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

    Updated to 0.30a. The engine now supports reading, changing, and triggering script behaviors based on mission and campaign variables, which should make it considerably more useful. I'm working on a better set of documentation for the functionality exposed to the Lua script engine - when done...
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    Fallout Tactics Mod Gods! I SUMMON THEE!

    I haven't dug too far into the graphics part of the engine yet, just enough to find the portrait drawing routines and patch out the green tint. From what I did see, I'd be surprised if there's an explicit limit at the DirectX interface level, but it's very likely the game engine itself imposes...
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    Fallout Tactics Mod Gods! I SUMMON THEE!

    The reading and setting trigger variables is already working, and will be in version 0.30 (will be done once I finish the last bit of the combat mechanics investigation - hopefully next week). This also includes a trigger callback, where a Lua script is called anytime a variable changes. I also...
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    Comprehensive FO:T Engine Bug List (1.27)

    This post is intended as a place to collect information on all known and suspected engine bugs in Fallout Tactics 1.27, as well as known fixes or workarounds for each. Note that this list does not include map or entity errors, broken quests, etc., as these are fixable with the game editor...
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    Fallout Tactics Mod Gods! I SUMMON THEE!

    I've added the vehicle crouch bug, the burst fire bug, and the random encounter crash to my to-do list. I've also found a few bugs while digging into the internals of combat calculations, and I'll be fixing those as well. This list includes a broken critical type (disarm) that causes some...
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    Fallout Tactics Mod Gods! I SUMMON THEE!

    I'm fairly new to FoT modding (comparatively at least), so I don't have quite as much of a historical view on some of the earlier fixes/discussions. My focus has been on finding and implementing fixes and extensions that can be used by other modders, rather than building a playable mod myself...
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    Fallout Tactics utility FTSE - Fallout Tactics Scripting Engine (0.56a)

    That's good to know. Means that the change is likely just modifying a test in the recruitmaster UI screen to allow adding if there are already 6+ members. Have you tested to see what happens when visiting a recruitmaster with more than six members? Does the UI show only the first six, or the...
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    Fallout Tactics utility FTSE - Fallout Tactics Scripting Engine (0.56a)

    Resting time is very likely doable. I can control the game timer already, to advance date/time on an event. But I need to find how to have that time passing have the intended effects on healing and consumable effects. Plus a routine to detect if any enemy actors are alerted, so that you can't...
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    Fallout Tactics utility FTSE - Fallout Tactics Scripting Engine (0.56a)

    I don't have variable detection triggers working yet, but that's my next focus. Right now, it's possible for custom perks to add or remove temporary or permanent attribute values (anything under the "attributes" section in the FT Tools editor), with the following triggerable cases: * Date /...
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    Fallout Tactics utility FTSE - Fallout Tactics Scripting Engine (0.56a)

    Project page (GitHub): https://github.com/melindil/FTSE Download link (current): https://github.com/melindil/FTSE/blob/master/Release/FTSE_0.56a.zip?raw=true Documentation link: https://melindil.github.io/FTSE/manual/01-introduction.md.html This mod enhances the game Fallout Tactics, adding the...
  11. M

    Hex patch for color character portraits

    Dialog scripting is on my to-do list, but it's pretty far down the list. Not because it isn't useful or cool, but because I know I need a lot more experience with FoT internals before trying to tackle it. A rough guideline for what I think would be needed is: 1) The Lua scripting language used...
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    Broken Night person trait

    I'd need to poke a bit into how exactly the Night Person bonus is applied. I seem to remember the behavior being something like: 1) At character creation, character with the trait gets -1 to permanent PE and IN 2) When character is in the dark, they gain +2 to permanent PE and IN (canceling out...
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    Experiments on custom perks

    Yes, this will be possible. With the current code, it's almost possible to do a limited form of this already - just need to add one extra function for modifying permanent attributes (almost identical to adding temporary modifiers, just needs one offset change), and a trigger/hook for the...
  14. M

    Hex patch for color character portraits

    So .. about those text/font color changes .. :/ (Warning: Long rant incoming. Skip ahead to TL;DR if you aren't interested in FoT implementation details.) When working with colors, the FoT engine seems to not be able to make up its mind. The game uses typical 32-bit ARGB values for ZAR and...
  15. M

    Hex patch for color character portraits

    I kinda thought this too, which is why I didn't rule it out entirely. And of course credit will be included for him on anything that FTImprover can help with (there's a lot of internal structures I haven't touched yet). This probably isn't easy to do with a normal hex edit, but it's something...
  16. M

    Hex patch for color character portraits

    Yes and no (and, well, yes). :) I don't think there's anything in what FTImprover changes which will impact the extender I made, and vice versa. Plus, they both load slightly differently, so that shouldn't cause any issues. But this may change as I add more hooks - if FTImprover and my...
  17. M

    Hex patch for color character portraits

    Color is working on the big prefab portraits now. Example: Patch (this one is a bit lengthy, but just one location): 318ba8: d80d98d57f00d9059cde8b00d80d98d57f00c605b7e08b00018b86d700000083c0648b8e -> d9c0d9c08d44e41cd95ce420d95ce424c605b7e08b0001d95ce41c508b8efa000000eb5f Take note...
  18. M

    Hex patch for color character portraits

    The scanline fix works for the big portrait, but the color one does not yet. I'll poke around for it, since I think I know what I'm looking for now - shouldn't be hard to find. The white text bug (I'll call it that) is probably not good to keep on - I didn't play enough to see what other...
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    Experiments on custom perks

    I've been toying with the idea of what it would take to be able to have mods provide custom perks, since this is one of the areas that is pretty much hardcoded into the BOS.EXE. I was able to find the perk table in the EXE, which controls the minimum level, minimum stats/skills, and...
  20. M

    Hex patch for color character portraits

    Thanks for the encouragement! Every so often, I go on one of these wild threads, where I dig into some program (usually a game I like) to see how it works internally. This is really how I got started with programming in the first place, back when a high percentage of programs were in...
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