Generic Weapondrop Addon

B-2Admirer

First time out of the vault
This small addon for Fallout 2 will cause critters who can drop items to drop the ones they're holding (usually weapons) on the ground on death. Because in the unmodded Fallout 2 this normally does not happen, using this addon can add some spice to the gameplay as AI-controlled critters will try to pick up the weapons which are better than the ones they have. Be aware that after being dropped items will quite likely become obscured by bodies, if it happens, use the "Item Highlights" function of sfall to pick them up. Left Shift is the default key to highlight all the items lying on the ground.

*****************************
INSTALLATION AND REQUIREMENTS
*****************************
Requires sfall v1.46b or above to work, but please note that sfall versions below 1.49d have the "Item Highlights" function bugged (highlighting works only on one elevation of a map). Therefore everyone is encouraged to use this addon with sfall v1.49d or above. sfall can be downloaded at http://timeslip.chorrol.com/sfall.html

This addon comes in two versions. Due to the generic nature of the addon, standalone version can be used with any mod or game built on the Fallout 2 engine with sfall, unless the mod you're planning to use it with already contains the file "hs_ondeath.int". The CAA version should only be used in conjunction with Critter Armor Addon for Fallout 2 RP 1.2.

In either case, to install just extract the file "hs_ondeath.int" into the Fallout 2 "data\Scripts" directory (default is "C:\Program Files\BlackIsle\Fallout2\data\Scripts\"), overwriting the file for the CAA version.

Download link for the addon is http://depositfiles.com/en/files/axn69u5uk Have fun playing.
 
No, not the same, although they do similar things. The reason I created mine is because, as you could've seen if you read my previous posts, I was asked to combine weapondropping with my Critter Armor Addon.

Besides, the one you referenced contains not only weapon-dropping code, but also code to create armor based on the weird Nirran's principle of "higher skills = better armor", disregarding killed critter's protection. Since there will surely be people who won't need that, I decided to add a standalone version, too.

I hope that answers your question :D
 
my "wierd" armor drop mod requiering higher skills before they drop is megamod standard,i didnt make it,i mearly made it into one script,btw why did you post your mod in my thread?i also see that you incorperated my sfall method of one script for your armor addon,is it customary for you to steal ideas from other people?
 
B-2Admirer said:
...but also code to create armor based on the weird Nirran's principle of "higher skills = better armor", disregarding killed critter's protection...

Are you high? Or are you just making up stuff rather than actually investigating? The code takes into account what the critter's appearance is. The 'higher skills' are required to retrieve the more advanced armors. Said another way, since I'm pretty sure you've messed it up before: if you don't have a high enough skill in science and repair, for example, then you can't put together power armor.
 
B-2Admirer said:
"higher skills = better armor"

i wonder if you think everything should be automatic for the player,ill be the first to admit,most of my mods are over-powered,but i dont think a mod that increases available cash in the game by about 75%(at least),should be a gimme,not trying to start a flame war and ill be surprized if it doesnt cause one,i said what i wanted to say,not gonna involve myself now,donno why you have a problem with me(you obviously do) but , to each his own and i do belive that skills should be requiered to be able to loot armors,i think Megamod way of doing it is a good method

Nirran
 
MIB88 said:
B-2Admirer said:
...but also code to create armor based on the weird Nirran's principle of "higher skills = better armor", disregarding killed critter's protection...
Are you high? Or are you just making up stuff rather than actually investigating? The code takes into account what the critter's appearance is. The 'higher skills' are required to retrieve the more advanced armors. Said another way, since I'm pretty sure you've messed it up before: if you don't have a high enough skill in science and repair, for example, then you can't put together power armor.
It is indeed pretty clear who is high here, since you didn't even manage to read the text you quote properly. I said disregarding PROTECTION, not disregarding APPEARANCE. Can you understand the difference between those two terms?

The reason I call it weird is because the same killed kritter may yield different types of armor depending on the player's skills. Care to explain the [non-existent] logic behind that? How can one put together a better suit of armor from a worse one or vice versa?

