Fallout 2 mod FO2 Engine Tweaks (Sfall)

Lexx said:
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.

EDIT: Has already been discussed here.


Darek said:
Sduibek said:
Darek said:
Timeslip, is there any way to check what level (stage) your party members are on from a script?
Yeah they use variables in the VAULT13.GAM file under DATA/DATA
Say whaat? :question:
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.
Oops.

Here we go:
1z5qji1.png

Code:
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)
Assuming Timeslip doesn't have a better way of getting these data (she very well may) you'll need to check some of these variables via scripts. You will of course need to know how to do scripting for this to work. The scripts are IAN.SSL, KATJA.SSL and TYCHO.SSL

Under the procedure critter_p_proc for each is where you'll find the level up code.
 
Ha ha ha, small misunderstanding here Sduibek. I was talking about Fallout 2, this being the FO2 Engine Tweaks thread and all. :P

I do know how to script (FO2 style), but as the NPC leveling is handled by the engine I don't seem to have any useful way of checking it. So was hoping sfall could help.
Thanks for trying to help and for the effort though. :)

Also, Wooah! :shock:
Fallout 1 NPCs have levels?
I did not know that. I'm gonna have to install F1 and check it out.
 
Hehe, yeah I figured it was a mod, it was too good to be true. :lol:
I checked the scripts out and that was very interesting, but sadly it won't help me.
 
This might be a ridiculous request, nevertheless - is it possible to design a script that adjusts the 'enemy critters' hit points as you level up - eg:

Level 01 - 10 = x 1.0 hp

Level 10 - 20 = x 1.5 hp

Level 20 - 30 = x 2.0 hp

Level 30 - 40 = x 2.5 hp

Level 50 - 60 = x 3.0 hp

I thought it might be fun to prolong the games 'challenge factor' further into the game. 8-)
 
Lexx said:
It is highly unlikely that GoG has the Fallout source code.

heh, i should have explained myself better, i meant that if Timeslip works at GOG now maybe he could through his boss(es) ask Interplay about look at the source code of the fallout(s) for fixes/changes, he could mention that he is a member of NMA that fixed several stuffs in fallout 1 and 2 already. ;) - i believe there is a possibility Interplay could let him work with the code since Fallout devs already expressed support for fans fixing what they should have fixed in 1st place. ;)
 
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. If I remember correct, Interplay wasn't even allowed to change anything in the games when they had been released on GoG and Steam, etc. That's why they just added some patches and nothing more.
 
Nobody needs the source anymore. Even if we would have it, nothing would change.
 
Lexx said:
Nobody needs the source anymore. Even if we would have it, nothing would change.
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 code
 
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.

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.
 
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.
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.

Edit: standard sfall, a win2k build and the modders pack all up on sourceforge.
Code:
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
 
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. 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.
 
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.
Oh fun. I'll have to wait till tomorrow to take a look; bed time for me now.

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.
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.
 
Ah well, I didn't knew such an example file exists. :p

Here are german ones:
HighlightFail1=Du trägst keinen Bewegungssensor.
HighlightFail2=Dein Bewegungssensor ist entladen.

Also a mistake in the english version: It's motion sensor, not motion scanner (I just saw it again a few days ago as well. Never really realized this).

Sadly, as it is a *motion* sensor, the "highlight items only if scanner available"-point is a bit silly now, as these items never move. :>
I just don't know how one can make this item more useful.
 
Lexx said:
Nobody needs the source anymore. Even if we would have it, nothing would change.
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.

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.
:(
 
ok, fixed the motion sensor crash, (which didn't happen with the debug dll, just the release one. Silly me for not testing with both...) added the new translations (thanks. :)) and changed from scanner->sensor.
 
You sure about debug dll? Because when I use it, the game crashs as well. The new normal file works now.

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. :)
 
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. :)

The wiki says the Outdoorsman bonus was added in F2, so maybe if FOnline description was based on F1, there would be no mention of it.

About making the item more useful, I wonder if the scanner picks up critters that are set to invisible (set_obj_visibility). If yes, it could maybe be used in some quest...
 
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