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  1. M

    How to make an item give a perk?

    Using -path to include the locations of the Lua and JSON files will be in the 0.40 release (due soon). The only change you should need is to move those two files into the mod's main core folder. And I'll keep backward compatibility to use the existing file location if -path is missing or if the...
  2. M

    How to make an item give a perk?

    Good to hear that minlevel 99 worked. Odd that maxperktaken 0 did not - though I remember now that the "disabled" perks had a -1 value for that. Maybe the perk window considers 0 a special case? One thing I can add (which was planned, but the log file above confirms should work) is to have the...
  3. M

    How to make an item give a perk?

    At first glance, that looks like it should work. Can you send to me the FTSE.log file produced when the game is run with the above script?
  4. M

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

    Not yet. Eventually I'll be trying to add a hook at triggering events (using an in-world object, or starting a conversation), but I don't have that yet. A short-term option, which still isn't quite ready but is much closer to being done, would be to retrieve the NPC actor by name or tag, then...
  5. M

    How to make an item give a perk?

    As written in the example, the bonus will be applied to the main character. To apply to other squadmates, "world:GetPlayer" can be replaced with "world:GetSquad", and then iterate through the returned Lua table to find the correct entity to apply to. I don't have interface to tag names yet, but...
  6. M

    How to make an item give a perk?

    With the current version of FTSE, it's possible to add perks on a trigger. As an example, replacing the contents of ftse.lua with the following will grant the Awareness and Toughness perks to the main character upon talking to the village elder in Brahmin Wood: ACTOR_TABLE_PERM = 0...
  7. M

    Prevent NPCs from healing?

    I wonder if the game is setting a minimum "cap" of heal rate 1. That wouldn't explain the negative value, though, unless the cap setting only checked for 0. On my list is to find the routine that handles "passage of time" when entering a new mission map. I know this is done after load, as I've...
  8. M

    Controling merchants and quartermaster prices...

    I think this FTSE patch will do it: { "name": "Quartermaster is free", "apply": "true", "changes": [ { "offset": "5542dc", "patch": "ee9090" } ] }, This zeroes out all prices in the trade window when the NPC has the...
  9. M

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

    Agreed. I'll likely add a scripting hook to the routine that creates the player entity, so that a mod can change the starting items from the script, and have the default behavior only trigger when that script is undefined. But I want to have some of the other inventory and entity functionality...
  10. M

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

    Updated to 0.32a. The biggest change in this version is to provide a more complete fix for the burst attack bug (the hex edit left some cases where the bug could trigger). In addition, the behavior of burst attacks is now in the Lua scripts, so it can be modified to change how the bullet spread...
  11. M

    Hex patch for color character portraits

    This looks great! I don't have a picture that I'd like to use .. but I could picture Melindil as a steampunk-style engineer (or something similar that fits the setting). :)
  12. M

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

    I'll make sure to include these changes (starting inventory patch, high-res patch) as options in the hex patch JSON config file (along with the background music one). The high-res patch will be enabled by default, and the inventory and music disabled by default but able to be turned on just from...
  13. M

    Comprehensive FO:T Engine Bug List (1.27)

    Thanks for this! It'll be a lot easier to manage as things are fixed/found. I did make one modification - as of FTSE 0.30, assigning perks with triggers should mostly work. For perks that are attribute-boost-only, the skill/attribute must also be added as a permanent attribute bonus along with...
  14. M

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

    I usually time releases around when I have some substantial new functionality. Right now I've been working on putting hooks into the combat calculation routines - determining chance to hit, damage, critical effects, and spread for burst and cone weapon types. Research for all of those is done...
  15. M

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

    I have a candidate location for a more-frequent timer call, but I need to confirm if it's a per-frame or per-time-interval call (important to know since varying frame/refresh rates will affect timing for the former but not the latter). My notes say it's 250 millisecond resolution, but I don't...
  16. M

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

    The only issue I see is that SetMissionVar is a member function of the "world" global object, so you need to refer to that object in the call: SetMissionVar("umbra", "323") becomes: world:SetMissionVar("umbra", "323") Other than that, your script looks correct, and should do as you describe...
  17. M

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

    Ah, I missed the color change one. Some of the others I didn't include because they were somewhat optional changes (door open range, music in dialog window), but that one should have been included. Patches can be added to the FTSE_config.json file, and will take effect on next startup. One...
  18. M

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

    This is actually very useful information - it should help me find where in the loading / deserialization process the tag name is set. As a short-term workaround, I could set a custom script point at that process, so that items of a particular type can always have a certain tag name initialized...
  19. M

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

    Thanks. I've added these to my engine bug thread, so that I don't lose track of them. I'll be addressing these as I work at researching each area.
  20. M

    Burst attacks, bugs, and game balance

    Recently, I've been studying the game code for combat calculations - so far, I've looked at chance to hit, critical effects, and damage calculation. I've started looking into burst-fire weapons, both to get an idea of how to fix the "burst attack bug" (e.g. the high chance of low-percentage...
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