Fallout 2 mod FO2 Engine Tweaks (Sfall)

@NovaRain @Mr.Stalin

or anyone who knows...

How can i enable additonal (fourth) premade character to be present during charactr choice?

I mean the SCIENCE.CGD/SCIENCE.BIO/SCIENCE.FRM are present in premade folder in master.dat folder (currently speaking about Fo:Sonora).

I have this:

;Uncomment these lines to control the premade characters offered when starting a new game
;Multiple options should be separated by commas, and there must be the same number of entries in both lines
;Premade names not should exceed 11 characters
PremadePaths=combat,diplomat,stealth,science
PremadeFIDs=201,203,202,XXX

So what to enter in PremadeFIDs field instead of XXX for it to search for SCIENCE.FRM?

the game engine shows something as fourth option only when there's a picture present.
 
The FID is the index number in intrface.lst. You need to add the filename science.frm at its end, and the FID will be "line number - 1" (because FID starts from zero).
 
In ssl can return values be functions?
Yes. You didn't test it first?
Code:
procedure Dude_FID begin
   return get_proto_data(obj_pid(dude_obj), PROTO_FID);
end

// another procedure
fid := Dude_FID();
display_msg("My FID: " + fid);
 
well yes I had examples of where I did use it in simple arithmetic, but I've been having some unexpected errors lately, and its been casting doubt over what I thought I knew. Its not just the return statement, its also inside if conditions and elsewhere. you know, when you become unsure of something then you become superstitious and you start to question and doubt things that maybe you don't need to. I started to wonder if there are places or certain functions that I shouldn't use in certain places. Which doesn't make sense really. So I wanted just to confirm outside of my own head with someone else.
 
I've been having an issue with newer sfall builds where I can manually change the speed using the SpeedMultiInitial setting, but the speed settings don't change in-game when using the default SpeedModKey and the related SpeedKeys. I'm not sure what I'm doing wrong here.
Any help?
 
lol really? it's that simple :P
I guess having the numlock on changes the scancodes, thanks for pointing that out
Is it possible to have duplicate scancodes for each key? So I can set mine to work even with numlock on?
 
sfall 4.2.9 and 3.8.29 are released on SourceForge, along with their respective modders packs.
Changelog said:
v4.2.9
>Fixed the critical hits from unaimed shots not matching the ones from aimed torso shots for some critter types
>Fixed the display issue in DX9 mode when returning to the game after using Alt+Tab in dialogue
>Fixed obj_under_cursor script function, which now returns 0 if the cursor is in movement mode
>Improved compatibility with some older DX9 graphics cards
>Changed intface_redraw script function with one argument to be able to redraw the specified interface window
>Changed HOOK_DESCRIPTIONOBJ hook script to run for all types of objects, not just the items
>Changed the filename of the debug editor to FalloutDebug.exe (in the modders pack)
>Excluded SFX sounds from the search for alternative formats
>Removed the tweak that adds the city name in the description for empty save slots (added in 4.2.7)
>Added a fix to the poison/radiation-related engine functions when taking control of an NPC
>Added a fix to AI weapon switching when not having enough action points. Now AI will try to change attack mode before deciding to switch weapon
>Added a fix for the carry weight penalty of the Small Frame trait not being applied to bonus Strength points
>Added a fix for the flags of non-door objects being set/unset when using obj_close/open script functions
>Added a fix for the 'Leave' event procedure in AddRegionProc function not being triggered when the cursor moves to a non-scripted window
>Added a tweak to update the maximum HP stat of critters when the map is loaded for the first time
>Added support for ACM files at 44.1 kHz sample rate
>Added stereo support for SFX and speech ACM files at 44.1 kHz sample rate
>Added support for panning SFX sounds and reduced the volume for objects located on a different elevation of the map
>Added more options for tweaking some engine perks to the perks ini file
>Added options for tweaking tag skills to the skills ini file
>Added an option about the behavior of maximum HP calculation to the stats ini file
>Added 3 new attribute type values to get_window_attribute script functions
>Added additional universal opcodes sfall_func7 and sfall_func8 (compile.exe and int2ssl.exe in the modders pack are also updated)
>Added a new mode to NPC combat control mod to let you order party members to attack specified targets instead of controlling them directly
>Added an auto-close containers mod to the example mods in the modders pack
>Added snd2acm_fix.exe (snd2acm with a fix wrapper) to the modders pack for writing the correct sample rate and channel info from WAV files to ACM format
>New script functions: interface_overlay
>New hook scripts: hs_adjustpoison, hs_adjustrads, hs_rollcheck

