Matt Drax
Smart Ass
... or simply begin to use F2Explorer, not only a savegame editor but a powerful all around tool ^^"
OK: "There's no error. F12se just can't read sfallgv.sav correctly."What I ment to say is: this bug with sfallgv.sav is present in about any Fo2 and or conversion there is. that's why Vad made a separate button to save sfallgv.sav file. it doesn't get saved, normally when you save all the other stuff. Nothing to worry about.
Though as I said Phobos2077 helped Vad solving the sfallgv.sv problem in the latest F12se builds. So it's an issue of older F12se buids only. and if You don't want to mess with antivirus warnings, You should stick to whatever version of F12se you have currently.
critter_add_trait(who, trait_type, trait, amount)v4.2.1
>Fixed critter_add/rm_trait script functions ignoring the value of the 'amount' argument. Note: pass negative amount values to critter_rm_trait to remove all ranks of the perk (vanilla behavior)
You could create issues on github for each of things you find. It's hard to discuss when you dumped a lot of various issues as one pile.So, I think I'm done with this...
Changelog said:v4.4
>Implemented a mods_order.txt to improve and simplify mod ordering and add support for mod managers. This replaces previous .dat file autoloading. Please refer to ddraw.ini for details
>Implemented a custom config file parser, which greatly improves the performance of sfall initialization and reading files from scripts
>Item highlighting and NPC combat control mods are now packed into sfall.dat resource file, and sfall-mods.ini is moved to <GameRoot>\mods\
>Fixed a bug when updating the maximum HP stat of critters on the map when loaded for the first time
>Fixed set_pc_base/extra_stat and set_critter_base/extra_stat script functions not updating derived stats when setting SPECIAL stats
>Fixed wield_obj_critter script function, which can now put non-weapon/armor items in the critter's hand
>Fixed get_tile_fid script function to work on elevations 1 and 2 instead of always elevation 0
>Fixed create_spatial script function not setting the script index number upon object creation
>Fixed incorrect behavior of the subtraction operator involving floats and negative integers
>Fixed the backward compatibility of get_npc_level script function
>Fixed a crash bug in display_msg and debug_msg script functions when printing a string longer than 260 characters
>Fixed a crash bug in AMMOCOST hook when returning ammo cost of 0 for burst attacks
>Fixed various issues in script compiler and decompiler (compile.exe and int2ssl.exe in the modders pack)
>Improved item highlighting mod to handle the line-of-sight check properly when the player is moving while holding down the key
>Improved and tweaked the behavior of ComputeSpray_* options
>Expanded atoi script function to support parsing binary strings
>Expanded string_format script function to support more arguments and conversion types
>Changed CheckWeaponAmmoCost to be enabled by default and affect only hook type 1 of HOOK_AMMOCOST hook script
>Changed how HOOK_DESCRIPTIONOBJ hook script handles its return value. Now you can return normal strings directly in the hook
>Re-added the check for valid objects to get/set_object_data script functions (only disabled in combat for accessing the combat data)
>Removed the debug message about a missing critter art file from displaying in the game (added in 4.2.2)
>Added options to override the names of sound files used by the engine
>Added an option to item highlighting mod to highlight critters with the same rules as in combat, and changed CheckLOS to be enabled by default
>Added a debug option to duplicate logs to a dedicated console window alongside the game window
>Added a lower limit of -99% and an upper limit of 999% to the hit chance value to prevent a display issue
>Added more options for tweaking some engine perks to the perks ini file
>Added a new argument and a new return value to HOOK_STEAL hook script
>Added a burst control example script and a resting encounters mod to the example mods in the modders pack
>Updated the compute damage example script in the modders pack. Now it should be easier to write one's own damage formula
>Increased the setting range of the combat speed slider in the preferences screen
>New script functions: set_spray_settings, get/set_combat_free_move, get_ini_config, string_find
Thanks for the report. Yes, 4.4 crashes on startup on XP/2003, there will be a hotfix release later.I think backwards compatibility on this one is broken? At least I tried to run it on xpsp3.
Edit: that said, maybe I just need to install a newer msvc redist. I'll try that later
I got lazy and didn't check 4.4 builds on XP/2003. Sorry if anyone got the crash on older Windows.Changelog said:v4.4.0.1
>Fixed a crash on startup on Windows XP/2003
Did you try this guide? https://f3mic.github.io/I tried Fallout 2 modding.
Compiled some simple INT file. How do I integrate it into game now? There is no /Data/scripts folder in my GOG version of the game. I have read multitude instructions on the internet and tried them all but nothing makes my compiled script recognized by the engine.
What do you mean exactly?Is there a way to plugin INI file into installed sFall?
Yes, the path is correct. But make sure that it's actually loaded by whichever sfall you're using. If you use the one that comes with EcCo 0.9, you need to add "mymod.dat" to mods/mods_order.txt file.When you tell about create directory do you mean structure like mods/mymod.dat/scripts/ACKLINT.int ?
(I am trying to modify a simplest script by this manual).
I tried your technique and it didn't pick it up. Should I probably convert INT into DAT?
No, script should be picked up if it's in scripts folder. Try "<fallout_dir>/data/scripts/acklint.int". Also make sure data_patches path in fallout2.cfg points to a data folder.Should I probably convert INT into DAT?
1. try HOOK_ENCOUNTER.
2. HOOK_CALCAPCOST, for those toggleable items you need to check both normal and "active" PIDs.