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    Fallout 2 mod Fallout 1 Demo in Fallout 2

    Maybe those are things the sfall guys could add in the future. It could be nice to use that paper on the PipBoy thing if you want to have some time limited quests. Just with different text on it, of course. So basically an option to script adding and removing an image and a variable on the...
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    Fallout 2 mod Fallout 1 Demo in Fallout 2

    Don't know if he's available. I sent him a PM about something else but he didn't reply. Another thing that would be nice to do is to have the piece of paper with the time limit to get the chip on the PipBoy. Didn't figure out how to put that in. Well, except for editing the graphic, but then...
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    View dialog tree (help needed)

    Yeah, checked again, you can't go back once you use one of those lines.
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    View dialog tree (help needed)

    dcFranki - they don't seem to be used. There are other lines in that dialog that are also not used GCJEREM - should show up when talking to him if (global_var(GVAR_GECKO_REQ_FORM) == REQ_FORM_JEREMY). If whatever that is returns true, then first he'll say "Can’t help you now. I’m way too busy."...
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    Fallout 2 mod Fallout 1 Demo in Fallout 2

    Already did that! But do you know where I should look to change Sex Appeal into Night Person? If it's possible? Turning the images in ending slides is a good idea... I have to see how they work. I mean, the time they're shown on the screen depends on the length of the audio file, no? In this...
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    Fallout 2 mod Fallout 1 Demo in Fallout 2

    Thing is I'd have to change some of the logic as well... since to get to try to repair the generator you have to move fast... otherwise the game ends because of the generator being broken and the gangs leaving. I'll see. Also, for your translation of the original demo... the generator script...
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    Fallout 2 mod Fallout 1 Demo in Fallout 2

    Got it and fixed! Thanks! I wonder if I should make the repair/fail to repair messages as big red floats like the other endings. They only show up in the text box and then the game ends so they can easily be missed.
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    Fallout 2 mod Fallout 1 Demo in Fallout 2

    You mean the "video"? I just tried it with the generator broken and it worked. It's possible you clicked through it?
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    Fallout 2 mod Fallout 1 Demo in Fallout 2

    Hmm, I considered Night Person, but realized I don't know how to change traits and then forgot about it. I'll see if I can find something on it. The advertisement images I used as a "video" when the demo ends. But forgot about the intro quote. I'll add that in the next version, thank you for...
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    View dialog tree (help needed)

    Yeah, I wanted to mention those. There is no node going to those. Maybe one of those blocks was intended for the "chances" dialog? Because while those two options lead to the same thing they first split into two nodes. It's just that those two nodes are identical. So maybe one of the nodes was...
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    View dialog tree (help needed)

    As far as I can tell, they both do the same thing. They first do a Luck roll, and if you are successful, he'll say something random (from 2 lines) about the location you're in. If you are not then he'll say some completely random things, from 830 to 839.
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    Fallout 2 mod Fallout 1 Demo in Fallout 2

    Alright, here's a mod which puts the Fallout 1 Demo in Fallout 2. As a separate mod, and includes just the demo map. Not much purpose to this since the Fallout 1 Demo can be played easily enough on modern computers. I just did it to learn how to mod. Though I guess it has the bonus of being able...
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    Fallout Dialogs character limits

    The bios are in the Premade folder.
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    Fallout Dialogs character limits

    And speaking of which, anyone knows how to make stealing from containers work? If I add a container in the editor and use F8 to enter game mode and use steal on the container the inventory will open. But, if I use steal on the same container in the actual game then nothing happens... it just...
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    Fallout Dialogs character limits

    Yeah, that's true. Give this script a try. I added an extra line at the bottom of the msg file too which was only in the script. And there's a script for the map too, which I used for testing, that starts you in the middle of the map and gives you the wire cutters as well. Just delete if not...
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    Adding news perks with sfall

    Thank you! Well, I was wondering if anyone has already made a script for this that I could use as a skeleton, and that covers everything, since as I said I find it hard to follow the example scripts and the sfall functions are not too well documented. Anyway, I tried some more and got to...
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    Adding news perks with sfall

    And for the effects of the perk... how do you I call "if_has_perk"? For example, if my perk is supposed to have effect just 1 time. Like adding 10HP or something like that.
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    Adding news perks with sfall

    Ah, yeah... but, any help with the code to add the perk itself? Why isn't what I posted above working correctly?
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    Adding news perks with sfall

    Hi, Does anyone have an example script with how to add new perks with sfall? There are those examples that come with the modder pack, but those also add traits and the code is too complicated for me to figure out. I only got as far as making a perk show up with set_selectable_perk in the map...
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    Fallout Dialogs character limits

    I think the character with text in the script is Phil. It's a procedure to pick up different ways of say "goodbye". They all have it, but I think only Phil uses it. And the text for those goodbyes is in the script. But I think that actually in the demo those won't show up anyway, because you...
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