Per said:
1. I discovered that NPC carrying capacity in Fo1 disregards equipped armour, possibly also equipped weapon.
The "armored" critter protos have the damage resistance and threshold set equal to the armor type that they appear to be wearing, even though they are NOT wearing it. In other words, NPCs don't even need the armor. I think that mappers can put their equivalent armor in their inventory, so it can be looted, or they can choose not to (we can see examples of both in the games).
In the mapper critter prototype editor there is an "armor stamp" button, and what this does is the set the critters damage resistance/threshold equal to the armor item that you select.
EDIT: I am talking about NPCs in general above. I consider all non player characters to be NPCs (I noticed some people here use that term for party members). For party members, (in FO2) they call a remove_armor command to take the armor off, but I see no command for putting it on. So its an "engine thing" where all the voodoo magic happens. So perhaps they just set the damage stats and the party members don't actually wear the armor.
Per said:
Since you get the "no space" message when trying to plant items on full NPCs, they probably have some kind of container capacity which checks only what's in their base inventory.
Yes they act like containers, but nowhere (at least known) is the container capacity for the critter. BTW I fixed a bunch of container capacities for my FO2 expansion pack, because some made sense but many did not. It makes no sense that a desk drawer can hold as much as a whole locker for example. It is painfully obvious when looking at all of the code/configuration that many people worked on these things, with different ideas and standards ...
Per said:
In Fo1 scripts, the reaction subroutine expects local_var(3) to tell if the critter is good or evil, but it's never set anywhere
It looks to me like most of the scripts use local_var 0 and 1 in their reaction procedures. I see what you mean about scripts testing local_var 3 but not setting it.
Per said:
People say Fo2 is bugged, and it is, but Fo1 is really chock full of bugs as well. It's just that many of them aren't very apparent.
The main problem is that its nearly impossible to properly debug scripts with this engine. Quoting Jess from the Fallout Bible ... "Sometimes there were function calls that didn't work right and would crash the game. If this happened in your script, then you'd get the blame ... even if it was a function that you hadn't written, had no access to, and couldn't fix. No choice then but to put the programmer in a headlock and force code out of him * like squeezing the juice from a rancid turnip".
They didn't even have external variables initially, and had trouble making objects interact with other objects. It also seems that they went a tad too complex with many of the script headers and scripts. Take a look at command.h, but don't look too long ...
I wonder if they made decent desserts?
EDIT: In spite of the bugs, and knowing some of the limitations that scripters had, it was an amazing result, in fact its the best. Fallout kind of ruined gaming for me, nothing else seems even remotely as interesting. I built a new PC because I bought a game that needed DX9 support and I didn't have an AGP slot. Now I have a blazing fast PC, but all I really need is a 90Mhz pentium to run fallout
I installed that new game and looked at it once. Maybe I will play it some day.