Fallout 2 mod FO2 Engine Tweaks (Sfall)

Very simple really. When you place the armor into the critter's armor inventory slot, you should notice the change immediately. Just look over to the right side of the inventory screen, and you should see the damage resistances/thresholds change immediately (and they will change back when the armor is removed from that space and placed instead in the hands or inventory).
 
Yes I know how to do that in the mapper or my own character in game. What I meant was when I edit a critter in the mapper, put armor in it's wear armor slot (which I do not see a change in stats) then save the map. Then I start a new game and what? This is where I am not sure how to test if my change has taken affect properly in game for the critter I changed.

Example:
in the artemple.map file I added metal armor to (can't remember his name) critter who is blocking the path to the village. In game, how would I be able to check if the critter now has the metal armor stats?
 
Easiest would be to edit the Metal Armor proto so it stops Normal damage 100%, then go in-game and attack that guy with your spear and see if he's taking zero damage, if he is then the armor works.
 
Exactly. The only way to tell is if you actually fight the critter. However, I still have trouble believing that you don't see a change in the stats. The little window should say something in resistances other than just a string of 0/0.
 
v1.23 is up. No changes apart from a few left over pieces from my attempt at getting npc's to use their 6th levels, which I thought might be worth while releasing.

Added an option to remove the random element from npc levelling
Added a new script function inc_npc_level

Has no-one made an eax.ini yet? I'd like to include one with sfall, if someone does all the default maps.
 
Timeslip, did you try to fix that bug with the Gain Intelligence perk that does not increase the skill points gained per level?
 
gracul said:
Timeslip, did you try to fix that bug with the Gain Intelligence perk that does not increase the skill points gained per level?
It's the opposite problem to the way you can get extra perks with drugs. Allowing gain intelligence to give you extra skill points would mean that you could also get extra skill points by taking mentats just before a level up.
 
So, basically the Gain Foo are treated like permanent drugs? I know that if you increase your IN with the memory module you do get the additional skill points, so maybe there is some workaround.
 
gracul said:
So, basically the Gain Foo are treated like permanent drugs? I know that if you increase your IN with the memory module you do get the additional skill points, so maybe there is some workaround.
afaik, the only difference is where the extra point gets added. If it's to your base stat, you get the extra skill points. If it's to the extra stat, then you don't. Try using a global script to move it from one to the other.

Here's one I made up. I haven't tried compiling it, so you may need to tweak it a bit.

Code:
procedure start;

procedure start begin
	if (game_loaded) then begin
		if(has_trait(0,dude_obj,88)=0) then begin
			set_global_script_repeat(100);
			set_global_script_type(0);
		end
	end else begin
		if(has_trait(0,dude_obj,88)) then begin
			set_pc_base_stat(4, get_pc_base_stat(4)+1);
			set_pc_extra_stat(4, get_pc_extra_stat(4)-1);
			set_global_script_repeat(0);
		end
	end
end
 
Timeslip said:
No changes apart from a few left over pieces from my attempt at getting npc's to use their 6th levels, which I thought might be worth while releasing.


Does that mean the missing 6th levels are working now?
 
Timeslip said:
What happens if you try using sfall to disable the horrigan encounter on an otherwise unmodded game? Have you tried using the separate horrigan encounter patch with your mod, and does that behave in the same way?

It does not work even on unmodded game. I remember it worked in that first version, maybe 1.22.0, but it had worldmap blinking side effect...

Separate patch ? I have not found it :roll: ...
 
Just a small question... is it possible to change the worldmap viewport with changing a value in the ddraw.ini? Would be really nice, so I don't need to use a hex editor or something like this... :/
 
Lexx said:
Just a small question... is it possible to change the worldmap viewport with changing a value in the ddraw.ini? Would be really nice, so I don't need to use a hex editor or something like this... :/

To do this, changes are needed in "fallout2.exe" file and "city.txt" file.

EDIT:

Code:
Camera position:

Offset    bytes     orig. value     descr
10C42C     2          0х0000        World Viewport X
10C430     2          0х0000        World Viewport Y

0 means that camera is in the point 184, 133. Positive value moves camera down/right and negative - up/left.

Highlight:

Offset      bytes     orig. val.              descr
0AD008:     4         0хAD000000        World Highlight X
0ACD90:     4         0хAD000000        World Highlight X
0AD00D:     4         0х7A000000        World Highlight Y
0ACD95:     4         0х7A000000        World Highlight Y

0xAD is equal to 173, 0x7A - 122. 173, 122 - starting coordinates (Arroyo).

Memory_offset = File_Offset + 0x411A00

the code is from TeamX old forum:
http://www.teamx.ru/cgi-bin/ikonboard/topic.cgi?forum=12&topic=35&start=0
 
Hi, this is my code for changing Viewport and Start Position with Engine.
The .ini options: StartXPos=, StartYPos=, ViewXPos=, ViewYPos=

Code:
date=GetPrivateProfileInt("Misc", "StartXPos", -1, ini);
   if(date!=-1) {
      if(*((DWORD*)0x4BC990) != 0xAD) return false;
      SafeWrite32(0x4BC990, date);
   }
   date=GetPrivateProfileInt("Misc", "StartYPos", -1, ini);
   if(date!=-1) {
      if(*((DWORD*)0x4BC995) != 0x7A) return false;
      SafeWrite32(0x4BC995, date);
   }
   date=GetPrivateProfileInt("Misc", "ViewXPos", -1, ini);
   if(date!=-1) {
      if(*((DWORD*)0x51C02C) != 0x0) return false;
      SafeWrite32(0x51C02C, date);
   }
   date=GetPrivateProfileInt("Misc", "ViewYPos", -1, ini);
   if(date!=-1) {
      if(*((DWORD*)0x51C030) != 0x0) return false;
      SafeWrite32(0x51C030, date);
   }

The Code is for main.cpp
 
This is a question directed mostly at Timeslip (who they say is the engine man who can.....) But also anyone who understands the mystical workings of the 'engine'

When you put a weapon into your characters hands (or put it away) from the inventory screen, the draw/holster animation (XC/XD) plays behind
the inventory screen. Now, i think this sucks as the net result is that
you hardly ever see all these great animations the devs made! (they only
play if you have nothing in one item slot - and switch hands)

The same goes for NPC's

My quesiton is: can these animations be set to play AFTER the
inventory screen is closed?
 
Hm? I can see the animations everytime, when I am in the game and switch the slots or if I use a door or other containers, and so on. I don't think, that this would be that needed.
 
Lexx said:
Hm? I can see the animations everytime, when I am in the game and switch the slots or if I use a door or other containers, and so on. I don't think, that this would be that needed.

No no, im saying when you change weapons in your inventory:

- open up your INV
- INV screen appears (taking up most of the screen)
- switch weapons
- close inventory, hero simply appears with new
FRM's No animation is played - or if it is, it is played
'behind the scenes' so you can't see it.

Another possible solution to this would be for the
animations to play in the window within the INV
screen that shows your character rotating.

Is this an engine problem?
 
Is it possible to make so that reload animations are only displayed when you actually reload your weapon?

It's kind a stupid, when npc uses magic fingers animation for weapon reload, when there is real weapon reload animation available.
 
This animation is the standard idle animation. If somebody wants to change it, he needs only overwrite the idle animations. I think, it is not possible, to add this animation, when you reload the weapon.
 
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