the simplest way to know where did it install is to know where are global files gl_g_*.int files. The gl_ generally means it's a global script gl_g_ generally means it's a global script by burn (sort of prefix stuff discussed somewhere in this subforum). they may as well be hidden in \mods\scripts\glscripts or something like that.. or simply burn decided to pack everything into a.dat archive and be done with it... the gl_highlighting.int shouldn't be deleted by any menas.. to disable gl_highlighting.int features, go to sfall-mods.ini and disable stuff there, the gl_highlighting.int is nessecary for example for [control combat] mode=3 in sfall-mods.ini . Without it mode=3 may not function.. it is only said to delete it, so that the golden rule of only one global script messes with given stuff.. so not two or more different global scripts mess with given thing, but only one.. else troubles such as crashes come in. and if you enabled highlighting in fo2tweaks.ini and it works, that generally means it's instaled correctly.. as I said before the RPUv26 stuff is packed into .dat archives, so chances are gl_highlighting.int is there too. so you might actually end up with an epmty data\scripts folder and everything will be fine as well... the only question remains unanswered where does fo2tweaks keep it's scripts, given that they do work... As i said b4 look around the other folders for them.. they are named gl_g_<filenamehere>.int there are quite few of them, and all must be present in order for fo2tweaks to work. of scripts folder is empty, try mods folder and any subfloders it has.. also be mindful of any .dat files you encounter in fallout 2 folder or fallout 2\mods folder that are other than critter.dat and master.dat , as they too may contain the fo2tweaks global scripts. the name of the dat.file should give a hint what it contains if it's custom, only critter and master dats are native to the vanilla game ( possibly patch 000.dat too contents of the official 1.02 patch) all rest is modder content.