Fallout 2 mod Inventory Sort Buttons Mod

I'm not getting any extra buttons at all. What am I doing wrong? I put the script in the script file and the ini file next to the others like sfall. I might not have the latest version of sfall, so I'll go get this 3.6, just in case, but is there anything else I need to do?

You should just put the contents of the mod folder in your game/mod folder (i.e. the folder containing the executable you're using). The reason you're not getting any buttons is (I think) that you didn't place the PCX folder correctly, which means the button graphics aren't being found. So what you get if you simply unpack is a data/scripts folder (if you don't already have one) with the script, an .ini file in the main folder alongside the .exe you use, and a PCX folder with the graphics.
 
OK. I had a feeling that might have been the case with the PCX. I also installed the latest version of sfall, too.
 
Well, installing the latest version of sfall and making sure the PCX files were situated in the art folders did the trick. All is working well, except the buttons are white with no labeling, and I keep getting a warning about the fact I overwritten the version of sfall that was installed on the RP and I should revert back before it's too late. Is that something I should be concerned about? It hasn't crashed or anything so far. If not a concern, is there a way to shut that warning off? Since it's kind of annoying, since it keeps popping up every few minutes.
 
I keep getting a warning about the fact I overwritten the version of sfall that was installed on the RP and I should revert back before it's too late. Is that something I should be concerned about?
You shouldn't overwrite RP's ddraw.ini with the "default" one from sfall package. killap added the warning for a good reason. With the default ddraw.ini, you may not be able to access newly added elevators in RP, the locations list panel might be glitched, no restored karma FRMs, and some dialog scripts related crashes.
 
Well, installing the latest version of sfall and making sure the PCX files were situated in the art folders did the trick. All is working well, except the buttons are white with no labeling, and I keep getting a warning about the fact I overwritten the version of sfall that was installed on the RP and I should revert back before it's too late. Is that something I should be concerned about? It hasn't crashed or anything so far. If not a concern, is there a way to shut that warning off? Since it's kind of annoying, since it keeps popping up every few minutes.

Um, as for the RP related stuff I'm deferring to NovaRain. It seems that you've gotten a step further as in the menu loading correctly, but the buttons aren't loading probably because of an error in attaching a procedure (if you have debug running the log would tell you that) to the button, which in turn would seem to suggest that you're still not properly updated to 3.6... maybe RP is conflicting (I'm assuming you did overwrite the .dll and not just the .ini, heh), but I don't know, sorry.
 
I did overwrite both the .ini and the .dll files with what came with the version of sfall 3.6, but I do have back ups of the original files that came with the RP. I learned that a long time ago to have back ups. Hell, back ups of back ups. Should I just restore those, or just leave it alone for now?

Now that I think about it, I had this issue years ago with sfall and RP. It was probably RP 1.2 or something like that. One of the ones that took a long time for the new version to come out. I tried to install a newer version of sfall back then, probably for some mod that needed it, and had that problem, or something similar and I just had to wait for the newer version of RP to come out with the latest version of sfall at that time. I think it was something like I didn't have the US version of Fallout 2 .exe or was expecting it (I've had that issue with trying to use the mapper, too.) I never could understand that one, considering I live in the US and as far as I know, the copy of Fallout 2 I have is not imported. Well, at least I haven't had the issues that a lot of people had with the game crashing and whatnot, especially from those early versions of the RP. I've been lucky about that.
 
I have a sensation you should make proper readmes for your mods, Jimmy, such as the one for your damage formula in Sfall on how it works and calculates. As for this mod, I have tried it in vanilla Fallout 2; it works okay until I try to click the buttons, nothing happens at all... I use the high-res mod at a native resolution and DirectX 9, should I use Scale X2 to make up for not wanting to use 640x480 SVGA resolution?

Oh, and does the PCX folder go into Fallout2Install/data like the graphics for Mr. Fixit? Help me with this, thanks.
 
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I have a sensation you should make proper readmes for your mods, Jimmy, such as the one for your damage formula in Sfall on how it works and calculates. As for this mod, I have tried it in vanilla Fallout 2; it works okay until I try to click the buttons, nothing happens at all... I use the high-res mod at a native resolution and DirectX 9, should I use Scale X2 to make up for not wanting to use 640x480 SVGA resolution?

Oh, and does the PCX folder go into Fallout2Install/data like the graphics for Mr. Fixit? Help me with this, thanks.

I agree about the readmes, but in this case it wouldn't say any more than what it says in my OP: "Just unpack it in the main folder of whatever you're using and see if it crashes!" Main folder being the one where the executable is that you're using to play the game, so the PCX folder doesn't go in the /data folder (I used the convention of FON rather than Fixit).

Besides, if the graphics are loading fine it doesn't have anything to do with misplaced folders. Could you perhaps post your ddraw.ini and f2hires.ini's in the same way NovaRain did earlier in this thread? That way I can test it out and see if it works for me.
 
I agree about the readmes, but in this case it wouldn't say any more than what it says in my OP: "Just unpack it in the main folder of whatever you're using and see if it crashes!" Main folder being the one where the executable is that you're using to play the game, so the PCX folder doesn't go in the /data folder (I used the convention of FON rather than Fixit).

