Source for Fallout Script Editor (FSE) ?

Sduibek

Creator of Fallout Fixt
Moderator
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I really really would like to get my hands on this to make a version that is better tuned for working with Fallout 1.

I contacted the maker but have yet to receive a response (sent roughly a year ago).

Anyone know if this is floating around the Intertubes somewhere?
 
The source for Timeslips Sfall should be available. Why don't yout take a look at that? Technically this editor should be prefered over FSE anyway.
 
Yup, it's here. Can't remember how many fallout 2-isms are hardcoded into that though... If you're lucky, it may just be a case of replacing the script compiler. If not, there's going to be a bunch of hardcoded paths to change, at the least.
 
Well, first because of the better debugger. Second, because you can compile Sfall related script functions... with a working debugger.

The debugger in FSE is like... "shit, I don't compile. There is a problem somewhere in your 8 A4 pages long script, no idea where, but I am sure you will find it. Maybe. Have fun, kthxbye."
 
Interesting, my anti-virus says that decompile.exe from FSE is infected. False-positive I'm assuming. Odd.


Lexx said:
The debugger in FSE is like... "shit, I don't compile. There is a problem somewhere in your 8 A4 pages long script, no idea where, but I am sure you will find it. Maybe. Have fun, kthxbye."
By the way, sslc_f1 tells you exactly where the problem is and what the problem is. I believe there's also an sslc_f2 (for Fallout 2, duh) so I don't understand why people don't use those tools. They are TeamX so they've been around for years and years.

For the sslc_f1 Fallout 1 version, sometimes the messages are cryptic, but once you get used to it, telling what they mean is pretty easy. And since it gives you the exact line (same line as you'd see if looking at Line Number in Notepad or whatever) you know exactly what chunk of code to fix. You just have to figure out how specifically you fucked up the syntax.
 
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