Nirran said:
i also see that you incorperated my sfall method of one script for your armor addon,is it customary for you to steal ideas from other people?
Thanks for a good laught :D Had you done just a little research, maybe you would see that I released first version which made use of hs_ondeath.int on Aug 10, 2009. Now tell me when did you released your creation? And, BY THE WAY, Timeslip added the ondeath hookscript in responce to my suggestion which I made to him on Jul 26, 2009 to avoid the need to modify every armored critter's script with my addon.

But the funniest thing is that you of all people got the neck to talk about "stealing ideas from other people". Would you be so kind as to explain where does "obj_art_fid(...) % 512" come from? Just don't bother to lie that you figured it out yourself :lol:

Nirran said:
i wonder if you think everything should be automatic for the player
Not at all. I just believe that which type of several identical-looking armor suits a killed critter supposedly wore should not depend on the skills of the player, because it's just plain absurd. It should depend on the protection that the critter had and that's how I implemented it in my addon.

As to the flame war, I pretty much dislike things like that, but I have no intention to put up with anyone's false accusations.
 
Or, you aren't as clear as you think you are. You weren't clear in the first post I quoted. You mentioned the issues with skills and protections, but by making no mention of appearance, it could be inferred by people who aren't familiar with the MM that it played no part, which wouldn't be true. This, however, is clear:

B-2Admirer said:
The reason I call it weird is because the same killed kritter may yield different types of armor depending on the player's skills.

And this does have to be tweaked.

Second, why was this relevant?

B-2Admirer said:
... And, BY THE WAY, Timeslip added the ondeath hookscript in responce to my suggestion which I made to him on Jul 26, 2009 to avoid the need to modify every armored critter's script with my addon.

But, since you think it needed mentioning, maybe you need to check back a little further. Regarding your suggestion about the hs_ondeath suggestion in August, have a look at Josan's link above. He asked about that stuff in July.
 
B-2Admirer said:
Had you done just a little research, maybe you would see that I released first version which made use of hs_ondeath.int on Aug 10, 2009.

if thats true,why did your release you posted in my thread not work?you didnt use sfall get_arg to identify critter that was dieing,everything had self_obj in it,why was it not working correctly?assuming your speaking truth,i imagine you would have tested it,or not,maybe assuming too much,btw wtf did you drag me into an argument with someone else?
 
MIB88 said:
You mentioned the issues with skills and protections, but by making no mention of appearance, it could be inferred by people who aren't familiar with the MM that it played no part, which wouldn't be true.
What could be inferred by anyone is not the problem of mine. I just pointed out the absurdity of this method and the absurdity sums up to the player's skill instead of critter's protection being used to determine the type of armor the critter's going to yield. What I sad most certainly was true, so if you felt that emphasizing that appearance is taken into account by the script was so important, you should write "but the script does take appearance into account", to which I would gladly argee, instead of suggesting that I'm "high or making up stuff", which is nothing but a pathetic personal attack.

MIB88 said:
This, however, is clear:
B-2Admirer said:
The reason I call it weird is because the same killed kritter may yield different types of armor depending on the player's skills.
And this does have to be tweaked.
Glad that you finally understood.

MIB88 said:
Second, why was this relevant?
This wasn't addressed to you, but to Nirran. Read his post to understant why it was relevalt.

MIB88 said:
Regarding your suggestion about the hs_ondeath suggestion in August, have a look at Josan's link above. He asked about that stuff in July.
Once again, you don't seem to be able to read the text you quote properly. The quote clearly states that I made the suggestion in July, not August. It is entirely possible that Timeslip had other suggestions in mind apart from my own when he added this hookscript, but he replied to my message which said "Perhaps you can add another hookscript, which is called after procedure destroy_p_proc is executed, to sfall?" with "Grab 1.46 and try the hs_ondeath hookscript. I think I've caught all the different ways critters can die, but let me know if you find any I've missed.". Anyway, for your own sake I hope you don't think I'm trying to credit myself with the appearance of this hookscript in sfall.

Nirran said:
if thats true,why did your release you posted in my thread not work?you didnt use sfall get_arg to identify critter that was dieing,everything had self_obj in it,why was it not working correctly?assuming your speaking truth,i imagine you would have tested it,or not,maybe assuming too much
I don't have a slightest idea of what you're talking about. Please provide me with a link to anything that a) was posted by me in your thread, b) doesn't use get_sfall_arg, c) doesn't work. Then we'll talk further.

