sfall with hacked fallout2.exe?

Magnus

Water Chip? Been There, Done That
Modder
I'm trying to incorporate the changes to unarmed special attacks in a new version of F2WR, but sfall won't let me do it. There are 4 values in the program that need hex editing, yet somehow sfall detects that I've fiddled with them and refuses to start. This used to work fine with the RP v1.2.

Is there a way to change sfall so that it will work with an altered fallout 2 executable? I've looked through the sfall modder's resources from SourceForge, but I still don't know how to pick apart the .dll itself.

I'm curious, how does sfall manage to check the fallout2 executable so rigidly for deviations? Mustn't there be a blueprint of the desired .exe somewhere for that?
 
Magnus, try this mod. It is written with sFall functions.
Generaly improves swing/thrust melee attack type and fix AP ammo. It is compatible with vanilla Fallout2 and with RPv2.

FO2 Combat Tweaks Mod

Sources of script inlcuded in archive. Feel free to use and modify it as you like.
 
Thanks hakimio, where do I go to change this setting?

And thanks Cubik, but I can't even begin to understand those scripts. Where do you get all those global variables in sfall from, is there a list somewhere?

Is there anyone who could write a script for me that reduces the AP cost of Palm Strike, Piercing Strike and if possible Jab to 4, and hook kick, hip kick and piercing kick to 5? Because, you know, that'd be awesome since I'm such a tool with Fallout scripting.
 
Magnus said:
Thanks hakimio, where do I go to change this setting?
It's pretty easy, when you try to run a modded fallout2.exe with sfall, there should be a message pops out like: "... Expected 0xe1680293 but got 0xe348e17f" (I take Megamod 2.4's EXE as an example)

All you have to do is adding one line in your ddraw.ini:
ExtraCRC=0xe348e17f
 
Holy shit!!! Thanks so much! I'll definitely try that, should be pretty easy to do automatically in the installer :D

Thanks for valuable replies everyone!
 
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