Two quick questions (sfall and world map)

Z4kW0lf

First time out of the vault
Question 1: I see that in the sfall ini file there is a way to create various inis to change crit damage, perks etc. How must these inis be written?Just plain text in a fixed order? Or you must add parameters?
Question 2: Is it possible to extract the world map from the files? I mean the WHOLE world map image.
 
The world map is in reality 20 different files - sliced up that fit in together to make one large picture.
 
Ok, so I'll have to squash them together....but anyway where do I find these files?
 
Z4kW0lf said:
Question 1: I see that in the sfall ini file there is a way to create various inis to change crit damage, perks etc. How must these inis be written?Just plain text in a fixed order? Or you must add parameters?
The sfall modders pack contains an example file for each of those options. (There's one for the critical hit table, one for elevators, one for perks and traits, one for skills and the skill/stat dependence, and one for the derived stat formulas.)

Look at them, and use them as a template for creating your own.
 
It has a drunk blur mod, a perk one that doesn't use the perks.ini files, and a rain one.
Or am I downloading the wrong file?
EDIT: Nevermind,I was looking in the wrong folder
rasd.gif
 
Uhm...maybe I'm just an idiot,but i don't understand the parameters in the perks ini and the crits ini. For example, what's perk 119? Which line controls the stat/skill requirements and which one controlls the stat/skill mods? Also,how can I do a perk that doesn't just modify stats or skills?
(Sorry if I'm annoying)
 
Z4kW0lf said:
For example, what's perk 119?
Check define.h. 119 isn't actually a preexisting perk; it's the first available empty perk slot.

Z4kW0lf said:
Which line controls the stat/skill requirements and which one controlls the stat/skill mods?
That's a complicated question; it depends on the perk type. Some of this is documented on the wiki, but some of it is not documented at all, and I can't remember off the top of my head which perk type has stat requirements and which type has stat effects. If you want to avoid working it all out, ignore the perks ini file, (aside from to remove any unwanted vanilla perks,) and add your new set of perks via script, using sfalls *_fake_perk family of script functions. That gives you complete script control over what the perk requirements are, and what effects it has. (Traits need to apply at character creation, so although there's similar fake trait script functions, I'd advise against using them.)

Z4kW0lf said:
Also,how can I do a perk that doesn't just modify stats or skills?
Via scripts.
 
Timeslip said:
Z4kW0lf said:
For example, what's perk 119?
Check define.h. 119 isn't actually a preexisting perk; it's the first available empty perk slot.
Where do I find that file and how do I "read" it?
Timeslip said:
Z4kW0lf said:
Which line controls the stat/skill requirements and which one controlls the stat/skill mods?
That's a complicated question; it depends on the perk type. Some of this is documented on the wiki, but some of it is not documented at all, and I can't remember off the top of my head which perk type has stat requirements and which type has stat effects. If you want to avoid working it all out, ignore the perks ini file, (aside from to remove any unwanted vanilla perks,) and add your new set of perks via script, using sfalls *_fake_perk family of script functions. That gives you complete script control over what the perk requirements are, and what effects it has. (Traits need to apply at character creation, so although there's similar fake trait script functions, I'd advise against using them.)
I don't know how to script in FO1/2. I know Gamebryo scripts,HTML and some C#. And I bet that FO1/2 scripts are neither of these,right?(Well,they surely aren't Gamebryo scripts,they surely aren't HTML too,and since my luck is on par with that of the pariah dog, it won't be C#
rasd.gif

Timeslip said:
Z4kW0lf said:
Also,how can I do a perk that doesn't just modify stats or skills?
Via scripts.
See above.
 
Nothing for it then, you're going to have to learn to script. There's plenty of tutorials around, so start reading.

define.h is one of the header files included with the mapper download.
 
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