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  1. M

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

    The OnInventoryAdd and OnInventoryRemove hooks should work for containers and vehicles as well as actors - there's a separate machine code hook implemented for each. I don't remember how well these were tested, though. Also not sure if the inventory transfer from the window is immediate, or...
  2. M

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

    Thank you for reminding me of this! During the vtable work, I found the code that recalculates a character's stats, including these flags. I just went back to read through this code in detail, and I think I finally understand why this is broken (as well as the perks that use similar "do*" tags...
  3. M

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

    Re: the crash with OnEquip / OnCheckEquip and GetPlayer - do you remember if the crash occurs right at the start of a new campaign? My test case ran into one there - turns out that at the point the new character is created and equipped (which does trigger the hooks), the list of...
  4. M

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

    It looks like the color table is missing the field labels. Try: local col = {r=0.6, g=0.0, b=0.8, s=1.0, a=0.8} I should probably add a check for colors, and also Vector3 for positions, to accept an array-style table, since it's a bit clumsy requiring the labels every time.
  5. M

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

    That's a strange one, and definitely shouldn't happen. Would you happen to have the Lua code from one of the functions that seemed to cause the crash? If not, I'll try to put together a similar case and see if I get the crash.
  6. M

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

    So, after way too long of a hiatus, FTSE 0.55a is now available. There's a fix for the FTSE issue with the GetEffectMaximum function in Consumable not working, plus a couple of new game engine bug fixes (notably, radiation and poison resistance now work like they should). There are also a...
  7. M

    Comprehensive FO:T Engine Bug List (1.27)

    From the code, it looks like this was intended as a fully equal random chance for each body part. But, like in so many other areas, there's a bug. For injury critical hit cases, if the shot is not targeted, the game rolls a random number from 0 to 7 (equal chance for all values). It then uses...
  8. M

    Comprehensive FO:T Engine Bug List (1.27)

    Yeah, that Melindil guy. Probably shouldn't believe anything he says.:smile: (Funny enough, I did have this in my notes file, along with a partial formula. Looks like the Pilot skill is used both in determining damage taken by a vehicle when it hits any obstacle, and damage inflicted on a...
  9. M

    Comprehensive FO:T Engine Bug List (1.27)

    A lot of the info there came from my (large) notes file. Much of what's there should be considered at least a little skeptically, because it came from when I was still analyzing things an assembly instruction at a time, and I have found occasional mistakes in my notes as I've made progress...
  10. M

    Misc. odd behaviors in combat engine

    Re: Bonsai and Way of the Fruit: I've thought about these, and will probably change them to something like the following: a) Add a hex patch, enabled by default, to disable built in behavior of both perks, since they're pretty much broken. b) Add a built-in script (part of the FTSE base Lua...
  11. M

    Comprehensive FO:T Engine Bug List (1.27)

    I haven't checked this perk yet, but I could see how that might be the case. Not sure how best to fix this to an expected, beneficial behavior - the little I've played of CTB seemed to have many characters sit at low AP due to executing requested attack(s), so the effect would rarely be that...
  12. M

    Comprehensive FO:T Engine Bug List (1.27)

    The latest status for bugs is in the Google Docs document Hugo created earlier in the thread: Link: https://docs.google.com/spreadsheets/d/14Z7Bw7CEIgA1VKu5TDaGiQI9kV1LAJpWGk_TNWa9p0I/edit?usp=sharing (Edit to add: that Google Docs auto-linking thing is .. interesting .. but is there any way...
  13. M

    FTSE and FT Improver.

    The last I tested (a long time ago, admittedly), it did work. Basically just run the install for both mods, then use the FT Improver launcher to start.
  14. M

    Errors compiling FTSE.

    Hi, apologies for the long delay, I've been away from the forum for quite a while. Best guess on the popup is that the starting directory for the debug run profile may not be set - the BOS executable seems to not be able to find the game data files. (Aside: up to now, I hadn't considered to...
  15. M

    Contact info for Melindil

    Wow, kind of funny timing to come back to the forum after a long time and see this as the most recent message. Despite rumors to the contrary, I am, in fact, still alive. :) I just haven't had really any free time at all, for a long while, to put into side projects - between focusing on a new...
  16. M

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

    I won't consider FTSE "complete" until this one is done. I've been saving it for later, though, to make sure I have a full understanding of what goes on inside the game EXE, because it will build on almost every other area that I have to work on. I haven't done much with the graphics part of...
  17. M

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

    So, after fixing a fun bug where swapping weapons between hands would duplicate items, and another bug where swapping weapons between hands would give a character millions of XP, FTSE 0.52a is now released. There are new hooks and class functions for equipped items. Docs are updated, including...
  18. M

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

    I have seen reference to the Glowing One perk, way back when I did the first investigation into the Team Player perk. But I think that was for applying the radiation damage, not the lighting effect. I can add it to my list of things to search for, as being able to add those kinds of effect...
  19. M

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

    FTSE does not yet make any changes to the save game format, so any existing save editors will still work. Starting in (probably) FTSE 0.60, there will be customizable entity parameters that will persist in the save file; at that point, whether save editors continue to work or not will depend on...
  20. M

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

    Re: Sniper perk working for all ranged weapons, I think the following will work. Just copy the below text into the "ftse.lua" file in the Fallout Tactics directory (or create the file as a text file if it doesn't exist): function OnChanceToCritical1(attacker, target, weapon, loc, chance) --...
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