Fallout 2 mod FO2 Engine Tweaks (Sfall)

Hey Timeslip,

First of all, thank you for the update. I managed to successfully use the stats.ini config file in MR. I also tried using the mark_movie_played function, but the script didn't compile. The script editor (yours) said it didn't recognize that very function. Before you ask, I did download the 2.16. modderspack.

I didn't find any specific scripting notes for this command, so my code was simply this:

Code:
mark_movie_played(12);

It was in a map script, but I don't suppose that changes anything?

I don't mean to question your skill or your memory, but is it something I missed, or is there something missing in the script editor? Thanks in advance for clearing that up.
 
Ardent said:
I don't mean to question your skill or your memory, but is it something I missed, or is there something missing in the script editor? Thanks in advance for clearing that up.
I don't think you need to be so tiptoe-ee; I forget to include something or other pretty much every release. :P

In this case though, it looks fine to me. With a freshly downloaded copy of the script editor, the script 'procedure start begin mark_movie_played(12); end' compiles fine. Are you sure you're using the 2.16 version? What's the last modified date of your copy of compile.exe? It should be 18/7/2011.
 
Timeslip said:
I don't think you need to be so tiptoe-ee; I forget to include something or other pretty much every release. :P

I'd hate to whine "you forgot to put something in again" when I'm not 100% sure it's the case. I prefer to be polite in the event that I'm wrong. That was one of those events :wink:

In this case though, it looks fine to me. With a freshly downloaded copy of the script editor, the script 'procedure start begin mark_movie_played(12); end' compiles fine. Are you sure you're using the 2.16 version? What's the last modified date of your copy of compile.exe? It should be 18/7/2011.

My shortcut was pointing to an older version of the script editor and compiler, which was located in another place than the new modderspack, about which I forgot. That's why it just couldn't work actually.

But the problems aren't over. I opened the new script editor, I triple-checked the compiler's date (it's 18/July/2011) and:
1) When I open the script with the mark_movie_played(12); line, the parser fails.
2) When I try to compile no matter what script, I get this error:

Code:
************** Tekst wyjątku **************
System.ComponentModel.Win32Exception: System nie może odnaleźć określonej ścieżki [ENG: The system cannot find the specified path]
   w System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
   w System.Diagnostics.Process.Start()
   w System.Diagnostics.Process.Start(ProcessStartInfo startInfo)
   w ScriptEditor.Compiler.Compile(String infile, String& output, List`1 errors, Boolean preprocessOnly)
   w ScriptEditor.TextEditor.Compile(TabInfo tab, String& msg, Boolean showMessages, Boolean preprocess)
   w ScriptEditor.TextEditor.compileToolStripMenuItem1_Click(Object sender, EventArgs e)
   w System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   w System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   w System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   w System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   w System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   w System.Windows.Forms.ToolStripMenuItem.ProcessCmdKey(Message& m, Keys keyData)
   w System.Windows.Forms.ToolStripManager.ProcessShortcut(Message& m, Keys shortcut)
   w System.Windows.Forms.ToolStripManager.ProcessCmdKey(Message& m, Keys keyData)
   w System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   w System.Windows.Forms.Form.ProcessCmdKey(Message& msg, Keys keyData)
   w System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   w System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   w System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   w System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   w System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   w System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   w System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   w System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   w System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   w System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   w System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
   w System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   w System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   w System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
   w System.Windows.Forms.Control.PreProcessMessage(Message& msg)
   w System.Windows.Forms.Control.PreProcessControlMessageInternal(Control target, Message& msg)
   w System.Windows.Forms.Application.ThreadContext.PreTranslateMessage(MSG& msg)

I'll try to re-download the modderspack and try again.

EDIT----------------

Tried again, with a fresh copy. Nothing changes. :(
 
x'il said:
Timeslip said:
I can't remember who wanted the limit inventory by space option, but it's been a request in the wiki since forever, so I thought I'd better take a stab at it. :P

I suspect it may have been Josan12, i think i remember him talking about it for a 'hardcore' mod he wanted to make... heh.
Hardcore mod? Sign me up.
 
Ardent said:
1) When I open the script with the mark_movie_played(12); line, the parser fails.
2) When I try to compile no matter what script, I get this error:
You've moved from it using an old version of the compiler to it not being able to find the compiler at all. :|

What 'shortcut' were you talking about exactly? The script editor doesn't care where it's installed, but the folder structure needs to be intact. ScriptEditor.exe should be in a directory together with ICSharpCode.TextEditor.dll. There should be a 'resources' subdirectory in that directory, containing compile.exe, parser.dll, int2ssl and the syntax highlighting rules files.

Edit: Just a thought, but you made a shortcut to ScriptEditor.exe? In that case, I may have done something silly with not checking the working directory. (See, you can make it my fault if you like after all. :P) Make sure the initial working directory for the shortcut points to the directory scripteditor.exe is in, and if that makes it work then it's something I need to fix.
 
Ardent said:
When I try to compile no matter what script, I get this error
Same here. I'm not using any shortcuts - I'm running it directly from its folder (directory is identical as in archive).

Code:
************** Exception Text **************
System.ComponentModel.Win32Exception: The system cannot find the path specified
   at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
   at System.Diagnostics.Process.Start()
   at System.Diagnostics.Process.Start(ProcessStartInfo startInfo)
   at ScriptEditor.Compiler.Compile(String infile, String& output, List`1 errors, Boolean preprocessOnly)
   at ScriptEditor.TextEditor.Compile(TabInfo tab, String& msg, Boolean showMessages, Boolean preprocess)
   at ScriptEditor.TextEditor.compileToolStripMenuItem1_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
 
Timeslip said:
What 'shortcut' were you talking about exactly? The script editor doesn't care where it's installed, but the folder structure needs to be intact. ScriptEditor.exe should be in a directory together with ICSharpCode.TextEditor.dll. There should be a 'resources' subdirectory in that directory, containing compile.exe, parser.dll, int2ssl and the syntax highlighting rules files.

This is my folder structure:

sfallproblem.png


This is how the files were extracted from the 7z archive, I didn't move them around or anything. It seems all that you mentioned is there. :scratch:

The shortcut I was refering to was a standard Windows shortcut to ScriptEditor.exe. I had it in my Mapper folder to have a quicker access to the editor. But ever since you pointed out I was probably using an old compiler, I went directly to the folder with the new script editor and launched ScriptEditor.exe from there.

Edit: Just a thought, but you made a shortcut to ScriptEditor.exe? In that case, I may have done something silly with not checking the working directory. (See, you can make it my fault if you like after all. :P) Make sure the initial working directory for the shortcut points to the directory scripteditor.exe is in, and if that makes it work then it's something I need to fix.

Like I said, I'm not running the editor from the shortcut anymore. In fact, I have another (older) copy of the script editor in another directory, and the shortcut pointed to that other copy. This other copy compiles scripts fine, as long as they don't have any new functions in them.
 
Yup, I see what I did. Definitely my fault, and no wonder it works for me but not anyone else.

I'll need to reupload it when I get home, but for now if you use the compile.exe from 2.16 and the old ScriptEditor.exe, it should work fine.
 
Timeslip said:
Yup, I see what I did. Definitely my fault, and no wonder it works for me but not anyone else.

I'll need to reupload it when I get home, but for now if you use the compile.exe from 2.16 and the old ScriptEditor.exe, it should work fine.

That's cool with me. Thanks again, Timeslip! 8-)
 
A problem with the GoG download of F2 breaking links to the Music folder was being discussed in the RP mod thread. Timeslip, I believe you basically said that to find the Music folder, sfall would either be pointed to the Data sub-folder (the default) or to the game root folder (where the GoG version now places the Music folder, I gather), but that either way would break functionality for one version of F2 or the other.