Besides, if the graphics are loading fine it doesn't have anything to do with misplaced folders. Could you perhaps post your ddraw.ini and f2hires.ini's in the same way NovaRain did earlier in this thread? That way I can test it out and see if it works for me.
Okay, here's my ddraw.ini:
;sfall configuration settings
;v3.6

[Main]
;Change to 1 if you want to use command line args to tell sfall to use another ini file.
UseCommandLine=0

;Uncomment and point to a file to get alternate translations for some sfall messages
;TranslationsINI=./Translations.ini

;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Sound]
;Sets the number of allowed simultaneous sound effects
;Set to 0 to leave the default unchanged (i.e. 4)
NumSoundBuffers=0

;Set to 1 to allow attaching sound files to combat float messages
AllowSoundForFloats=1

;Set to 1 to automatically search for alternative formats when fallout tries to play an acm
;This does not effect the play_sfall_sound and stop_sfall_sound script functions
AllowDShowSound=0

;Set to 1 to override the music path used by default if not present in the cfg
;Set to 2 to overwrite all occurances of the music path
OverrideMusicDir=0

;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Speed]
;Set to 0 to disable everything in this section
Enable=0

;The speeds corresponding to each slot in percent. (i.e. 100 is normal speed)
SpeedMulti0=50
SpeedMulti1=100
SpeedMulti2=150
SpeedMulti3=200
SpeedMulti4=300
SpeedMulti5=500
SpeedMulti6=1000
SpeedMulti7=100
SpeedMulti8=100
SpeedMulti9=100

;The initial speed at game startup
SpeedMultiInitial=100

;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Graphics]
;Set to 0 for 8 bit fullscreen
;Set to 4 for dx9 fullscreen
;Set to 5 for dx9 windowed
;A dx9 mode is required for any graphics related script extender functions to work (i.e. fullscreen shaders)
;Modes 1, 2 and 3 are no longer supported
Mode=0

;If using a dx9 mode, this changes the resolution
;The graphics are simply stretched to fit the new window; this does _not_ let you see more of the map
;If set to 0, use fallout's native resolution
GraphicsWidth=0
GraphicsHeight=0

;Set to 1 to do the palette conversion on the gpu
;Set to 2 to do the palette conversion on the cpu
;Set to 0 to pick automatically
;GPU is faster, but requires v2.0 pixel shader support
GPUBlt=0

;Set to 1 to allow using 32 bit graphics for talking heads
;Requires graphics mode 4 or 5, and gpublt set to 1
Use32BitHeadGraphics=0

;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Input]
;Set to 1 to enable the mouse scroll wheel to scroll through your inventory
UseScrollWheel=1

;The mouse Z position is divided by this modifier to calculate the number of inventory
;slots to scroll. My mouse moves 120 pixel in the z direction for one click of the mouse
;wheel, but this may vary depending on your mouse manufacturer and windows settings.
;Set to 0 to only ever scroll 1 click
ScrollMod=0

;Adjusts mouse sensitivity to some percentage of normal.
;Negative values are valid, if you want your mouse axis reversed for some reason
MouseSensitivity=100

;DX scancode of a key to press when the middle mouse button is clicked
;The default of 0x30 toggles between your two weapons
;Set to 0 to disable
MiddleMouse=0x30

;Set to 1 to reverse the left and right mouse buttons
ReverseMouseButtons=0

;Set these to 1 if you want fallout to access the keyboard or mouse in background mode
;Try these if you get the 'Failure initializing input devices' error
BackgroundKeyboard=0
BackgroundMouse=0

;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

;The modifier key you have to hold down to change any speed settings
;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
SpeedModKey=2

;A key to press to toggle the speed tweak on or off
;Specify 0 if you don't want a toggle key, or a DX scancode otherwise
SpeedToggleKey=0x00

;The keys corresponding to the 10 speed slots
;Set to 0 to disable a slot, otherwise specify the DX scancode of the key you want to use
SpeedKey0=0x52
SpeedKey1=0x4f
SpeedKey2=0x50
SpeedKey3=0x51
SpeedKey4=0x4b
SpeedKey5=0x4c
SpeedKey6=0x4d
SpeedKey7=0x00
SpeedKey8=0x00
SpeedKey9=0x00

;A key to hold down to move the window around when using graphics mode 5
;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
WindowScrollKey=0

;A key to press to toggle the highlighting of all items on the ground on the current map
ToggleItemHighlightsKey=42

;A key to press to reload your currently equipped weapon
ReloadWeaponKey=0

;A key to press to open a debug game editor
DebugEditorKey=0

;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Misc]

;Time limit in years. Must be between -3 and 13
;Set to 0 if you want to die the instant you leave arroyo
;Set to -1 to remove the time limit, and automatically reset the date back to 2241 each time you would have reached it
;Set to -2 to remove the time limit without resetting the date. The game will lock up on 8th of March 2255
;Set to -3 to remove the time limit, automatically reset the date, but override fallouts GetDate function to return the correct year
TimeLimit=-3