Nirran said:
btw wtf did you drag me into an argument with someone else?
I wasn't dragging you into anything, please learn to use the forum. The line directly above the quote box clearly says who is the quoted person and it shouldn't be too hard to figure out that the text posted between the quote and the next one is addressed to this very person. I have no reason to use two different posts to reply to two people when I can use just one.
 
You're right. I did read that too quickly, and thought both occasions were in August.

But this is funny:

B-2Admirer said:
...Anyway, for your own sake I hope you don't think I'm trying to credit myself with the appearance of this hookscript in sfall.

Whatever. Similar to what you said, I'm not concerned - at all - about the assumptions you make. But even if it's true, so what? Are you some "telephone/internet tough guy" who's gonna teach me a lesson? :roll:
 
MIB88 said:
But even if it's true, so what? Are you some "telephone/internet tough guy" who's gonna teach me a lesson? :roll:
Of course not :lol: I just mean that the person who could think I was trying to credit myself when I said that Timeslip added the ondeath hookscript in responce to my suggestion would seem more than a bit inept to me...
 
Hi B-2Admirer,

there is some weird problem with your mod. After I have read this
post, I realized I have had the same problem when I installed your mod with Restoration Project 1.2.

After saving the game in combat and load, the game is fucked. NPCs are attacking at the same time as me. If I kill them, they wake up with fresh health and attack me again and again.

Can you fix this issue?
 
JaW said:
...saving the game in combat...
As awesome as that sounds, if saving in combat is a required part of triggering it, then it's a case of PEBKAC. Don't save in the middle of combat, ever.

Otherwise, if you give me some steps to reproduce it, I'll take a look. It's as likely to be an sfall problem as anything else.
 
Timeslip said:
JaW said:
...saving the game in combat...
As awesome as that sounds, if saving in combat is a required part of triggering it, then it's a case of PEBKAC. Don't save in the middle of combat, ever.

I know, I know. I have been testing that thing and after I have realized that there is something wrong with it I enabled option to not save in combat in sfall.

Timeslip said:
Otherwise, if you give me some steps to reproduce it, I'll take a look. It's as likely to be an sfall problem as anything else.

Well, just install RP 1.2 and Critter Armor Addon and I will provide you with the savegame.
I noticed this problem in Slaver's Camp and during fight with Tyler.

EDIT...I uploaded some savegames from Slaver's Camp http://www.mediafire.com/?rjywizydmn1
 
JaW said:
Hi B-2Admirer,
there is some weird problem with your mod. After I have read this
post, I realized I have had the same problem when I installed your mod with Restoration Project 1.2.
After saving the game in combat and load, the game is fucked. NPCs are attacking at the same time as me. If I kill them, they wake up with fresh health and attack me again and again.
Can you fix this issue?

Since Megamod (where the armor-creating code is totally different) is having the same problem, it's probably an issue of sfall and ondeath hook, like Timeslip suggested. At least I can't for the life of me imagine what part of my code could possibly trigger such effect.

Currently I'm a long way from home, so I can't look into the problem, but I will if it's not solved by the time I come back.

However, just like Timeslip, I strongly advice you against saving in combat while not at the start of your turn and then loading. It can cause problems with many scripts (or simply corrupt a save slot).

BTW, why did you post this in the GWA thread instead of the CAA one?
 
B-2Admirer said:
JaW said:
Hi B-2Admirer,
there is some weird problem with your mod. After I have read this
post, I realized I have had the same problem when I installed your mod with Restoration Project 1.2.
After saving the game in combat and load, the game is fucked. NPCs are attacking at the same time as me. If I kill them, they wake up with fresh health and attack me again and again.
Can you fix this issue?

Since Megamod (where the armor-creating code is totally different) is having the same problem, it's probably an issue of sfall and ondeath hook, like Timeslip suggested. At least I can't for the life of me imagine what part of my code could possibly trigger such effect.

Yes, you are completely right about this, B2. It is sfall issue. I have another report that says this happened in RP 1.2 without mods/addons installed. Used version of sfall was 2.0d.

B-2Admirer said:
BTW, why did you post this in the GWA thread instead of the CAA one?

Sorry B2 I just missed the right topic :hide:
 
Back
Top