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Author SHA1 Message Date
NovaRain b919c21939 Updated version number and changelog
Minor code edits to BugFixes.cpp.
2026-06-03 19:19:31 +08:00
NovaRain 827e56cd1f Re-added NumberPatchLoop option to ddraw.ini 2026-06-01 13:30:31 +08:00
NovaRain 2da022672c Tweaked obj distance check in action_* engine functions
* use path length instead of tile distance to determine whether to walk
or run to interact with objects.

(ref. fallout2-ce/fallout2-ce#248)
2026-05-31 21:14:39 +08:00
NovaRain 93f982730d Reordered functions in MiscPatches.cpp & Worldmap.cpp
* grouping patch functions and their ASM hacks together for easier
checking.
2026-05-29 22:39:35 +08:00
NovaRain 919b17efe1 Reduced the number of trailing NOPs for MakeCall/Jump
* when the trailing length is longer than 4 bytes, it will use a mix of
5-byte long NOPs and single-byte NOPs.
2026-05-29 09:19:09 +08:00
NovaRain 48472bd4bc Fixed typo in sound debug output 2026-05-28 13:16:18 +08:00
NovaRain f0d0e4e801 Corrected the object ID range for party members 2026-05-27 09:54:38 +08:00
NovaRain 7c0c7163cf Fixed set_unique_id script function
* it unassigned unique ID even when the object doesn't have one.
* it didn't sync the attached script's owner id after unassignment.

Added a safeguard to prevent item_identical function returning false
when comparing a unique_id item to itself.

(ref. fallout2-ce/fallout2-ce#466)
2026-05-25 14:45:33 +08:00
NovaRain 7d614ab8b1 Removed ExtraSaveSlots from ddraw.ini (always enabled)
Changed the maximum number of save slots to 1000 (10k was overkill).
2026-05-23 00:15:50 +08:00
NovaRain 8967e95f0f Added a new value to InstantWeaponEquip
Tweaked the animation sequence when interacting with scenery or using
an item on an object.
2026-05-18 14:03:36 +08:00
NovaRain 675032dddc Changed the character portrait on the char screen
* now it's always in ANIM_stand instead of current action frame.
2026-05-17 16:58:15 +08:00
NovaRain bb768282ef Fixed the morning start time while traveling on the world map
* it starts at 6:01 instead of 6:00, inconsistent with afternoon (12:00)
and night (18:00).

Fixed potential index out of bounds error in wmMapIdxToName_.

(ref. fallout2-ce/fallout2-ce#453)
2026-05-13 10:08:43 +08:00
NovaRain 7542e224dd Disallowed negative cost for set/get_inven_ap_cost 2026-05-11 13:34:59 +08:00
NovaRain a67fa86116 Code edits to ApplyInvenApCostPatch 2026-05-08 14:41:30 +08:00
NovaRain 10720fbc24 Tweaked the position of item counter/timer window when not using HRP 2026-05-06 21:35:04 +08:00
NovaRain 65a107a941 Increased decompression buffer size to 4KB
(ref. fallout2-ce/fallout2-ce#439)
2026-05-05 21:12:27 +08:00
NovaRain 3472ea2d84 Added a tweak to center inventory windows when not using HRP 2026-05-04 11:04:11 +08:00
NovaRain f435c57c33 Cosmetic edits: remove unnecessary size directives
* verified the compiled binary is still the same.
2026-05-03 09:39:31 +08:00
NovaRain 205b43de0a Added a file size check for scripts
* this is for filtering out some clearly defective (or not even valid)
scripts.
2026-04-24 21:39:38 +08:00
NovaRain 74c29ce374 Fixed set/remove_script script functions
* they didn't set the script index number on non-critter objects.

Changed objects_in_radius to accept a radius of 0.

Edits to scripting documents.
2026-04-23 22:28:14 +08:00
NovaRain 2415eb31f2 Backported ActionPointsBar from 4.x
Updated resource files.
2026-04-22 21:09:32 +08:00
NovaRain 17ffdd6791 Fixed HOOK_REMOVEINVENOBJ not being triggered
* when using drug/misc item from active item slots (#623)
2026-04-21 21:26:55 +08:00
NovaRain 0dd40448c2 Moved HP/flag setting earlier in critter_kill_ engine function
(mainly for HOOK_ONDEATH, ref. fallout2-ce/fallout2-ce#384)
2026-04-20 09:57:54 +08:00
NovaRain 3dc0f42728 Replaced serial single-byte NOPs with long NOPs
(the sequence is 5-byte long NOPs with trailing single-byte NOPs)
2026-04-19 20:40:32 +08:00
NovaRain 29a5017f65 Fixed ONDEATH hook being incorrectly triggered by non-critter objects
(when calling kill_critter on a non-critter obj)
2026-04-17 23:07:31 +08:00
NovaRain 3e91b9a7ce Added object type validation to item_weight metarule
Fixed set_critter_current_ap and set_combat_free_move to update
player's AP lights only in combat

Edits to scripting documents.

(ref. fallout2-ce/fallout2-ce#380)
2026-04-17 11:58:57 +08:00
NovaRain 651ba4d95c Fixed AP cost display on game load when using CALCAPCOST hook
(ref. fallout2-ce/fallout2-ce#376)
2026-04-16 10:30:53 +08:00
NovaRain 762f3a858f Simplified the code in commit 6aae703f 2026-04-14 22:00:12 +08:00
NovaRain b13bcb9253 Added #pragma sce to all scripts that require -s option
Renamed all "lite version" script mods to more specific 38x.
2026-04-14 11:33:10 +08:00
NovaRain 6aae703f65 Fixed garbled colors when SkipOpeningMovies=1
(ref. fallout2-ce/fallout2-ce#372)
2026-04-14 11:04:19 +08:00
NovaRain ec9832b6a1 Fixed a visual glitch on the char screen when selecting gain xxx perks
(ref. fallout2-ce/fallout2-ce#367)
2026-04-11 21:37:55 +08:00
NovaRain d4c223a313 Increased the maximum party member level from 6 to 10
Updated scripting documents.

