Fallout 2 mod FO2 Engine Tweaks (Sfall)

OK. It does work. Shame on me again :lol:... Maybe i've tested it using ctrl+r to skip trials of arroyo on unmodded game...

EDIT : Now It's OK even in our mod. I use my patcher to extract sfall.dll and ddraw.ini from our dat, do some memory patches(which are not present in sfall) and then when game is loaded it removes ddraw.ini(needless and with side-effect) -> this is problem :lol: :lol:. Sfall uses that ini even when game is loaded(but other things worked fine)...

EDIT2 : OMG. That map blinking is not side effect of disabled Horrigan encounter. It's ok even with that first easy solution. :roll:. Sorry. I've noticed that map blinking after your patch because we haven't map 149 in maps.txt -> game crash. That map blinking comes after very long traveling in worldmap and it's side effect of dirty nomovie patch(applyed in my patcher). :cry:
 
Would it be possible to add and option that lets you launch different options at Fallouts start up?

So you can either specify different versions of the ddraw.ini
eg:

fallout2.exe -ddraw.ini
fallout2.exe -mymod.ini

The other option is to be able to use other command switches on startup

Fallout2.exe /configfile=fallout.cfg
Fallout2.exe /configfile=mymod.cfg

Fallout2.exe /PatchFile=patch000.dat
Fallout2.exe /PatchFile=mymod.dat

I'm really just looking for ways to allow people to have different mods installed in different locations in their fallout folder and just run them from a different shorcut for each mod.
 
Wild_qwerty said:
Would it be possible to add and option that lets you launch different options at Fallouts start up?
You already can, and have been able to since 1.12. :P

Make sure you set UseCommandLine to 1 in the normal ddraw.ini. (Disabled by default because wasn't sure if fallout accepted any command line arguments normally.) You don't need the '-'. Just launch with 'fallout2.exe "myini.ini"'
 
funky :)

I know this next thing is probably done as well but I cant find it in the ini file :?

Have you included the city limits patch in sfall? I've looked through it and cant find it anywhere. I gave it my best man look which probably means its right in front of me.

If you have got the city limits patch installed then would you please me able to?

*EDIT*
here's the original patch
http://www.nma-fallout.com/forum/dload.php?action=file&file_id=75
 
Wild_qwerty said:
Have you included the city limits patch in sfall?
No, that wasn't included. T'was my fault for making assumptions; the patch included a modified city.txt, which I assumed was part of the patch and didn't want to include with sfall because it would break mod compatibility. After taking the time to download the mod and read the readme, it turned out that the city.txt was just an example and not part of the patch itself, so I didn't need to include it in the first place... :roll:

Anyway, I've uploaded 1.25, which includes the city limits patch, hardware shader support when using Mash's resolution patch and a couple more script functions that my extra trait mod needed.
 
What do new script functions (set_xp_mod, set_perk_level_mod) exactly do ?

"my extra trait mod needed"...

is it possible to mod traits ? .)
 
Mario_Dweller said:
What do new script functions (set_xp_mod, set_perk_level_mod) exactly do ?
The extra functions are documented in the sslc readme, except where something is obvious.

set_xp_mod modifies the xp you get, and takes a percentage as its argument. (i.e. set_xp_mod(200) doubles the xp you get.) set_perk_level_mod sets a modifier between +25 and -25 that is added/subtracted from the players level for the purposes of deciding which perks can be chosen. (i.e. set_perk_level_mod(25) would let you pick slayer as your first perk.)

Edit: It's been pointed out that the win xp version of 1.25 has a bug that prevents you from setting the graphics mode to 0. (If you try, it'll automatically be set back to 4.) I'll get that fixed for 1.26.

Mario_Dweller said:
"my extra trait mod needed"...

is it possible to mod traits ? .)
http://www.nma-fallout.com/forum/viewtopic.php?t=42436
 
Timeslip said:
Anyway, I've uploaded 1.25, which includes the city limits patch, hardware shader support when using Mash's resolution patch and a couple more script functions that my extra trait mod needed.

That's awesome mate! I think I'm all out of ideas of things for you to add to sfall at this point in time.
 
1.26 is up to fix the graphics mode 0 problem in 1.25. There's also a few extra script functions that I wanted for my weather mod.
 
I use some patches not included in sfall(or maybe some of them are included) using my patcher. It's not important for me but it's usefull...

It's just idea, there are other ways to reach for it by some standalone patches or editors...

Hakunin dreams
~~~~~~~~~~

0x4A370F, 0xE9
0x4A3710, 0x95
0x4A3711, 0x00
0x4A3714, 0x90
0x4A37B7, 0xEB

REPUTATION GVARs(set GVARs to town and disable other reps)
~~~~~~~~~~

mad_eye said:
gvarnumber1 = $51854C (2 bytes)
(2 bytes of free space)
townnumber1 = $518550 (2 bytes)
(2 bytes of free space)
gvarnumber2 = $518554 (2 bytes)
(2 bytes of free space)
etc..

