# Fallout 2 mod FO2 Engine Tweaks (Sfall)

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

Oct 14, 2008

2. ### brother_soifranLook, Ma! Two Heads!

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...

Lol ok

3. ### Mr.WolnaVault 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. ### ContinuumVault Fossil

Nov 8, 2006
Thanks for searching this Timeslip

5. ### NirranVault Senior CitizenModder

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. ### TimeslipWater Chip? Been There, Done ThatModder

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. ### NirranVault Senior CitizenModder

Apr 15, 2007
lame,thnx anyway

8. ### killapBear DudeModeratorModder

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. ### TimeslipWater Chip? Been There, Done ThatModder

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. ### phoenixclawsFirst time out of the vault

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. ### TimeslipWater Chip? Been There, Done ThatModder

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

12. ### crazyccFirst time out of the vault

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. ### TimeslipWater Chip? Been There, Done ThatModder

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_soifranLook, Ma! Two Heads!

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. ### JordanIt Wandered In From the Wastes

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_soifranLook, Ma! Two Heads!

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

Brother Soifran

17. ### Josan12Vault 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. ### LexxTestament to the ghoul lifespanModeratorModder

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. ### lisac2kVault Senior CitizenModder

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. ### LexxTestament to the ghoul lifespanModeratorModder

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.