Fallout 2 mod FO2 Engine Tweaks (Sfall)

1.13c is up. I've fixed the sharpshooter problem with killap's patch, added the ability to change player models and movie paths, (default models and movies can also be changed via script,), added an option to change the starting date and added an option to change the scroll distance limits.
 
Hi Timeslip,

In one of the other thread here Lexx had a request for you to add:

Lexx said:
This sounds nice!

If he can also add a function to change the starting time (the ingame date at game start), than mybe I can throw away my loader-exe file. :)

Great work on this, it going to make so many more options possible.
 
Hi, Timeslip :oops:. Have you ever tried to improve perks modding ?

FROM Fallout Modification FAQ:
Traits: 0x10c184 (Just the location- I haven't looked at them any yet)
Perks: 0x1083cc (15A3A0 in mapper2.exe I believe)

Perks seem to have the following format (Up to Mutate! at least, after that it changes, and then seems to fall apart).
Each perk appears to have the following format:

[00] - ? (Always 0000 0000)
[04] - ? (Always 0000 0000)
[08] - ID (Appears to be ID in PERK.MSG -29)
[0C] - Number of Ranks available
[10] - Required Level
[14] - Stat Modified (entry in STAT.msg - 100) (FFFF FFFF = None)
[18] - Amount Stat Modified
[1C] - Skill 1 (SKILL.MSG - 100) (FFFF FFFF = None)
[20] - Amount for (in % points) Skill 1
[24] - Type*
[28] - Skill 2 (SKILL.MSG - 100) (FFFF FFFF = None)
[2C] - Amount (in % points) for Skill 2
[30] - Req. STR
[34] - Req. PER
[38] - Req. END
[3C] - Req. CHA
[40] - Req. INT
[44] - Req. AGI
[48] - Req. LUC

There are only two skill entries, it's not enough :crazy:. I've tried to modify dude's skills via dude_obj's script. But it won't show up immediately in CHAR window. I've also tried to use global script. But that perk is chosen after CHAR window is closed.

But it's only "cosmetical bug" 8-)
 
And now something completely different... Hi Timeslip! :) Will you have a look at Fallout 2 Mapper (in time), especially its boring map size limits? (limited by BIS years ago, probably due to slow machines in late 90s) Some intelligent expansion would be great for my BGE project...
 
Mario_Dweller said:
Hi, Timeslip :oops:. Have you ever tried to improve perks modding ?
Haven't tried yet, but I'll take a look at it today. I doubt I'll be able to do anything though.

Jesterka said:
And now something completely different...
ummm... That's not different; you asked exactly the same thing at the bottom of page 2. :P

In any case, my answer now is still the same as then.
 
I've been playing with perks a bit, and I can add new ones, (you can have up to 255 before everything explodes,) but I can't do things like modifying more than 2 skills. Is that worth including anyway?

Jesterka said:
Jesus Christ. You Oblivion fans are always so serious... :wiggle:
Me? Serious? :shock:

I really need to start using more :P's in my posts... :P
 
Is it possible to get if player chooses that perk immediately ? get_critter_stat returns 1 after CHAR window is closed(and perk is confirmed)...
 
I use my loader to apply all patches for our(big) mod

And I think it would be possible to add some perk only for iq<4.
This perk would be normally disabled (required level 0x3501). And Loader would somehow( how ? maybe read some(which ?) offset in memory(your function get_critter_base_stat) might be useful ) checks if dude has iq<4 and then set required level for instance to 3.

OR some writebyte script function would allow to do this only via script... :mrgreen:
 
Timeslip said:
I've been playing with perks a bit, and I can add new ones, (you can have up to 255 before everything explodes,) but I can't do things like modifying more than 2 skills. Is that worth including anyway?

Yes, add it, add it :)

Even for using as quest perks like, gecko skinning or something that can be checked by script to allow other options. Being able to alter other stats as a perk would be great.

