Fallout 2 mod My sFall Mods and Tools

Michi said:
Nirran,

I don't think so... I have tried a few times. Clean install, MM244, HiRes and Books, and Iget a black screen on Silk's map.

If I then install your weapon upgrade mod, then that map loads ok.

Michi

i recommend that you start over with a clean fo2 install,the map in question is packaged in "Mr Fixit Stimpacks" and not even included in the mods you are naming,for good measure i packaged MM 244 bridge map in the mod(as it has the needed item included),redownload all mods and start fresh please

edit : or try this map,it is added all mm 244 items to merchant(started with mm 244 map)

https://rapidshare.com/files/2508508180/arbridge.7z

edit : disregard above,the reason is that the item.lst was not updated with MM 244 for the custom skill books mod,you are perfectly fine if the map is loading,mib88 added an item from the new area to the bridge map,the old item.lst did not have the pid,it is why the map is failing to load,anyway,corrected custom skill books mod is uploaded

thank you for the bug report

Nirran
 
fixed a crash bug in destroy bodies script during san fran fights,would happen if the opponent was killed,uploaded

Nirran
 
frp private dobbs party member mod is done and uploaded,if you encounter saving problems re-install the mod and re-run processdat2,exe,sometimes save slots will become corrupted and will have to manualy delete them

please post bugs here

this mod requires starting again

edit : fixed a possible bug,uploaded

Nirran
 
I don't mean to necro this but are the Miria, T-800 and Private Dobbs FRP mods compatible with each other or I can only have one at a time installed?
 
@WolfWitness

My understanding is Nirran makes sure all of the mods in each section of the downloads at his website are compatible with each other, so the answer is: yes (unless he says otherwise).


@Nirran

Hi Nirran. I want to adapt your "Random Encounters" mod so I can use it in my current installation, as I recall greatly enjoying the extra battles in a Megamod game some time ago (I think my last MM game was when MM version 2.40 came out, though maybe it was 2.35). I was looking at the materials (maps, scripts, source) that come with your mod and I have some questions; even though it's not actually in the "sfall mods" part of your website this seemed like the best spot to chat about Random Encounters. By the way, thanks for including source material (uncompiled scripts, some additional headers) with all your mods-- that's very helpful, and I think the whole community would greatly benefit if everyone began following your example in that regard.

Some of the conditions to which I want to adapt your Random Encounters mod are slightly unusual:

1) My current FO2 installation is mostly built on the RP 2.0 fileset (not 2.1x), but also heavily customized with my own changes (that's not too unusual, but...)

2) I want to use the enhanced encounters from your mod for Desert and City random encounters, but not for Coast or Mountain encounters (mountains already have caves as an additional area, and I'm pretty happy with the coast maps I already have).

3) I do all my gaming hobbies on a computer running Windows 98 (I've no need to upgrade, as not much software made this century interests me and I'm also running for the position of world's biggest cheapskate). This means I'm using sfall ~1.45/1.46, whichever was the last sfall version fully functional for Windows 98. I can't run anything that makes use of more recent sfall scripting functions (as seen in your mod), nor do I really understand much about many of the sfall scripting functions (which is of course my own fault-- I stopped following sfall developments some time ago since I can't use any of the newer ones, and no one but me is to blame that I'm now falling behind in regard to many new modding techniques).


My first question is therefore: am I correct in thinking I only need to adapt your rnddsrt.int script as well as use the desert + city maps from your mod for such ends?

If that's the case, my remaining questions concern adapting your rnddsrt.int script so I can use it.

I'm understanding the general function of the script as:

--In map_enter, the procedure Place_Critters is called to determine what the player will encounter on the lower map level.

--Place_Critters has 2 purposes:

1) Decide whether play will occur in a cave map or a sewer map. Am I correct in thinking this is redundancy, and that if I'm only using desert and city maps I only need to consider the "sewer" case? Or did you use "cave" to mean "desert" and "sewer" to mean "city" here?

2) Call the choose_pid_sid procedure to randomly determine critters (crpid and accompanying script id) based on the player-character's current experience level. An sfall global variable is used to construct two encounter tables, the second of which references critter pids (e.g. 16777842) that aren't in the traditional game. I'm thinking therefore I'll need to get rid of that aspect and just use the first section of the encounter table-- is that correct?

Then the Place_Critters_Sewer (or _Cave) procedure runs. This subprocedure:

--runs choose_pid_sid a second time (one of my main questions is: I don't understand why choose_pid_sid needs to run a second time here, or perhaps why it needed to run the first time instead of here)
--begins the process of forumlating assignments to the map, whether of monsters (create_critter_one and _two) or (randomly) of treasure (create_chests_sewer).

