Big problem with mapper and scripts

modmaker

First time out of the vault
(a few days ago)
I created one script named dmferda.int. I placed man on map and attach this script to him. Test, dialog, everything ok.

(today)
I created another script named dmfetak.int. Scripts.h, scripts.lst, message file, script file, mapper configuration..... everything is okay, but I cannot find both scripts in mapper (in list), the man has script with stupid name...
If I check the script (the man) in game, then he will talk and everything is okay. But in mapper not. I cannot use dmfetak.int.

And that's my biggest problem.

Reinstall -- nothing.
 
I forgot the specific line but in the mapper config file:


run_as_game=1

or something like that. I havent done it in so long.
 
Relax dude, nothing is fucked. Just stay calm.

im calmer than you are.

I often had problems with the mapper not running things that work great ingame. I recomend that when your modding replace the den residence with your map with the scripts on it and start the game, saving in the part of the den with beckys, then leaving, entering the town, and pressing 3(a bug that should take you to the den residential area, which you just replaced with your map)

you could use the arroyo temple as your test map, or you could even use the > 49 cities patch and put a ladder in the starting map of the game that leads to your test map.

also, for the purpous of testing, begin your script name with a 1 so that it appears at the top of the list(dmfetak.int. becomes 1dmfetak.int. ect)

but like i said before, the mapper is one of the most user unfriendly things ever invented
 
Relax dude, nothing is fucked. Just stay calm.
It's fucked, because this never happened me before. I can become anger very easily.
I often had problems with the mapper not running things that work great ingame. I recomend that when your modding replace the den residence with your map with the scripts on it and start the game, saving in the part of the den with beckys, then leaving, entering the town, and pressing 3(a bug that should take you to the den residential area, which you just replaced with your map)
I cannot assign script to critter, because I cannot find my script in list. But I've got it in scripts.lst and correctly.
you could use the arroyo temple as your test map, or you could even use the > 49 cities patch and put a ladder in the starting map of the game that leads to your test map.
I'm using Demomain.map as my test map and also I edited fallout2.exe, so now I've got Demomain as my first map.
also, for the purpous of testing, begin your script name with a 1 so that it appears at the top of the list(dmfetak.int. becomes 1dmfetak.int. ect)
I always used "!" :wink: , but also in this problem it didn't help. :(
 
Relax dude, nothing is fucked. Just stay calm.

Actually, I took the liberty of making a Big Lebowski reference, where Walter interferes with a ransome drop for the Big Lebowskis wife being made by Dude Lebowski and the Dude freaks out and Walter says what I quoted. Then dude freaks out more and walter says "Well im clamer than you are"

But its not as funny as "I myself have dabbled in pacifisim. Not in the war, of course." or "Shut the fuck up Donney"



you could try, when your modding, delete patch000.dat and place all of your files in the DATA directory so that nothing conflicts with anything.

Thats all I can think of.

But this one makes more sence with the script not showing up. You must have your edited Script.lst in either DATA/SCRIPTS of r in PATCH000.dat, but not in both, and although fallout 2 is coded to use the files in PATCH000 as main, the mapper looks into the DATA folders and ignores PATCH000. it could be different depending on how the config file is set up, but try that
 
Do u think that I'm using Patch000.dat??? NO! NO! NO! NO. I'm not so stupid!
But mapper ignores patch000, and my problem isn't in game, but in mapper. I'm lost. Maybe format c: and format d: and install windows... will... be the... best I... can do...
 
hmmm...I had this problem a while ago. My problem was that I had written this script from scratch and I wasnt including all of the Headers, and no script worked again in the mapper (even the origonal ones) until I fixed it. Maybe theres a built in error catching thing? Something in one of the headers that makes it a script?

Check if you are including Define.H and Command.H, and if using global vars then include GLOBAL.H, and then check each file for accidental errors. Ill tell you if I can think of anything else.


Fallout Modding has taught me one thing, just because someone made it work doesnt mean you can. Its like fixing a nuclear core housing with duct tape, or something like that.
 
I'm using original headers file, only I edited scripts.h and global.h.
But ok. I'll check every including header file.
I'm including define and command headers. BUT as far as I can read, there is a problem - it will be hard work.
Code:
/*
	Copyright 1998-2003 Interplay Entertainment Corp.  All rights reserved.
*/

#ifndef DEFINE_H
#define DEFINE_H

//   This file holds all of the things that should be preprocessed.

#include "..\headers\global.h"
#include "..\headers\itempid.h"
#include "..\headers\scripts.h"
#include "..\headers\teams.h"
#include "..\headers\Condtion.h"
//#include "..\headers\RepPoint.h"
#include "..\headers\AIPacket.h"
#include "..\headers\ExpPoint.h"
#include "..\headers\ScenePid.h"
#include "..\headers\Maps.h"
#include "..\headers\animcomd.h"
#include "..\headers\CritrPid.h"
#include "..\headers\ArtFid.h"
#include "..\headers\Party.h"
#include "..\headers\Reaction.h"

//........

But you are trying to help me, so thanks :-) .
 
You might want to change the relative paths to direct, but if that were the problem then the script wouldnt have compiled at all.


If you still have a problem, you could send me the files(source of both scripts, headers(script, defince, comand, global) and if you could, a screenshot of a directory tree of the entire Fallout 2 folder)
 
I had this exact problem, but I had never fixed it.

Heres a theory though, in mapper.cfg:


Code:
master_dat=D:\plocha\boom\demo\master.dat
master_patches=D:\plocha\boom\demo\data

Im thinking that theres a coded fuck up when looking for scripts that looks into the current directory for the file D:\plocha\boom\demo\data\filename so that it would be trying to find the file D:\plocha\boom\demo\data\D:\plocha\boom\demo\data\filename


the fix in this case would be to change it to this:

Code:
master_dat=master.dat
master_patches=data

The reason for this would be that the bug is in the code to find scripts.lst.


Ill look at it some more and try to figure it out if this doesnt work, but sometimes the mapper just doesnt work and a reinstallation of all files that have to do with fallout is in order.
 
IS IT POSSIBLE???
I found patch000.dat with read-only and hidden attributes in my fo2mapper directory, so I wasn't able to see it before.
I deleted it and now it's okay. And size of the file? 24kb. I wasn't able to open it with Datexplorer. IT ISN'T POSSIBLE!
Thanks for the help.
 
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