;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
;100 is normal speed, 0 stops time from passing
WorldMapTimeMod=66

;Set to 1 to enable functions relating to overriding the file system
UseFileSystemOverride=1

;Set to 1 to use the fallout 1 code to control world map speed
WorldMapFPSPatch=0

;Controls the world map speed if WorldMapFPSPatch is 1. Higher values cause slower movement
WorldMapDelay2=66

;The number of slots available in the locations list panel of the world map
;Set to 0 to leave unchanged. 17 is default.
;Setting this greater than 17 requires a replacement background frm, or you'll get glitched graphics
WorldMapSlots=0

;To start a new game somewhere other than artemple.map, uncomment the next line and set it to the map you want to load
;StartingMap=

;To change the 'FALLOUT II v1.02d' version string on the main menu, uncomment the next line
;You can use up to 2 %d's in this, if you want to include fallouts version number somewhere
;VersionString=

;To use a config file other than fallout.cfg, uncomment the next line and add the name of your new file
;ConfigFile=

;To use a patch file other than patch000.dat, uncomment the next line and add your new file name
;If you want to check for multiple patch files, you can include a %d in the file name (sprintf syntax)
;By default, only the first patch file found will be used.
;If you want to load multiple patch files at once, uncomment the NumberPatchLoop line and set it to the number of files to check for
;PatchFile=patch%03d.dat
;NumberPatchLoop=100

;To change the default and starting player models, uncomment the next four lines.
;The default models can also be changed ingame via script
;MaleStartModel=hmwarr
;MaleDefaultModel=hmjmps
;FemaleStartModel=hfprim
;FemaleDefaultModel=hfjmps

;To change the various ingame movies, modify the next 17 lines
;Most of these can also be changed ingame via script.
Movie1=iplogo.mve
Movie2=intro.mve
Movie3=elder.mve
Movie4=vsuit.mve
Movie5=afailed.mve
Movie6=adestroy.mve
Movie7=car.mve
Movie8=cartucci.mve
Movie9=timeout.mve
Movie10=tanker.mve
Movie11=enclave.mve
Movie12=derrick.mve
Movie13=artimer1.mve
Movie14=artimer2.mve
Movie15=artimer3.mve
Movie16=artimer4.mve
Movie17=credits.mve

;To change the starting year, month or day, uncomment the next 3 lines
;StartYear=-1
;StartMonth=-1
;StartDay=-1

;To change the limit of the distance away from the player to which you're allowed to scroll the local maps, uncomment the next two lines
;Defaults are 0x1E0 in the x direction and 0x190 in the y direction.
;Not compatible with the res patch!
;LocalMapXLimit=480
;LocalMapYLimit=400

;To add additional perks to the game, uncomment the next line and set it to point to a file containing perk information
;PerksFile=Perks.ini

;Set to 1 if you want the pipboy to be available at the start of the game
PipBoyAvailableAtGameStart=0

;Set to 1 to double the number of available kill types
;If you use this, you need to provide the extra descriptions in proto.msg (entries from 1450 to 1487 are names and 1488 to 1525 are descriptions)
;Changing this option mid game will not invalidate old save games, but the players kill counters will be completely screwed.
;Setting this to 1 may cause problems if the player kills more than 32767 of any one critter type
;Additional kill types must have their new critical tables set! (See the OverrideCriticalTable option)
ExtraKillTypes=0

;Choose the damage formula used to calculate combat damage.
;Don't set this to anything other than 0 unless another mod you're using explicitly tells you to!
;0 - Fallout default
;1 - Glovz's Damage Fix
;2 - Glovz's Damage Fix with Damage Multiplier tweak
;4 - Jim's Formula
;5 - Haenlomal's Yet Another Ammo Mod.
DamageFormula=1

;Set to 1 to disable Horrigan's encounter
DisableHorrigan=0

;Set to 1 to disable the random element in npc levelling.
;This will cause all npc party members to automatically level up as soon as the player reaches the requirements
NPCAutoLevel=0

;Change the initial starting location and world map viewport
;Leave at -1 for default
StartXPos=-1
StartYPos=-1
ViewXPos=-1
ViewYPos=-1

;Set to 1 to override the art_chache_size setting in fallout2.cfg
OverrideArtCacheSize=1

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

;Set to 1 to fix the issue with the skilldex button dissapearing when you have many active quests and holodisks.
BlackSkilldexFix=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.
;Set to 2 to block all saving in combat
SaveInCombatFix=1

;Point at an ini file containing elevator data
;ElevatorsFile=Elevators.ini

;Uncomment and set to a comma delimited list of numbers to use a custom xp table.
;Players level is capped once the highest specified level is reached
;XPTable=50,100,200

;Set to 1 to enable additional weapon animations codes from o-t
;The 4 byte value at 0x39 of weapon protos may range from 0 to 15 rather than 0 to 10
;Since the letters 'n' and 'r' are in use for other animations, an animation code of 11 corrisponds to 's' and 15 to 't'
AdditionalWeaponAnims=1

