Custom Perks on my site

Nirran

Vault Senior Citizen
Modder
removed rapid perks(level per perk) and experience rush(level up heal) dependency on custom perks script,removed party member perks dependency on custom perks script,now all 3 of these are stand alone and are completely compatable with custom perks and each other

edit : for the 5 people that already read this thread,if you already downloaded the files,you will need to re-download them,i forgot a file for level up and perk per,fixed and uploaded,oops

edit : corrected a bug,re-download if this affects you

edit : updated party perks to use ini settings,perks are customizable now

edit : moved all perks that use any aspect of level_per_perk script to rapid perks mod(totaling 4 perks) all of them are completely customizable through the ini file

edit : corrected an over-site in xp rush and rapid perks mods that caused most of the ini settings to have no effect

Nirran
 
custom perks

hi, nirran. i wonder if you could post a step by step guide how to instal those scripts on top of any existing mod aka rp 1.3 or megamod 2.4...

1) i have tried to compile them *.ssl with fse and it works.
2) i then place the *.int files in the appropriate folder and
3) edited the scripts.lst file (-> #local_vars=0). yet i had to rename the files to 8 chars, GL_select_experience.int seemed to be too long.
4) finally i uncommented perks.ini in the sfall ddraw.ini and renamed to xpmaster.ini
5) plus adding extrakilltypes=1

so... it still doesn't seem to work. i wonder what else i could do or what i did wrong there...

thanks in advance,
po

ps: i had to remove the lvl_heal or such headers from the script files, due to lack to those files & changing the set folders to the one i installed fallout 2 to. does this cause problems?
 
just download the mod and unzip it in fallout 2 folder,thats it,sfall scripts dont have to have entries in scripts.lst,the ini files are included

edit : make sure your sfall mod is up to date

edit : also remember that most perks will not be available right away

Nirran
 
so copying and modying ddraw.ini is sufficient? just checking back before i head home from work and marvel at your work =)
 
you dont have to do anything with ddraw.ini,in fact revert to the state it was before you changed it(the script will read the ExtraKillTypes setting in it,and set perks accordingly)

Nirran
 
party perks on my site

fixed a bug that would show cassidy perks when he was not in party,uploaded

Nirran
 
I mean the fact that if someone doesn't already know exactly what you're talking about, your title and post look pretty much like gibberish. I'm merging with a previous thread on the topic.
 
ok,my bad,i didnt want to gravedig,in the future i will post in a previous thread instead

Nirran
 
Fallout Tactics Divine Favor perk

Hello Nirran. I was wondering if you could teach me how to reproduce the Divine Favor perk from Fallout Tactics, if that's possible at all.

Thanks in advance!
 
Hey Nirran, I remember reading somewhere that you're fine with people using your scripts for their own purposes, but I thought I'd ask just the same: is it okay if I steal most of your hs_combatdamage script? It's a work of beauty.

Also, one thing I noticed which I thought was a bit odd: when doing the facing damage and to hit modifiers for your perks, you use this to calculate facing:

Code:
if(has_trait(TRAIT_OBJECT,attacker,OBJECT_CUR_ROT) == has_trait(TRAIT_OBJECT,target,OBJECT_CUR_ROT))

etc. but why not use

Code:
rotation_to_tile(tile_num(attacker), tile_num(target)) == (has_trait(TRAIT_OBJECT,target,OBJECT_CUR_ROT))

? Because as far as I can tell by testing it the former only tells you which way the attacker and target are facing at the moment of the attack, which results in weird effects (e.g. if you have your back turned to your enemy when attacking, it reads it as a backstab).
 
JimTheDinosaur said:
Hey Nirran, I remember reading somewhere that you're fine with people using your scripts for their own purposes, but I thought I'd ask just the same: is it okay if I steal most of your hs_combatdamage script? It's a work of beauty.).

I don't mind at all

JimTheDinosaur said:
Also, one thing I noticed which I thought was a bit odd: when doing the facing damage and to hit modifiers for your perks, you use this to calculate facing:

Code:
if(has_trait(TRAIT_OBJECT,attacker,OBJECT_CUR_ROT) == has_trait(TRAIT_OBJECT,target,OBJECT_CUR_ROT))

etc. but why not use

Code:
rotation_to_tile(tile_num(attacker), tile_num(target)) == (has_trait(TRAIT_OBJECT,target,OBJECT_CUR_ROT))

? Because as far as I can tell by testing it the former only tells you which way the attacker and target are facing at the moment of the attack, which results in weird effects (e.g. if you have your back turned to your enemy when attacking, it reads it as a backstab).

I believe I did it this way because I wanted to be able to determine flanking positions,iirc,my memory may be flawed though

Glad to see my scripts being used :)

Nirran
 
Nirran,

Any chance of your Custom Skill Books mod for the Restoration Project being updated? Killap added some new items to the game and there is a conflict with those items and the ones you had (same proto file numbers.)

I tried to mess with it using Cubik's editor and also changing the number, but it wound up crashing the game when I tried to use the books. I'll admit, I'm not a 100% total expert in doing these things, so perhaps I forgot to do something, or you can't rename the number on the proto file.

That would be cool to be able to use this mod again.
 
Nirran said:
I don't mind at all

Great! I had one more question: I could be wrong but it seems that the resulting damage values are floats. I just tested because I'm never sure when Fallout accepts or doesn't accept floats, but in the damage formula it apparently doesn't (i.e. making 12.346 the sfall return just causes the game to use the old values and ignore your formula), or am I missing something?
 
JimTheDinosaur said:
Nirran said:
I don't mind at all

Great! I had one more question: I could be wrong but it seems that the resulting damage values are floats. I just tested because I'm never sure when Fallout accepts or doesn't accept floats, but in the damage formula it apparently doesn't (i.e. making 12.346 the sfall return just causes the game to use the old values and ignore your formula), or am I missing something?

TBH I donno,I don't remember,but as the final calculation I wrote has floor() engine prolly wont accept a float

Nirran
 
I use the same mods, but from what I read a long time ago, he wasn't interested in updating anything for RP, at least where things like the book mod were concerned, or at least that's what he said to someone else on another thread. Who knows, he could change his mind about it, though. I try to spread all of the perks out over the levels so that I don't get the blank panel as much in the .ini settings. Some of them I do have disabled, though.
 
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