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Fallout Fixt by Sduibek

Discussion in 'Codex Workshop' started by Infinitron, Sep 19, 2012.

  1. Sduibek Dream job: modding. Patron

    Sduibek
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    Ahhhh good point. Removing from the Pipboy should be easy.
     
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  2. Sduibek Dream job: modding. Patron

    Sduibek
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    In light of what you said, and checking Per's guide, I think the no-fuss one-click Bug Fixes Only option will just remove that quest from Pipboy:

     
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  3. Sduibek Dream job: modding. Patron

    Sduibek
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    np, it's fun most of the time. Love you too <3
     
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  4. Sduibek Dream job: modding. Patron

    Sduibek
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    If the player's homies kill or damage a monster, should it affect global variables and reputation for the player?

    The original game is inconsistent; about 50 scripts check if the "source_obj" (who did the killing or dealt the damage) is the Player OR a party member of the player. The rest of them check ONLY if it came from the Player.

    Is-player-OR-party-member checking upon damage/kill would be things like:
    Ian kills a child, player's Childkiller counter goes up.
    Tycho shoots Killian in the face, now Junktown "good guys" are hostile.
    Katja stabs Decker to death, player's Karma goes up.

    This could be argued both ways; I think it's much more realistic to include party members in the checks, but this also means if the NPC party members misses and hits the wrong person, it could enrage an entire town. I personally don't have a problem with that but I've heard lots of people bitching about it in the past.

    EDIT: I guess this could be an optional selection............ user selects on install "NPC party members affect user karma" or something.
     
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  5. Infinitron I post news Patron

    Infinitron
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    Codex 2016 - The Age of Grimoire Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    Sduibek IMO backend things like that can be fixes. I think most CRPG players see their party members as an extension of themselves, even in games like Fallout where they don't directly control them. So it sounds like a fix to me.
     
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  6. Sduibek Dream job: modding. Patron

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    The weird thing is the numbers.... there's almost 500 scripts for critters, meaning roughly 10% of them check Player-or-PartyNPC, all others check Player-only. It's a significant inconsistency which confuses me. Maybe just a major oversight :shrug: Not sure.
     
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  7. tuluse Prestigious Gentleman Arcane

    tuluse
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    Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
    Is there a pattern to the party checks?
     
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  8. Sduibek Dream job: modding. Patron

    Sduibek
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    Good call, I hadn't thought to check that.

    They're all from The Hub. No other areas in the game check for party member on "who damaged me" code.
     
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  9. tuluse Prestigious Gentleman Arcane

    tuluse
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    That's odd. It sounds like a feature they either meant to add or remove at the last second and just didn't get everything done. Would definitely be a question for one of the original devs.
     
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  10. Sduibek Dream job: modding. Patron

    Sduibek
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    I agree.

    I see that Tim Cain has a Facebook, I think I'll compile the questions I have and send him a message on there. Hopefully he responds!
     
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  11. Sduibek Dream job: modding. Patron

    Sduibek
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    Tim Cain told me that yes he's willing to answer some questions, so I'll have more info on that soon.

    Also, the following are completed and ready to be included in next release:

    Global variable flag for "Bug fixes only" selection (GVAR171)
    Tandi/Lori stuff optional, & disabled when gvar171 = 1
    Tycho attacking player if Junktown citizens killed disabled when gvar171 = 1
    Red forcefields can't be blown up (as in vanilla) when gvar171 =1
    Katja graphics included for Use All Weapons NPC selection (optional)
    Elder removed
    Agatha removed
    Heather removed
    Longer flamer attack graphics now optional
    Restored stats for items that I changed way back before Alpha 1, and had forgotten to change back. oops.
     
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  12. Sduibek Dream job: modding. Patron

    Sduibek
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    Is this a bug fix or "added thingy":

    Keep in mind that this code I created is actually the default vanilla in Fallout 2 engine.
     
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  13. Jaesun Fabulous Moderator Patron

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    That just seems like the default and how it should work.
     
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  14. Sduibek Dream job: modding. Patron

    Sduibek
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    Good news! I've discovered that game_time_advance() takes arguments of negative values.

    So that means the next release will have the option for unlimited play. No more of this "locking up after 13 years" garbage.

    Personally I don't recall ever hitting the time limit, but I loathe time limits so this is great news as far as I'm concerned.

    And to think I was trying to find a way to hex-edit the SAVE.DAT files to reset the date. lol. Good thing I tried putting in negative values in a script command first.