;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts
;BodypartHitMod0=-40
;BodypartHitMod1=-30
;BodypartHitMod2=-30
;BodypartHitMod3=0
;BodypartHitMod4=-20
;BodypartHitMod5=-20
;BodypartHitMod6=-60
;BodypartHitMod7=-30
;BodypartHitMod8=0

;Set to 1 to use a CriticalOverrides.ini file to override the default critical table
;Set to 2 to use the default critical with bug fixes (doesn't require an ini)
;Set to 3 to use a new format CriticalOverrides.ini file, with preadded bug fixes
;If the ExtraKillTypes option is enabled, this should be set to 3, with containing entries for any new types
;Must be non-zero to use the edit/get/reset_critical script functions
OverrideCriticalTable=2

;Set to 1 to get notification of karma changes in the notification window
DisplayKarmaChanges=1

;Set to 1 to always reload messages, rather than only at map load
AlwaysReloadMsgs=1

;Set to 1 to force the player to play the idle animation when reloading their weapon
PlayIdleAnimOnReload=1

;Set to 1 to prevent corpses from blocking line of fire
CorpseLineOfFireFix=1

;Set a number of milliseconds to idle each input loop
;Set to -1 to disable
;Set to 0 to idle only if other processes are waiting for processor time
;Set to 1 (or some higher number if needed) to prevent 100% cpu use
ProcessorIdle=-1

;Set to 1 if using the hero appearance mod
EnableHeroAppearanceMod=0

;Set to 1 to skip the 3 opening movies
SkipOpeningMovies=1

;Causes npc's who complete their combat turn with ap left over will try and find other ways to spend it.
;Only npcs with ap left equal to or greater than the value given here will be considered.
;Set to 0 to disable
NPCsTryToSpendExtraAP=2

;Allows the use of tiles over 80*36 in size. sfall will just split and resave them at startup
;Set to 1 to check all tiles on started (slow)
;set to 2 if you provide a XLtiles.lst file in art/tiles/ containing a list of the tile ids that need checking
AllowLargeTiles=0

;Change the skilldex cursor frm numbers
;Default is 293 for all skills
Lockpick=293
Steal=293
Traps=293
FirstAid=293
Doctor=293
Science=293
Repair=293

;Remove window position rounding
RemoveWindowRounding=0

;Set to 1 to add scroll buttons to the pip boy quest list, and remove the quests per area limit
UseScrollingQuestsList=1

;Uncomment these lines to control the premade characters offered when starting a new game
;Multiple options should be separated by commas, and there must be the same number of entries in both lines
;PremadePaths=combat,diplomat,stealth
;PremadeFIDs=201,203,202

;Use this line to modify the list of cities and their associated global variables used for city reputations
;Syntax is 'city id : global id',with each city/global pair separated by a comma.
;CityRepsCount=19
;CityRepsList=0:47,2:48,1:49,4:50,5:51,3:52,8:53,6:54,7:55,13:56,10:57,11:59,14:61,17:63,19:64,18:65,25:66,9:294,20:308

;Set this to a valid path to save a copy of the console contents
;ConsoleOutputPath="bingle.txt"

;Set to 1 to add additional pages of save slots
ExtraSaveSlots=0

;Set to 1 to speed up the hp/ac counter animations
SpeedInterfaceCounterAnims=1

;These lines allow you to control the karma frm's displayed on the character screen
;KarmaFRMsCount=3
;KarmaFRMs=47,48,49
;KarmaPoints=-100,100

;Set to 1 to allow science and repair to be used on the player, or 2 for all critters. (Rather than only brahmin/robots)
ScienceOnCritters=0

;Modify this value to change the players speed of rotation on the inventory and character screens
;Default is 166
SpeedInventoryPCRotation=200

;Uncomment to set the text colour of the extra 5 interface boxes
;The line must contain a 5 digits, each either a 0 for green or 1 for red
;BoxBarColours=00000

;Set to 1 to fix the bug that caused bonus HtH damage to not be applied correctly.
BonusHtHDamageFix=1

;Modify the maximum number of animations allowed to run on a map. (Default is 32)
AnimationsAtOnceLimit=90

;Set to 1 to fix issues with the wield_obj_critter script function.
WieldObjCritterFix=1

;Set to 1 to fix the issue that resulted in the jet antidote not being consumed.
JetAntidoteFix=1

;Set to 1 to remove the limits that stop the player rolling critical successes/misses in the first few days of game time
RemoveCriticalTimelimits=0

;Set to 1 to fix the issue that caused the critical hit bonuses from special unarmed attacks to not be applied correctly.
SpecialUnarmedAttacksFix=1

;Set to 1 to enable party members with level 6 protos to reach level 6
NPCStage6Fix=1

;Set to 1 to fix the problem with melee weapon equiped npcs being unable to attack multi-hex critters
MultiHexPathingFix=1

;Change the colour of the font used on the main menu for the fallout/sfall version number
;It's the last byte ('3c' by default,) that picks the colour used. The first byte supplies additional flags
;MainMenuFontColour=0x0600003c

