Completing the Fallout Editor Manual

JimTheDinosaur

Vault Dweller
Modder
For those not in the know, the invaluable Fallout Editor manual has a lot of its script commands "greyed out", of which MCA (at least I think it's MCA) says:

I do not know what the gray-shaded definition blocks mean, but it could be significant as you're tearing through the guts of these commands. Maybe gray-shaded means these commands are diseased. Or don't work. Or got cut. Explore and find out, or wait for Red! and some crazy Team X Russians to figure it out.

A lot of these have of course been figured out already, but to my knowledge haven't actually been included in an updated manual, which I suggest we work on. Especially because some of the mistakes (including obj_can_hear_obj in the following) aren't even greyed out to begin with. Here's my very first, very minor updated version with the following inclusions:

inven_count: contrary to the manual, and counterintuitively, this doesn't work for containers, only critters (so unlike inven_ptr, and like critter_inven_obj). This caused me a lot of headaches.
obj_can_hear_obj: Pretty sure this doesn't do anything at all and isn't used in any scripts.

You can download/view it here. Feel free to update (I've used a dark blue color for any changes) and upload a new version in this thread.

Other changes that come to mind: @Sduibek and @phobos2077 figured out iirc that the damage in the explosion command only denotes max damage and that min damage is always 1, but I'm not sure about that.

edit: almost forgot the mother of all headaches:

critter_inven_obj: only returns the correct value for the active hand.
 
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@Sduibek and @phobos2077 figured out iirc that the damage in the explosion command only denotes max damage and that min damage is always 1
Correct! So that command is basically useless. Do actual TNT and C4 items follow the same damage code? I didn't bother checking what code they use for damage.

critter_inven_obj: only returns the correct value for the active hand.
Yeah this definitely reduces the potential of the Flare In Hand functionality that I implemented. So this can't be done better in Fallout2 engine and/or Sfall?? :(


Nicely done, this will be a good addition to the community! :nod:
 
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Actually, there is already good thorough manual for most scripting commands and macros dating back to 2003, with useful comments on how they actually work, what arguments do what, etc. It's only in russian though :)
 
Actually, there is already good thorough manual for most scripting commands and macros dating back to 2003, with useful comments on how they actually work, what arguments do what, etc. It's only in russian though :)

I already thought as much, I'm sure you wouldn't feel like translating that bad boy, right ;)

if not, maybe a list of commands they say don't work as intended would be nice to, I could then try and test them (don't feel like testing every single command heh)
 
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critter_inven_obj: only returns the correct value for the active hand.
Yeah this definitely reduces the potential of the Flare In Hand functionality that I implemented. So this can't be done better in in Fallout2 engine and/or Sfall?? :sad:

there might actually be a way to work around it using the hs_removeobject script... I'll look into it.

edit; right, remember now that you can't because it doesn't register when you remove a weapon from your hands, only when you put one there.
 
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What's the problem with flare in hands? AFAIK, removeinvenobj is called when you put items in hand slots. I used this to fix wrong ammo PIDs in weapons "on the fly".

AFAIK, hand slots work differently for NPCs. They somehow have only one real hand slot (you can see this behavior if you put some items in both hands in editor and then try to steal from NPC - one of the items will be available to steal even without appropriate perk). I think this should work for dude though. Best way to know is to test it yourself.

Here's the manual from Wasteland Ghost: http://www.teamx.ru/site_arc/docs/bis_help.rar (last updated in 2005)
 
What's the problem with flare in hands? AFAIK, removeinvenobj is called when you put items in hand slots. I used this to fix wrong ammo PIDs in weapons "on the fly".

AFAIK, hand slots work differently for NPCs. They somehow have only one real hand slot (you can see this behavior if you put some items in both hands in editor and then try to steal from NPC - one of the items will be available to steal even without appropriate perk). I think this should work for dude though. Best way to know is to test it yourself.

The problem for Sduibek is that he wants to "know" what's in the off hand, so while you can tell when the flare is put in the off hand in inventory using removeinvenobj, you can't tell whether he immediately takes it out of the off hand after that.

Here's the manual from Wasteland Ghost: http://www.teamx.ru/site_arc/docs/bis_help.rar (last updated in 2005)

Thanks dude, looking it through now with google translate.
 
What about if Flare was reclassified as no longer a weapon?

That doesn't matter,

But I've finally figured out a work around which only works with the carry weight changes for my mod (which registers only the weight of carried weapons and armor), so, naha! what were you planning to do with flares btw? I could put that in my mod now ;)
 
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