--Then create_critter_one (or _two) assigns parameters (the particular critter and accompanying script previously determined, as well as the tile at which the critter will appear) to be used as it calls the spawn_critter subprocedure a number of times corresponding to each individual monster to be placed on the map.

--I don't understand the spawn_critter procedure, for four reasons:

a) It uses a lot of sfall scripting that I more generally don't understand (again, shame on me for that);
b) It seems to reference a number of city-location maps (Broken Hills, Redding, and so forth) while also referring to global variables far out of range of regular FO2 gvars (presumably these latter are sfall globals); I don't understand how all this relates to a random encounter on the World Map;
c) It references map numbers 250 and 251. The highest numbered map I have is 171 (EPA), so I don't understand to what these numbers refer;
d) Particularly in light of (b) and (c), the spawn_critter subprocedure actually doesn't seem to make any reference at all to either the desert or city random encounter maps (map #81, 82, 83, 84, and so forth). I can only conclude I've very badly misunderstood what's going on with this procedure.

Another question is: there are a number of seemingly unused procedures, such as pick_gecko_pid, that aren't ever called as far as I can determine. Are they orphans from an earlier version of the script, or did I overlook something important?

Yet another question: at the beginning of map_enter you use some sfall functions to retrieve the World Map coordinates. To what end? I didn't see anywhere they were later used.

My last question is: you have a lot of code related to the car which I'm guessing is for use in conjunction with the mod you made to change the car's appearance, but there are other parts that look more mundane (dealing with vanilla car = 33555441 and trunk) yet are substantially different from the car bits from killap's more traditional scripts with which I'm more familiar. Could you comment on any important differences between the way you place/remove the car and the way the car is usually handled in more traditional scripts? Finally, I'm thinking the only real concern for the Random Encounters mod would be to see that the car is placed at the proper elevation on the surface and doesn't follow the player's party down into the sewers. Is that correct, and is there any special car placement code I should pay special attention to while adapting the script?


Keep up the great work on all your interesting mods-- you've many novel ideas that bring much to the game. Thanks as well for bundling up that Miria project I made so it's accessible to more people and for answering a few questions about it others posted here.


Endocore
 
Well, I went ahead and installed T-800 and Dobbs, I made a new character and cheated my way to SAD to see if both mods work together. I can't seem to get T-800 online even though the computer says he should be.
As for Dobbs, I have no problems getting him, thing is I can't seem to be able to push him.
I already fully reinstalled FO2 and RP, and another speed run but I still get the same problem. The only other mods I have running are Nirran's Party Perks and my own no party limit mod, and I'm pretty neither interferes with t-800 and Dobbs.
 
WolfWitness said:
I don't mean to necro this but are the Miria, T-800 and Private Dobbs FRP mods compatible with each other or I can only have one at a time installed?

yes,don't even have to install in any specific order,if you have problems let me know,i will fix them

Endocore said:
@Nirran

Hi Nirran. I want to adapt your "Random Encounters" mod so I can use it in my current installation, as I recall greatly enjoying the extra battles in a Megamod game some time ago (I think my last MM game was when MM version 2.40 came out, though maybe it was 2.35). I was looking at the materials (maps, scripts, source) that come with your mod and I have some questions; even though it's not actually in the "sfall mods" part of your website this seemed like the best spot to chat about Random Encounters. By the way, thanks for including source material (uncompiled scripts, some additional headers) with all your mods-- that's very helpful, and I think the whole community would greatly benefit if everyone began following your example in that regard.

Hi

My first question is therefore: am I correct in thinking I only need to adapt your rnddsrt.int script as well as use the desert + city maps from your mod for such ends?

yes,tho the maps themselves should not theoretically need to be changed

-goes and opens relevant ssl files-

first off,do not use megamod scripts,the mod zip comes with a zip inside that is named megamod scripts(oh fuck,it should have),redownload if you want them,then are in the source code folder (oops),one with source,one with compiled,it has megamod car code in it

I'm understanding the general function of the script as:

--In map_enter, the procedure Place_Critters is called to determine what the player will encounter on the lower map level.

--Place_Critters has 2 purposes:

1) Decide whether play will occur in a cave map or a sewer map. Am I correct in thinking this is redundancy, and that if I'm only using desert and city maps I only need to consider the "sewer" case? Or did you use "cave" to mean "desert" and "sewer" to mean "city" here?

yes,it checks map id against city or desert(been ages,have to check numbers to find what ones)

yes,desert and city only need sewer

2) Call the choose_pid_sid procedure to randomly determine critters (crpid and accompanying script id) based on the player-character's current experience level. An sfall global variable is used to construct two encounter tables, the second of which references critter pids (e.g. 16777842) that aren't in the traditional game. I'm thinking therefore I'll need to get rid of that aspect and just use the first section of the encounter table-- is that correct?

yes

Then the Place_Critters_Sewer (or _Cave) procedure runs. This subprocedure:

--runs choose_pid_sid a second time (one of my main questions is: I don't understand why choose_pid_sid needs to run a second time here, or perhaps why it needed to run the first time instead of here)
--begins the process of forumlating assignments to the map, whether of monsters (create_critter_one and _two) or (randomly) of treasure (create_chests_sewer).

