Fallout 2 mod FO2 Engine Tweaks (Sfall)

Cubik2k said:
Nice new tools for modders. Thanks!
Will Modder Pack v2.4.7 work with new sfall v2.6? I mean "compiler" from modder pack.
Well it wont compile the set_map_time_multi function obviously, but anything it does compile will still work. If it didn't, sfall would break all the vanilla scripts every release. :P

I'll make a new modders pack tomorrow, with the updated compiler and a few other bits.

Where'd that .7 come from btw? :? (Edit: oh, the .7z. That's the file extension, not the version number. :P)
 
thank you Timeslip,fixed 3 of my broken hs_ scripts(was using register_hook with gl_ instead)

cheers

edit :
Code:
>Added an option to increase the number of save slots (From Mash)

awersome mash!

edit : :crazy: 10k save slot awesome,every decition point in the game,possible to make a save for it LOL

Code:
>Added option to speed up the spinning interface counter animations

freaking perfect

Nirran
 
2.6b is up. Only change is a fix from mash for the hero appearance mod breaking the players sound effects.
 
Tough Guy Mode

Hi Timeslip, I had this idea for long time and I think you are the person who can help to make my dreams come through.
Would it be possible for you to add in sfall an option to save game only at safe places like cities? Something like the Tough Guy Mode in FoT? I am sure I am not only one who wants more challenge into Fallout 2 game after those years.

An example of places where player can save his game only:

Arroyo (Village only), Klamath (Downtown only), Den (West Side only), Modoc (Main Street), Vault City (Courtyard), Gecko (Settlement), Redding (Downtown), Broken Hills (Downtown), New Reno (Virgin Street), Sierra AD (Exterior), NCR (NCR Bazaar), Vault 15 (The squat (2 maps, before and after NCR), Vault 13 (Entrance), Mariposa Military Base (Entrance), San Francisco (Chinatown), Navarro (Gas Station), Enclave (Oil Rig Dock).

For Restoration Project it will be:
Primitive Tribe (Village), Abbey (Entrance), EPA (Entrance) and Vault Village (Village).

It could be ticked as an option in player character creation screen.
Is it possible to do something like this?
Anybody else interested in this mode?
 
Is it possible to do something like this?
Anybody else interested in this mode?

Cant say it interests me at all. Don't mind playing like that - but its not worth the effort of timeslip to include it.

Simple solution. Only save in those areas.
 
It will certainly favor choosing the outdoorsman skill, Or some of the perks wich you normaly would ignore.

Sounds pretty good to me.
 
Chris Parks said:
Cant say it interests me at all. Don't mind playing like that - but its not worth the effort of timeslip to include it.
OK, you are not interested but are you Timeslip's spokesman or something that you know what is worth his effort?

Chris Parks said:
Simple solution. Only save in those areas.
It is not the same. There is a difference if you can or if you can't save the game in certain location. If you ever played Tough Guy Mode in FoT, you will understand what I mean.
 
OK, you are not interested but are you Timeslip's spokesman or something that you know what is worth his effort?

You made your opinion. I didnt agree and made mine. I didn't say its stupid / you are stupid or anything similar. Why do you have a problem with my opinion.

It is not the same. There is a difference if you can or if you can't save the game in certain location. If you ever played Tough Guy Mode in FoT, you will understand what I mean.

Maybe so. But why go to the effort of engineering something new like that in the game when you can simply choose not to save in certain places?

It will certainly favor choosing the outdoorsman skill, Or some of the perks wich you normaly would ignore.

True. And I don't mind anything that favours the less picked / used skills. Gambling / outdoorsman etc... Maybe timeslip will have other thoughts on this.
 
Chris Parks said:
OK, you are not interested but are you Timeslip's spokesman or something that you know what is worth his effort?

You made your opinion. I didnt agree and made mine. I didn't say its stupid / you are stupid or anything similar. Why do you have a problem with my opinion.