To maximum of 19 new towns. Research credits goes to Mynah(from Team X) and his Reputation GVARs editor.

ELEVATORS
~~~~~~~

I've simply used some elevator editor and then i've compared differences between two files...

memory offsets around 0x43E9xx
 
Hello!

Elevators.

http://www.teamx.ru/rus/bd/elevators_f2.shtml

Sample

Elevator 0

Main_Frm_Number=$2ED5C + $000;
Left_Frm_Number=$2ED5C + $004;
Button1_Map = $2EE7C + $000;
Button1_Elevation = $2EE7C + $004;
Button1_Tile = $2EE7C + $008;
Button2_Map = $2EE7C + $00C;
Button2_Elevation = $2EE7C + $010;
Button2_Tile = $2EE7C + $014;
Button3_Map = $2EE7C + $018;
Button3_Elevation = $2EE7C + $01C;
Button3_Tile = $2EE7C + $020;
Button4_Map = $2EE7C + $024;
Button4_Elevation = $2EE7C + $028;
Button4_Tile = $2EE7C + $02C;

ddraw.ini

[Elevator 0]

Main_Frm_Number=
Left_Frm_Number=
Button_Count=

Button1_Map=
Button1_Elevation=
Button1_Tile=

Button2_Map=
Button2_Elevation=
Button2_Tile=

Button3_Map=
Button3_Elevation=
Button3_Tile=

Button4_Map=
Button4_Elevation=
Button4_Tile=

Sample delphi 7

http://jordan631.narod.ru/patcher.7z
 
Had my last exam today, so 1.27 is up to celebrate. :D

>Added an override console option to fit more text into the console at high resolutions (Not finished!)
>Added a fix for saving/loading in combat with the bonus move perk
>Added an option to automatically set processor affinity to a single core
>sfall script functions which expect a string as a parameter now accept variables as well as constants
>Global scripts set to run only on the local map no longer stop running in combat
>Improved the behaviour of set_shader_mode.
>Added new script functions: get_game_mode, force_graphics_refresh
The override console thingy is a bit broken; you can't scroll up or down yet, and the text is rendered on top of the mouse pointer. It's actually been in there for a couple of versions already, but it even more broken then than it is now. (Like appearing on the world map and dialogs. :P)

The processor affinity thing is something I added because of a comment in the F2RP bug list. I have a duel core processor and I've never had any problems, but the option is there if anyone needs it.

Edit: With the bonus move fix, when you load a game in combat with the bonus move perk the number of yellow dots in the ap bar may be incorrect. (It will always display the full number, even if you have already used some.) As soon as you take any combat action they will correct themselves.

I still have some project gunk to get done for uni by next week, alas, but will look at elevators and whatever when I get the chance. :(
 
Nice release Timeslip and congrats on finishing finals. It is always a great feeling when that happens.

When you get the chance, could you check another perk issue that was reported on the F2RP Technical page as well as in Per's guide.

From tech page:
The Gain Intelligence perk brought me from 8 to 9, but I still receive only 16 skill points per level.

From Per's guide:
"When I choose the Gain Intelligence perk, the relevant skills go up to reflect that, but I don't gain any additional skill points when I move up a level."
 
killap said:
When you get the chance, could you check another perk issue that was reported on the F2RP Technical page as well as in Per's guide.

From tech page:
The Gain Intelligence perk brought me from 8 to 9, but I still receive only 16 skill points per level.
Sorry, just posted in your thread before I saw you post here. :(

Looking at the code I think that's deliberate rather than a bug, but in my own opinion it should give you the extra skill points.

You don't need me to fix it anyway. You can just use a block like this in a global script or the players script:
Code:
if ( has_perk(obj_dude, PERK_GAIN_STRENGTH)  and get_sfall_global("strperk")==0)then begin
  set_pc_base_stat(0, get_pc_base_stat(0) + 1);
  set_pc_extra_stat(0, get_pc_extra_stat(0) - 1);
  set_sfall_global("strperk", 1);
end
(Made up off the top of my head, so don't expect it to compile as is. :P)
 
Small question (again) besides: Could it be possible to add in Fallout 2 the red dotted line from Fallout 1, if the player wanders on the worldmap?

 
Something even better to bring over from Fallout 1 would be "Tell Me About", it'd certainly make those FO1 to FO2 conversions a bit more accurate, and you could use it for cool stuff too.
 
I wonder if it could be possible to convert Fallout 2 World Map style to the (in my opinion) better Fallout 1 worldmap style. I've never liked Fallout 2's world map. Too bland for my tastes.
 
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