Miscellaneous questions

silverhx

First time out of the vault
First time posting, although I've been lurking here for a while :p

I'm a total newbie in terms of fallout modding, but I'm not new to programming languages in general (although unfortunately I know nothing of disassembling).

I had a miscellaneous set of questions that I couldn't seem to find an answer for:

1) I couldn't find an updated development environment setup guide. There are a few of them I've read, but often they have conflicting information. I tried the Fallout 2 script editor to make a simple script, but it crashes when it tries to compile, so I'm guessing it's missing something.

2) Let's suppose i would want to make all tools "run out of supplies" like the doctor/first aid helpers (and vice versa, make the supplies unlimited in those helpers), would it be possible via protos or scripts, or such behaviour is hardcoded into the exe?

3) I understand it's possible to edit perk/traits numeric values with scripts, but is it possible to completely change a perk/trait behaviour? Let's suppose for example that I want the Gifted trait to have the Skilled drawback (perks each 4 levels) instead of the skill points malus. Can this be done with scripts?

4) Is there some sort of basic guide that I could use to understand how to apply changes to the hardcoded settings? (like changing the melee damage behaviour, or changing the HP per level formula)

Thanks!
 
I'm pretty sure the answer to question 1,3 and 4 is the sfall modder's pack. In case you were already using the sfall script editor and it was the one that crashed on compilation, then try the one in version 2.17 (at least, I had that exact problem with the newest version). Just look through the documents in the pack and you'll find a lot of the info for doing the things in question 3 and 4 (traits can be changed in the perks.ini or with scripts, HP formula through scripts and melee damage through socalled "hookscripts", which you find info on in the pack).

Questin 2 is a tricky one, and I'd advise trying out some scripting with the get/set_proto functions (I've been doing some digging for the relevant values, which you can find here). Edit: I just noticed that number of charges is not something I'd looked up yet, I'll do that maybe later today, but bottom line is you don't have to worry about this type of stuff being hardcoded; it's just tricky.
 
1) Thanks for your reply, it indeed was a problem of the latest script compiler because the previous version works fine :)

2) The thing about first aid kits and such is that they don't really use charges, but they seem to disappear completely at random after certain amount of uses. Opening them up in the item editor doesn't show any meaningful field. It's like the skill bonus and item behavior information is stored elsewhere.

3) I'll study the docs some more, but last time I checked there were no examples of complete perk/trait revamp, which is what I was looking for (I firmly believe in "learn by example").

4) Hmm interesting, I'll look for working samples of what you're saying.
 
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