Fallout 2 mod FO2 Engine Tweaks (Sfall)

Discussion in 'Fallout General Modding' started by Dude101, Jul 30, 2007.

  1. brother_soifran

    brother_soifran Look, Ma! Two Heads!

    396
    Oct 14, 2008
     
  2. brother_soifran

    brother_soifran Look, Ma! Two Heads!

    396
    Oct 14, 2008
    No just time to open a beer, not to drink it.
    And no, I don't use yet the HR patch.
    You talk about the mash one?

    heu... :oops: :shock:
    :mrgreen:

    Lol ok ;)
     
  3. Mr.Wolna

    Mr.Wolna Vault Senior Citizen

    Nov 15, 2007
    @Timeslip but it will be worth to do that! hm we will see, what mabe you can find out about it. When you know somethin nice sty me/us tunned ;)

    anywhere the new scrit is just beatiful. and make always my dream came too.
     
  4. Continuum

    Continuum Vault Fossil

    Nov 8, 2006
    Thanks for searching this Timeslip :)
     
  5. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    question is it possible to fix the bug that causes party members with more then 5 stages to not level past stage five?i know the pro files will have to be packed in master.dat or even better stop the game from copying the party pro files into the data folder(heh)would be awesome,if not no sweat,awesome mod timeslip
     
  6. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    That's not a bug, it's a deliberate cap. Actually, I've already been able to remove it and shuffle the messages around a bit to make the leveling up part work, but then once an npc did hit level 6 things went... weird. As far as I can tell, it didn't load the level 6 proto correctly, and I never managed to find out why. The issue with npc stats resetting may be related.
     
  7. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    lame,thnx anyway
     
  8. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    I believe it was recently determined that NPC stat resetting (like with Cassidy) was the result of a bug with his base proto (it used the wrong script). It was also brought to attention that having a base proto for an NPC in the protos directory causes the NPC to lose levels/reset when saving/loading a game. I have overcome these issues by modifying the main dat files to include the updated/new NPC protos. Doing so fixes the issues I just mentioned. At this time, this seems to be the only working fix.
     
  9. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    Yeah, that's the issue I was talking about. There's no reason for that to happen that I could see either, it's just another random problem with reading party member protos. I suspect that if I could fix that, I might be able to get the level 6's back. :?
     
  10. phoenixclaws

    phoenixclaws First time out of the vault

    10
    Sep 14, 2008
    Sfall was updated recently...

    Changelog:
    Code:
    v1.44b
    >Added an option to setup a key to toggle highlighting of items on the ground
    >Fixed issue with death anim hook scripts crashing on some npcs
    >Fixed fake traits/perks not being removed if picked and then canceled
    
    v1.44
    >Added two new hook scripts to allow scripting of death animations
     
  11. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    Umm, I think we all know already... I posted about it over a week ago. Go back a page or two. :P
     
  12. crazycc

    crazycc First time out of the vault

    17
    May 22, 2009
    Hi, Timeslip

    I make a new damage formula and I will do some tweak on perks and traits, is it possible for you to add them to your next version of sfall when they are finished. I would like to use your traits "jack of all trades" and "diligent learner" to replace two chem related traits, also, I try to change the skilled trait and found it is hooked by sfall (LevelUpHook function), I may load differrent version depend on the settings the ddraw.ini, is it OK with you?
     
  13. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    Made another very little update; only one change, to let you swap the left and right mouse buttons around for any left handed players amoung us.

    If you've got any patches you want me to include, feel free to send them over. For the most part though I think it's better to add new traits than try and overwrite any old ones that have hardcoded effects.
     
  14. brother_soifran

    brother_soifran Look, Ma! Two Heads!

    396
    Oct 14, 2008
    hello,
    May someone can explain me where put the files in the int2ssl.zip and sslc.zip please?
    I think it's in FSE, but where exactly please?
    Thanks

    Brother Soifran
     
  15. Jordan

    Jordan It Wandered In From the Wastes

    106
    May 8, 2008
    brother_soifran

    To compile the scripts do not necessarily use the FSE.

    Unpack the archive with the program in any folder.
    In the same folder, create a file 1.bat
    And write it so
    sslc.exe name.ssl

    In the same folder, create a file 2.bat
    And write it so
    int2ssl.exe name.int

    To compile run 1.bat, to decompile 2.bat.

    For convenience, create a bin folder and copy the program there.
    And correct bat files
    bin\sslc.exe name.ssl
    bin\int2ssl.exe name.int

    To ensure that each case would not write the file name.

    Create a file P.bat
    @echo off
    rem @bin\cpp.exe %1.ssl -w -Iinclude %1.i
    @bin\sslc.exe %1.i
    rem @move %1.int ..\data\scripts\
    @del %1.i

    Create a file Compile.bat
    @echo off
    @for %%f in (*.ssl) do P %%~nf

    To compile, run Compile.bat
     
  16. brother_soifran

    brother_soifran Look, Ma! Two Heads!

    396
    Oct 14, 2008
    Ok,ok, thanks Jordan.
    It works fine.
    I'll test this when I 'll have sometime.
    Thank you.

    Brother Soifran
     
  17. Josan12

    Josan12 Vault Senior Citizen

    Oct 15, 2007
    Hey Timeslip - what do you think about the possibility of an sfall function where you can set party members to 'mimic' you weapon holstered/drawn status? Several folks here on NMA have mentioned it can be a bit tedious to tell all your party members to holster weapons in places like NCR, so it occured to me it might be cool if they would simply 'copy' the player - when s/he holsters, they follow suit. And when s/he draws, they do the same.

    Of course, there is one key problem - unarmed players may never draw a weapon, so neither would their followers!! Would it therefore also be possible to be able to turn it on/off in-game??
     
  18. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    I think, this could be done via script. It is possible to add new hotkeys, so IMO it should be possible to press a hotkey that tells a global script to "talk" to your party npcs and tell them they have to put away their weapons. It would be just a different way than activating this via a dialog node.

    Still, not so easy work, I think.
     
  19. lisac2k

    lisac2k Vault Senior Citizen
    Modder

    Oct 26, 2004
    No need to mimic anything. Simple check if the item in the current player's slot is weapon or not is possible even with the old scripting system.

    The idea is excellent, if I may add, and shouldn't be hard to script. Too bad I have no time to help you with it now, not to mention that I should renew my scripting knowledge before starting something like that...
     
  20. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    You mean as alternative idea? "IF player has NOT weapon in hands THEN put away your fucking weapon too"? Sounds most easy.