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  1. M

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

    Re: crash: The way you describe it, it is actually very likely to be the same one. The Lua stack issue tends to happen a) near the beginning of the start of the game (reason unknown), and b) when there are *fewer* Lua hook functions implemented in ftse.lua, as the problem is that the C++ part...
  2. M

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

    Updated to 0.51a. Only change is a (hopeful) bugfix for the crash issue that some people have been experiencing. If you have had issues with crashing, please try again with this version to see if the crash has been eliminated. If not, I'll try to put together a debug build to get more...
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    Fallout Tactics utility FTSE - Fallout Tactics Scripting Engine (0.56a)

    Hi everyone, Yes, I'm still alive. :) I've just had literally zero free time recently. Not sure how long this will persist, but I hope to get back to things soon. First thing I want to address when I get time is the crash issues reported above. Is there any way I could get a copy of the mod...
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    Fallout Tactics utility FTSE - Fallout Tactics Scripting Engine (0.56a)

    Thanks. I checked the GOG version against mine, and except for the perk changes (which look OK), the files are identical. And running that EXE in my installation works as well. So that rules out a GOG version incompatibility. I'll think up a way to do further checking. Until then, there's a...
  5. M

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

    Did you install the game from GOG? That's the only reference I can find for 2.0.0.8 as a version. If the game is crashing that early, it's possible GOG (or another mod?) made some edits to the EXE that are incompatible with the edits FTSE makes. (Since the edits go down to machine code level...
  6. M

    Pilot skill - Any effect?

    I've been searching through the FoT program code for areas related to character skills. I've found all of the expected behaviors for skills, except one - the Pilot skill doesn't seem to do anything really useful. The only effects I've found are: 1) When a character enters or leaves a vehicle...
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    Fallout Tactics utility FTSE - Fallout Tactics Scripting Engine (0.56a)

    I'll add this in 0.55, along with any other interesting every-entity information that I can find. An example would be (assuming "ent" is the entity to give the item to): local newent = world:CreateEntity("entities/items/money/scripBOS.ent", 100) ent:AddToInventory(newent) Note that I just...
  8. M

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

    These are all on my to-do list, though some will take me longer to get to than others. Specifically: 1) I'm pretty sure this is being caused by a lack of an associated SentryAI entity being created whenever an NPC is transitioned to the player's group. In order to fix this properly, I'll need...
  9. M

    Misplaced Special maps

    I'm not sure I can explain the first part (special encounters happening where none were listed), but I can explain the second (wrong encounters appearing). The game keeps track of special encounters in an array (or, more accurately, a C++ vector) in the World object. At the start of a campaign...
  10. M

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

    The quickest way to do something like this would be to use a Holotape object with a defined locale string, that is then updated as quests update. The hookexecutor:AddLocaleString can be used from Lua to edit the text for a locale-defined string. (See the Hulk Smash example for how I used this...
  11. M

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

    Healing and damage I don't have working yet. I did an experiment with manipulating the current HP of actors, and it caused odd issues when the actor was killed. Once I find the in-game code to do damage and healing, I can add functions to call them. Hopefully, if it's a C++ vtable function, I...
  12. M

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

    Added a first draft of the API documentation. Link available in the first post, in the Github repo, and below: https://melindil.github.io/FTSE/manual/01-introduction.md.html Please let me know of any typos, mistakes, or broken functionality.
  13. M

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

    I'll include details on the existing patches, plus any discoveries inside the BOS code, with the documentation. No ETA on when it'll be done, but it's the next item to work on.
  14. M

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

    This is a great idea. I'll need to check to see if manipulating the weapon settings will work correctly - from the way the code uses them, I think they will. Unfortunately, I don't yet know if I can change enough in the Ammo entity type to make the new parameters visible in the editor - so it...
  15. M

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

    All, Apologies for the long delay - I've had a very hard time finding any free time to work on FTSE. The good news is, the past few days, I've had time to finish what I wanted to add to 0.50a. So it's now available from the links on the first post. As always, treat the initial release as...
  16. M

    Reinforcements have arrived

    I think I have an idea of what is going on inside the game when new squad members added by a trigger lose sentry mode behaviors, and those which are removed lose AI scripting. There are two special entity types attached to Actor entities. One, BaseAI, controls the typical AI behaviors (e.g...
  17. M

    Broken Night person trait

    The above looks like it will work. The one possible missing case is if the game actually does apply the Night Person trait (I've seen cases where it does, then leaves it on permanently). In that case, the bonus will end up being +1/+1 during the day, and +3/+3 at night. Once I can find and...
  18. M

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

    That's good to hear. The default settings on Visual Studio were enabling nearly all CPU features, which may not have been fully supported on Wine. (They wouldn't help all that much for what FTSE does, especially since the BOS executable forces it to run in 32-bit mode anyway.)
  19. M

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

    Wiki link is: https://github.com/melindil/FTSE/wiki I'm going to update the to-do list there, since it's a little bit out-of-date.
  20. M

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

    There is, on the wiki, but it's still very incomplete. And this was partially intentional, since I expected a lot of changes while implementing the other entity types. Now that the interface is hopefully more stable, I'll be adding docs for everything that's currently available, once 0.50 is out...
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