;Two alternate fixes to the interaction between HtH attacks and the fast shot trait
;0 - Fallout 2 original behaviour
;1 - Haenlomal's fix, called shots are enabled for HtH attacks
;2 - Restoring the -1 AP bonus for HtH attacks (i.e. Fallout 1 behaviour)
FastShotFix=1

;Allows you to edit the skill tables
;Point the next line at an ini file containing the replacement skill data
;SkillsFile=Skills.ini

;Set to 1 to fix the issue with doors being able to dodge bullets.
DodgyDoorsFix=1

;Set to 1 to boost the maximum number of script names from 1450 to 10000
BoostScriptDialogLimit=1

;To change the relationship between SPECIAL stats and derived stats, uncomment the next line
;See the Stats.ini in the modders pack for an example file
;DerivedStats=Stats.ini

;These options modify the checks to see if a critter can carry an additional item, changing which items are counted towards the weight limit and adding an additional size check
;Set the mode to 0 to disable the size check, 1 to apply to pc only, 2 to apply to the pc and party members, or 3 to apply to all critters
;Only the PC uses CritterInvSizeLimit. Other critters will use the extra unused stat (STAT_unused = 10)
;Add 4 to the mode to limit the weight check to used items only
CritterInvSizeLimitMode=4
CritterInvSizeLimit=200

;Some bit flags to alter behaviour of the motion sensor
;1 - Allow sensor use on automap when motion sensor is in pack rather than hands
;2 - Motion sensor doesn't require charges
;4 - Motion sensor is required to use the item highlight feature
MotionScannerFlags=1

;Set to non-0 to adjust the maximum encounter table size
;Default is 40, and the maximum is 127
EncounterTableSize=0

;Set to 1 to disable the pipboy alarm button
DisablePipboyAlarm=0

;Prevents you from using super stims on a critter who is at full health.
SuperStimExploitFix=0

;Change the AP cost for accessing inventory in combat, and the related effect of Quick Pockets perk
;InventoryApCost=4
;QuickPocketsApCostReduction=2

;Set to 1 to allow objects seeing through other objects with their ShootThru flag set
ObjCanSeeObj_ShootThru_Fix=1

;These options change the bullet distribution of burst attacks
;All the bullets are divided into three groups: central, left and right. These three groups will then travel along three parallel tracks, trying to hit targets on the way
;Set the mod to 1 to enable the next four lines
;CenterMult/Div set the ratio of how many bullets go to the central group, and remaining bullets are divided equally to left and right sides
;TargetMult/Div set the ratio of how many bullets in the central group will attack the primary target directly
;Multipliers are capped at divisor values.
ComputeSprayMod=0
ComputeSpray_CenterMult=1
ComputeSpray_CenterDiv=3
ComputeSpray_TargetMult=1
ComputeSpray_TargetDiv=2

;Set to 1 to make explosions and projectiles emit light
ExplosionsEmitLight=1

;Set to 1 to add proper checks if there is enough ammo to use weapons that use multiple ammo per shot
CheckWeaponAmmoCost=1

;To add additional books to the game, uncomment the next line and point to a file containing book information
;See the Books.ini in the modders pack for an example file
;BooksFile=Books.ini

;Controls the speed of combat panel animations (lower - faster; valid range: 0..65535)
CombatPanelAnimDelay=250
;Controls the speed of dialog panel animations (lower - faster; valid range: 0..255)
DialogPanelAnimDelay=20

;Allows you to directly control other critters in combat
;Set to 0 to disable
;Set to 1 to control all critters in combat
;Set to 2 to control all party members
;If you want to control only specific critters, uncomment the ControlCombatPIDList line and set it to a comma delimited list of PIDs
ControlCombat=2
;ControlCombatPIDList=62,89,97,107,160,161

[Debugging]
;No options in this section have any effect in the standard version of sfall
;They are specific to the debug build included in the modders pack
;This section is not effected by the 'UseCommandLine' option. It will always be read from the main ini

;Set to 1 to enable debugging output to screen or 2 to create a debug.log file
;While you don't need to create an environment variable, you do still need to set the appropriate lines in fallout.cfg
DebugMode=2

;Change to 1 to skip the compatibility mode check
SkipCompatModeCheck=1

;Set to 1 to skip the executable file size check
SkipSizeCheck=1

;If you're testing changes to the fallout exe, you can override the crc that sfall looks for here
ExtraCRC=0x00000000

;Set to 1 to stop fallout from deleting non readonly protos at startup
;Has pretty nasty side effects when saving/reloading, so don't use for regular gameplay
DontDeleteProtos=1

;Set to 1 to give scripts direct access to fallouts address space, and to make arbitrary calls into fallout's code
AllowUnsafeScripting=0

;These options control what output is saved in the debug log

;Prints messages duing sfall initialization
Init=1
;Prints messages relating to hook scripts
Hook=0
;Prints messages relating to scripting
Script=0
;Prints messages relating to the critical table
Criticals=1

...And here's my f2_res.ini:
;The F2_RES Configuration file 12/12/2013
;A High Resolution Mod For Fallout 2
;
;Comments start with ; anything on a line after a comment is not visible to program


