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    Cross platform fallout

    I've gotten slightly sidetracked by fable 3 at the moment, so I wont be working on this for another week or so. Seriously, sooo much crap to wade through. I'm sure the only reason lionhead didn't implement some scheme whereby a big burly man with a crowbar stands behind you at all times and...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Bah, I forgot to update it. It's still the 2.12 one. :oops: It's been ages since I've compiled one of those trace dlls. I can't even remember how to do it. Will try and work it out and fix it now. Edit: Done.
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    I'm not planning a mapper version of sfall now nor ever, but I've looked up the relevant memory addresses if anyone else wants to patch it in. Point these at a bigger block of memory: 4C0347, 4C045B, 4C0658, 4C0671, 4C2E53, 4C2E5D, 4C2EB4 And increase the value of these: 4C035F, 4C0477...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    ok, I think that's enough new stuff to warrent a 2.15. It's up on sourceforge. >Added the ability to adjust skill/stat relationship >Added an option to add stat/skill effects to traits via config files >Fixed an issue with doors being able to dodge bullets (From Mash) >Added an option to...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    There is indeed a limit of 1450 differently named script files. Shouldn't be a problem to remove it. Edit: Done and in svn, although I'm a bit suspicious that one of the usages was lacking an out-of-range check. I may have missed something, and I don't have 1541 scripts lying around to test...
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    [FO2] Can't save during the combat

    Heck no. :shock: As pixote said, it was added because saving mid combat causes all sorts of save game corruption. I'm not one to force people to game a certain way... There's an option in ddraw.ini to turn it off, but if you do, don't complain about any save related bugs.
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Ah, so I was. ok, I've commited a way of modifying stats/skills to svn. It doesn't have the freedom to do everything that the original traits can do, because given their wide range of hardcoded effects it's not really practical to have every one of them in a config file. Any effects beyond a...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    And committed to svn. It'll be in 2.15. There's actually a bit more flexibility than what you get from the normal skill tables; instead of limiting you to 2 stats and an integer multiplier shared by all stats, you can give fractional multipliers, as many stats as you like, and each stat can...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    It would be easy to do, but unless I've forgotten about it there's nothing in sfall to do it at the moment. Since it would need to take effect at character creation before any scripts run, I'll add it in the form of an ini file, so you'd write something like 'Skill1=s1|p0.5|c5' to get a skill...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    No, that one's for changing the extra hp you get each level up. It's a secondary stat; healing rate or something. You'd use 'set_pc_extra_stat(STAT_<whatever it is>, -10000)'. I was thinking of applying the healing via a script, rather than relying on drug effects. (Although mainly because of...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Which was what I meant by 0 health regen. Although actually, the doctor skill still allows for some cheapness; you could use it, rest, use it, rest and repeat until healed. I'm not sure how best to manage that one... Maybe modify the skillcheck so that it's harder the closer to full health you...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    I'd suggest setting the players health regen to 0 while they're on a local map instead. Or all the time, if you want to be really nasty. Or if you wanted to be really really nasty remove the immediate healing properties of stimpaks and have them heal a small amount of damage over time instead...
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    Two (now four) sfall scripting questions

    Your usage of it looks correct to me. I guess that the answer to the question of when fallout rechecks that variable is 'never'. Well, it certainly does at game load, but that's a bit useless because it's before any scripts run. Perhaps I should make a pre-load hookscript. Edit: Although...
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    Two (now four) sfall scripting questions

    Try and wear/remove some armour, and see if that helps. I can't remember under what conditions fallout rereads that variable.
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    Two (now four) sfall scripting questions

    I can't quite remember how that works off the top of my head. iirc it changes the jumpsuit model, and you need to do a map change before it takes effect. (Or wear/remove armour? Something like that.)
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    Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

    Going the sfall route, you can do it in the hs_combatdamage hook script. procedure start begin variable args; if (hook_init) then return; args:=get_sfall_args; if (obj_pid(args[0])==<kaga's pid>) then begin set_sfall_return(args[2]); set_sfall_return(args[3])...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    2.14 is up. >Added a method of creating critical tables for new critter types >Added a new option to block all saving in combat (off by default) The critical tables thing is fairly important, or any mod using the extra kill types option is going to get broken criticals on any of the new...
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    Cross platform fallout

    Yay. :) In the meantime, playing with various things to try and fix sound in my vm, I now have no sound at all even after changing things back to how they were before I started... :P Not so yay. :| I don't think I've tried waiting all the way through a movie; it doesn't do anything much...
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