A quick guide on how to use the new "order to attack" (mode 3) in NPC combat control mod:

1. When in your combat turn, switch to the command cursor, click on the party member you want to order and hold it, and there should be a new command icon appears:
Cog4ean.png


2. Use the new target cursor that doesn't show ToHit chance to pick a target. The available target will change to pulsing red outline when you hover the cursor on it, and the party member should have a floating message after clicking on the target:
Np8wBLg.png


3. The party member will start to attack the specified target in his/her turn. Note that if a target is in grey outline, that means it does not yet enter combat:
JRKMdB5.png

This usually happens when you start the combat first, after your first attack the target should be available. No need to attack every target before specifying it for party members, just one in the enemy group is enough (to draw the team into combat). Also, you can only specify non-friendly critters as attack targets in this mode. (Why would you want to attack friendlies?)

Please note that the "Attack Who" preference in the combat control panel of party members must be set to "Whomever you want", otherwise the target for the party member will be replaced by a new one according to the preset behavior pattern after the attack.

The mode is suitable for people who don't want to control critters one by one manually (it might get a bit tiresome for a large/lengthy combat scenario) but still want them to attack targets that need to be dealt with ASAP.
 
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What? Holy shit this idea is epic! And kinda simple now that I think of it. Surprised nobody thought of it earlier.
You guys are code wizards!

It also reminds me of Van Buren, I think there was supposed to be a feature like that, tied to. @hexer , this is cool.

I wonder if making a button that tells party members to swap their ammo or weapon (say, you want them to change to deal better with a certain enemy) would also be possible. And telling NPCs to move to a hex. With this, it could lead to pretty tactical combat.
 
is there possibility to fix swing and thrust mode for melee weapons? or how to tweak them? I search for opcodes in sfall for tweak those modes but can't find.
 
Not sure what "tweak/fix" you're talking about. If you want something like thrusting can reduce target's armor, it can be scripted via hooks.
 
I made such script several years ago, now time for modding sfall ;) The 'tweak/fix' I mean that I would like to make my own tweaks to thrust/swing in sfall, not in script. Is it possible? I do not want make this via scripts, because it is not so ellegant as make it in sfall ;)
However, if it is not possible, so script must be...
 
I made such script several years ago, now time for modding sfall ;) The 'tweak/fix' I mean that I would like to make my own tweaks to thrust/swing in sfall, not in script. Is it possible? I do not want make this via scripts, because it is not so ellegant as make it in sfall ;)
However, if it is not possible, so script must be...
in sfall, something is added that cannot be done by a script, i.e. new functionality is added to sfall so that the engine can support your idea.
if your mod can work from a script, then there is no need to put it in sfall. it's already full of shit. :)
provide your script and it will be included with sfall (if it is be useful).
 
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in sfall, something is added that cannot be done by a script, i.e. new functionality is added to sfall so that the engine can support your idea.
if your mod can work from a script, then there is no need to put it in sfall. it's already full of shit. :)
provide your script and it will be included with sfall (if it is be useful).

its clear now :)
Thanks for simple explanation Mr.Stalin :)
 
But you people know that party control in itself is nothing new, right? This update only adds another (less intrusive) alternative to that.
 
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