;##################################################################################################################
[MAIN]

; Affects Windows Vista/7/8 and above. Allows hi-res patch settings to be changed without admin privileges
; if installed in the "Program Files" directory.
; When UAC_AWARE=0 the hi-res patches settings will be stored in the game folder as usual.
; When UAC_AWARE=1 the hi-res patches settings will be stored in the users roaming app data folder.
; For Vista this is usually "C:\Documents and Settings\'your user name'\Application Data\Fallout2".
; For Windows 7/8 this is usually "C:\Users\'your user name'\AppData\Roaming\Fallout2".
UAC_AWARE=0

; Set GRAPHICS_MODE=0 to enable Basic mode which supports resolution change only(required for sfalls Graphic modes).
; Set GRAPHICS_MODE=1 to enable Direct Draw 7 mode.
; Set GRAPHICS_MODE=2 to enable DirectX9 mode.
GRAPHICS_MODE=2

; Set SCALE_2X=1 to scale the game x2.
; Note: This will increase the minimum resolution to from 640x480 to 1280x960.
SCALE_2X=0

; Set the Fullscreen resolution here.
SCR_WIDTH=1680
SCR_HEIGHT=1050

; Set the Fullscreen colours here.
; 8 for 8bit colour output (original)
; 16 for 16bit colour output (set only if your not using Sfall with graphics modes 4 or 5)
; 32 for 32bit colour output (set only if your not using Sfall with graphics modes 4 or 5)
COLOUR_BITS=32

; Set the Fullscreen refresh rate here.
; Set REFRESH_RATE=0 for driver default.
REFRESH_RATE=0

; Set WINDOWED=1 to enable windowed mode.
WINDOWED=0

; Window size and position data, Do not modify.
WIN_DATA=0

; Hi-Res Patch data file and patch folder(Loaded after master.dat)
f2_res_dat=f2_res.dat
f2_res_patches=data\
WINDOWED_FULLSCREEN=0


;##################################################################################################################
[INPUT]

; Set ALT_MOUSE_INPUT=0 to allow Sfalls mouse input functions to work.
; Set ALT_MOUSE_INPUT=1 to enable alternate mouse input control built into the hi-res patch.
ALT_MOUSE_INPUT=1

; Set EXTRA_WIN_MSG_CHECKS=1 to prevent the "NOT RESPONDING" error that may occur in windowed mode.
; Adds extra windows message checks to several loops during combat and fade effects.
; This setting is always enabled if ALT_MOUSE_INPUT=1.
EXTRA_WIN_MSG_CHECKS=1

; Set SCROLLWHEEL_FOCUS_PRIMARY_MENU=1 for inventory, barter, loot screens etc. to make mouse wheel control default to the PC's item list unless the cursor is hovering over another list.
SCROLLWHEEL_FOCUS_PRIMARY_MENU=1


;##################################################################################################################
[EFFECTS]

; Play the game in black and white.(Pixote's zany idea)
; Set IS_GRAY_SCALE=1 to enable.
IS_GRAY_SCALE=0


;##################################################################################################################
[HI_RES_PANEL]

; if DISPLAY_LIST_DESCENDING=0 resolutions are listed from lowest to highest.
; if DISPLAY_LIST_DESCENDING=1 resolutions are listed from highest to lowest.
DISPLAY_LIST_DESCENDING=0


;##################################################################################################################
[MOVIES]

; if MOVIE_SIZE=0 - movies remain their original size.
; if MOVIE_SIZE=1 - movies will stretch to fit the screen while maintaining the aspect ratio of the original.
; if MOVIE_SIZE=2 - movies will stretch to fill the screen.
MOVIE_SIZE=0


;##################################################################################################################
[MAPS]

; if EDGE_CLIPPING_ON=0 - area beyond map edges is visible.
; if EDGE_CLIPPING_ON=1 - area beyond map edges is hidden.
EDGE_CLIPPING_ON=1

; if IGNORE_MAP_EDGES=0 - Hi-Res map scroll edges are enabled.
; if IGNORE_MAP_EDGES=1 - Hi-Res map scroll edges are ignored.
IGNORE_MAP_EDGES=0

; if IGNORE_PLAYER_SCROLL_LIMITS=0 - scroll limits from player are controlled by the variables SCROLL_DIST_X and SCROLL_DIST_Y found below.
; if IGNORE_PLAYER_SCROLL_LIMITS=1 - scroll limits from the player are ignored.
IGNORE_PLAYER_SCROLL_LIMITS=1

;SCROLL DISTANCE FROM PLAYER
;HALF_SCRN eqauls half the screen width when used by SCROLL_DIST_X.
;HALF_SCRN eqauls half the screen height width when used by SCROLL_DIST_Y.
SCROLL_DIST_X=HALF_SCRN ; ORIGINAL 480
SCROLL_DIST_Y=HALF_SCRN ; ORIGINAL 400