Just out of interest what stats can be altered? Could I for example increase the players damage resistance or radation resistance, or add points to strength?
 
Just out of interest what stats can be altered? Could I for example increase the players damage resistance or radation resistance, or add points to strength?

You can simply change what is hardcoded:
- Number of Ranks available
- Required Level
- 1 Stat
- 2 Skills
- Required S,P,E,C,I,A,L stats

Via script you can change what you want. But set_critter_stat function is buggy (you can modify basic stats like S,P,E,..., not stats like resistances). But Timeslip has added some new very useful functions (set_critter_base_stat, set_critter_extra_stat,...). You can use them to modify even stats like action points, resistances or armor class...

Adding perks like Gecko skinning etc. can be very easily done. Adding other perks (which can be chosen on level up)can be done too. But if you fill all entries by conditions, you need to set effect of perk via script(dude_obj's). And if you use script functions to modify player's stats and skills(critter_mod_skill), player will see that changes after closing character window.
 
Stupid people ask stupid questions, so is there any installation guide for "sfall" other than "use it with a copy of Fo2.exe" :? Tutorial, anything, so i could stop bother you and actually get something done in my little mod.

Edit:

I'm very disappointed and had a terrible headache about the whole thing so i'll just get over it... i don't need it anyway.

Edit2:

...and after some time i realized my winRAR and WinZip were old versions and could not open *.7z, so i downloaded 7-zip file manager and, what a relief... who the hell!! needs 135% of compression ratio WTF!!!!!!!
 
Timeslip. I've just noticed if player is drug influenced, he can choose perks with bigger requirements. If you want, would it be possible to fix it ? Your function get_pc_base_stat might be useful :)

But get_pc_base_stat returns (values - 1) if critter has gifted trait (+1 to all SPECIAL stats)
 
Mario_Dweller said:
if player is drug influenced

It would be fun if when the player is drugged or drunk or radiated or whatever, the screen becomed differente, for example, lets say different color to simulate the "high" blur.
 
I've hit a problem with the perks; even if I can add extra perks to the game, I can't get them into the save file, so I'm going to have to drop the whole 256 perk idea. :(

I've added an easy way to modify the existing perks, so you can recycle unused things like mental block without hex-editing fallout2.exe. I've also added script functions for modifing perks, so you could can check the players stats and switch out perks that would never be able to be used, as well as for doing things like the int < 4 perk.

Is it possible to get if player chooses that perk immediately ? get_critter_stat returns 1 after CHAR window is closed(and perk is confirmed)...
I don't think that's going to be possible, because there's no time for scripts to run between when the player picks a perk and when the char window gets updated.

Demonslayer said:
It would be fun if when the player is drugged or drunk or radiated or whatever, the screen becomed differente, for example, lets say different color to simulate the "high" blur.
I've already done a get drunk mod. It shouldn't be difficult for someone to expand it to add effects for drugs etc. too.
 
Cool. Perks script functions will be awesome.

And that my last post about drug influence and perks... There would be lots of checking by script, but it isn't impossible...

But some real asm hack would be more effective if is it possible. :)

And is it possible to modify perk rate ?
 
Mario_Dweller said:
Via script you can change what you want. But set_critter_stat function is buggy (you can modify basic stats like S,P,E,..., not stats like resistances). But Timeslip has added some new very useful functions (set_critter_base_stat, set_critter_extra_stat,...). You can use them to modify even stats like action points, resistances or armor class...

So if I want to modify one of the unused perks (who many are there?) I could add resistance etc... My main plan is for the races mod I'm planning, I would like to add a "Super Mutie" Perk which once the player dips himself will add a natural resistance to damage and increase the strength.

Forgotten Knight said:
Stupid people ask stupid questions, so is there any installation guide for "sfall" other than "use it with a copy of Fo2.exe" :? Tutorial, anything, so i could stop bother you and actually get something done in my little mod.

Once the files are in the folder they work automatically (cool aye!), but you can configure what you want by editing the *.ini file
 
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