Fallout 2 mod FO2 Engine Tweaks (Sfall)

Timeslip, i send you PM about problems with using sfall with polish version of Fallout1. Did you read it?
 
Cubik2k said:
Timeslip, i send you PM about problems with using sfall with polish version of Fallout1. Did you read it?
Does the US exe not work with polish data/text files? :?

Converting to another version of the fallout exe is mostly gruntwork. You just need to look up each memory address that sfall requires and find its location in the new exe. Fallout 1 is a bit easier than fallout 2 because it doesn't have as many memory addresses that will need to be changed, but even so it's not something I have time to do. Anyone else with the freeware version of ida and a lot of spare time on their hands could do it though.
 
Timeslip said:
There's still not anything in there that explains why you can't just edit the .pro's. :P

Aside from that, I have nothing else to add that ravachol didn't already say. It should be possible to wrap the function and edit the pro files before they're returned, if they needed to be.
Sorry if I was unclear, I would like to modify the values before they are returned in the engine because as far as it is understood by me and mentioned in other threads the maps contain their own version of the .pro files.

Thus if I simply modify the .pro files then not every instance of that item, weapon, armor, etc. is affected. Leading to in my opinion a sloppy mod.

I was hoping for your assistance if you could review what ravachol had done and maybe finish it so it worked like the perks mod. I don't have the skills to do so and as I mentioned before ravachol went MIA.
 
First, thanks for answer :)

Second:

Timeslip said:
Does the US exe not work with polish data/text files? :?

Unfotunatelly, yes that's true. Some polish text's displayed in that small left-corner window are not dispalyed properly in USA version of exe. This is not problem with fonts but with whole sentence that is not displayed properly.

I mean FO1 USA exe file is not quite compatible with Polish data/text files.

In FO2 all is ok :)
 
Timeslip, can you send me 2XSAIMMX.obj, hq2x_i386.obj and eax stuff (.h)
Thanks

P.S. Mail: alrays [at] yandex [dot] ru
or
ray.outlive [at] gmail.com
 
Glovz said:
Sorry if I was unclear, I would like to modify the values before they are returned in the engine because as far as it is understood by me and mentioned in other threads the maps contain their own version of the .pro files.
When I was searching for the behaviour of protos I found comments like this:

jargo said:
But most data from PRO file IS NOT saved in map.

So if you edited critter and made some changes to his stats,skills,damage etc... then you don't have to update any maps since this info is read directly from PRO file.
Same with Armor, Weapons etc.

Is this incorrect? Sorry I'm being fussy about this. I just don't like making changes without understanding what I'm doing. :P (Also, if information is being read from the map, it's probably done in a completely different place to where normal protos are read...)

Were you thinking of save games? I know that some proto's get saved there, although mostly it seems to just be critters.

Alray said:
Timeslip, can you send me 2XSAIMMX.obj, hq2x_i386.obj and eax stuff (.h)
Thanks

P.S. Mail: alrays [at] yandex [dot] ru
or
ray.outlive [at] gmail.com
The eax headers and libraries can be downloaded here.

The .obj files are assembled from the .asm files in the \Filters folder with nasm. Dream's code has the custom build rules you need. (I dropped them from my version because my paths were different, so it was easier to just assemble them by hand and reference the .obj's as normal libraries.)
 
I know about nasm. But when I try to use compiled obj files with sfall I have error:

fatal error LNK1107: invalid or corrupt file: cannot read at 0x1634

But nasm compiled this files without any errors...

I used files from Filter folder from 1.22
 
Weird. Are you sure you assembled it to the right format? ('-f win32', iirc.)

Anyway, I've uploaded the compiled versions here for you.
 
Timeslip said:
Is this incorrect? Sorry I'm being fussy about this. I just don't like making changes without understanding what I'm doing. :P (Also, if information is being read from the map, it's probably done in a completely different place to where normal protos are read...)

Were you thinking of save games? I know that some proto's get saved there, although mostly it seems to just be critters.
I have modified .pro files before and dropped them into the game folders, when playing in game it seemed that critters did not pick up the changes. Meaning if the critter was already wearing armor and carrying weapons and ammo, those items would be unaffected. This would bring unbalance to the game.

The sections of the engine that were identified and by the way they were described to me, it seemed if modded would allow me to circumvent this critter/item issue. Plus a mod like the one I was hoping for would allow for original .pro files to remain untouched while allowing anyone to implement values for critters, armor, weapons, items, etc. Yes, some descriptions and other text would still need to be modded in the original files, but this would IMHO simplify a lot of what people want to change most.

