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  1. J

    Jim's In-Game Item Generator and Map Teleporter

    Crap, you're right, that's a way better approach, thanks man.
  2. J

    Jim's In-Game Item Generator and Map Teleporter

    I'll be adding the source files later today btw in case you're a mysterious long-time modder who wants to tinker with it.
  3. J

    Jim's In-Game Item Generator and Map Teleporter

    I'd have wished so too, but @phobos2077 hasn't added that one to sfall (yet), so instead I had to copy it over to proto.msg (and, um, multiply all the values with 100), which means you'd need to override that yourself to do it properly for your own vanilla/modded game.
  4. J

    Hook script help: RP 2.3.3 Source headers fail to compile?

    @Magnus, you have to make sure you remove all the spaces behind the /'s (there's a lot of spaces behind the top one, and one behind the "added by killap" one. I remember it took me ages to figure this out, but that's the cause of all your macro woes 99/100 times. edit: damnit novarain :P
  5. J

    Jim's In-Game Item Generator and Map Teleporter

    I was adding new UI tools (I'll be updating that thread later today) and thought I'd make a text box for player input. One possible application being a string based item generator and a map teleporter, I thought I'd put those together for cheat/modding use. You can download it here, just extract...
  6. J

    UI Mod???

    Please don't. If he wants to make a FPS-interface for an isometric crpg let him do it himself ;).
  7. J

    Fallout 1 and 2 trait/perk rebalance?

    First Aid saves you either time or money, both of which matter extremely little in either FO (time matters marginally more in FO1, while money marginally more in FO2). My point wasn't that they're completely useless (strictly speaking only the broken perks are that), but that given the tiny...
  8. J

    Fallout 1 and 2 trait/perk rebalance?

    I think you'll find that the balancing issues in FO's traits and perks have relatively little to do with the quantity of the bonusses, and far more with their quality (e.g. you can pump up the initial reaction bonus in presence and first aid healing points in healer all you want, doesn't change...
  9. J

    FO2 Mechanics Overhaul Mod

    They're gone purposely because it's buggy as hell apparently, but senior Dobrovnik felt it should be stored somewhere which is commendable I guess ;). If you want to follow developments on my latest "version" (I'm honestly overriding pretty much everything I've done so far, so not sure that's...
  10. J

    Fallout 2 mod Inventory Sort Buttons Mod

    I'm not even sure sfall is entirely compatible with the hi-res mod actually. At least, I often see phobos posting about conflicts in the hi-res thread, but Mash doesn't seem that active these days. I honestly haven't got a clue what's going wrong, and am not at all familiar with the workings of...
  11. J

    Fallout 2 mod Inventory Sort Buttons Mod

    @Fox Wernicke, then it won't work in all likelihood, champ. The source files are right there, so if you feel like improving on it, be my guest.
  12. J

    Fallout 2 mod Inventory Sort Buttons Mod

    I agree about the readmes, but in this case it wouldn't say any more than what it says in my OP: "Just unpack it in the main folder of whatever you're using and see if it crashes!" Main folder being the one where the executable is that you're using to play the game, so the PCX folder doesn't go...
  13. J

    Jim's Improved UI Tools for Modders

    I'm fairly sure it doesn't; guess another thing to bother @phobos2077 about again. I'm still wondering why it is that there's no "regular" way of accessing .aaf files... The description for SetFont over at the opcode playground does say it can't be used for .aaf, but I can't seem to be able to...
  14. J

    Jim's Improved UI Tools for Modders

    Ah right, I've found them in FONT3.AAF (FONT4 are a bigger version, I guess for the menu screen and FONT2 is for the skilldex picture names, FONT0 and 1 I have no clue cause I can't view them with fontviewer). I'm guessing it's naïve to think that there's some easy way to print these fonts on a...
  15. J

    Jim's Improved UI Tools for Modders

    Given that this thread is now about questions about the UI: Where can I find the font used to make those big yellow letters used in windows such as the start game screen and the char screen? I mean the letters/symbols used to write "CHAR POINTS" and "OPTIONAL TRAITS" etc. here (only the SPECIAL...
  16. J

    Jim's Improved UI Tools for Modders

    Actually, scratch that last question (you could just build a custom UI right on top of the existing one as long as it was the same size or larger and accomplish the exact same thing). I think another interesting possible workaround that has become possible with the mouseclick hook and is...
  17. J

    Jim's Improved UI Tools for Modders

    It might even be easier to just force the game not to load the standard UI to begin with and just build it yourself. I mean, all the graphical elements are right there and you could just load the different menus using tap_key's. I don't think there's anything you couldn't do manually yourself...
  18. J

    Jim's Improved UI Tools for Modders

    As most modders know, there's a more or less functional way to introduce custom UI elements into FO2, but it's far from ideal. Using the global script below (i.e. compiled as something starting with gl*) you get a couple of advantages: 1: The procedures work fast. As I get into in this thread...
  19. J

    Fallout 1 mod FO1 to FO2 conversion, for real

    Oh right... I actually do that myself, but being a moron forgot all about that.
  20. J

    Fallout 1 mod FO1 to FO2 conversion, for real

    Well, you could easily hack it together in the game map (the sticky note with 0-9 lettering is right there in the master.dat ofcourse), but you wouldn't be able to hack it into the pip boy screen. For instance, for my inventory sort buttons, I was just in luck that the inventory doesn't occupy...
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