Fallout 2 mod My sFall Mods and Tools

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

Nirran

Yup, it's HS_Afterhitroll.int, I can play without the file there but I have no idea just how much that breaks, perk-wise.
 
It's been nearly 2 years since I last looked at Fallout2 but since opinions have been requested by the author i'll post what constructive advice I can give. If the issues I mention have been addressed then my apologies and thanks for your time.

The broken economy

There are 3 basic problems here.

1) During the game you buy very little but sell huge amounts. It would makes sense to use the Barter skill when you both buy and sell. If it was to apply to only 1 side of the trade it would make more sense to apply it to selling rather than buying. Unless this addressed the only feasible way to address the problem of near unlimited cash value resources available in the game would be to make money incredibly scarce so items were traded. I don't recommend that approach. phobos2077 developed scripts in his ECCO mod that worked fairly well. I recommend those scripts, along with the adjusted settings I suggested in his thread, as a starting point.

2) Barter skill starts at 4 X CH, (4-40) or 10 points lower if using the Gifted trait. However, for trading purposes the highest Barter skill of any party member is the value used. Since Sulik, (Barter 50), and Cassidy, (Barter 80), join early on the player's actual Barter skill is redundant. If your Barter skill is 24 adding 26 skill points with Sulik in your party would generate 0 benefit. Adding 56 points with Cassidy in your party also generates 0 benefit. Unless the original code is altered or a script is written to override that Barter skill adjustment the minimum value for trading will be ridiculously high and increasing Barter skill will remain a non-viable gaming option.

3) Lower quality items, particularly weapons, have an unrealistically high value in comparison to the highest quality items. Repricing weapons/armour on a sliding scale or just revaluing common items in the 300 to 1500 range would have a significant impact on the ability to buy better weapons/armour. I can provide a rescaling valuation chart but revaluing is a matter of personal taste.

1 & 2 shouldn't be too difficult and they are the main issues. 3 would cause problems with other mods that alter items for other reasons such as combat damage levels.
 
@Nirran
Hey there, firrst of all, thank you for making all these marvelous mods , and keping the best game ever made alive and breathing almost 20 years later <3

I seem to have an issue with the custom skill books mod; it crashes my game when i enter the abbey.
abbey.JPG



i use a standard and otherwise working megamod install, which i again modified using all of the Nirran´s megamod-mods (boos/partyperks/customperks/etc.) ONLY MEGAMOD COMPATIBLE MODS WERE USED(as you mentioned on your site, Nirran)

i did a fresh install for every time i added or removed a mod, to see which one it was.

i made changes to the ddraw.ini, fallout.cfg and megamod.ini, to "activate" the books, no mistakes here, i think...

sfall´s is 3.7, as included in MIB88Megamod

i hope there´s a way to fix it, as the boni from the abbey (2INT for example) AND the skillbooks mod make for a whole new way to design characters and play the game.

You mentioned on your site, that it "...Requires sFall with extended scripting functions enabled." is my mistake here? do i have to activate extended scripting somehow?
Otherwise the mods work fine, as far as i can see.

Many thanks in advance, you rock :)

Edit: Protos are checked
Edit2: Also the Mr.Fixit StimsMod and Weapon UpgradesMod, same problem.
 
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Altered sFall default highlight addon to set separate colors for each
highlighted item : Ground Items,Containers,Corpses and living Critters.

can now download this from my site.
 
@Nirran
Hey there, firrst of all, thank you for making all these marvelous mods , and keping the best game ever made alive and breathing almost 20 years later <3

I seem to have an issue with the custom skill books mod; it crashes my game when i enter the abbey.
View attachment 9645


i use a standard and otherwise working megamod install, which i again modified using all of the Nirran´s megamod-mods (boos/partyperks/customperks/etc.) ONLY MEGAMOD COMPATIBLE MODS WERE USED(as you mentioned on your site, Nirran)

i did a fresh install for every time i added or removed a mod, to see which one it was.

i made changes to the ddraw.ini, fallout.cfg and megamod.ini, to "activate" the books, no mistakes here, i think...

sfall´s is 3.7, as included in MIB88Megamod

i hope there´s a way to fix it, as the boni from the abbey (2INT for example) AND the skillbooks mod make for a whole new way to design characters and play the game.

