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    Fallout Dialogs character limits

    Hey, coincidentally I'm working on a mod that brings the Fallout 1 demo into Fallout 2. Meaning as a separate mod, not as a map added into the Fallout 2 world like I know has been done already. Just been doing it to learn how to mod. But anyway, since I was looking at the demo files, while I...
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    Help with making mod

    The closest to a tutorial I found for something like this is this: http://falloutmods.wikia.com/wiki/Making_animations_with_3ds_Max_and_FrameAnimator Good luck if you want to try it, but consider that even if you do, if you don't match the animations more or less exactly to the original ones...
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    Fallout 2 mod Announcement: Whispering Winds

    OK, it's probably something with that map. I suspect that it's because loaded the map from Fallout 1 and didn't replace all the scripts yet there must be some kind of conflict somewhere. Because I started a new map just to test and that one works. Thank you!
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    Fallout 2 mod Announcement: Whispering Winds

    Hmm, it seems it's not working if I have sfall starting the game on a different map. If I let it start on the default artemple.map then it works... Any ideas? Edit: Actually it seems that only if I start on that map... which I added to the game it's not working. If I start on the original maps...
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    Fallout 2 mod Announcement: Whispering Winds

    Hey man, sorry, I only saw this reply now. Can you give me a bit more hints on how to use it? I put the .int file in data/scripts, set the Debugging Enable in ddraw.ini to 404 and I managed to get to this: https://i.imgur.com/eAauaMb.jpg How do I actually use those options? It doesn't do...
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    Reaction levels and values

    This stuff is confuse Right, so, all NPCs have GetReaction; in their talk_p_proc However, as far as I can tell if you call that alone it only gives you the reaction value. It does not give you the reaction level. I tried it with Klint, and normally you get a reaction of 20 with him which...
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    View dialog tree (help needed)

    Well, this is complicated. I think it's not possible to get it normally. It checks for reaction and it has to be very bad, but I think there's also a bug... since it tries to compare the reaction level to the reaction value, which are two different things. So reaction levels go from -4 to 4...
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    LVAR dosent seem to respond - stuck on -1

    No idea, I barely started scripting and that never happened to me. If it's -1 it sounds like it's not defined correctly, but I don't know. Look at one of the official scripts to see how it's done there. For example AHHAKUN.SSL
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    LVAR dosent seem to respond - stuck on -1

    Do you have these two defined: #define LVAR_Herebefore (4) #define LVAR_Looked_Before (7) ? Try this: procedure look_at_p_proc begin script_overrides; if (local_var(LVAR_Looked_Before) == 0) then begin display_msg("LVAR "...
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    View dialog tree (help needed)

    Yeah, seems like a bug. It takes you to the same node as if you replied "Sure am."
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    LVAR dosent seem to respond - stuck on -1

    There's nothing wrong with the local variable. I think it should be like this: procedure talk_p_proc begin if (local_var(LVAR_Herebefore) == 0) then begin start_gdialog(NAME,self_obj,4,-1,-1); gSay_Start; call Node001; gSay_End; end_dialogue; end else begin...
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    View dialog tree (help needed)

    Ah, yes, I think it shows up only if GVAR_PLAYER_REPUTATION is less than 0
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    View dialog tree (help needed)

    Well, that's a line you can say to her. Here's how I think you can get it. If you're talking to her the first time and you're a man she'll say: Haven't seen YOU around before. What's your name, stranger? (Smirks.) Actually, never mind, I don't want to know. You as bored as I am? Then reply...
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    View dialog tree (help needed)

    Wait, I think I figured something out. global variable 10 seems to be related to the lost initiate that you have to rescue. If it's 1 then he's not rescued and she asks if you heard about it and that's it's terrible. If you say you agree, she says she'll be grateful if you can help him. If it's...
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    View dialog tree (help needed)

    Yeah, I don't think the decompiled global variables correspond to those in Vault13.gam... just because they don't make sense to me. Oh yeah, and something else. In Vree's script, her reaction can only be 1,2 or 3. So I'm guessing it works differently than Fallou2 because in Fallout 2 those mean...
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    View dialog tree (help needed)

    So, with the modified script if you talk to her again it still goes to 101? That's weird... I have no idea what I'm doing. :whistle: OK, I analyzed it a bit more and so far I got this, but that doesn't make really sense given what you said... So, first time ever you talk to her she checks if...
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    View dialog tree (help needed)

    Is she saying {I'm sorry, you're disrupting my meditation. Please leave.} When you're trying to talk to her? If that's the case, try the modified script I attached. I have no idea if it will work, though. It's pretty tough to figure out the conditions that get checked when you try to talk to...
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    View dialog tree (help needed)

    Well, here's what I figured out. It starts from here: {121}{}{I heard something about holo-discs, how can I read them?} This takes you to branch02 in the script. Here's the problem... branch02 first checks if local_var(1) > 1. If it is, then it goes to vree21 which continues the discussion. If...
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    View dialog tree (help needed)

    There's Fallout Dialogue Creator. But that's for creating dialogue. I don't think it can open scripts that were already created or deal with FO1 dialogue. And it's quite unstable. If there's something better I'd like to know as well. Sfall Script Editor can be used to navigate dialogue trees...
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    Complete noob tutorial

    Oh, no, the 80 was just a number I chose to do my calculations. It's a random number between 20 and 100 (or 40 and 200 with critical success). When I said item:=80 I was unclear, sorry, I just meant if the random number was 80. And yeah, they steal money only if they fail to steal an item. So...
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