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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    The DX9 SDK from March 2009 has a version of it that seems to work fine, I assume it was dropped after that? Makes sense. Bizarrely, killing all of the movie hook code seems to have no effect, I can't even find sfall in the stack trace trying to debug it. *shrug* I'll continue to play with it.
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Well, my thing works which I'm happy about, though I'm not familiar enough with assembly to make KeyDown take a non-BYTE argument so I just hijacked 0x70 - 0x77 in the directx scan code range, could easily be adapted otherwise though. I've chucked the diff and an example script in, I'd honestly...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Any idea what the best way to detect side mouse button presses with Sfall would be? I'm playing with the idea of patching KeyDown to return mouse state from 0x100+ (sort of like what Oblivion Script Extender does) but I don't know what the best way of reading that mouse state would be, I don't...
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    To Nirran, to Timeslip, to MIB88... Weather Mod HighRes Bug

    My version (which can be dropped in place without any other weather mod version, shaggoth) doesn't have the stat checks for that reason, I liked the visual idea of the mod but wasn't too thrilled about the stat changes and it's set up... precariously, at best.
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    To Nirran, to Timeslip, to MIB88... Weather Mod HighRes Bug

    RP2.1's what I'm using, it should work fine -- I probably failed bundling it somehow, what issue are you having?
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    To Nirran, to Timeslip, to MIB88... Weather Mod HighRes Bug

    If you're running at a 16:10 or 4:3 resolution my personally modified version of it should work fine, though I removed the perception/AC modifying stuff if you care about that (could just copy the mask, I guess). If it doesn't work, let me know, and if anyone would rather I didn't host this...
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