Fallout 2 mod FO2 Engine Tweaks (Sfall)

2.9b is up. Only one change; a bugfix for a mixup in the new hex blocking hookscripts that was resulting in the shoot blocking test being used instead of a sight blocking test. (Was responsible for the not being able to talk to some npcs problem.)
 
modified_ini has an error in the function list txt,reads 0x825c when it actualy is 0x823b

Nirran
 
Eh, no clue, if this is the right thread for this, but....


Has someone ever noticed any problems with the Hero Appearance mod since some later sfall update?

I can't start my game anymore (and I didn't even updated sfall since some time), as soon as I am in the main menu, it crashs and I don't really know the why of that. I mean... I know that the hero appereance mod is the case, because if I deactivate it in the ddraw.ini, the game starts normal. Else it crashs. But I don't know what I have done to cause this. In the last days and weeks, I only edited maps, protos and scripts... never touched the appearance mod or sfall.

Thing is, it worked all the time... Tested now with the RP2.0 as well and it worked. Then I replaced the ddraw.dll with a newer and it crashs too. One of my guesses has been that - by whatever accident - I replaced the ddraw.dll with an older file, so I redownloaded it and replaced the files... but it was correct. Just the game crashs now.

I really can't see why this is happenend...

Someone got ideas?
 
The latest sfall + Hero App Mod is working fine for me, so I'm not sure what's going on there :? . If anyone has a similar problem be sure to chime in.
 
I've downloaded the RP 2.0 again (without patches) and installed it into my Fallout 2 folder. When I now start the RP, I get told in the main menu, that I am using an older sfall version. If I replace the ddraw.dll now with the latest, the game crashs in the main menu, if I have the Hero App mod activated. :/

I hate it to get errors because of whatever reason and can't find out the why... It breaks my timetable.

Sadly, debug.log doesn't give me any information about this crash.

/Edit: Actually the game starts again, if I delete the folders "HFR00S00" and "HMR00S00" - these are the ones that don't include any new critter frms. If I now go into the character creation and change the skin, the game crashs again, most likely because it can't find some files.

If I simply copy&paste critter frms into the other folders, it doesn't help as well.

Maybe I am lacking some other stuff because of whatever reason?
 
Mash said:
The latest sfall + Hero App Mod is working fine for me, so I'm not sure what's going on there :? . If anyone has a similar problem be sure to chime in.
Yeah I've had the same problems and reported it some time ago (though maybe only to killap). sfall 2.6 works and from 2.8 onwards it's very unstable, so something was changed between those versions.
It usually works if I restart my computer and start the game straight away, but once I start the game and quit it, I can't start or load a game with the "hero" mod, and usually not when my computer has been running for a while. It's enough to start the game, change screen resolution and check the "restart game" option to make the hero mod unplayable. Changing sfall version will make the game work again without the necessity to restart my pc.
I'm wondering if sfall is conflicting with something else...

By the way, the game crashes either when I click to choose the long haired dude, or if I click anything after that, and of course if I try to load a save using the mod.
 
This is interesting.


Anyway... I found out at least one side effect of "DontDeleteProtos=1". If you activate this function, temporary save files in data\maps\ will not be deleted anymore. If you then start a new game, all these saved changes are loaded as well, which obviously breaks the game.
 
I think I may have fixed the crashing problem with the PC Appearance Mod. After having no problems for hours I started getting crashes when changing appearance in the char screen. I eventually narrowed it down to some uninitialised elements in my custom art path structures.
I'm pretty sure I've nailed it but if you guys could try it out next time Timeslip releases a new binary and get back to me with the results it would be great.
 
Now it is working again (at least for me). :)


How can I activate Glovz new damage stuff? "DamageFormula=1" (Combat Overhaul)?
 
Lexx said:
Now it is working again (at least for me). :)


How can I activate Glovz new damage stuff? "DamageFormula=1" (Combat Overhaul)?

Code:
;Choose the damage formula used to calculate combat damage.
;Don't set this to anything other than 0 unless another mod you're using explicitly tells you to!
;0 - Fallout default
;1 - Glovz's Combat Overhaul Mod.
;2 - Glovz's AP ammo tweak.
;5 - Haenlomal's Yet Another Ammo Mod.
DamageFormula=0

option 2 should be removed
option 1 should be renamed to Glovz's Damage Fix

to activate even as is set DamageFormula=1
 
Glovz said:
option 2 should be removed
option 1 should be renamed to Glovz's Damage Fix
I'd already changed the descriptions in the ini. They're already labelled correctly. (And 2 isn't mentioned.)
 
I have some new things.

First is... I don't know if I asked this already. But could it be possible to change the licence text color in the main menu? I mean the text in the bottom. Sadly, yellow doesn't fit with every background image and I would like to change it to something else (i. e. white).


Second thing is rather exotic. I would like to use more than one currency in my mod. So far, I am using the original currency items (pid 41), which work like normal. Nothing wrong here. As second, I am using some other item pid. Changed the weight and value, etc. etc.

The second item is making me some problems now: It is affected by the barter skill. So sometimes, one item of the second currency has a value of 3 and not 1, etc. depending on trader and skills.

Now I thought, hey, it would be cool, if I could simply define more than one currencies in the ddraw.ini or somewhere else. (also it would be cool, if the second currencies would count together in the barter interface, where the total amount of money the player has is shown in the box on the left side-- this would be cool, but no must-have tho').

Would something like this be possible?
 
Changing text colour is something I'll need to add. For bartering you could probably pull it off with a hs_barterprice hook script.
 
Timeslip, could you please take a look one fine day on following problems of ours (BGE's)?

1. Primary problem - not enough text space in dialogues
Lets say our PC's reactions (at least in debug mode) are quite often not able to scrape in the dialogue window. Would you be able to work out some scroll arrow like too long NPC's reactions always used to have? (Rather manual than automatic)

2. Secondary problem - limited scale of text float colors
I think there are 14 of them (from FLOAT_MSG_WHITE to FLOAT_MSG_DARK_GREY); could that scale be possibly more various, mistr T'Slip?

Thanks in advance.
 
I just know 13 floating text colors.

Code:
FLOAT_MSG_NORMAL
FLOAT_MSG_BLACK
FLOAT_MSG_RED
FLOAT_MSG_GREEN
FLOAT_MSG_BLUE
FLOAT_MSG_PURPLE
FLOAT_MSG_NEAR_WHITE
FLOAT_MSG_LIGHT_RED
FLOAT_MSG_YELLOW
FLOAT_MSG_WHITE
FLOAT_MSG_GREY
FLOAT_MSG_DARK_GREY
FLOAT_MSG_LIGHT_GREY

There are also...
Code:
FLOAT_MSG_WARNING
FLOAT_MSG_SEQUENTIAL
... But I didn't found out their use yet.
 
Do you also get the problem that e.g. purple float text is grey and yellow text is normal (light yellow)? In fact I'd be happy if this issue could be solved, though of course adding new float colors would be even cooler, e.g. orange, violet, pink, etc. Oh, and black text with a white outline would be badass! :P

Lexx said:
There are also...
Code:
FLOAT_MSG_WARNING
FLOAT_MSG_SEQUENTIAL
... But I didn't found out their use yet.

FLOAT_MSG_WARNING is used in F2 for writing stuff like: "FIGHT!", "ROUND 1", etc. during boxing matches.
 
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