;Extends the path finding range by increasing the number of path nodes.
;Multiples of 2000 nodes, 1=2000(original), 2=4000, 3=6000, ...etc, 20=40000(max).
NumPathNodes=5

; Set FOG_OF_WAR=1 to enable Fog Of War.
FOG_OF_WAR=1
; Set FOG_LIGHT_LEVEL between 0-10 to change the fog light level
; 0 = Off, 1 = darkest, 10 = brightest. See readme for further details.
FOG_LIGHT_LEVEL=2
ZOOM_LEVEL=1
IS_ZOOM_BOUND_BY_EDGES=0


;##################################################################################################################
[IFACE]

; if IFACE_BAR_MODE=0 - the bottom of the map view window sits at the top of the IFACE Bar.
; if IFACE_BAR_MODE=1 - the bottom of the map view window extends to the base of the screen and is overlapped by the IFACE Bar.
IFACE_BAR_MODE=0

;if IFACE_BAR_SIDE_ART=0 - Black, No Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=1 - Metal look Iface-bar side art used.
;if IFACE_BAR_SIDE_ART=2 - Leather look Iface-bar side art used.
IFACE_BAR_SIDE_ART=0

;if IFACE_BAR_SIDES_ORI=0 - Iface-bar side graphics extend from the Iface-Bar to the Screen edges.
;if IFACE_BAR_SIDES_ORI=1 - Iface-bar side graphics extend from the Screen edges to the Iface-Bar.
IFACE_BAR_SIDES_ORI=0

;This will increase the width of the interface bar expanding the area used to display text.
;if IFACE_BAR_WIDTH=640 - Interface bar will remain at it's original width.
IFACE_BAR_WIDTH=800

;W.I.P. - A small mod that replaces the Ammo Metre.
;if ALTERNATE_AMMO_METRE=0 - Disabled.
;if ALTERNATE_AMMO_METRE=1 - Single colour, the colours used can be set below with the ALTERNATE_AMMO_LIGHT and ALTERNATE_AMMO_DARK options.
;if ALTERNATE_AMMO_METRE=2 - Changes colour depending how much ammo remains in your current weapon.
;if ALTERNATE_AMMO_METRE=3 - Divides the metre into several differently coloured sections.
ALTERNATE_AMMO_METRE=0

;ALTERNATE_AMMO_LIGHT and ALTERNATE_AMMO_DARK set the palette offsets of particular colours used when ALTERNATE_AMMO_METRE is set to 1.
;ALTERNATE_AMMO_LIGHT is the main colour, ALTERNATE_AMMO_DARK is the darker glow colour.
;Some posible combinations to try are:
; green - light 0xC4, dark 0x4B
; yellow - light 0x3A, dark 0x42
; orange - light 0x91, dark 0x9A
; red - light 0x84, dark 0x8C
ALTERNATE_AMMO_LIGHT=196
ALTERNATE_AMMO_DARK=75


;##################################################################################################################
[MAINMENU]

; if set to 0 - main-menu image will display at its original size.
; if set to 1 - main-menu image will stretch to fit the screen while maintaining its aspect ratio.
; if set to 2 - main-menu image will stretch to fill the screen.
MAIN_MENU_SIZE=0

; if set to 1 - hi-res main-menu graphics are used instead of original 'mainmenu.frm'.
USE_HIRES_IMAGES=1

; if set to 1 - menu-buttons, text & text-background are scaled up for better visibility when using hi-res graphics.
SCALE_BUTTONS_AND_TEXT_MENU=1

; When using a hi-res background, MENU_BG_OFFSET_X & MENU_BG_OFFSET_Y equal the
; distances in pixels from the top button to Menu Background Graphic edges.
; For Fallout1 in Fallout2 engine mod, when using graphics from the Fallout1 Hi-Res patch.
;MENU_BG_OFFSET_X=-24
;MENU_BG_OFFSET_Y=-24
; For Fallout 2
MENU_BG_OFFSET_X=-14
MENU_BG_OFFSET_Y=-4


;##################################################################################################################
[STATIC_SCREENS]

; if set to 0 - background image will display at its original size.
; if set to 1 - background image will stretch to fit the screen while maintaining its aspect ratio.
; if set to 2 - background image will stretch to fill the screen.
DEATH_SCRN_SIZE=0
END_SLIDE_SIZE=0
HELP_SCRN_SIZE=0
SPLASH_SCRN_SIZE=0


;##################################################################################################################
[OTHER_SETTINGS]

; For UK, French & German versions
; if CD_CHECK=0 - Fallout2 will load without CD_ROM
; if CD_CHECK=1 - Fallout2 will check for the CD_ROM before running
CD_CHECK=0

; if DIALOG_SCRN_BACKGROUND=0 - Map and Iface-bar are VISIBLE while viewing the Dialog Screen.
; if DIALOG_SCRN_BACKGROUND=1 - Map and Iface-bar are HIDDEN while viewing the Dialog Screen.
DIALOG_SCRN_BACKGROUND=0

; Set DIALOG_SCRN_ART_FIX=1 to enable Continuum's new dialog screen graphic.
DIALOG_SCRN_ART_FIX=1