--Then create_critter_one (or _two) assigns parameters (the particular critter and accompanying script previously determined, as well as the tile at which the critter will appear) to be used as it calls the spawn_critter subprocedure a number of times corresponding to each individual monster to be placed on the map.

yes you have grasped what it is doing

because i don't trust script bracket global variables(really script locals usable by any procedure in the script)

--I don't understand the spawn_critter procedure, for four reasons:

a) It uses a lot of sfall scripting that I more generally don't understand (again, shame on me for that);
b) It seems to reference a number of city-location maps (Broken Hills, Redding, and so forth) while also referring to global variables far out of range of regular FO2 gvars (presumably these latter are sfall globals); I don't understand how all this relates to a random encounter on the World Map;
c) It references map numbers 250 and 251. The highest numbered map I have is 171 (EPA), so I don't understand to what these numbers refer;
d) Particularly in light of (b) and (c), the spawn_critter subprocedure actually doesn't seem to make any reference at all to either the desert or city random encounter maps (map #81, 82, 83, 84, and so forth). I can only conclude I've very badly misunderstood what's going on with this procedure.

Another question is: there are a number of seemingly unused procedures, such as pick_gecko_pid, that aren't ever called as far as I can determine. Are they orphans from an earlier version of the script, or did I overlook something important?

that procedure is in a header file i use when i spawn any critter in any of my scripts,i added tons of stuf for convinience,use below code instead

one (or more) of the header files have alot of procedures in them that arent used by the script(for my convinience),anything not referenced can be deleted

Code:
procedure Spawn_Critter(variable arg0, variable arg1, variable arg2, variable arg3)
begin
   critter_ptr := create_object_sid(arg0, 0, 0, arg2);
   critter_attempt_placement(critter_ptr, arg1, arg3);
   if (not(tile_contains_pid_obj(arg1, arg3, arg0))) then begin
      destroy_object(critter_ptr);
   end
end

Yet another question: at the beginning of map_enter you use some sfall functions to retrieve the World Map coordinates. To what end? I didn't see anywhere they were later used.

i don't remember why i did that,probably something to do with the car paint job mod,you safely delete it

question is: you have a lot of code related to the car which I'm guessing is for use in conjunction with the mod you made to change the car's appearance, but there are other parts that look more mundane (dealing with vanilla car = 33555441 and trunk) yet are substantially different from the car bits from killap's more traditional scripts with which I'm more familiar. Could you comment on any important differences between the way you place/remove the car and the way the car is usually handled in more traditional scripts? Finally, I'm thinking the only real concern for the Random Encounters mod would be to see that the car is placed at the proper elevation on the surface and doesn't follow the player's party down into the sewers. Is that correct, and is there any special car placement code I should pay special attention to while adapting the script?

use

Code:
procedure place_car_vanilla(variable arg0)

instead (those vanilla scripts should already be using that procedure)

Thank You for the Kind Words

edit : i remember why i did the code setting worldmap position,on maps with multiple levels(random encounters) worldmap is not set when you leave that first level,then return and exit,it will place you near arroyo,dont delete them

Nirran
 
Thanks for the answers, Nirran. I was mainly worried I didn't understand what the script was doing. As I said before, keep up the great work on all your mods.


Endocore
 
Thanks for the reply Nirran. Though, I'm having some problems with T-800. I've already completely reinstalled my game twice now and I still can't seem to get T-800 to operate despite the computer saying that he was.
I'm also getting can't seem to able to get the push option with Dobbs but I can live with that.
 
WolfWitness said:
Thanks for the reply Nirran. Though, I'm having some problems with T-800. I've already completely reinstalled my game twice now and I still can't seem to get T-800 to operate despite the computer saying that he was.
I'm also getting can't seem to able to get the push option with Dobbs but I can live with that.

I'll look ay t-800 and dobbs

edit : yea,script was checking the wrong hex #,did checking with a complete new install and only those mod files,t-800 checks for me now,uploading,work on dobbs later,thnx for the bug report

edit : for dobbs adding a push procedure did the triick,gtg,for both these fixes should not have to start again,simply donload and install only the scripts,should do it ,uploading

Nirran
 
Hi, I've recently started to play F2 again, and found your mods.