Also, I don't see why the engine would have separate functions for dealing with .pro files being read from a map, though I guess it's possible.

As for saved games, no I'm not looking to hack or create a way to hack saved games. Though this mod might be able to do just that if again reading .pro files in saved games is not seperate.
 
Glovz said:
I have modified .pro files before and dropped them into the game folders, when playing in game it seemed that critters did not pick up the changes. Meaning if the critter was already wearing armor and carrying weapons and ammo, those items would be unaffected. This would bring unbalance to the game.
I'm going to need to know which files the data is saved into then. According the the .map and critter .pro format docs, there's no space for storing armour/weapon stats in either. critter proto's don't have inventory data at all, and .maps just store the numeric id of whatever items are in a critters inventory and what ammo weapons have loaded, but not much else. What other options are there?

Also, I don't see why the engine would have separate functions for dealing with .pro files being read from a map, though I guess it's possible.
Because the data in the map would probably be in a different format to the .pro file, and would need a different function to convert it into whatever fallout uses internally.
 
I have been doing some experiments with the mapper (which I hate and will never be proficient at) and it seems the real problem lies with armor that a critter is wearing. I am not sure how the game identifies what armor a critter is wearing and how it applies the values of that armor to the critter. I believe it has been mentioned in the forum that the mapper stamps or when editing a critter an armor change has to be stamped. So how this is handled in the map file afterward I'm not sure.

So maybe I am approaching this problem of change acceptance/game balance incorrectly. If something in the game identifies/denotes/flags what armor a critter is wearing then possibly that could be changed via a mod.

All others armor, weapons and items, whether in hand or in inventory can be affected by a change in its .pro file. Though I would still like to be able to modify the values of these .pro files other than editing the .pro files directly because it offers a flexibility to modding and would/should allow for mods that only focus on .pro changes to be compatible with other mods that add/remove/change maps.
 
Glovz said:
I have been doing some experiments with the mapper (which I hate and will never be proficient at) and it seems the real problem lies with armor that a critter is wearing. I am not sure how the game identifies what armor a critter is wearing and how it applies the values of that armor to the critter. I believe it has been mentioned in the forum that the mapper stamps or when editing a critter an armor change has to be stamped. So how this is handled in the map file afterward I'm not sure.
Can critters wear armour? I thought that they just had the various damage modifiers/thresholds set directly in their protos and don't have a real armour slot, which is why armour isn't lootable.

*wanders off to look at how the lootable armour mod works.*
 
At least in the mapper you can have a critter wear armor (meaning the armor is in the wear slot) but this alone does not change the critters stats.

Don't know if this alone allows one to steal armor off a dead critter - I believe I read something about armor needing to be in the inventory (I could be wrong).
 
If a critter is wearing armor that you added to it in the mapper, it's stats are changed.

Whether or not you can loot the armor afterwards is just a function of the proto file, where you have to select whether or not a critter can be looted. Whether the item is worn or not, it will still show up in it's inventory when it is killed.

The lootable armor mod is different. In that case, the critters are not wearing armor. However, when the critter is killed, a set of armor is added to it's inventory, depending on it's appearance.
 
@MIB88
I just tested it in the mapper - just dropping armor into the critters armor wear spot does not change his stats or appearance on the map - I think there is another step - but I am not good with the mapper.

Could you explain further? (treat me like a two year old, spell out every step)
 
Glovz said:
@MIB88
I just tested it in the mapper - just dropping armor into the critters armor wear spot does not change his stats or appearance - I think there is another step - but I am not good with the mapper.

Nothing to explain, really. I used the mapper to make some adjustments before, and I could have sworn that I saw the critter's damage resistances change. The appearance, however, does not change. Maybe I am mistaken about the stats, but I really thought this was the case. I have never tried putting armor on anything except a human critter.
 
That's really weird that you noticed no change in the stats. I was having a dilemma with this and the lootable armor mod. In some instances, I added the code for armor to be added to some critters when they are killed. In some cases, this results in some critters having two sets of armor, because they are using a script that generates armor even though it is also in their inventory. This was a problem I encountered regarding the Salvatores. Many of them use the same script, but not all of them have armor. I was going to remove the code from the script of those critters, and just add armor to their inventory through the mapper. However, doing this made those critters tougher, and I didn't want to do that. This is why I was fairly certain that adding armor to a critter in the mapper changed their damage thresholds/resistances.
 
Well again my skill with the mapper is poor and I only know what I see, but you may be right that once in game the engine sees that the critter is wearing armor and adjusts the stats - I not sure how to check what a critters stats are in game.
 
Back
Top