You mentioned on your site, that it "...Requires sFall with extended scripting functions enabled." is my mistake here? do i have to activate extended scripting somehow?
Otherwise the mods work fine, as far as i can see.

Many thanks in advance, you rock :)

Edit: Protos are checked
Edit2: Also the Mr.Fixit StimsMod and Weapon UpgradesMod, same problem.


try deleting fo2\data\scripts\GL_Replace_Books.int see if it crashes
 
new addon : auto loot

Simple scripting that loots all items on the ground and in corpses with a key press.

May have to hold key press for a second or two.

AutoLoot.ini has individual keys settings.

uploaded

Nirran
 
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uploaded xp tables

Experience Tables

EXP tables % of vanilla :

50% 150% 200% 250% 300% 350% 400% 450% 500%

nothing fancy,simply copy paste into ddraw.ini and uncomment to use

nirran
 
Auto Loot

Simple scripting that loots all items on the ground with key press,

loots all items in corpses with key press,

and unloading ammo from weapons in inventory with key press.

May have to hold key press for a second or two.

AutoLoot.ini has individual keys settings.

Nirran

edit : with code Novarain provided,i was able to get rid of the 'second or 2' delay,uploaded

Nirran

edit : added code to not unload weapons in hands,uploaded

Nirran
 
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Hello. Gl to see fallout 2 modders! Sry for bad enlish ))
Great thanks to Nirran for that mods. But thare is a one thing.. For example Custom Perks mod. It is very good if you add some perks, but if player dont want them he must put "0" on each new perk.. Sometimes people just want only modify numbers in original perks, but they dont want new ones.. And lost tonnes of time to separate original perks from new ones. And i got only 12 perks :( Can you make a mod with only original perks to easy modify them ? please
 
Good day, Nirran
I'm using your Lootable Armor script with Restoration Project 2.3.3, but I can't get any Advanced Power Armor drop from Enclave soldiers (random encounters and Navarro).
 
Good day, Nirran
I'm using your Lootable Armor script with Restoration Project 2.3.3, but I can't get any Advanced Power Armor drop from Enclave soldiers (random encounters and Navarro).

i know the code works,i recently did a play through,im guesing ur repair s not high enough
 
i know the code works,i recently did a play through,im guesing ur repair s not high enough
But can I just loot armor WITHOUT ANY skill check or perk?
P.S. I can't get Adv. Power Armor even with my 200% Energy Weapons skill or Science 150% if I set them as DeleteWeaponsArmorSkill. Only Armorer perk allowed me to get the armor.
 
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But can I just loot armor WITHOUT ANY skill check or perk?
P.S. I can't get Adv. Power Armor even with my 200% Energy Weapons skill or Science 150% if I set them as DeleteWeaponsArmorSkill. Only Armorer perk allowed me to get the armor.
nope,the perk makes armor lootable w/o a skill check,and energy weapon has nothing to do with it,it is all repair and science skills and DeleteWeaponsArmorSkill sets a random chance of deleting the newly dropped armors,if ur after always getting armors,dont use DeleteWeaponsArmorSkill'


edit : this code specifies what armor drops and repair skil lvl need for adv armors to drop And is used weather or not DeleteWeaponsArmorSkill is used or not

Code:
((has_skill(dude_obj, 13) >= 140) and (has_skill(dude_obj, 12) >= 120) or has_trait(0, dude_obj, 44))

has_skill(dude_obj, 13) is repair skill (needs to be 140+)

has_skill(dude_obj, 12) is science skill (needs to be 120+)
 
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nope,the perk makes armor lootable w/o a skill check,and science and energy weapons have nothing to do with it,it is all repair skill and DeleteWeaponsArmorSkill sets a random chance of deleting the newly dropped armors,if ur after always getting armors,dont use DeleteWeaponsArmorSkill
Thank you, Nirran, now I understand how it works. But my highest non-combat skill is science, so I can't get the armor :(. There is no sense to pump repair more than 80-100. Maybe you can adjust the script so it will be possible to use ANY skill for drop check? Or without any checks at all :wiggle:
 
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