* the game reserves 10 level-up messages for each party member. More
level-ups require either more hacks or renumbering all level-up messages
in misc.msg. Otherwise, one will start using others' lines (e.g. Sulik
says Lenny's lines after lv10).
2026-04-11 00:02:23 +08:00
NovaRain c42bed9ee4 Removed GlobalScriptPaths option (reverted dd97c36)
* storing global scripts across multiple paths is almost never needed,
and no publicly available mod really uses the option. If one doesn't
want to put their global scripts in the main folder, they can always
package the scripts in a mod dat file/folder instead.
2026-04-10 09:05:06 +08:00
NovaRain 4a717a572b Fixed crash when calling proto_data with invalid data member
(ref. BGforgeNet/Fallout2_Restoration_Project#381)
2026-04-05 08:30:01 +08:00
NovaRain 95b5fbafad Updated resource files for the previous commit 2026-04-02 13:40:53 +08:00
NovaRain e8ba875002 Removed AllowLargeTiles option
* Originally, its goal was to bypass the tile FRM limit and save
people's time from splitting tiles. But no one has really used this
option since sfall 2.0 (no bug reports about being broken for many
years). And boosting the limit to 16383 should practically solve the
first goal.

* In the end the option doesn't really do what its name suggests and is
completely unused. Its tile auto-splitting function is also not very
practical.
2026-04-02 11:48:19 +08:00
NovaRain 13deeb3a79 Edited the description of inc_npc_level in scripting docs
Cosmetic edits: removed trailing spaces in some source files.
2026-04-01 22:26:32 +08:00
NovaRain adc5e0e850 Deprecated two-argument form of add_extra_msg_file 2026-03-26 12:11:08 +08:00
NovaRain d287ac194d Fixed glitched map when the encounter table has no available entries
(ref. fallout2-ce/fallout2-ce#313)

Updated sslc document.
2026-03-20 11:19:52 +08:00
NovaRain bd1995c393 Added support for nested array expressions
Fixed load_array script function not accepting floats as array keys.
Added arrays testcase script.
Updated header files.
2026-03-16 09:24:28 +08:00
NovaRain 506f63fb08 Fixed +/- not updating brightness slider when used on the Pref screen
(ref. fallout2-ce/fallout2-ce#298)
2026-03-15 07:56:57 +08:00
NovaRain ae0fb248c9 Changed the timing of setting OPTIONS game mode flag
* now it is toggled when creating/deleting the Preferences window.
2026-03-14 20:24:31 +08:00
NovaRain dd97c36338 Backported GlobalScriptPaths from 4.0 2026-03-13 08:43:33 +08:00
NovaRain 368d632919 Updated version number and changelog 2026-02-25 22:06:06 +08:00
NovaRain 9dabf726e3 Cosmetic edits: renamed some return addr variables in hacks 2026-02-25 21:20:00 +08:00
NovaRain e3c14cda94 Added a safeguard to the death animation fix on combat start 2026-02-23 15:24:39 +08:00
NovaRain 0bb63de958 Updated version number and changelog 2026-02-11 21:40:51 +08:00
NovaRain 70a8eb086f Removed unnecessary/unused return value in critter_mod_skill function 2026-02-11 20:16:09 +08:00
NovaRain 47dad66b58 Removed misleading parens from functions without args in documents 2026-01-27 16:37:49 +08:00
NovaRain 8ec4ed6a0a Code edits to SingleCore to make it run safer
Changed SingleCore to be disabled by default.
(its usage is questionable on newer systems.)
2026-01-16 10:10:28 +08:00
NovaRain 201ecd16f7 Code edits to ProcessorIdle
* include QS_RAWINPUT (0x400) for WinXP+.
* set the option enabled by default.
2026-01-15 09:41:13 +08:00
NovaRain ae3a8f85f5 Added settings about the mirrored shades to tweaks.ini
Updated the description of Fallout1Behavior.
2026-01-13 14:30:08 +08:00
NovaRain b6d8b14f90 Expanded the functionality of Fallout1Behavior
* FO1 initial in-game time is 7:21 rather than 8:24.
2026-01-10 20:36:11 +08:00
NovaRain edd6da5716 Fixed edge-scrolling speed in the world map
* commit 5feeff0 only fixed when in normal game maps.
2026-01-04 12:37:51 +08:00
NovaRain fe9d56030f Re-ordered Unarmed module init (sync with 4.x) 2026-01-03 20:45:25 +08:00
NovaRain 5feeff0c21 Fixed edge-scrolling speed when using the speed tweak
(closes #523)
2026-01-01 20:23:34 +08:00
NovaRain ea79147afe Cosmetic edits: updated year 2026-01-01 20:17:18 +08:00
NovaRain 6535a5f02e Added a safeguard to the single-frame death anims tweak
Updated version number.
2025-12-05 16:48:31 +08:00
NovaRain 265314083d Tweaked interface bar FRM
* to better sync with HRP's 800px one.

Updated resource files.
2025-11-12 22:50:25 +08:00
NovaRain 0367d28bc1 Edited the description of some legacy options to make them explicitly clear 2025-10-23 08:56:39 +08:00
NovaRain 06df287b3a Updated version number and changelog
Edits to sfall opcode list.
2025-10-09 19:26:53 +08:00
NovaRain f57a261339 Updated Russian translation file 2025-09-17 20:51:42 +08:00
NovaRain ee5cdbcd81 Added support for switching the keyboard layout
(from Crafty)

Minor edits to some documents and LoadOrder.cpp.
2025-09-17 20:49:10 +08:00
NovaRain 93416a9450 Fixed the upper limit when applying mouse sensitivity 2025-09-11 22:13:47 +08:00
NovaRain 9a18193060 Added an option to disable Arroyo-related events
Minor fix to DisableSpecialMapIDs (as ID 0 is still a valid map).
Edited some descriptions in ddraw.ini.
2025-08-29 13:23:57 +08:00
NovaRain 95cd72348d Added splash screen fallback to Mash's HRP (4.1.8 only) 2025-08-28 09:08:11 +08:00
NovaRain 0b6a058dff Code fixes/edits to the previous commit
* nonEngLang didn't get set when using Mash's HRP.
2025-08-27 10:33:25 +08:00
NovaRain 6f5ebe76fc Added default path fallback for splash screens
* before the game loaded splash screens only from art\<language>\splash\
if the game language is not English, ignoring the default art\splash\.

