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- ModdersPack update (sfall-team/sfall@1cbca9c) - Scripts recompilation - Configuration refresh - News update
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Fallout2/Fallout1in2/ddraw.ini

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@@ -294,7 +294,7 @@ StartingMap=V13ent.map
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;To change the 'FALLOUT II v1.02d' version string on the main menu, uncomment the next line
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;You can use up to 2 %d's in this if you want to include Fallout's version number somewhere
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VersionString=FALLOUT ET TU v1.11.3589
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VersionString=FALLOUT ET TU v1.11.3591
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;To use a config file other than fallout2.cfg, uncomment the next line and add the name of your new file
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;ConfigFile=
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NEWS.md

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@@ -4,3 +4,4 @@ Notable changes since last release ([v1.11.3575](https://github.com/rotators/Fo1
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- **Fixed**: Added another fail-safe for the locked Garret fridge in Necropolis.
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- **Fixed**: Merchant caravan cars in encounters could randomly overlap. Added a minimum spawn distance from each other.
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- **Fixed**: Operations to increase SPECIAL attributes at the Brotherhood of Steel would advance too much time
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- **Tweaked**: Added fail-safe to Harold and Beth dialog to not accidentally reset the Deathclaw status when the player already killed it before in a random encounter.

Tools/ModdersPack/config_files/Perks.ini

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@@ -2,10 +2,12 @@
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;When adding extra perks to a mod, it's advisable to use the fake perk scripting functions rather than make
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; modifications in this file, as some perks have hardcoded effects which may catch you out
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;Set the bonus value to 0 in the 'PerksTweak' section for perks to get around this problem
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;Since traits need to be picked before any scripts run, they have an additional NoHardcode option in this file which can
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; be used to remove their hardcoded effects, and add new stat/skill effects
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;Since traits need to be picked before any scripts run, they have an additional 'NoHardcode' option in this file
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; which can be used to remove their hardcoded effects, and add new stat/skill effects
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;##############################################################################
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[PerksTweak]
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;Changes the light level bonus for 'Night Vision' perk (ID 9)
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;valid range: 0..100, 20 - default bonus
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;25 - default bonus
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MasterTraderBonus=25
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;Changes the skill point bonus for 'Educated' perk (ID 18)
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;125 - maximum bonus, 2 - default bonus
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EducatedBonus=2
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;Changes the hit point bonuses for 'Healer' perk (ID 19)
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;999 - maximum bonus, 4 - default bonus
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HealerMinBonus=4
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;999 - maximum bonus, 10 - default bonus
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HealerMaxBonus=10
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;Changes the hit point bonus for 'Lifegiver' perk (ID 28)
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;125 - maximum bonus, 4 - default bonus
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LifegiverBonus=4
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;Changes the Science and Repair skill bonus for 'Mr.Fixit' perk (ID 31)
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;125 - maximum bonus, 10 - default bonus
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MrFixitBonus=10
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;Skill3-Skill5: The skill to be modified (or -1 for none)
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;Skill3Mod-Skill5Mod: The increased/decreased value to the modified skill
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;##############################################################################
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;This is a modification to vanilla perk 0
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[0]
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Name=Example

Tools/ModdersPack/scripting/functions.yml

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@@ -940,7 +940,7 @@
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- name: inc_npc_level
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detail: void inc_npc_level(int party_member_pid)
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opcode: 0x81a5
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doc: Takes a party member PID or an NPC name (deprecated, for compatibility with sfall 4.1.5/3.8.15 or earlier) as an argument. The NPC must be in your party. This function ignores player level requirements and the minimum 3 player level delay between NPC level gains. It also ignores the random element, regardless of sfall's `NPCAutoLevel` setting.
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doc: Takes a party member PID or an NPC name (deprecated, for compatibility with sfall 4.1.5/3.8.15 or earlier) as an argument. The NPC must be in your party. This function ignores player level requirements and the minimum 3 player level delay between NPC level gains. It also ignores the random element, regardless of sfall's `NPCAutoLevel` or `PartyMemberNonRandomLevelUp` setting.
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- name: get_npc_level
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detail: int get_npc_level(string npc)
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- name: set_spray_settings
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detail: void set_spray_settings(int centerMult, int centerDiv, int targetMult, int targetDiv)
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doc: |
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Allows changing the multipliers and divisors for the bullet distribution of burst attacks dynamically. All settings are automatically reset to default values (**ComputeSpray_\*** settings in ddraw.ini) after each attack action
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Allows changing the multipliers and divisors for the bullet distribution of burst attacks dynamically. All settings are automatically reset to default values (i.e. **ComputeSpray_\*** settings in ddraw.ini) after each attack action
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- Should be called before the calculation of the bullet distribution (e.g. in `HOOK_TOHIT` or `HOOK_AMMOCOST`)
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- `centerDiv/targetDiv`: the minimum value of divisor is 1
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- `centerMult/targetMult`: multiplier values are capped at divisor values

Tools/ModdersPack/scripting/sfall function notes.md

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@@ -111,7 +111,7 @@ FUNCTION REFERENCE
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-----
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##### `void inc_npc_level(int pid/string name)`
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- Takes a party member PID or an NPC name (deprecated, for compatibility with sfall 4.1.5/3.8.15 or earlier) as an argument. The NPC must be in your party.
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- This function ignores player level requirements and the minimum 3 player level delay between NPC level gains. It also ignores the random element, regardless of sfall's **NPCAutoLevel** setting.
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- This function ignores player level requirements and the minimum 3 player level delay between NPC level gains. It also ignores the random element, regardless of sfall's **NPCAutoLevel** or **PartyMemberNonRandomLevelUp** setting.
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-----
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##### `int get_npc_level(int pid/string name)`
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##### set_spray_settings
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`void sfall_func4("set_spray_settings", int centerMult, int centerDiv, int targetMult, int targetDiv)`
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- Allows changing the multipliers and divisors for the bullet distribution of burst attacks dynamically. All settings are automatically reset to default values (**ComputeSpray_\*** settings in **ddraw.ini**) after each attack action
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- Allows changing the multipliers and divisors for the bullet distribution of burst attacks dynamically. All settings are automatically reset to default values (i.e. **ComputeSpray_\*** settings in **ddraw.ini**) after each attack action
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- Should be called before the calculation of the bullet distribution (e.g. in `HOOK_TOHIT` or `HOOK_AMMOCOST`)
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- `centerDiv/targetDiv`: the minimum value of divisor is 1
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- `centerMult/targetMult`: multiplier values are capped at divisor values

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