Fallout 2 mod FO2 Engine Tweaks (Sfall)

Lexx said:
It should be possible if you kill the game after the slideshow. Something along

Code:
endgame_slideshow;
signal_end_game;

Can't test it right now, but I think that's how I did it in my mod.

Thanks, Lexx. I'll check it out.

It works, but the item must have special Flags set in the proto file. Give it the "UseOn" and NOT "Use" flag. Also it does only work with normal items, not with drugs, if I remember correct. So you will need to script the whole effect. Pretty annoying, but I couldn't find any other way that worked good.

If it really works that way, then I guess I can live with it. But I remember I did some misc_item type thing which also had a scripted effect, and it didn't work that way for me, even though I disabled the "Use" option and only enabled "Use On". I ended up giving that item a separate script, since it was a unique thing in the game.

/Edit: While we are at it, is there a script command to close the inventory?

I don't know one.
 
I've put the script for such objects into my obj_dude (use_obj_on_p_proc), then it should work.
 
Have these been fixed/worked-around with Sfall?

- Too Many Scripted Items crash (Pixote mentioned this was found out from brahma poo, heh)
- Too Many Holodisk Entries in Pipboy crash
- Too Many Items crash
- Hitting A repeatedly to run past enemies undetected (as seen in speedruns) I think this should be similar code as DialogFix for hitting 0! :)

-------------------------------

Why are a bunch of very useful entries removed in the newer versions of Sfall?

I noticed I can't save in combat. Is this feature now enabled without being able to disable?

EDIT: I just tested and yes, it's enabled (thus in-combat saving disabled) by default, and not even listed in the .ini anymore. Seriously? That's extremely uncool. NOT a good idea to dictate how players play the game without giving them the ability or even knowledge that it can be done differently. I've been playing the Fallout games since 1997 and never had a major issue with saving mid-combat. Worst case scenario, it ends the turn you were currently playing, and you just re-load once or twice until it doesn't do that again.

;Set to 1 to enable additional scripting functions
ScriptExtender=1

;Set to 1 to apply the perception fix to the sharpshooter perk
SharpshooterFix=1

;Set to 1 to fix the pathfinder perk (25% travel time reduction with 1 level, 50% reduction with 2)
PathfinderFix=1

;Set to 1 to enable Ray's patch to make world map encounter rate independent of your travel speed
WorldMapEncounterFix=1
WorldMapEncounterRate=5

;Setting this to 1 fixes the bug that can cause the locations list to become unresponsive
WorldMapCitiesListFix=1

;Prevents you from using 0 to escape from dialogue at any time.
DialogueFix=0

;Set to 1 to remove the limit on the number of cities
CitiesLimitFix=0

;Set to 1 to fix issues with the GainXXX perks not giving all the bonuses that they should
GainStatPerkFix=0

;Set to 1 to fix the issue with the skilldex button dissapearing when you have many active quests and holodisks.
BlackSkilldexFix=1

;Set to 1 to fix the crash when using print to file with the RP installed
PrintToFileFix=1

;Prevents you from saving in combat except at the start of your turn to avoid a few bugs
;Note that even with this option enabled, it is still not advisable to save in combat at all.
SaveInCombatFix=1
 
Sduibek said:
Have these been fixed/worked-around with Sfall?

- Too Many Scripted Items crash (Pixote mentioned this was found out from brahma poo, heh)
- Too Many Holodisk Entries in Pipboy crash
- Too Many Items crash
There is no such thing as a too many items crash, it was all about scripted items. It never got fixed with sfall, but instead several of the scripts got moved to the object_dude script. IIRC you shouldn't have more than 18 scripted items with you at any one time. Shouldn't be a problem for Fallout 1.

Too many holodisks (+ locations entries) aka Black Skilldex button is fixed with sfall.
 
Darek said:
Sduibek said:
Have these been fixed/worked-around with Sfall?

- Too Many Scripted Items crash (Pixote mentioned this was found out from brahma poo, heh)
- Too Many Holodisk Entries in Pipboy crash
- Too Many Items crash
There is no such thing as a too many items crash, it was all about scripted items. It never got fixed with sfall, but instead several of the scripts got moved to the object_dude script. IIRC you shouldn't have more than 18 scripted items with you at any one time. Shouldn't be a problem for Fallout 1.
Ah! k. Are we talking 18 of any items total, so if Flare is scripted and you have more than 18 flares that's bad?

Darek said:
Too many holodisks (+ locations entries) aka Black Skilldex button is fixed with sfall.
Fantastic! Do I need to enable an option for that?
 
Sduibek said:
Ah! k. Are we talking 18 of any items total, so if Flare is scripted and you have more than 18 flares that's bad?
Eh, it was a long time ago I fooled around with that... but yeah, don't ever add a script to items you can have many of. It doesn't matter if the items are unique or share the same script, they still all get one slot each in the scripts table of the map save file.

Sduibek said:
Darek said:
Too many holodisks (+ locations entries) aka Black Skilldex button is fixed with sfall.
Fantastic! Do I need to enable an option for that?
Check that segment you just quoted from sfall. :)
 
Darek said:
Sduibek said:
Darek said:
Too many holodisks (+ locations entries) aka Black Skilldex button is fixed with sfall.
Fantastic! Do I need to enable an option for that?
Check that segment you just quoted from sfall. :)
:wall: whoops. Thanks

By the way, you seem pretty good at this stuff. Are you on any modding teams or a modder for Fallout games?
 
Sduibek said:
By the way, you seem pretty good at this stuff. Are you on any modding teams or a modder for Fallout games?
Nope, not really. Mostly been helping killap with the RP if that counts. I'm a sucker for obscure bugs. :)
 
Sduibek said:
I noticed I can't save in combat. Is this feature now enabled without being able to disable?