; Increases the length of time the Splash screen is displayed in seconds
SPLASH_SCRN_TIME=0

; Set to 1 to reduce CPU usage and heat generation by allowing the system to go idle.
; This setting should not be enabled if Sfalls "ProcessorIdle" setting is also enabled as this will likly cause slowdowns.
CPU_USAGE_FIX=1

; Set to 1 to enable a small adjustment to the mouse selection rect for the PC's inventory on the barter window.
BARTER_PC_INV_DROP_FIX=1

; Original value = 60, decrease/increase this value to quicken/slowdown fade effects.
FADE_TIME_MODIFIER=50

; Set to 1 to enable, recalculates fade time length each time a transitional fade occurs.
; May be useful if the length of transitional fade effects seems to randomly change between game restarts.
FADE_TIME_RECALCULATE_ON_FADE=0
EDIT: Considering that NovaRain's issue was related to UAC_AWARE=0, it's something you'll have to take care of.
 
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OK, everything seems to be working good now, other than the buttons still being white with no labeling, but that's not really a big deal, since it's working. I put back the original .ini file so I wouldn't keep getting nagged because of it. :razz: Before, I didn't realize that you could change the .dll file but keep the older version of the .ini one and thought I had to change both. I guess you learn something new everyday. By the way, why does that even matter with the .ini? I would think it is the same file since it has the same info on it, but a few newer things, hence the new version.
 
:???: Well Jimmy Rollins, whatcha gonna do about this mod's problem regarding the High-Resolution patch and UAC? I have no intentions of setting UAC_AWARE to 1 just for the problem NovaRain had.
 
:???: Well Jimmy Rollins, whatcha gonna do about this mod's problem regarding the High-Resolution patch and UAC? I have no intentions of setting UAC_AWARE to 1 just for the problem NovaRain had.
For me setting UAC_AWARE=1 doesn't work either. The cause might be something else.
 
I happen to have figured out the easy way (or was it the hard one?) about the inventory sorting mod not working: I disabled the high-res thing, and then your mod worked Jim. What could possibly have made the resolution thingy conflict with it? I tested again with Scale X2 (and still DirectX 9 mode), it didn't work either...
 
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I happen to have figured out the easy way (or was it the hard one?) about the inventory sorting mod not working: I disabled the high-res thing, and then your mod worked Jim. What could possibly have made the resolution thingy conflict with it? I tested again with Scale X2 (and still DirectX 9 mode), it didn't work either...

I'm not even sure sfall is entirely compatible with the hi-res mod actually. At least, I often see phobos posting about conflicts in the hi-res thread, but Mash doesn't seem that active these days. I honestly haven't got a clue what's going wrong, and am not at all familiar with the workings of the hi-res mod (I just turn it on whenever someone says some mod of mine doesn't work in it :P).

All I know is that the mod works fine in hi-res mod when I do it, and that I can only get it to not work by disabling UAC....
 
What about my options in both the f2_res.ini and ddraw.ini? Anyone could test with 'em, or perhaps another problem is other Sfall mods I have that conflict with it?... I have "Party Member Perks" and "Custom Perks", Destroy Bodies and Blood, part of the Rapid Perks mod (to avoid losing previous perks because I didn't pick a perk when I had the chance). I had also tried the Lootable Armor and Weapon Drop to test, but they just made critters in-game attack themselves every single time... Of course, it looked hilarious seeing Frankie in the Den's Hole bash himself to death trying to beat Whitney who tested his patience. They were found on Nirran's website.

There's also the "Party Order add-on" (unofficially expanded one by phobos2077) I have, mostly to allow picking things up obscured by scenery that doesn't let me take things blocked by the graphic. Lastly, I also use the NPC Loot Bodies mod.
 
Oh well, when the Falltergeist project is complete, many of the things here will likely be built-into it while some others like in Sfall remain optional.
 
This is most excellent. Do you plan on adding any other sort options? Such as:

Weapons on top (these item types sort to the top, before everything else)
Ammo on top
Armor on top
Drugs on top
Holodisks on top
Skill books on top
Containers on top
Skill-boosters on top

Brofist for including the source code, btw.

Also do subsequent presses of each button (Weight & Cost) toggle between Ascending & Descending? It should.
 
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This is one seriously awesome mod. Inventory management is such a pain. Thank you.
@JimTheDinosaur do you think it would be possible to do buttons for inventory filtering -showing only one type of items at a time? (If it would, I might try to do that)
 
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Weird, I tried it with the high resolution patch (v. 418) at 640-480 and it worked just fine... anyway, I updated the mod to 1.2 and now it should be compatible with all possible resolutions.
Could you maybe try it again with this version just to be sure?
It's still not at the correct position in the windowed mode (correct if full screen). All buttons don't work in both windowed mode and full screen, I have to disable hi-res patch to get your mod work.
(image)
@NovaRain what is this badass pistol you've got? That desert eagle looks rad too.
@JimTheDinosaur this looks like a fantastic improvement to the game, I'm so sick of having to scroll up and down all the time. I'll give it a go once the kinks are ironed out.
 
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