    It takes negative values for Experience too, interestingly. But you can't lose levels that way. (If you could, it would make a great optional hack around the character level limit). Oh well.

    Anyway, just a simple script check -- when the date nears July 18 2175 aka 32-BIT INTEGER OVERFLOW DOOMSDAY, it'll just send a game_time_advance(BIGASS_NEGATIVE_NUMBER) and all continues merrily.
     
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  15. Infinitron I post news Patron

    Infinitron
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    Codex 2016 - The Age of Grimoire Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    It doesn't work like that in the first game? It's a minor thing, but not really a fix. I'd make it optional but recommended.
     
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  16. Sduibek Dream job: modding. Patron

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    Changing flares from "Weapon" type to "Misc" type, please tell me that's considered a fix. Having flares be considered weapons by the entire game is pretty much the stupidest thing ever. (IMHO :P)

    Reasons why I'd consider it a bug:
    - NPCs (Ian, Tycho, Katja) and enemies prefer to throw flares over other weapons. (Assumedly because it only takes 1 AP to use)
    - NPCs/enemies will at times abandon their current weapon to go pick up a thrown flare and use it instead. (Yes, I have personally seen this happen)
    - Any scripts that check "is obj_item_subtype == 3" will return Yes on flares. So you get things like Seth telling you to holster that scary flare you're holding, or Vats technicians begging to not kill them with the scary flare.
    - They MUST be lit in inventory; clicking on the item in the main GUI like you would with Stealth Boy or similar usable item doesn't work (because it will bring up combat targeting, duh)

    Not really reasons, but points to keep in mind:
    - It does 1 damage. ...
    - It takes 1 AP, the only weapon in the game that does so. (This is important regarding exploits, see below)
    - Throwing knives suck (when thrown), and they do 6 to 9 damage.
    - Exploitable:
     
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  17. Infinitron I post news Patron

    Infinitron
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    Codex 2016 - The Age of Grimoire Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    Sounds like a fix to me, but ask Tim Cain to be sure.
     
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  18. Sduibek Dream job: modding. Patron

    Sduibek
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    An interesting point from GDC 2012 regarding invasions/waterchip that I think is worth repeating:

    I don't have a point or conclusion, I just felt like sharing :P
     
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  19. Sduibek Dream job: modding. Patron

    Sduibek
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    Awesome! Mr. Cain responded and answered all my questions. :cool: What a cool guy.

    Thanks for suggesting I contact him, I don't know why I never thought of that. btw, I added RPGCodex to credits.txt today. (next release of FIXT finally has credits for the mod.) [Credited as "The no-bullshit feedback from RPGCodex Forums"] This thread has been extremely helpful.
    :love:

    FLARES: It sounds like them being Weapon_type is just a procedural leftover. And they were supposed to be lit while held. (which has already been implemented in FIXT for quite some time :obviously:)


    DAMAGE_SOURCE: Yes should check partymember-OR-player, but not for the heavy-hitting karmas like Childkiller. (Fallout has only 3 Karma reputations, so this would only apply to Childkiller, Berserker, and Champion)


    REPORTING BOB:

     
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  20. General Maxson Arcane

    General Maxson
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    Tim Cain is my crpg hero. And probably the main reason I have some hope for PE turning out good. :P
     
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  21. Infinitron I post news Patron

    Infinitron
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    Codex 2016 - The Age of Grimoire Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
  22. Sduibek Dream job: modding. Patron

    Sduibek
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    Oh and he also said the whole team was disappointed that The Burrows got cut.

    :smug:
     
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  23. Sduibek Dream job: modding. Patron

    Sduibek
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    Update on flares: to change them from type Weapon to type Misc, I have to delete them all from each map (using BIS Mapper) file using the old flare data, save the maps, move over the new flare data, then re-add the flares. Removing them with script or during game load is not possible because the map is loaded before those run, and the map load crashes if item type differs (which is actually news to me)

    So, for the sake of avoiding a pain in the ass, for the next release I'll probably just add an exception to the "Holster your weapon" float messages. Next release can have the option to change them to Misc entirely.
     
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  24. General Maxson Arcane

    General Maxson
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    Nothing wrong with Burrows as long as Tim Cain designs it. And not some Bethesda/Bioware trash. With sexable furries etc. :x
     
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  25. Sduibek Dream job: modding. Patron

    Sduibek
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    Oh! That reminds me, I've been meaning to add sexable furries to the game.
     
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