there is a fix for it in another build, Sduibek's I think, but wasn't that in Fixt so Fo1?
The "always use magic hand animation" is from non-official build of sfall. In the official build you don't get the magic hand animation when using items on objects.
So I somehow installed a non-official sfall without even realizing it? How in the world did this happen?
Although I did install a mod called Inventory Filter. Perhaps this mod is causing such issue?
And... one thing I also didn't mention is that I actually merged ddraw file for the newest Sfall by myself, since I'm using Killap's Restoration Patch. It said I have to merge it, so I did. But I don't remember ddraw contains any settings for magic hand animation, so I'm not entirely sure.
sfall 4.2.3 and 3.8.23 are released on SourceForge, along with their respective modders packs.
Two of the major features in this release are FO1 style world map features. People playing Et Tu should have already seen them in game:
WorldMapTravelMarkers - draws a dotted line while traveling on the world map:
(Note: currently the line drawing doesn't work well when you travel by car.)
WorldMapTerrainInfo - displays terrain types when hovering the cursor over the player's marker on the world map:
Also some trivial note about system backward compatibility:
In January I found an old IBM Netfinity 5000 tower server, so I finally have an opportunity to test running FO2 + sfall on a Pentium II machine:
CPU: Pentium II 450 MHz (Deschutes) x2
Memory: 1 GB
Graphics: S3 Trio64V2/GX 1 MB (No D3D9 support, obviously)
Hard drive: 18.2 GB SCSI
Surprising it runs decently well, including those new interface features. Of course with a spec this old it's impossible for me to test DX9 mode, but honestly DX9 mode wasn't really on my check list in the first place. So yes, current sfall 4.2.x should run on specs as old as Pentium II era. Too bad I can't find myself old AMD machines without costing me an arm and a leg...
Personally I really don't mind it. The travel markers should be seen as "time stamps" - the slower you get, the closer they are grouped together. Same applies to the car - it's quite fast, thus the markers are spread out further.
Can we make requests for future sfall updates here?
So how "safe" would it be for me to update the sFall that comes with the Restoration Project (3.3a) to the latest one? Will it break my save?
EDIT - Also, is there a way to completely disable idle animations for the player using sfall? I swear to god these can get so annoying after a while.
one vote for this question. I am interested in new features from Et Tu, and the lack of them in RP is making my hand twitchs~
As long as you don't overwrite existing ddraw.ini it should be safe.
1. Overwrite the RP's ddraw.dll with other mod's dll.
2. Modify RP's ddraw.ini with the few command line we found in other mod ddraw.ini
What about sfall-mods.ini? Because I see Et Tu has that file but RP's seem to have not~
EDIT: I used the 3822 version, just replace the dll, and adding a few lines from 3822ini into the RPini in CORRECT section to allow for item highlight. Adding those lines at the end of file wont work. I find the item highlight code of RPini, then add those lines right below and it works. Work like a charm. The 4x version has two files that need to add to script folder and it affect my game to the point of unplayable, and delete it make it work again, so I avoid 4x for now~
sfall-mods.ini is not present in base RP2.3.3 because it was not a part of sfall back then. Sure copy it over ( together with *sfall.dat* if it's not present yet. They're both needed for some newer sfall features ( for example party control (which is now script controlled). also some scripts from modder's pack may be nessecary as well (those go to data/scripts in your game folder [but remember not all of them] ) ask @NovaRain which ones need to be present in scripts folder as I don't quite remember.
sfall 4.2.4 and 3.8.24 are released on SourceForge, along with their respective modders packs.
Apologies if this has been asked before, but I've played about halfway through the game with a pretty outdated version of sfall (4.0.7). Should it be safe for me to overwrite with the latest version and continue from my last save, or should I stick with the old version until I'm about to start a new game?
I'm using no other major mod, only the Steam version of the game with sfall 4.0.7 and the Hero Appearance mod installed over it.
Your existing saves should work after updating sfall to the newest version, and if things go wrong you can still revert to 4.0.7.
sfall 4.2.5 and 3.8.25 are released on SourceForge, along with their respective modders packs.
sfall 126.96.36.199 and 188.8.131.52 are released on SourceForge. They are maintenance releases for the previous version.
I suggest adding weapon_used as arg8 in TOHIT hook. https://sfall.bgforge.net/hook-types/#tohit
Where can I suggest this, like formally, without annoying any sfall guys?
Why not just use script function to get the weapon pointer from the attacker?
There's a thread about giving weapon AC reduction ability few years ago.
Thanks u very much @NovaRain