Added a global boolean to replace individual game language checks.
2025-08-25 12:16:34 +08:00
NovaRain 4cef7cf72f Fixed file seeking in uncompressed .dat files
(ref. fallout2-ce/fallout2-ce#244)
2025-08-24 09:45:33 +08:00
NovaRain 400f94e302 Fixed crash in an encounter between two groups
* when they are set to fight each other but one group fails to spawn.
(ref. BGforgeNet/Fallout2_Restoration_Project#350)

Updated version number.
2025-08-17 15:11:05 +08:00
NovaRain 0a42f83084 Updated version number and changelog 2025-07-26 19:05:23 +08:00
NovaRain 9f5c8fa946 Updated sslc readme
Recompiled gl_npcarmor_lite due to sslc fixes.
2025-07-14 10:22:59 +08:00
NovaRain a8baf6c331 Removed unnecessary code in SingleCore option
* GetCurrentProcess returns a pseudo handle, with which calling the
CloseHandle function has no effect
2025-07-05 19:32:18 +08:00
NovaRain 2c33b2752b Fixed slightly misaligned buttons in the barter screen
(ref. fallout2-ce/fallout2-ce#204)
2025-06-11 21:43:29 +08:00
NovaRain 01ff118619 Updated use.frm/use_e.frm
(use invbox.frm as the base instead of loot.frm)
2025-06-02 10:03:04 +08:00
NovaRain c90571392b Improved the error handling for missing main .dat files
(ref. fallout2-ce/fallout2-ce#172)
2025-05-31 08:53:08 +08:00
NovaRain 7615e318ca Fixed slightly misaligned buttons in the character screen
(ref. fallout2-ce/fallout2-ce#154)
2025-05-26 21:45:03 +08:00
NovaRain 02f9be78f6 Fixed slightly misaligned buttons in the pipboy
(ref. fallout2-ce/fallout2-ce#147)
2025-05-24 08:05:23 +08:00
NovaRain bd87a49e87 Removed glass glare from use.frm/use_e.frm
* Now they look the same as all other interfaces that have the inventory
list and character portrait (ref. fallout2-ce/fallout2-ce#148)

Updated resource files.
2025-05-24 00:27:42 +08:00
NovaRain 508bcd745c Added lowercase 'a' as a hotkey for the 'Take All' button
(previously only uppercase 'A')
2025-05-22 08:44:12 +08:00
NovaRain 1c12b52303 Improved the clearing of floating text messages after map change
(ref. fallout2-ce/fallout2-ce#115)
2025-05-13 22:02:17 +08:00
NovaRain 7cd059a9a5 Added a safeguard to stat_level engine function
(ref. fallout2-ce/fallout2-ce#76)

Unified the naming style of return addr variables for some ASM code.
2025-05-11 12:07:27 +08:00
NovaRain 9355f84943 Minor code edits to Stats.cpp 2025-05-11 09:32:58 +08:00
NovaRain 5f220d54e4 Fixed potential undefined behavior in FullItemDescInBarter
* due to obj_examine_func_hack_objdesc, item description is coped to
messageBuffer already (max 354 chars), so in most cases desc is the same
as messageBuffer, which should be UB to strncpy_s. MSVC's implementation
seems treating self-copy as no-op, but we shouldn't rely on this
behavior.
2025-05-04 08:55:46 +08:00
NovaRain 0486a43532 Fixed duplicate sound in the "Move Items" and "Set Timer" windows
* happens when clicking the "Done" button.

Fixed crash when a critter with a powered melee/unarmed weapon runs out
of ammo and there is ammo nearby.

Minor code optimization to Interface.cpp, use spare ecx register instead
of the stack for eax value.
2025-05-03 21:39:50 +08:00
NovaRain 9cccb2e45b Improved the previous commit
* now the buttons have proper press/release sfx.
2025-05-02 21:28:19 +08:00
NovaRain b59930d831 Added missing click sound to the buttons in the combat control panel
Updated version number.
2025-04-29 11:01:26 +08:00
NovaRain d996e1f739 Correction to the previous commit
* shouldn't modify the string in-place.
2025-04-13 16:40:08 +08:00
NovaRain 86506b5ec7 Removed visible newline chars when examining items in the barter screen
(ref. #401, #591)

Minor code edits to BugFixes.cpp.
Updated changelog.
2025-04-13 01:10:58 +08:00
NovaRain 8f1813cd0b Moved render.cpp/h files to GUI folder/namespace
Moved newline support hacks from MiscPatches to Text.cpp/h as 4.x.
2025-04-13 00:13:37 +08:00
NovaRain 4e0e98dda9 Updated changelog 2025-04-09 09:23:55 +08:00
NovaRain 8ff09aa10e Minor code edits to Movies.cpp 2025-04-06 12:34:15 +08:00
NovaRain caa64822dd Code edit to the previous commit 2025-04-05 22:16:58 +08:00
NovaRain bad50cd335 Changed the implementation of ProcessorIdle
* now the same as CPU_USAGE_FIX in Mash's HRP, with a simpler toggle
setting.

* also avoids slowdowns if the player happens to enable both of them.
2025-04-05 17:42:17 +08:00
NovaRain 71c8b851e6 Tightened the compatibility mode check (again)
(OS check is now limited to unsupported Windows versions.)
2025-04-04 15:23:06 +08:00
NovaRain 16b2681c79 Reverted commit ef78c35
(found another way to fix freezing issues in Win11 24H2.)
2025-04-03 01:22:14 +08:00
NovaRain 764ab01d9d Fixed out-of-bounds selection in the file list when loading a GCD file 2025-04-02 14:21:56 +08:00
NovaRain ef78c35a30 Reverted part of the optimization for the save/load game screens
(commit a35a4e03, as it could cause the cursor to become unresponsive.)

