Party NPC Bug After New Reno Boxing..

gustarballs1983

Vault Fossil
Modder
Did somebody had a similar thing during their play:
Game setup:
F2RP;EcCo; Burn's cheat pack (or whatever it is called):Sfall with ControlCombat=2

whenever the fight in a ring takes longer than one turn (i.e. party mambers get to have their's)
the game screws up party members rendering them invisible.
I've entered combat mode skiped my turn and opened all of my party members inventories. it turn's out invisibility occupies their armor slot. however when putting on their normal armor ( metal armors actually) they all change to naked torso player combat model. they can't use any weapons and have double the armor class and double DT/DR values. Did anybody had simmilar bug? , is there a chance for a fix to it?

P.S.
If somebody is interested in looking into it i might provide a savegame of the issue..
 
You have to disable control party members during this quest. Just comment it out with a semi colon. You can go back and change it with no problems.
 
Uh.. thanks, unfortuneatly i've noticed the bug with npc's aftr I've overwritten the savegame :p
Now i have to reload from a different slot wich is way before finishing of "liberating" valuable items from non party npc's who hoard them and haven't got the slightest idea what to do with them :D, so after I'm done with giveing them relieaf to their luggage, I'm going to give a another shot at the boxing ring.
thanks for the tip about "CombatControl". are there any plans to fix this in the future so it would not be nessecary to switch CombatControll on and off in ddraw.ini?

also are there any plans to change "CombatControl=2" behaviour to something more similar what Crafty made for Fallout1? namely NPC's name label in name section of character sheet when inspecting it during combat no skill merge with player character and no perk merge.. is Crafty's work actually different or are the differences just related to difference in both game engines? if Crafty's ddraw.dll actually takes fifferent aproach on "CombatControl" than it's worth noting it's not without issues neigther as on some systems mainly windows7 it skips npc turns completely in some locations.

Anyway thanks agin for the tip.
 
I think that's the reason it was removed from newer versions of sfall. The combat control is buggy and hard to implement. Your friends get most (but not all) of your traits and perks, and you can even distribute your skill points to them (though you lose them when they level up). It's also overpowered as fuck.

I'm hoping the next version of sfall can put combat control back in. Even though it's buggy, I can't play Fallout 2 any other way now. Unfortunately that means I'm stuck at the last version of the Restoration Project and sfall, so I forgo some of the newer features to control my party.
 
I'm hoping the next version of sfall can put combat control back in. Even though it's buggy, I can't play Fallout 2 any other way now. Unfortunately that means I'm stuck at the last version of the Restoration Project and sfall, so I forgo some of the newer features to control my party.
WTH? We didn't remove NPC control from sfall since it got re-added back in 3.2 by Timeslip, and I even explained the updated options in 3.2~3.5 in your thread nearly three years ago.
 
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I think that's the reason it was removed from newer versions of sfall. The combat control is buggy and hard to implement. Your friends get most (but not all) of your traits and perks, and you can even distribute your skill points to them (though you lose them when they level up). It's also overpowered as fuck.

I'm hoping the next version of sfall can put combat control back in. Even though it's buggy, I can't play Fallout 2 any other way now. Unfortunately that means I'm stuck at the last version of the Restoration Project and sfall, so I forgo some of the newer features to control my party.

LOL.. @J_Fred You made my day :D
I'm always up for a good laugh but this one is an overkill :D:D:D:D
Just so you do know i was posting the issue with npc combat control using sfall 3.7.3 (wich i recall is the latest one as of today)...

Still @NovaRain the question remains unanswered, wether original sfall team is going to take the Crafty's aproach from Crafty's Fallout 1 Sfall 1.19 where npc's are not merged with player's skills and perks etc. during controlling said npc's in combat, and put Crafty's solution in Fallout 2 sfall? Or is the different behaviour in ControlCombat=2 related to differences in both engines?

EDIT: i know for sure that when playing Fo1 FIXT 0.81a with Crafty's sfall 1.19 and ControlCombat=2 npc's definetly do not have bonus move perk, night vision etc. and I usually take all the perks via VAD's editor option "pick a perk" box and save/load rinse/repeat until i get 'em all.

They also have their name listed instead of player's name when opening character sheet during their turn in combat mode. they can't have armors in the armor slot though but i guess it's the case of the fo1 party-npc scripting since they don't have slotX defined in their scripts properly all the npc armor mod does is change the proto file to a different graphic and different damage threshold/resistances one. but at the time Fo1 npc-armor-mod was made B-team armor mod code was non existant yet so nobody knew back then how to do it properly.

anyways hope to get a statement on this @NovaRain thx.
 
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No, at least I don't plan to do that. phobos2077 said he's planning to improve NPC control, so I'll wait for his update.
 
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WTH? We didn't remove NPC control from sfall since it got re-added back in 3.2 by Timeslip, and I even explained the updated options in 3.2~3.5 in your thread nearly three years ago.

Nice! I missed your update, since I don't get alerts when people update a post in threads I've started. I should really go back and check some of the older threads. Thanks, Nova!



Also, I haven't heard from Phobos lately. Hopefully he'll come back, he always puts out good stuff.
 
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