Fallout 2 mod FO2 Engine Tweaks (Sfall)

Josan12 said:
@ Timeslip: I can't seem to get a newer version of sfall than 1.42 from your website. Did you pull 1.43? or am i missing something?
You're missing something, specifically the post where I said that since I haven't tested anything yet I was releasing it as a beta. The download link is in that post.

I've checked most of it now; I just have the imported procedure with arguments bit and the always reload messages bit left.

Nevill said:
I know (well, now that you told me about it :)). I just hope it's not going to be removed for fallout 2.
Why would I randomly remove things? :P

I've commented it out and marked it as obsolete in the ini, but if you uncomment it and comment out the WorldMapFPSPatch option that replaced it then it'll work normally.
 
Thank you. That was exactly the answer I've hoped for.

Some people just prefer to delete obsolete things, that's why I got anxious. :)

And another question. Now, I know that the thread is dedicated to F2 mostly, but since sfall is available for F1 as well... can something be done to AP costs for using chems? When held in hand it displays the AP cost of 2, while in fact it is 5 (or 3, if taken through "Use Item" menu). Is there a way to make it consistent with F2 cost (always 2)?
 
Timeslip said:
Josan12 said:
@ Timeslip: I can't seem to get a newer version of sfall than 1.42 from your website. Did you pull 1.43? or am i missing something?
You're missing something, specifically the post where I said that since I haven't tested anything yet I was releasing it as a beta. The download link is in that post.

:oops: Thanks

EDIT: The download link in your post on the last page only gets me to 1.43a - and there seems to be no mention in the readme of the idle animation playing on reload or the corpse blocking LOF removal .... :scratch:
 
I have found a mistake in sfall v1.43b code

;To change the 'FALLOUT II v1.02d' version string on the main menu, uncomment the next line
;You can use up to 2 %d's in this, if you want to include fallouts version number somewhere
;VersionString=

A red marked semicolon disabled display of custom version number on the main screen.
 
Nevill said:
And another question.
No. The fallout 1 version of sfall is never going to get any features that require fiddling about with its memory. (At least, none written by me. It's never a good idea to say never.)

Josan12 said:
EDIT: The download link in your post on the last page only gets me to 1.43a - and there seems to be no mention in the readme of the idle animation playing on reload or the corpse blocking LOF removal .... :scratch:
Sorry, missed that edit. Not sure what happened there, but I replaced 1.42 with it last week sometime already anyway, so you can just get it from the normal place.

JaW said:
I have found a mistake in sfall v1.43b code

;To change the 'FALLOUT II v1.02d' version string on the main menu, uncomment the next line
;You can use up to 2 %d's in this, if you want to include fallouts version number somewhere
;VersionString=

A red marked semicolon disabled display of custom version number on the main screen.
umm, that's hardly a mistake... That's why the comment above specifically says to uncomment the next line to use. Otherwise sfall would end up trying to replace the version with a blank line, which would be a bit stupid. :roll:
 
Timeslip said:
JaW said:
I have found a mistake in sfall v1.43b code

;To change the 'FALLOUT II v1.02d' version string on the main menu, uncomment the next line
;You can use up to 2 %d's in this, if you want to include fallouts version number somewhere
;VersionString=

A red marked semicolon disabled display of custom version number on the main screen.
umm, that's hardly a mistake... That's why the comment above specifically says to uncomment the next line to use. Otherwise sfall would end up trying to replace the version with a blank line, which would be a bit stupid. :roll:

Ehh, you are right with that blank line. I just didn't understand what did you mean by uncomment.
 
Timeslip said:
I replaced 1.42 with it last week sometime already anyway, so you can just get it from the normal place.

Goddammit Timeslip: you are the man/woman!! :D IMO the reload idle animation is an awesome little tweak (though of course it doesn't work for some weapons, but hey - it doesn't hurt that's for sure)

And i haven't tested the corpse blocking removal but i'm sure it works and i HATE that bug! The only good bug is a dead bug.

Thankyouthankyouthankyou!! :clap:
 
Hi Timeslip, any chance you could update Sfall for fallout1 so that the dx9 modes work with the hi-res patch?
No hurry if so, I've been meaning to ask for ages.
 