Updated version number.
2025-03-31 21:55:59 +08:00
265 changed files with 3678 additions and 2190 deletions
+84 -13
View File
@@ -1,5 +1,76 @@
# Changelog
## 3.8.50
* Fixed garbled colors during the fade to the main menu on startup when **SkipOpeningMovies** is enabled
* Fixed the AP cost display not updating on game load when using `HOOK_CALCAPCOST` hook script
* Fixed `load_array` script function not accepting floats as array keys
* Fixed a crash when calling `proto_data` with an invalid data member value
* Fixed `set_critter_current_ap` and `set_combat_free_move` script functions to update the player's AP lights only in combat
* Fixed `set/remove_script` script functions not setting the script index number on an object properly
* Fixed `set_unique_id` script function to prevent it from reassigning an object ID when unnecessary
* Fixed `ONDEATH` hook to prevent it from being triggered by non-critter objects
* Fixed `REMOVEINVENOBJ` hook not being triggered when using an item from active item slots while in the inventory screen
* Changed `add_extra_msg_file` script function to mark the two-argument form as deprecated
* Changed `objects_in_radius` script function to accept a radius of 0
* Changed the character portrait on the character screen (from the **hero appearance mod**) to always show the standing pose
* Re-added **NumberPatchLoop** option from older versions to `ddraw.ini`
* Removed **AllowLargeTiles** option because its functionality is impractical and has never been used
* Removed **ExtraSaveSlots** option from `ddraw.ini`. Now additional pages of save slots are always available, up to a maximum of **1000** slots
* Added a fix for the `+/-` keys not updating the brightness slider when used on the preferences screen
* Added a fix for getting stuck on an empty map when the encounter table has no available entries
* Added a fix for a visual glitch on the character screen when selecting perks that modify SPECIAL stats
* Added a fix for the morning start time used to determine random encounter frequency
* Added a tweak to center inventory windows horizontally when not using the hi-res patch
* Added a tweak to the animation sequence when interacting with scenery or using an item on an object
* Added a tweak to use path length instead of tile distance to determine whether to walk or run to interact with objects
* Added an option to expand the number of action points displayed on the interface bar
* Added a new value to **InstantWeaponEquip** to skip weapon equip/unequip animations only when interacting with objects
* Added object type validation to `item_weight` script function to prevent potential issues
* Added a file size check for scripts to filter out clearly defective ones
* Added support for nested array expressions (`compile.exe` in the **modders pack** is also updated)
* Increased the maximum party member level from 6 to 10
## 3.8.49.1
* Fixed a crash bug introduced in 3.8.46 when a critter is hit and combat starts at the same time
## 3.8.49
* Fixed the edge-scrolling speed when using the game speed tweak
* Fixed incorrect unarmed damage being displayed in the inventory under specific conditions
* Fixed a crash bug in the tweak that replaces death animations on critters with single-frame variants on map load
* Improved the functionality of **Fallout1Behavior** to set the correct initial in-game time
* Changed **ProcessorIdle** to be enabled by default
* Changed **SingleCore** to be disabled by default as its usage is questionable on newer systems
* Added a fix for script execution issues when calling `critter_mod_skill` in a loop
* Added options to the **tweaks ini file** to override the PID of the mirrored shades and the stat they affect when equipped
## 3.8.48
* Fixed incorrect mnemonic names in script dumps generated by the script decompiler (`int2ssl.exe` in the **modders pack**)
* Added a fix for a crash when an encounter between two groups fighting each other fails to spawn one group
* Added a fix to use the `art\splash\` directory as the fallback for loading splash screens for non-English languages
* Added a fix for the game not applying the mouse sensitivity setting correctly in certain cases
* Added a fix for file seeking in uncompressed **.dat** files
* Added an option to disable the engine's processing of Arroyo-related events
* Added support for switching to alternate keyboard character codes (from Crafty)
## 3.8.47
* Fixed potential undefined behavior in **FullItemDescInBarter**
* Fixed the behavior of `break` statement in script compiler and decompiler (`compile.exe` and `int2ssl.exe` in the **modders pack**)
* Improved the fix for removing floating text messages on the map when moving to another map or elevation
* Improved the error handling for missing main **.dat** files
* Removed glass glare from the **'Use Inventory Item On'** window to match other game interfaces
* Added a fix for a crash when a critter with a powered melee/unarmed weapon runs out of ammo and there was ammo nearby
* Added a fix to prevent a potential crash when using skills on non-critter objects
* Added a fix for the duplicate click sound for the 'Done' button in the **'Move Items'** and **'Set Timer'** windows
* Added a few fixes for slightly misaligned buttons in the pipboy, character screen, and barter screen
* Added missing sounds to the 'Done' and 'Cancel' buttons in the 'Custom' disposition of the combat control panel
* Added lowercase `a` as a hotkey for the 'Take All' button (previously only uppercase `A`)
## 3.8.46.1
* The compatibility mode check now targets only unsupported Windows versions
* Changed the way **ProcessorIdle** works to prevent conflicts with **CPU_USAGE_FIX** option in `f2_res.ini`
* Added a fix to prevent out-of-bounds selection in the file list when loading a character file
* Added a fix to remove visible newline control characters `\n` when examining items in the barter screen
## 3.8.46
* Fixed a bug introduced in 3.8.31 that broke the debug message about a missing critter art file
* Fixed an issue where an item with a unique ID in the inventory had its ID reset by a non-unique item
@@ -10,10 +81,10 @@
* Added a fix for the main menu music not stopping when replaying the intro
* Added a fix for display issues when highlighting a multiline dialogue option
* Added a fix for the incorrect message being displayed when attempting to repair a dead robot
* Added a fix for the double click sound when selecting a location in the Status section of the pipboy
* Added a fix for the duplicate click sound when selecting a location in the Status section of the pipboy
* Added a fix for extra hidden buttons below the location list in the Status section of the pipboy
* Added a fix for map lighting from **Night Vision** perk not updating when loading a saved game