However I've an issue with your custom perks mod- when I use it unarmed/melee attacks in the whole game suddenly do only fragment of the damage they should.

For example - Goris now does 2-3 points of damage (to unarmored targets, zero damage to armored).

I am using GOG version of F2, with unofficial patch, and restoration project.
I've checked the included inis, but haven't found anything that solves it.

Is it a bug? What can I do to make it work properly? I would really like to play with your new perks.

Sorry for my bad english.
 
Updated Noids Ruby Files and int2ssl with sfall 3.3 functions , uploaded

found a bug and fixed it , get_last_attacker and get_last_target opcodes were swapped , corrected them , uploaded , current int2ssl version is 8.6.1

Nirran
 
I have a question about weapon drop mod. Have someone found a way to properly check if tile is blocked or not? At first page of the thread I saw code that checks specifically for blocking hex object pid (which is not correct, blocking hex is just another object which is used sometimes when you need to fix holes in walls etc; each wall and scenery object blocks it's tile if appropriate flag is set in prototype). Weapons dropped in such fashion usually stuck in walls, behind walls, etc. I did only workaround solution for my mod (drop weapon only in facing direction and at 1 tile distance), but maybe there is a perfect solution?
 
Hello Nirran. I was looking for different perks and such than I found your page. To say "I felt like my birthday come early this year." would be an understatement about how happy I felt. So I carried away and downloaded most of the mods with a foolish smile on my face :lol: I installed official and unofficial patches then installed RP too. After that I installed your mods... or at least I tried to.

Here is the install order for Fallout 2: Official Patch 1.02, Unofficial Patch 1.05, Restoration Project 2.3.3.

Your mods that I installed: Custom Perks, Experience Multiplied, Experience Master, Level Up Heal, Party Perks, Level Per Perk. In that order.

I have a very... "strange" bug that I hope you could help with. When ever I or Critters attacks to one another both sides tries to hit the air and ( what a surprise) critictly miss and hurt themselves repeaditly. I might try to end turn all the time to finish the game but I really don't want to :wink: I hope you could help. Thanks in advance.
 
Last edited:
So, sorry if I missed this but... are these compatible with Killa P's Unofficial Patch (latest version)?
 
Hello Nirran. I was looking for different perks and such than I found your page. To say "I felt like my birthday come early this year." would be an understatement about how happy I felt. So I carried away and downloaded most of the mods with a foolish smile on my face :lol: I installed official and unofficial patches then installed RP too. After that I installed your mods... or at least I tried to.

Here is the install order for Fallout 2: Official Patch 1.02, Unofficial Patch 1.05, Restoration Project 2.3.3.

Your mods that I installed: Custom Perks, Experience Multiplied, Experience Master, Level Up Heal, Party Perks, Level Per Perk. In that order.

I have a very... "strange" bug that I hope you could help with. When ever I or Critters attacks to one another both sides tries to hit the air and ( what a surprise) critictly miss and hurt themselves repeaditly. I might try to end turn all the time to finish the game but I really don't want to :wink: I hope you could help. Thanks in advance.


Yeah, I'm having the same problem, trying to pinpoint it in the scripts, probably has to do with one of the hit calculations that were modified, my guess is either HS_Tohit.ssl/int or HS_Afterhitroll.ssl/int, I would fix it myself but I do not have the tools at my disposal, having trouble finding the proper tools to compile / decompile / etc
 
Hello Nirran. I was looking for different perks and such than I found your page. To say "I felt like my birthday come early this year." would be an understatement about how happy I felt. So I carried away and downloaded most of the mods with a foolish smile on my face :lol: I installed official and unofficial patches then installed RP too. After that I installed your mods... or at least I tried to.

Here is the install order for Fallout 2: Official Patch 1.02, Unofficial Patch 1.05, Restoration Project 2.3.3.

Your mods that I installed: Custom Perks, Experience Multiplied, Experience Master, Level Up Heal, Party Perks, Level Per Perk. In that order.

I have a very... "strange" bug that I hope you could help with. When ever I or Critters attacks to one another both sides tries to hit the air and ( what a surprise) critictly miss and hurt themselves repeaditly. I might try to end turn all the time to finish the game but I really don't want to :wink: I hope you could help. Thanks in advance.


Yeah, I'm having the same problem, trying to pinpoint it in the scripts, probably has to do with one of the hit calculations that were modified, my guess is either HS_Tohit.ssl/int or HS_Afterhitroll.ssl/int, I would fix it myself but I do not have the tools at my disposal, having trouble finding the proper tools to compile / decompile / etc

Hi
Most probably the after hit script(ssl is decompiled(or written) and int is compiled),delete it or move it,then check

Nirran
 
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