Entering the world map from Arroyo for the first time, the mouse freezes, the music loops, and there's an error that says "The instruction at ffffffff referenced memory at ffffffff. The memory could not be read from." Every time. The game worked flawlessly up until then, so the issue is definitely with the world map.

Anybody know what might be causing this? I'm running FO2 UK 1.02 with Megamod 2.34, Sfall 1.43b (with Get Drunk and Extra Traits), Hi-Res 2.0c and Weapons Redone 1.7, they're all supposed to be compatible.
 
Hemophiliac said:
Rather than crossposting the same thing repeatedly, please just follow the advise you've already been given: if you suspect something of causing a problem, then shut it off for a bit and see if your issue goes away, to confirm where the problem is.
 
Timeslip said:
Hemophiliac said:
Rather than crossposting the same thing repeatedly, please just follow the advise you've already been given: if you suspect something of causing a problem, then shut it off for a bit and see if your issue goes away, to confirm where the problem is.

I did, but I can't just shut off Sfall since the Megamod is dependent on it. And I thought it might be related to the new world map code somehow.

I only crossposted this when it turned out not to be the Hi-Res Patch after all. Since I've played with the same version of the Megamod before without any trouble, and F2WR is unlikely to be the culprit since it only changes protos, the best bet was here. My thought was that you might have some insight into what the specific error message meant.
 
Hemophiliac said:
I did, but I can't just shut off Sfall since the Megamod is dependent on it.

Um... that's not true at all. The MM is not dependent on Sfall in order to work. The game will still run without it, but there are a few fixes you will miss out on (like worldmap speed, encounter rate, the bonus move fix, and some others), a few other nice-to-have features (like being able to use the mouse wheel), and other things.
 
Hemophiliac said:
I did, but I can't just shut off Sfall since the Megamod is dependent on it. And I thought it might be related to the new world map code somehow.
As MIB88 said, yes you can, but even if you couldn't you can still shut of individual elements one at a time. Dump the whole of sfall first, if that fixes it then put it back and just disable any patches related to the world map, (there's things like the pathfinder perk fix that effect it, as well as the encounter rate patches,) and then repeat and keep narrowing it down until you've found the problem.

Personally though I think it's more likely that you've got a corrupt fallout install somewhere.

Hemophiliac said:
My thought was that you might have some insight into what the specific error message meant.
It's just a generic memory access violation. eip isn't pointing anywhere in valid code, so you probably have a corrupted stack. Means that there's nothing useful you can tell from the error at all.
 
Hi, Timeslip

Is it possible to change npc level when they join or rejoin the party based on the player's level?

For example, Cassidy will be level 1 when I recruit him at level 5, but he will be level 5 when I recruit him at level 28.

I don't know how the engine keeps track of current npc level, those pro files in save folder don't have any data related to npc level, or I didn't find them.
 
Hemophiliac said:
It turned out to be WorldMapFPSPatch=1. Game works fine now.
Odd. Were you using an exe that already had a world map speed patch applied or something?

crazycc said:
Hi, Timeslip

Is it possible to change npc level when they join or rejoin the party based on the player's level?

For example, Cassidy will be level 1 when I recruit him at level 5, but he will be level 5 when I recruit him at level 28.

I don't know how the engine keeps track of current npc level, those pro files in save folder don't have any data related to npc level, or I didn't find them.
No need for anything extra to be added to sfall for that, just set up a script on the companion that calls inc_npc_level at the appropriate times.
 
I just reinstalled Fallout, but sfall says that it "was expecting Fallout 1v1.2 US". I've checked my game and it says it's 1.1. How can I reconcile this?

EDIT: Nevermind.
 
i am not sure if this is a bug or something i did and screwed it away,but i selected a "fake perk" in the perk selection menu and then canceled instead of clicking done,when i re-entered character screen i still had the perk point available and the fake perk i selected was still applied to the chosen one

edit : i selected a fake perk,then clicked done in perk menu then clicked cancel in main char menu,fake perk was applied even though i clicked cancel in main menu and perk point was still available next visit to char main menu
 
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