* Added a fix for an animation glitch when death animations and combat start simultaneously
* Added a fix for an animation glitch when death animations and combat start at the same time
* Added a fix to prevent the game from hanging when reloading a weapon overloaded with ammo via the interface bar
* Added a few fixes for issues related to weapons with negative ammo
* Added a tweak to replace death animations on critters with single-frame variants on map load
@@ -190,7 +261,7 @@
* Removed **ComputeSprayMod** from `ddraw.ini`. Now **ComputeSpray_\*** options no longer require a master switch
* Added a fix for a crash when the player equips a weapon overloaded with ammo
* Added a fix for being able to use the **'Push'** action on members of the player's team in combat when they are knocked down
* Added missing sounds for the markers on the world map interface (similar to Fallout 1, from Ghosthack)
* Added missing sounds to the markers on the world map interface (similar to Fallout 1, from Ghosthack)
## 3.8.34
* Minor fixes to **LocalMapXLimit/LocalMapYLimit** options and the built-in **item highlighting**
@@ -234,7 +305,7 @@
## 3.8.31
* Fixed the Jet addiction not being removed when using the antidote in some cases
* Fixed the key repeat delay and rate when enabling the game speed tweak
* Fixed the key repeat delay and rate when using the game speed tweak
* Fixed a possible crash at the end of the playback of alternative sound files
* Fixed a rounding error in Glovz's damage formula
* Improved the behavior of **SpeedInterfaceCounterAnims=3**
@@ -261,7 +332,7 @@
* Added support for using the newline control character `\n` in the object description in `pro_*.msg` files
* Added support for the new **'Healing Item'** flag to item protos. Now AI will also use items with this flag for healing in combat
* Added support for the new **'Cannot Use'** flag to the misc flags of item objects. This flag makes a weapon object unusable in combat
* Added missing sounds for the buttons on the world map interface (similar to Fallout 1 behavior)
* Added missing sounds to the buttons on the world map interface (similar to Fallout 1 behavior)
* Added 5 `metarule3` macros for controlling the save slot with scripts to `sfall.h` in the **modders pack**
* Added a `sfall.dat` resource file, which contains the required files for various features. The localized `sfall_xx.dat` is also supported
* New script functions: `set_scr_name`, `obj_is_openable`
@@ -275,14 +346,14 @@
## 3.8.30.1
* Merged Windows 2000 support into the standard version of sfall. Using **DX9** graphics modes now requires `d3dx9_42.dll` and `d3dcompiler_42.dll`
* Fixed a crash bug introduced in 3.8.30 with the fix for animation registration
* Fixed a crash bug introduced in 3.8.30 by the fix for animation registration
* Fixed a bug in **AIDrugUsePerfFix** that could cause a hang in combat
* Fixed the extra check for friendly fire not working if the `area_attack_mode` parameter in the AI packet is not set or set to `no_pref`
* Added a fix for `chem_primary_desire` values in party member AI packets not being saved and reset correctly
## 3.8.30
* Fixed the original engine issues with being unable to register animations in certain situations in the game
* Fixed a crash bug introduced in 3.8.29 with the fix for the **'Leave'** event procedure in `AddRegionProc` function
* Fixed a crash bug introduced in 3.8.29 by the fix for the **'Leave'** event procedure in `AddRegionProc` function
* Fixed a bug in **ObjCanSeeObj_ShootThru_Fix** that could cause a hang in some cases
* Fixed the check of the ammo cost for a shot in **CheckWeaponAmmoCost**
* Fixed `set_critter_burst_disable` script function, which now applies only to weapons with the burst attack as the secondary mode
@@ -312,7 +383,7 @@
* Added a tweak to prevent NPC aggression when non-hostile NPCs accidentally hit the player or members of the player's team
* Added a tweak to play the **'magic hands'** animation when using an item on an object. This also prevents a few issues with scripted animations not playing
* Added a tweak to remove the unspent skill points limit
* Added an option to disable the special handling of city areas 45 and 46 in the engine when visiting Area 45
* Added an option to disable the engine's special handling of city areas 45 and 46 when visiting Area 45
* Added an option to load alternative dialog msg and subtitle files for female PC (translation friendly)
* Added an option to allow using the caret character `^` in dialog msg files to specify alternative text in dialogue based on the player's gender
* Added a new value to **AIDrugUsePerfFix** to allow NPCs to use only the drugs listed in `chem_primary_desire` and healing drugs
@@ -522,7 +593,7 @@
* New script functions: `add_g_timer_event`, `remove_timer_event`, `reg_anim_callback`, `get_sfall_arg_at`, `hide/show_window`, `set_window_flag`, `get_text_width`, `string_compare`, `string_format`, `objects_in_radius`, `tile_by_position`
## 3.8.21.1
* Fixed a crash bug introduced in 3.8.21 with the fix for corpses blocking line of fire
* Fixed a crash bug introduced in 3.8.21 by the fix for corpses blocking line of fire
## 3.8.21
* Fixed a bug in `save_array` script function that could corrupt `sfallgv.sav` when saving a new array under the same key
@@ -653,7 +724,7 @@
* Added a fix to prevent the reserved object IDs of the player and party members from being generated for other objects
* Added a fix for the display issue in the pipboy when the automap list is too long
* Added a fix for the `start` procedure not being called correctly if the required standard script procedure is missing (from Crafty)
* Added an option to disable the special handling of map IDs 19 and 37 in the engine when entering the maps
* Added an option to disable the engine's special handling of map IDs 19 and 37 when entering those maps
* Added support for the new **'automap=yes/no'** parameter to `maps.txt`. This parameter overrides the hardcoded values for displaying the map in the pipboy automaps for the first 160 maps
* Added files for using 32-bit images for talking heads to the **modders pack**
* Improved the functionality of the debug editor (in the **modders pack**)
@@ -846,7 +917,7 @@ Original engine bug fixes and various features based on the work by Crafty:
Original engine bug fixes and various features based on the work by Crafty:
* Added a fix for a crash when clicking on empty space in the inventory list opened by **'Use Inventory Item On'** (backpack) action icon
* Added a fix for negative SPECIAL values in character creation
* Added a fix for negative SPECIAL values in the character creation
* Added a fix for the game hanging in an endless loop in combat mode when calling `anim` script functions inside `damage_p_proc`
* Added 3 new arguments to `HOOK_BARTERPRICE` hook script
@@ -924,7 +995,7 @@ Original engine bug fixes and various features based on the work by Crafty:
Original engine bug fixes and various features based on the work by Crafty:
* Fixed a crash bug introduced with the inventory drag and drop fix
* Added a new value to **SpeedInterfaceCounterAnims** to update the HP/AC counters instantly when the number is not negative
* Added an option to skip weapon equip/unequip animations when performing various actions
* Added an option to skip weapon equip/unequip animations during various actions
* Added an option to control the speed of pipboy alarm clock animations
* Added an option to change the carry weight limit
@@ -957,7 +1028,7 @@ Original engine bug fixes and various features based on the work by Crafty:
* Added a fix for the original engine issue that caused party members to have incorrect stats when they level up while on drugs
* Added a fix for the unlimited ammo exploit
* Added a fix for negative values in Skilldex window
* Added a fix for the clickability issue in the pipboy and an exploit that allows resting in places where you shouldn't be able to
* Added a fix for the clickability issue in the pipboy and an exploit that allows resting in restricted areas
* Added a fix to prevent **'Too Many Items'** bug from corrupting save files
* Added a fix for the exploit that you can gain stats from more than two doses of a specific chem after save/load
* Added a fix for the original engine issues with reverse order of items in memory relative to visual order in the inventory list
+9
View File
@@ -1,4 +1,13 @@
[sfall]
;Table for overriding ASCII codes for keyboard character input when entering the player's name and saved game descriptions
;Only character codes in the ASCII range 33-126 can be overridden
;Character codes that do not need to be overridden can be omitted by using commas as delimiters
;You must also set a key for switching layouts using the XltKey option in ddraw.ini
;Default character code table for the English layout (letter codes only)
;XltTable=,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,,,,,,,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,,,,
;##############################################################################
SaveInCombat=Cannot save at this time.
KarmaGain=You gained %d karma.
KarmaLoss=You lost %d karma.
+7 -1
View File
@@ -2,7 +2,6 @@
[Main]
[Items]
;Override the PIDs of the standard healing drugs that AI will use in combat
;Set to -1 if you don't want AI to identify this item as a healing drug
@@ -11,3 +10,10 @@
STIMPAK=40
SUPER_STIMPAK=144
HEALING_POWDER=273
;Overrides the PID of the item that grants a +1 stat bonus when placed in an active item slot
;Default is 433. Set to -1 to prevent any item from granting the bonus
MIRROR_SHADES_PID=433
;The SPECIAL stat number (0..6) to which the bonus is applied
;Default is 3 (Charisma). Set to -1 to disable the item's effect
MIRROR_SHADES_STAT=3
+4 -2
View File
@@ -1,9 +1,11 @@
sfall's main configuration options appear in ddraw.ini, but there are several other configuration files that it can read in for modding purposes.
Books.ini: Lets you override/add books to the game (associated object PIDs, skills and text messages)
Books.ini: Lets you override/add books to the game (associated object PIDs, skills, and text messages)
Perks.ini: Lets you override the name/description/frm image/other stats of perks and traits
Elevators.ini: Lets you override which elevators lead where
Elevators.ini: Lets you override which elevators lead to where
CriticalOverrides.ini: Lets you make modifications to the critical hit tables
Translations.ini: Contains some text strings which sfall displays, to allow their translation
Skills.ini: Lets you change the formula used for calculating skills
Stats.ini: Lets you change the formula used to calculate the derived stats
Tweaks.ini: Lets you override a few object PIDs used in the engine
Unarmed.ini: Lets you configure the requirements and effects of unarmed attacks
+46 -31
View File
@@ -1,9 +1,9 @@
;sfall configuration settings
;v3.8.46
;v3.8.50
[Main]
;Set to 1 if you want to use command line arguments to tell sfall to use another ini file
;This option is always enabled in 4.3.3/3.8.33 or later. The information is left for reference only
;This option is always enabled in 4.3.3/3.8.33 or later and cannot be disabled (kept for reference only)
UseCommandLine=0
;Uncomment and point to a file to get alternate translations for some sfall messages
@@ -105,6 +105,10 @@ FadeMultiplier=100
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Interface]
;Set to 1 to expand the number of action points displayed on the interface bar
;Requires a new IFACE_APBAR_E.frm in art\intrface\ (included in sfall.dat) to display correctly
ActionPointsBar=0
;Set to 1 to use the expanded world map interface
;Set to 2 to skip correcting the position of entrance markers on town maps
;You can use resized FRMs in 700x682 for town maps in the expanded world map interface
@@ -138,7 +142,7 @@ AllowSoundForFloats=0
;This does not effect the play_sfall_sound and stop_sfall_sound script functions
AllowDShowSound=0
;Set to 1 to override the default music path with data\sound\music\ if music_path is not present in the cfg
;Set to 1 to override the default music path with data\sound\music\ if music_path is not present in fallout2.cfg
;Set to 2 to overwrite all occurrences of the music path
OverrideMusicDir=1
@@ -210,7 +214,7 @@ SpeedKey9=0x00
;A key to hold down to move the window around when using DX9 graphics mode 5
;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
;Set to -1 for either Ctrl key, -2 for either Alt key, or -3 for either Shift key
WindowScrollKey=0
;A key to press to toggle the highlighting of all items on the ground on the current map
@@ -263,12 +267,17 @@ ItemMoveSkipDragKey=29
;Requires sfall debugging mode and FalloutDebug.exe from the modders pack
DebugEditorKey=0
;A key to press to switch the keyboard layout (uses character codes from the XltTable option in Translations.ini)
;Set to 1 for Num Lock, 2 for Caps Lock, 3 for Scroll Lock, or 0 to disable
XltKey=0
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Misc]
;Changes some of Fallout 2 engine functions to Fallout 1 behavior:
;- disables playing the final movie/credits after the endgame slideshow
;- disables halving the weight for power armor items
;- endgame_movie script function plays movie 10 or 11 based on the player's gender before the credits
;- the final movie/credits are not played after the endgame slideshow
;- the weight of power armor items is not halved
;- the endgame_movie script function plays movie 10 or 11 based on the player's gender before the credits
;- the initial in-game time is set to 7:21
Fallout1Behavior=0
;Time limit in years. Must be between -3 and 13
@@ -313,13 +322,15 @@ WorldMapSlots=0
UseFileSystemOverride=0
