V12shear
First time out of the vault
Hello, I am trying to work on a mod for Fallout 2. I'm hoping to get help from the community to make this mod because I think people will really like what I have in store. I have been researching on how to write scripts and view FRMs, editing .pro file, viewing the .dat files, etc. I've been using sFall script editor and FSE. But there are some things that have me kinda stumped for the project I am trying to work on.
1. I was wondering how you would add new GVARs, MVARs, and LVARs in detail. I'm just not too sure how they work. For example, if you view the global.h file you see lines of text that state
#define GVAR_GOOD_MONSTER (5)
#define GVAR_PLAYER_MARRIED (6)
#define GVAR_PLAYER_SEX_LEVEL (194)
What exactly do the (5), (6), and (194) mean and why is there such a big gap from 5 to 6 to 194.
2. What does the 21303 mean? I assumed that is the PID number of an object but where exactly would I find that object. Also, why is there a 0 in between the 21303 and PID_SKULL_POLE?
if ((tile_contains_obj_pid(21303,0,PID_TEMPLE_SKULL_POLE)) and (global_var(GVAR_START_ARROYO_TRIAL) != 0)) then begin
pole:=tile_contains_pid_obj(21303,0,PID_TEMPLE_SKULL_POLE);
move_to(pole,19698,0);
end
3. My next question has to do with maps. After I create a map how do I make it to when you start a new game it loads the correct map and not load Arroyo first.
4. How do I add scripts to maps? In BIS mapper, there is an option to "Create Script" when I press that nothing seems to happen. Do I have to create the script beforehand and add it to the map maybe?
These are the main things that I can think of at this moment that I'm stuck on while I'm making this mod. If anything else comes up I'll update you all. Hopefully, I can get far enough to announce what it is that I am making and I hope you guys will like it.
Hint:
1. I was wondering how you would add new GVARs, MVARs, and LVARs in detail. I'm just not too sure how they work. For example, if you view the global.h file you see lines of text that state
#define GVAR_GOOD_MONSTER (5)
#define GVAR_PLAYER_MARRIED (6)
#define GVAR_PLAYER_SEX_LEVEL (194)
What exactly do the (5), (6), and (194) mean and why is there such a big gap from 5 to 6 to 194.
2. What does the 21303 mean? I assumed that is the PID number of an object but where exactly would I find that object. Also, why is there a 0 in between the 21303 and PID_SKULL_POLE?
if ((tile_contains_obj_pid(21303,0,PID_TEMPLE_SKULL_POLE)) and (global_var(GVAR_START_ARROYO_TRIAL) != 0)) then begin
pole:=tile_contains_pid_obj(21303,0,PID_TEMPLE_SKULL_POLE);
move_to(pole,19698,0);
end
3. My next question has to do with maps. After I create a map how do I make it to when you start a new game it loads the correct map and not load Arroyo first.
4. How do I add scripts to maps? In BIS mapper, there is an option to "Create Script" when I press that nothing seems to happen. Do I have to create the script beforehand and add it to the map maybe?
These are the main things that I can think of at this moment that I'm stuck on while I'm making this mod. If anything else comes up I'll update you all. Hopefully, I can get far enough to announce what it is that I am making and I hope you guys will like it.
Hint: