Recent content by Melindil

  1. M

    Contact info for Melindil

    Apologies - it's taken me way too long to get to this. Hopefully this info is still useful. This one is odd - I've been trying to recreate this effect (straight shot hitting an unintended target), and have not been able to do so. Nor do I see code in the main path for straight attacks to...
  2. M

    Fallout Tactics utility FTSE - Fallout Tactics Scripting Engine (0.56a)

    I think it should be possible to make this work. Do you have an example of the Lua code you were trying to use? For bonus on a particular drug usage, you should be able to hook vtable 83 (MaybeUseEntity) on the Consumable class, then check if the right type of Consumable was used and apply the...
  3. M

    Fallout Tactics utility FTSE - Fallout Tactics Scripting Engine (0.56a)

    Yeah, looks like you're right - I was able to find the game logic that handles knockdown, and there's no reference to that fallover parameter. I also did a global search in my Ghidra project, but couldn't find any reference to it in any code that's been analyzed. So I really don't know what it...
  4. M

    Fallout Tactics utility FTSE - Fallout Tactics Scripting Engine (0.56a)

    I think "fallover" only prevents knockdown, not being knocked out. The Bonehead perk effect is hardcoded in the Actor knockout code. I think the following FTSE patch should change it to be 100% effective for knockout (the change you added above to the perk bonuses should cover knockdown): {...
  5. M

    Rabid -Kills grant bonus AP

    Level is defined in either the entity itself, or in the mission editor when an entity in the mission is edited. I haven't done much with the mission editor, so I don't know for sure what typical values will be for each mission.
  6. M

    Rabid -Kills grant bonus AP

    The AP given from the Rabid trait is 2 + (0.333 * target's XP level), capped to a maximum of 10. The value is not rounded, as AP is a floating-point value, so fractional gain is allowed. There is one caveat, however - the gain in AP occurs before the cost of the attack is deducted. So if you're...
  7. M

    My ghoul character is glowing after roach fight

    On a whim - does the ghoul have the Bonsai perk? The perk is badly bugged, but one of the effects it has is that it will change the skin and other colors on the character when it triggers. And being hit by poison is one of the triggers (hit by radiation is the other).
  8. M

    Fallout Tactics utility FTSE - Fallout Tactics Scripting Engine (0.56a)

    Perk rate ("levelsPerPerk") is tricky - the code for it differs from most other attributes, in that it always uses only the "derived" table value. So setting a permanent value, or a temporary bonus, will never have an effect. And setting the derived value directly in a Lua script won't work...
  9. M

    Fallout Tactics utility FTSE - Fallout Tactics Scripting Engine (0.56a)

    Quick question on this - will the separate mods be started via the -path command-line option, or via the "Custom Campaign" option from the menu? For the -path option, it should be simple to add (and, given that the file structure is changing a bit in the next FTSE release anyway, it's a perfect...
  10. M

    Fallout Tactics utility FTSE - Fallout Tactics Scripting Engine (0.56a)

    You should only need to remove OnBurstAttack, as it's the only one directly called by the FTSE engine. The others are only helper functions for OnBurstAttack. For a player doing a solo run, the bug fix doesn't make a lot of difference on damage taken - enemies firing at your character will have...
  11. M

    Fallout Tactics utility FTSE - Fallout Tactics Scripting Engine (0.56a)

    I looked into this, and found the code routine that calculates rank. Paraphrasing from my notes: For the main character, you get "half of a rank" for each of the following: * Completing a "mission" (this is the "missionscom" field in the save / editor). Note that this is incremented for more...
  12. M

    Comprehensive FO:T Engine Bug List (1.27)

    I can confirm the perk "works", though the result isn't likely to be what would be expected from e.g. Fallout/Fallout2 behavior. The functional effect is that the critical roll (0-99) is multiplied by 1.2 (rounded down), not that the roll gets a flat +20. So depending on value rolled, the bonus...
  13. M

    flamer, crits, jinxed questions

    Hi! I will admit that FTSE isn't really designed with multiplayer in mind - I don't think I've played the multiplayer mode once. But even though I don't plan on having targeted multiplayer fixes, I also want to try to make sure FTSE doesn't explicitly break multiplayer modes. I have an idea...
  14. M

    Cost in AP to transfer items

    Since there's not an existing cost for transferring items between characters, there's no existing code that calls for AP reduction in that case - so a quick hex patch isn't really possible. If you're willing to use FTSE (latest version only - 0.56a), I think I have a script that will do that...
  15. M

    Fallout Tactics utility FTSE - Fallout Tactics Scripting Engine (0.56a)

    FTSE 0.56a is now available. Highlights are a few bug fixes for problems listed earlier in the thread, a new hex patch for Night Person, Die Hard, and Adrenaline Rush, and a few new Entity and Actor functions to allow changes to tag string, XP, reputation, HP, and AP.
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