;To use a patch file other than patch000.dat, uncomment the next line and add your new file name
;If you want to load multiple patch files (up to 1000) at once, you can include a %d in the file name (sprintf syntax)
;If you want to load multiple patch files at once, you can include a %d in the file name (sprintf syntax)
;PatchFile=patch%03d.dat
;Uncomment the next line to change the number of patch files to load (valid range: 1..1000; default is 100)
;NumberPatchLoop=100
;Set to 1 to change the order of how the engine loads game data
;Old: patchXXX.dat > critter_patches > critter_dat > f2_res_patches > f2_res_dat > master_patches > master_dat
;New: master_patches > critter_patches > [ExtraPatches] > patchXXX.dat > sfall.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
;This option is always enabled in 4.3/3.8.30 or later. The information is left for reference only
;This option is always enabled in 4.3/3.8.30 or later and cannot be disabled (kept for reference only)
DataLoadOrderPatch=1
;Set to 1 to load alternative dialog msg files from text\<language>\dialog_female\ for female PC
@@ -410,7 +421,7 @@ ViewXPos=-1
ViewYPos=-1
;Set to 1 to force Fallout not to use multiple processor cores even if they are available
SingleCore=1
SingleCore=0
;Set to 1 to override the art_cache_size setting in fallout2.cfg
OverrideArtCacheSize=0
@@ -427,7 +438,7 @@ SaveInCombatFix=1
;Set to 1 to enable additional weapon animation codes from 'o' to 't'
;The 4 byte value at 0x39 of weapon protos may range from 0 to 15 rather than 0 to 10
;Since the letters 'n' and 'r' are in use for other animations, an animation code of 11 corresponds to 's' and 15 to 't'
;This option is always enabled in 4.4.1/3.8.41 or later. The information is left for reference only
;This option is always enabled in 4.4.1/3.8.41 or later and cannot be disabled (kept for reference only)
AdditionalWeaponAnims=1
;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts
@@ -464,11 +475,8 @@ PlayIdleAnimOnReload=0
;Default is 6. Set to 0 for a 12-hour timer
CorpseDeleteTime=6
;Set a number of milliseconds to idle each input loop
;Set to -1 to disable
;Set to 0 to idle only if other processes are waiting for processor time (WinXP/2000: if processes have equal priority)
;Set to 1 (or some higher number if needed) to prevent 100% CPU use. The maximum is 50
ProcessorIdle=-1
;Set to 1 to allow the game to go idle during each input loop, preventing 100% CPU usage
ProcessorIdle=1
;Set to 1 if using the hero appearance mod
;Set to 2 for backward compatibility with scripts that manually fix obj_art_fid/art_change_fid_num script functions for dude_obj
@@ -484,13 +492,8 @@ SkipOpeningMovies=0
;Set to 0 to disable
NPCsTryToSpendExtraAP=0
;Allows the use of tiles over 80x36 in size. sfall will just split and resave them to art\tiles\zzz####.frm at startup
;Set to 1 to check all tiles on started (slow, but can also be useful for checking the correct size of your new tiles)
;Set to 2 if you provide a XLtiles.lst file in art\tiles\ containing a list of the tile indexes that need checking
AllowLargeTiles=0
;Set to 1 to boost the maximum number of tile FRMs from 4096 to 16383
;This option is always enabled in 4.3.7/3.8.37 or later. The information is left for reference only
;This option is always enabled in 4.3.7/3.8.37 or later and cannot be disabled (kept for reference only)
MoreTiles=1
;Change the Skilldex cursor FRM numbers
@@ -526,14 +529,15 @@ UseScrollingQuestsList=1
;ConsoleOutputPath=console.txt
;Set to 1 to add additional pages of save slots
ExtraSaveSlots=0
;This option is always enabled in 4.5/3.8.50 or later and cannot be disabled (kept for reference only)
ExtraSaveSlots=1
;To use more than one save slot for quick saving (F6 key) without picking a slot beforehand, set the next two lines
;To use more than one save slot for quick saving (F6 key) without picking a slot beforehand, set the next two options
;Quick save will cyclically overwrite saves from the first slot on the specified page to the last slot on the n-th page
;AutoQuickSave sets how many pages you want to use for quick saving (valid range: 1..10)
;AutoQuickSave sets the number of pages used for quick saving (valid range: 1..10)
;Set to 0 to disable
AutoQuickSave=0
;AutoQuickSavePage is the page number to start at if ExtraSaveSlots is enabled (valid range: 0..999)
;AutoQuickSavePage sets the starting page number for quick saving (valid range: 0..99)
;Set to -1 to use the current selected page (not recommended)
AutoQuickSavePage=1
@@ -706,7 +710,8 @@ ActiveGeigerMsgs=1
;Set to 1 to fix the bug of being unable to sell used geiger counters or stealth boys
CanSellUsedGeiger=1
;Set to 1 to skip weapon equip/unequip animations when performing various actions
;Set to 1 to skip weapon equip/unequip animations during various actions
;Set to 2 to skip these animations only when interacting with objects
InstantWeaponEquip=0
;To add additional game msg files, uncomment the next line and set a comma-delimited list of filenames without .msg extension
@@ -800,15 +805,25 @@ PartyMemberSkillFix=0
;Set to -1 to disable the special death message when the global variable is set
SpecialDeathGVAR=491
;Set to 1 to disable the special handling of map IDs 19 and 37 in the engine when entering the maps
;Set to 1 to disable the engine's special handling of map IDs 19 and 37 when entering those maps
;Note that enabling this option will break the map changes in Modoc and Vault 15 in Fallout 2
DisableSpecialMapIDs=0
;Set to 1 to disable the special handling of city areas 45 and 46 in the engine when visiting Area 45:
;Set to 1 to disable the engine's special handling of city areas 45 and 46 when visiting Area 45:
;Area 45 automatically disappears from the world map, and Area 46 appears on the world map
;Note that enabling this option will break the location change of the 'Fake Vault 13' in Fallout 2
DisableSpecialAreas=0
;Set to 1 to disable the engine's processing of events related to Arroyo (areas 0 and 22)
;This also disables the playback of Hakunin dream sequences and the processing of global variables:
;GVAR_ENEMY_ARROYO (7), GVAR_TOWN_REP_ARROYO (47), GVAR_FALLOUT_2 (494)
DisableArroyoEvents=0
;Set to 1 to fix the issue with the division operator treating negative integers as unsigned
;Note: To perform the unsigned integer division, use the new 'div' operator
;This option is always enabled in 4.3.5/3.8.35 or later and cannot be disabled (kept for reference only)
DivisionOperatorFix=1
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
; Configuration ini files
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
@@ -883,8 +898,8 @@ SkipCompatModeCheck=0
;show_script_messages=1
;show_tile_num=1
;[sound]
;debug=0
;debug_sfxc=0
;debug=1
;debug_sfxc=1
;-------
DebugMode=0
@@ -7,10 +7,13 @@ Auto Doors mod v1.2 for Fallout 2 by Mr.Stalin
Requires sfall 3.7b or higher
NOTE: this script requires compiler from sfall modderspack with -s option (short circuit evaluation)
NOTE: this script requires compiler from sfall modderspack with -s option
(short circuit evaluation)
*/
#pragma sce
/* Include Files */
#include "..\headers\define.h"
//#include "..\headers\command.h"
@@ -1,8 +1,8 @@
/**
Item Highlighting mod (Lite version)
Item Highlighting mod (sfall 3.8.x version)
A cut-down version of the mod included in sfall 4.x, offering more features than the built-in function.
A script-based alternative to the built-in function, with more features and flexibility.
Features:
- highlights items, containers (optional) and lootable corpses (optional) on the ground
- highlights critters using the same rules as combat mode highlighting (optional)
@@ -21,6 +21,8 @@
**/
#pragma sce
#include "main.h"
//#include "..\..\..\!SRC\headers\define.h"
@@ -1,7 +1,7 @@
Item Highlighting mod (Lite version) for sfall 3.8.x
----------------------------------------------------
Item Highlighting mod for sfall 3.8.x
-------------------------------------
A cut-down version of the mod included in sfall 4.x, offers more features than the built-in function.
A script-based alternative to the built-in function, with more features and flexibility.
Features:
- highlights items, containers (optional) and lootable corpses (optional) on the ground
- configurable hotkey is used to trigger highlight
@@ -12,10 +12,10 @@ Features:
Requires sfall 3.8.12 or higher.
To use, copy gl_highlighting_lite.int to your scripts folder and sfall-mods.ini to the mods folder in the same directory as sfall.
Create the mods folder if it does not exist. Also, you should disable the built-in function in ddraw.ini (ToggleItemHighlightsKey=0).
To use, copy gl_highlighting_38x.int to your scripts folder and sfall-mods.ini to the "mods" folder in the same directory as sfall.
Create the "mods" folder if it does not exist. Also, you should disable the built-in function in ddraw.ini (ToggleItemHighlightsKey=0).
Note that due to the lack of newer game hooks in sfall 3.8.x, there are some minor visual glitches in the lite version:
Note that due to the lack of some game hooks in earlier sfall 3.8.x, there are some minor visual glitches in the mod:
- items will be kept highlighted when entering combat while holding the highlight key (fixed in 3.8.40+).
- when you pick up items while holding the highlight key, they will be kept highlighted if you drop them on the ground (fixed in 3.8.18+).
Both glitches can bo solved by pressing and releasing the highlight key again.
@@ -13,14 +13,15 @@ NOTE: this script requires compiler from sfall modderspack with -s option
*/
procedure start;
procedure afterhitroll_handler;
#pragma sce
#include "..\headers\define.h"
#include "..\headers\sfall\sfall.h"
#include "..\headers\sfall\define_extra.h"
procedure start;
procedure afterhitroll_handler;
procedure start begin
if game_loaded then begin
register_hook_proc(HOOK_AFTERHITROLL, afterhitroll_handler);
@@ -1,8 +1,8 @@
/*
NPC Armor Appearance mod (Lite version)
NPC Armor Appearance mod (sfall 3.8.x version)
A cut-down version of the mod included in sfall 4.x modders pack. Used to replace the scripted part of B-Team mod.
Basically the same as the mod included in sfall 4.x modders pack. Used to replace the scripted part of B-Team mod.
Appropriate graphics are required for this mod to work.
Can be adopted to any mod by adjusting armor PIDs, allowed weapon anim codes, NPC PIDs and NPC FIDs in INI file.
@@ -15,6 +15,8 @@
*/
#pragma sce
#include "main.h"
#define IS_ARMOR(item) (obj_type(item) == OBJ_TYPE_ITEM and obj_item_subtype(item) == item_type_armor)
@@ -1,17 +1,17 @@
NPC Armor Appearance mod (Lite version) for sfall 3.8.x
-------------------------------------------------------
NPC Armor Appearance mod for sfall 3.8.x
----------------------------------------
A cut-down version of the mod included in sfall 4.x modders pack. Used to replace the scripted part of B-Team mod.
Basically the same as the mod included in sfall 4.x modders pack. Used to replace the scripted part of B-Team mod.
Appropriate graphics are required for this mod to work, or you can set party members to use player's armor appearance instead.
Can be adopted to any mod by adjusting armor PIDs, allowed weapon anim codes, NPC PIDs and NPC FIDs in INI file.
Requires sfall 3.8.29 or higher.
To use, copy gl_npcarmor_lite.int to your scripts folder and copy npcarmor.ini to the same directory as sfall.
To use, copy gl_npcarmor_38x.int to your scripts folder and copy npcarmor.ini to the same directory as sfall.
The default npcarmor.ini is set up for Restoration Project 2.3.3.
Check the included "npcarmor - vanilla.ini" for an example that does not require any new graphics.
Note that due to the lack of newer game hooks in sfall 3.8.x, there is a minor glitch in the lite version:
Note that due to the lack of some game hooks in earlier sfall 3.8.x, there is a minor glitch in the mod:
- in combat, NPCs can pick up and try to equip weapons with anim codes that are not allowed in INI file but supported by their appearance (fixed in 3.8.40+).
@@ -1,8 +1,8 @@
/*
NPC Combat Control (Lite version)
NPC Combat Control (sfall 3.8.x version)
A script-based mod of the removed built-in ControlCombat option, offering more features and improvements.
A script-based mod of the removed built-in ControlCombat option, with more features and improvements.
Features:
- allows you to take control of your party members or other NPCs during combat
(unlike in newer 4.x versions, controlled critters cannot use Sneak skill in combat)
@@ -19,6 +19,8 @@
*/
#pragma sce
#include "..\headers\global.h"
#include "..\headers\critrpid.h"
#include "main.h"
@@ -1,7 +1,7 @@
NPC Combat Control mod (Lite version) for sfall 3.8.x
-----------------------------------------------------
NPC Combat Control mod for sfall 3.8.x
--------------------------------------
A script-based mod of the removed built-in ControlCombat option, offering more features and improvements.
A script-based mod of the removed built-in ControlCombat option, with more features and improvements.
Features:
- allows you to take control of your party members or other NPCs during combat
(unlike in newer 4.x versions, controlled critters cannot use Sneak skill in combat)
@@ -12,5 +12,5 @@ Features:
Requires sfall 3.8.40 or higher.
To use, copy gl_partycontrol_lite.int to your scripts folder and sfall-mods.ini (in ItemHighlight_Lite) to the mods folder in the same directory as sfall.
Create the mods folder if it does not exist.
To use, copy gl_partycontrol_38x.int to your scripts folder and sfall-mods.ini (in ItemHighlight_38x) to the "mods" folder in the same directory as sfall.
Create the "mods" folder if it does not exist.

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