Wouldn't a variant on Lexx's solution of using relative paths in the fallout2.cfg file solve this problem, since that config file allows for checking two locations for the music files? I.e.:

music_path1=.\data\sound\music\
music_path2=.\music\

(I hope the problem turns out to be as easy to solve as that! But I'm not too familiar with how sfall works, so what do I know? :oops: )

-m
 
Yes it could work, but only for the GoG version. If you use the CD version now and don't have the music in your folder, but on CD, you will not hear anything.

For mods this doesn't matter, as mods don't come on CD. :>
 
I just need to change the sfall music fix to only kick in if the music cannot be found on the original search path. Having it as an on by default option only made sense in a pre-GoG world, so I should have fixed that long ago... I'll make sure to do that for the next release.
 
Timeslip said:
I just need to change the sfall music fix to only kick in if the music cannot be found on the original search path. Having it as an on by default option only made sense in a pre-GoG world, so I should have fixed that long ago... I'll make sure to do that for the next release.

Neat. I figured it probably wouldn't be as easy as I thought, but I'm glad you know the necessary solution. :cool:

-m
 
I apologize if this is out of place, but I didn't know where to put it.

Code:
use_ad_on_p_proc (9)
use_disad_on_p_proc (10)
What are these for?

Code:
create_p_proc (17)
is that used for initialization? For example in Fallout 1, lots of critters have a section in start_proc that call a "Is_Initalized" variable, set initial values for the critter, then set the init variable to 1. Would this stuff go into create_proc in Fallout 2?

Code:
barter_init_p_proc (19)
barter_p_proc (20)
What's the difference between these?

Code:
no_p_proc (0)
When is this used?
 
I'm not sure if this has been covered already, I didn't find it, but if it was, bear with me please. Anyway, Timeslip, would it be possible to further extend the functionalities of the Perks.ini file, to modify how Traits influence the derived stats?

ATM you can edit what Traits can do to Base Stats (like Strength) and Skills (Small Guns, etc.), but you can't influence e.g. Carry weight, AP, AC, etc. It would be a super useful option for me. Thanks in advance.
 
Ardent said:
ATM you can edit what Traits can do to Base Stats (like Strength) and Skills (Small Guns, etc.), but you can't influence e.g. Carry weight, AP, AC, etc. It would be a super useful option for me. Thanks in advance.
Are you sure? It would have been odd for me to make it work for base stats without the derived stats...

<wanders off to check>

Yes, it should work for any stat. Have you tried it? What happened when you did?
 
Timeslip said:
Are you sure? It would have been odd for me to make it work for base stats without the derived stats...

<wanders>

Yes, it should work for any stat. Have you tried it? What happened when you did?

I'm sorry, you're right of course. I didn't check it initially, then I posted my request and then I checked and it worked, but it was late and I didn't manage to edit/delete my post before you replied. My bad. Anyway, expect some re-balanced and modified traits in MR :D
 
Sorry for double-posting, but it's been a long time since I made my last post and I was afraid no one would spot the edit.

I've encountered a problem with the perks.ini. I modified the Skilled trait into something completely else. I set the NoHardcode line to 1, to remove the original effects. Although the skill point bonus and skill value bonus are removed, I still gain perks every 4th level. Can anything be done about that?

There may be other hardcoded effects that haven't been removed (e.g. in Chem Reliant and Chem Resistant traits), but I have yet to determine it through testing (I modified these traits too).

Thanks in advance for any help, Timeslip.
 
Ardent said:
Although the skill point bonus and skill value bonus are removed, I still gain perks every 4th level.
Yup, you're right. There's a conflict between that patch and the one that allows scripting of perk awards/awarding more than one perk at once, and the skilled trait patch loses. It'll be fixed in the next release.
 
Hey I am trying to Install multiple mods and run them separately but when ever I download sfall v2.16a and extract to fallout 2 nothing happens I was just wondering what I am doing wrong
 
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