It is highly unlikely that GoG has the Fallout source code.
Correct. They don't even have any rights to the games, beyond selling them. This is why their version does not have children, and they can't incorporate any of the TeamX patches, nor any other fixes.Lexx said:It is highly unlikely that GoG has the Fallout source code.
Oops.Darek said:Say whaat?Sduibek said:Yeah they use variables in the VAULT13.GAM file under DATA/DATADarek said:Timeslip, is there any way to check what level (stage) your party members are on from a script?
Never seen nor heard that before.
Are you sure, cause I can't seem to find anything like that.
Care to point them out to me, please.
IAN_LEVEL :=0; // (618)
IAN_DUDE_LAST_LEVEL :=0; // (619)
KATYA_LEVEL :=0; // (620)
KATYA_DUDE_LAST_LEVEL :=0; // (621)
TYCHO_LEVEL :=0; // (622)
TYCHO_DUDE_LAST_LEVEL :=0; // (623)
[few lines down]
IAN_LEVEL_COUNTER :=0; // (629)
KATYA_LEVEL_COUNTER :=0; // (630)
TYCHO_LEVEL_COUNTER :=0; // (631)
Ahaha, sorry. I work so much with Fo1 that I'm always in that mindset. My mistakeDarek said:Also, Wooah!
Fallout 1 NPCs have levels?
I did not know that. I'm gonna have to install F1 and check it out.
Lexx said:It is highly unlikely that GoG has the Fallout source code.
I'd be happy with just the comments. With stuff like "Bugs? Dammit gus" "Stomach-HAHA stomach" "When the bombs dropped the real fun began" in the scripts you know there's probably some real gems in the actual codeLexx said:Nobody needs the source anymore. Even if we would have it, nothing would change.
Lexx said:It's not even clear if Interplay has this stuff still somewhere around. And even if- Bethesda is around too and they would not like anyone messing with their stuff.
I'm not aware of any official way, although I'm surprised that there isn't one. Maybe I just missed something... Checking the critter base stats (rather than overall stats) might have worked, or maybe checking the proto directly. In any case, since sfall already has a inc_npc_level function, I added a get_npc_level function to go with it. I think that's enough additions built up. I'll go and spin a 2.17 release now.Darek said:Timeslip, is there any way to check what level (stage) your party members are on from a script? I would like to fix the stat problems caused from leveling up while on drugs, and also maybe make the Jet Antidote useful on party members. Comparing the stats from their different stages doesn't really work.
v2.17a
>Added an option to adjust the behaviour of the motion scanner
>Added an option to increase the maximum number of slots in encounter tables
>Added new script function: get_npc_level
>Fixed removal of hardcoded effects for the skilled trait
This adds two extra strings to the translations ini; the console messages that are displayed if you try to item highlight without a scanner, or with an uncharged scanner.
Oh fun. I'll have to wait till tomorrow to take a look; bed time for me now.Lexx said:I've used "MotionScannerFlags=1" and if I have one in my inventory and use the scanner button on the map screen, the game is crashing with some application error.
That's because I don't speak german or french. Someone will have to translate them first. They are in the in the example (english) translations ini in the example config files folder of the modders pack.Lexx said:Also:
This adds two extra strings to the translations ini; the console messages that are displayed if you try to item highlight without a scanner, or with an uncharged scanner.
What are these names? Can't find them in german.ini nor french.ini file.
HighlightFail1=Du trägst keinen Bewegungssensor.
HighlightFail2=Dein Bewegungssensor ist entladen.
Maybe for Fo2, but for Fo1 this is absolutely and obviously false. Adding things like Take All and upping the movable items beyond 999 are easy examples, there's dozens of others. With the source code those could simply be added, whereas currently you'd have to transfer the entire thing to Fallout 2 engine just to make such minor changes.Lexx said:Nobody needs the source anymore. Even if we would have it, nothing would change.
Mendacious BN said:Interplay does still have it, but they are prohibited from releasing "any new offline content" for Fallout, which includes the source code of Fallout 1/2.
Lexx said:Also I just saw that the motion sensor gives +20% on outdoorsman if you travel in the world and have it in your inventory (it's in the item description- wasn't in the FOnline item description, probably removed because the effect wasn't applied). This is cool, so it's not so useless after all.