Fallout 2 mod FO2 Engine Tweaks (Sfall)

Hmm I see, Chris was right, my idea wasn't worth Timeslip's effort

Probably just missed it. Give it time. :D

I was thikning last night. Maybe restricting saving games to those areas would be quite a task. How about this one. The game automatically saves when you quit. But only then? Kind if forces you to make decisions and stick to them.

I can still see it being abuseable though.

The map size is hard coded somewhere in the game engine, what you find in the game is as big as it gets with Fallout. There are a maximum of 3 elevations per map, again hard coded somewhere in the game engine. There are a lot of restrictions to deal with, but I still think it’s one of the most engrossing games ever made.

This from pixote... has it been tackled before? Would be nice to have more levels per map.
 
Chris Parks said:
Hmm I see, Chris was right, my idea wasn't worth Timeslip's effort

Probably just missed it. Give it time. :D

I was thikning last night. Maybe restricting saving games to those areas would be quite a task. How about this one. The game automatically saves when you quit. But only then? Kind if forces you to make decisions and stick to them.

I can still see it being abuseable though.
I think the same. Saving every time you exit the map is too much and will tempt the player exit the map before every hard decision :?

------

By the way, when you talking about autosaving. I think that save system in Fallout is a bit obsolete and should be updated. I just read complain from one player who was using quicksave for some long time until he couldn't load the game because the save file was corrupted. I am sure, this happened to everybody.

What about to implement autosave every time you exit the map (slot 01) and before dialogue/fight starts (Slot 02)?

About the quicksave: The problem with quick save is, it is saving to one slot only. Sometimes we are just too mad about playing the game that we forget to change the slot and disaster is here. Corrupted save file.

What about to quicksave to 3 slots? When you press F6 key it saves the game to Slot 03, second pressing of the same key saves to Slot 04 and third to Slot 05 and fourth again to Slot 03, ...

We have unlimited number of save slots now, so it is a best time to think about something like this.
 
1. If save file is loaded during combat, characters often became "invicible" and immortal with zero damages - it is impossible to end combat normally. Could you fix it in patch ?

I don`t know that is caused by RP mod or rather basic Fallout 2 game bug.

2. Voices in death endings not working properly.
 
Hey Timeslip,

I have another bug, that you might be the only person able to fix - NPCs not targeting some big creatures like Radscorpions or Centaurs properly if using melee weapons/unarmed(I guess everyone encountered this issue). They sometimes attack them if they happen to be in range, but they never actively try to get in range.
 
To Timeslip (and Nirran):

I have a bunch of requests for sfall -

Request 1) I will worship you forever if you can put a new function in that links carry weight to worldmap travel speed. I will worship you for a while if you can link it to worldmap travel-time instead.
In my mind they're pretty much the same thing. Am i deluded?

The key question, if this is possible, will be should it be linked to the current % used of the players carry weight, or at set amounts - for example:

a) (linked to %) If the player is carrying 50lbs of their 100 max, their travel speed/time is reduced by 50%

b) (static numbers) For every 2lbs of gear player carries, reduce speed by 1%.

Most importantly, the player should encounter more random encounters the more gear they are lugging (because they are moving slower)

Request 2) Is it possible to have the pipboy come up in a script function?

Request 3) Can you please add an on_K.O. fucntion like the on_death one? I would like to make critters drop their weapons on being K.O.'d in the 'weapon drop' mod.

What do you think?
 
I would like a function that forces NPC to pick up their own dropped weapons (play the black comedy that is the Jinxed character) and you will often see NPC abandoning their own weapons and forgetting their combat settings. After the conflict is over the fools simply leave their weapons behind. :shock:

The weight > speed function is an excellent attempt to discourage hoarding.
 
Critters dropping their weapons on a KO would be awesome !
It would also make playing a full hand-to-hand/melee character a more viable option.

It would simulate disarming an apponent.
like Steven Seagal makes criticals to limbs/bones !

Riel.
 
Josan12 said:
a) (linked to %) If the player is carrying 50lbs of their 100 max, their travel speed/time is reduced by 50%

b) (static numbers) For every 2lbs of gear player carries, reduce speed by 1%.
option B is bad idea as player with strength 10 will be slowed as much as one with strength 1 (considering they carry same amount), you should consider checking "free" space to carry, like percentage but in meaning how many more lbs character can carry, not how much it is carried already
 
Riel88 said:
Critters dropping their weapons on a KO would be awesome !
It would also make playing a full hand-to-hand/melee character a more viable option.

It would simulate disarming an apponent.
like Steven Seagal makes criticals to limbs/bones !

Riel.

this can already be done,in the hs_combatdamage.ssl on my site is a drop weapons function,could be done using that,with both the disarm flag and ko flag,not hard to settup,the code is already written,just to add the conditions(and specify the items that cannot drop in the is_droppable function)

Nirran
 
in your opinions, what is the best no. for encounters?

based on my laptop, compaq cq40, vista, F2RP2.02d, i changed from the number "66" to number "88". i feel its kinda ok, when travelling on foot... still not as plentiful/superhard/overkill as i want..

do you guys have a better setting?
 