EDIT: I just tested and yes, it's enabled (thus in-combat saving disabled) by default, and not even listed in the .ini anymore. Seriously? That's extremely uncool. NOT a good idea to dictate how players play the game without giving them the ability or even knowledge that it can be done differently.
I removed a big pile of boring options from the ini, simply because it was getting too darn long to find any of the interesting ones. That doesn't mean that the options were removed. Just paste them back in and they will work as before.

In general the removed options are the ones that there would be no reason at all to want to change. Save in combat doesn't quite seem to come under that heading, so not sure why it ended up getting removed... iirc there was a bit of discussion earlier in this thread about which options to remove, if you can find it, so maybe there was some reasoning behind it. Possibly it was for the bonus move bug.

Edit:
Sduibek said:
Hitting A repeatedly to run past enemies undetected (as seen in speedruns) I think this should be similar code as DialogFix for hitting 0!
The others have already been covered, but I think this one still needs another comment; what exactly do you expect sfall to do about that? sfall doesn't know anything about the individual maps, and that you shouldn't be able to run past xxx npc without triggering combat. The only general fix I can think of would be to prevent the player from moving in their first turn if they're the one who initiated combat.
 
Hi timeslip--your mod is a MUST have for the FO games, job well done.

I didn't see an option to slow down how much time passes on the world map in your latest version of Sfall--the one that comes with RP 2.1.2b

Am I just missing it, or is that one you removed? Also, is that one I can just copy/paste into the .ini file?
 
NovaRain said:
@Timeslip
NovaRain said:
I notice that with OverrideCriticalTable=2, it's impossible to cripple Frank Horrigan or even score damage with some multiplier. Is that intentional?
Sorry for bringing this up again, but could you look into this a bit? :oops:
I did check it before the weekend, but the only thing that option changes about horrigan is the messages. There's no change to the damage multipliers at all. :/

There is one message change that's obviously typo'd, so it's possible fallout hits that, baulks at it, and then decides to screw up all the critical hits instead. I can upload a test release with that fixed, and see if it makes a difference.

FOvet said:
I didn't see an option to slow down how much time passes on the world map in your latest version of Sfall--the one that comes with RP 2.1.2b

Another one that I would expect to still be there... Here you go, it goes in the [misc] section:
;World map travel time percentage modifier
;Modifies how fast in game time passes while you're moving around the map screen without affecting encounter rate
;The pathfinder fix needs to be turned on for this to work
;100 is normal speed, 0 stops time from passing
WorldMapTimeMod=100

iirc you may need to have one of the world map fps tweaks turned on. Not sure which one... :/
 
Thanks--must've missed it--I slowed down the 'travel' time, but must''ve overlookedthe time passing part *facepalm*

As for the horrigan thing, I had that happen before too--but I never changed any settings. I was only using the sfall mod at the time, and even a GAUSE rifle with 250ish in small guns was dealing 0 damage--again, this was a mostly vanila game though--so I don't think Sfall had anything to do with it; I just find vanilla FO bugs funny sometimes o.o
 
On the hitting A thing, isn't it possible to make the game just ignore that keystroke input code? The user can still click combat or their current weapon. Granted you wouldn't want this enabled by default, or I guess you could, either way it's an effective (if messy) workaround for a super cheap exploit.
 
Sduibek said:
On the hitting A thing, isn't it possible to make the game just ignore that keystroke input code? The user can still click combat or their current weapon.
IMHO that doesn't sound like a good idea, since A key is an available hotkey listed in the manual, unlike the 0 key for exit the dialog window immediately (which causes more serious bugs/exploits). Some players that have read the manual might get confused why A key doesn't work.
 
Is it possible to make some kind of smooth map scrolling? I was impressed how awesome it looks in fonline, maybe something like that is possible with fallout engine?
 
Sduibek said:
On the hitting A thing, isn't it possible to make the game just ignore that keystroke input code? The user can still click combat or their current weapon. Granted you wouldn't want this enabled by default, or I guess you could, either way it's an effective (if messy) workaround for a super cheap exploit.
And on top of novarain's comment, that wouldn't actually fix the underlying problem anyway...
 
Timeslip said:
Sduibek said:
On the hitting A thing, isn't it possible to make the game just ignore that keystroke input code? The user can still click combat or their current weapon. Granted you wouldn't want this enabled by default, or I guess you could, either way it's an effective (if messy) workaround for a super cheap exploit.
And on top of novarain's comment, that wouldn't actually fix the underlying problem anyway...
Well that sucks. :(
 
Can you fix BUG in critical miss effects?

•First two effects in rocket launcher type seem to be bugged, as ”fired a dud shot” is less severe than ”lost next turn”.

•The ”miss” effect in flamers type can still cause damage to the target - as is the case of every missed shot with a flamer.

'Critical Chance' and 'Critical Miss Chance' principle
 
I got a large list of comments/issues I'm going through and I thought I'd post some of the engine type issues here, this being the engine modification thread and all. I haven't confirmed any of them, but they seem legit.


* For the Educated Perk: It applies for the current level, *IF* you take it at the first time since leveling up at the character creation screen. If you click the character creation screen, cancel out of the perks list, close and reopen the character creation screen, and then select the Educated Perk, it DOES NOT apply to the current level. (Note: This bug goes back all the way to Fallout 1.)

* Clicking your weapon at the exact moment that someone else initiates combat causes the button to remain "pressed in" graphically, and it doesn't release until you try to initiate combat again that way.

* In the Pip boy, if you click status, click a city, then click somewhere else on the Pipboy screen, it'll load up another city's quest status.
 
Back
Top