Do you have a problem to understand written word? I had no problem with your opinion, I appreciate it. I just don't understand why you answering for Timeslip, to saying "its not worth the effort of timeslip to include it". Let's wait for Timeslip to answer this question, please.

Chris Parks said:
It is not the same. There is a difference if you can or if you can't save the game in certain location. If you ever played Tough Guy Mode in FoT, you will understand what I mean.

Maybe so. But why go to the effort of engineering something new like that in the game when you can simply choose not to save in certain places?
I said already. It is more challenging like this, if you want and you can't save. You have to be extra careful what you saying, what you doing and so. Try Tough Guy Mode in FoT, and you'll see.
 
Hey Chris ,
Do you have any ways of your own to make fallout more difficult ?
Be it small tweaks/mods or just by having set up your own rules ?

Bye.

(lil bit offtoptic though, sorry)
 
Do you have a problem to understand written word? I had no problem with your opinion, I appreciate it. I just don't understand why you answering for Timeslip, to saying "its not worth the effort of timeslip to include it". Let's wait for Timeslip to answer this question, please.

I don't think its worth the effort when there are other things that could be worked on. Timeslip may feel completely different about the matter. And no, I have no problems understanding anything.

I said already. It is more challenging like this, if you want and you can't save. You have to be extra careful what you saying, what you doing and so. Try Tough Guy Mode in FoT, and you'll see

I suppose it all depends on one's mental resolve. I can see what you're saying, Not having the option of saving on the one hand cf saying I will not save the game until i am at certain locations but knowing full well I can save if things get nasty. Well, if it can be done, then it can. Timeslip will know far better than I.

Hey Chris ,
Do you have any ways of your own to make fallout more difficult ?
Be it small tweaks/mods or just by having set up your own rules ?

Bye.


My head is full of ideas for fallout, but there's never enough time / people to get them all done before I get too old to want to play. :D
 
Hello, Timeslip. Are you open to suggestions?

This was bugging me since I first played Fallout in 1998. When someone panics and runs away, they are not running away from those that are attacking them, but from the Chosen One, even if (s)he is their ally. Sometimes they run right to their doom. When they get far enough from the player, they just stop and await their death in one spot. They don't resist, don't react, don't run further.

Can something be changed in their behavior?
 
Nevill said:
Hello, Timeslip. Are you open to suggestions?

This was bugging me since I first played Fallout in 1998. When someone panics and runs away, they are not running away from those that are attacking them, but from the Chosen One, even if (s)he is their ally. Sometimes they run right to their doom. When they get far enough from the player, they just stop and await their death in one spot. They don't resist, don't react, don't run further.

Can something be changed in their behavior?

This is a really good question this should be altered...
 
Nevill said:
When someone panics and runs away, they are not running away from those that are attacking them, but from the Chosen One, even if (s)he is their ally. Sometimes they run right to their doom. When they get far enough from the player, they just stop and await their death in one spot. They don't resist, don't react, don't run further.
Sometimes this is a good thing, sometimes an annoying thing. If a critters runs off the screen you cannot target them, and must either turn off the combat setting, in the hope they will wonder back onto the screen, or rely on a NPC to take them out. This is a map issue, if all of the edges are blocked, then the critter has nowhere to escape to. In regards to fleeing critters behavior, it would be preferable that they run opposite the attacker, but sometimes the circumstances make interesting battles.
 
This is a map issue, if all of the edges are blocked, then the critter has nowhere to escape to.
This is a separate problem, or rather, design desicion.

I can live with the fact that critters run away from Chosen One. But why are they standing still while being gnawed at? Can't they consider doing something else, like shooting or meleeing their pursuer?
 
Nevill said:
This was bugging me since I first played Fallout in 1998. When someone panics and runs away, they are not running away from those that are attacking them, but from the Chosen One, even if (s)he is their ally.
Yes, that would be worth fixing, but I don't understand why it's happening... I've found the _ai_run_away function, but it takes both the critter doing the running and who they are running from as arguments. It does default to running away from the player if the argument is null, but looking at all the places the function is called, that should never happen. :?
 
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