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  1. M

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

    I think this one was my fault. In version 0.45, I removed the auto-constructed "name" field from the Lua objects for FOT entities, and replaced it with a GetName() function (getting the name is a surprisingly expensive operation, so doing that for every entity automatically hurt game...
  2. M

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

    There are a couple of ways. To detect as a trigger when the variable is set, you can use OnVariableChanged: function OnVariableChanged(key,value,campaign) -- Check if our variable is set to the value we want if key == "YourKeyName" and value == "Oui" then -- Add code to execute here...
  3. M

    Looking For The Speech Tree System

    It's unfortunately going to still be a long time before I can get to adding a speech engine to FTSE. But I have a very rough idea of how it'll likely work. The engine will be composed of a set of low-level calls to display the dialog screen and retrieve the user's selections, and reflect them...
  4. M

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

    Yes - confirmed through code analysis and testing. One thing that isn't mentioned or documented elsewhere, is that the weapon being used must have a "long" type of range (either Long or Scoped) on the firing mode as defined in the entity editor. Weapons I know qualify are: * Hunting and Sniper...
  5. M

    Misc. odd behaviors in combat engine

    I'll do a little more poking to see if I can find the routine that applies the critical miss behaviors, but otherwise I'll just add a scripting hook at the current code. Any thoughts on whether I should leave the "critical miss = guaranteed miss" behavior that currently exists? (Testing shows...
  6. M

    Misc. odd behaviors in combat engine

    I've been poking through a couple of areas of the combat engine I haven't decoded yet (e.g. the secondary weapon effects - knockdown, poison, stun, etc.). I've found a couple of oddities (likely bugs), and wanted to get some input on ideas for the best way to fix them. First - can anyone...
  7. M

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

    Sounds good. As I get farther along, I hope to have a few command-line parameters. One of these could be to select a different FTSE_config and/or Lua file, to avoid the overhead of constantly checking the flag. I made a couple of changes to the compiler setup in 0.45 - have you checked if it...
  8. M

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

    I'll add this for 0.50a. Some of these, like the NightPerson one, I haven't had a chance to validate yet - they came from an older list of hex edits. I'll include whatever info I have on each, and update it once I get a chance to look further (fixing broken traits/perks is on my to-do list)...
  9. M

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

    Yep - the table for aiming locations is in the EXE at location 0x4a8dac. Each entry is 12 bytes - first four bytes points to the string naming that location (in order: torso, head, eyes, right arm, left arm, groin, left leg, right leg), second four bytes is an int for the accuracy penalty, and...
  10. M

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

    Welcome! Of course! I will gladly accept enhancements and contributions to the mod. I'll include these in the 0.50 version currently in progress. I'll also try to keep the Git repo up-to-date, in case some of the in-progress work might be helpful for you. Perfect timing on this one - I have...
  11. M

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

    Updated (finally!) to 0.45a. Key additions: Added a new installer UI, which allows for patching/unpatching the game EXE, as well as selecting or selecting hex patches to apply. Hex patches to fix the special encounter crash, fix the critical effect behaviors for melee and unarmed attacks, and...
  12. M

    Hex patch for special encounter crash

    The next release of FTSE has taken me much longer than I expected (or would like), as I've been very limited on free time lately. However, in working on it, I came up with a fix for the crash when all special encounters are visited. With the fix, special encounters should properly revert to...
  13. M

    Unintended target behaviour, and vehicle weapons

    This is something that FTSE should be able to handle in 0.40. I do need to double-check some things, since the game code I've probed doesn't behave like described - shots hitting teammates are coded to not be critical hits (though non-teammate accidental shots still can crit), and I haven't yet...
  14. M

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

    I can confirm the Devilthorn Coat/Jacket discrepancy is from overwriting core/locale/game/items.txt from the compressed BOS file. The items.txt file in my install has the correct "Devilthorn Jacket" name, but the locale_0.bos file has "Devilthorn Coat". For the M16A1, the description I have in...
  15. M

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

    That .. shouldn't happen. The FTSE installer only modifies part of the startup code of the game executable, to load and run init for the hook library. This should have zero effect on game text or functionality beyond that provided in the hooks. To double-check, you can rename the .ftse.bak...
  16. M

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

    I still owe you a debugging session on this. I've been ridiculously busy lately, so I don't know when I'll be able to get to this. I think the options pages and panel titles were already in the default .cfg file, but I don't recall which ones they were. The buffs, debuffs, and tags were only...
  17. M

    Custom Music / Hex Editing Request

    I think something like this is technically possible, but it's likely to be quite a while before I get enough research done to actually take a shot at it. It will be considerably more than what could be done with solely a hex edit. How I'd see this working is: 1) I'd need to find where in the...
  18. M

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

    Unless you are specifically trying to add new hex edits (either through reverse engineering or hex fixes from other sources), you should not need to edit any of the hex number codes. Individual fixes can be enabled or disabled in the FTSE_config.json file by updating the value of the "apply"...
  19. M

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

    It does look like the engine isn't starting at all. I have to guess that maybe some of the effects were hex-edited into the EXE directly, because it wouldn't make sense for only part of the color portraits fix to have been applied by the engine. We can try a couple of things first: 1) Double...
  20. M

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

    I wasn't able to see the screenshots - curious why only some color modifications would have worked. Does the game produce a FTSE.log file when run this way? If so, can I get the log? If it doesn't, then it's possible the initial hook added by FTEInstaller isn't in place or isn't working correctly.
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