2.6c is up, and is another bugfix only release.
Code:
>More apperence mod bugfixes (From Mash)
>Fixed a crash when restoring the fallout window while using graphics mode 4
I'm surprised no-ones complained about the alt-tab crash before. Looking at my logs, it would seem that I introduced it way way back in v1.30...
 
I use sfall for some time now and never encountered this bug. Or perhaps in only happens from time to time.

Good news you fixed it, though :D Thanks.
 
Nirran said:
Riel88 said:
Critters dropping their weapons on a KO would be awesome !
It would also make playing a full hand-to-hand/melee character a more viable option.

It would simulate disarming an apponent.
like Steven Seagal makes criticals to limbs/bones !

Riel.

this can already be done,in the hs_combatdamage.ssl on my site is a drop weapons function,could be done using that,with both the disarm flag and ko flag,not hard to settup,the code is already written,just to add the conditions(and specify the items that cannot drop in the is_droppable function)

Nirran

further on this,
it seems HTH in fallout do not include grappling moves, chokehold, submission hold, bodyslam, etc WWE/UFC moves...

i wish in the future addition, there is a perk called
"Lucha Libre" or "Macho Man" or "Ultimate Warrior" or "Hulkster"
for us to lock, chokehold, or bodyslam-throw your enemy to death..

"Prizefighter" perk should reward us with KO punches on enemies..
maybe a floating text of "shoryuken" or "tornado-puch" or
•"Next time, I'm gonna bite your ear off!" -balrog from street fighter..
•"Gutter trash!" -Dudley from streetfigther
"float like a butterfly, sting like a bee"

ps.
I hate knockback because of its slow animation.. although realistic, but to see someone sliding a few square in more than 5 secs is too slow for me...
 
I can confirm the NPCs not attacking with melee weapons against the robot in Klamath. Sulik attacked only if he was in range no matter how I set his combat preferences.
 
I'd like to ask about few things:

1) using science skill on dude person in script like it is possible with First aid or Doctor skill. Now using science skill on dude does nothing, but it could be useful for some mods.

2) possibility to set a time for float messages, for longer display, without using timed_event_p_proc

3) how to make own shader files *.fx?

4) how to make a list of strings during working hs_script or gl_script. It is for later display that list in some order?

5) continuous playing sfx sound or looping it several times or until some time is achieved.
 
Suppose I should reply to a few people...

marcinl0 said:
1. If save file is loaded during combat, characters often became "invicible" and immortal with zero damages - it is impossible to end combat normally. Could you fix it in patch ?
Was already fixed in 2.6c.

marcinl0 said:
2. Voices in death endings not working properly.
Unfortunately that bug doesn't effect win 7, (or win xp without hardware directsound, so my vm is useless too,) so I can't do anything about it right now.

Ylenard said:
I have another bug, that you might be the only person able to fix - NPCs not targeting some big creatures like Radscorpions or Centaurs properly if using melee weapons/unarmed(I guess everyone encountered this issue). They sometimes attack them if they happen to be in range, but they never actively try to get in range.
I've never seen that happen. Are you sure their combat range setting is set appropriately?

Then again, I don't generally keep much of a party, and those I do have I give ranged weapons to. A savegame would be useful. (Against the RP. My usual development install is such a mishmash of files now that I doubt I could load anyone else's savegames...)

Josan12 said:
I will worship you for a while if you can link it to worldmap travel-time instead.
Already possible.

Josan12 said:
Request 2) Is it possible to have the pipboy come up in a script function?
Already possible.

Josan12 said:
I would like to make critters drop their weapons on being K.O.'d in the 'weapon drop' mod.
Could be scripted.

.Pixote. said:
I would like a function that forces NPC to pick up their own dropped weapons (play the black comedy that is the Jinxed character) and you will often see NPC abandoning their own weapons and forgetting their combat settings. After the conflict is over the fools simply leave their weapons behind. :shock:
Could be scripted.

Cubik2k said:
1) using science skill on dude person in script like it is possible with First aid or Doctor skill. Now using science skill on dude does nothing, but it could be useful for some mods.

2) possibility to set a time for float messages, for longer display, without using timed_event_p_proc
Good suggestions. I'll take a look.

Cubik2k said:
3) how to make own shader files *.fx?
by googling a directx effect file tutorial and doing some reading.

Cubik2k said:
4) how to make a list of strings during working hs_script or gl_script. It is for later display that list in some order?
I have no idea what you mean here, sorry.

Cubik2k said:
5) continuous playing sfx sound or looping it several times or until some time is achieved.
Oddly enough, I've been working the past couple of days to add mp3/wma/wav support alongside acm. As part of that, there's a new sfall function play_sfall_sound that can be used to loop sound files.
 
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