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Party Orders

Posted: Tue Jan 22, 2019 6:31 pm
by Magus
I made a fork of Party Orders with some minor fixes:

- Added burst hotkey (merged from FO2tweaks).
- Better search, looters will no longer try to pick up items path to which is blocked.
- Fixed looting for RP NPCs
- Scorpion tais and gecko skins now also get looted automatically.
- Pickup routine no longer tries to pick up bookshelves.
- Orders will only be sent when in valid game mode. For example, saving game under name "save0" will not trigger dude loot behaviour switch.

Available on github.

Party Orders

Posted: Wed Jan 23, 2019 4:05 pm
by Sting
Party Orders - propositions.

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5) Party Orders (gl_ptyop):
    5.1) in the latest version dude auto-looting (** PC auto-loot ON **) works much slower than in the previous versions (from http://www.nuclear-city.com/index.php/topic/161-fallout-15 repack):
        • dude waits about 1 second before and after looting a corpse (and this time isn't affected by Sfall's SpeedMultiX setting) - remove this wait time (or make it optional)
        • dude loots corpses in unordered manner: instead of looting the close ones first he choses the corpses randomly, sometimes running long distances (back and forth) because of that

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    5.2) texts:
        • texts - problems:
            • SwitchKey:
                • problem: none, but all other messages (look below) when switching dude/party functionality (ammo type, burst) should be like these 2 (red/green float)
            • AmmoTypeOrderKey:
                • problem: all float messages are dark blue and hard to see - change color to red/green
                • problem: all float messages (1900; 1901; 1910; 1911) are in the form of talking to the party - change them to OFF/ON (without companion names)
            • burst_key:
                • problem: all float messages are dark blue and hard to see - change color to red/green
                • problem: all float messages (float_off; float_on) are in the form of talking to the party - change them to OFF/ON
                • problem: duplicate messages (display_on; display_off) in log window - remove them, float messages are enough
        • texts - make them consistent:
            • SwitchKey:
                • 0 - float message (red)   =   ** PC auto-loot OFF **
                • 1 - float message (green) =   ** PC auto-loot ON **
            • AmmoTypeOrderKey:
                • 0 - float message (red)   =   ** PARTY ap ammo OFF **
                • 1 - float message (green) =   ** PARTY ap ammo ON **
            • burst_key:
                • 0 - float message (red)   =   ** PARTY bursts OFF **
                • 1 - float message (green) =   ** PARTY bursts ON **

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    5.3) make it possible to change the party stance during combat (at least "Stay Close" command):
        • party_combat_stance_stay_close = [key_scancode]
        • party_combat_stance_on_your_own = [key_scancode]

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    5.4) companions never attack fleeing enemies even with ranged weapons (if Distance="Stay close to me"):
        • either make an option in the *.INI to force them to attack those enemies
        • or add a new key to be able to command them to do it during combat

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    5.5) companions shouldn't move away from the player if Distance="Stay close to me":
        • happens all the time with NPCsTryToSpendExtraAP > 0 (companions move 1-3 steps towards enemies)

Party Orders

Posted: Thu Jan 24, 2019 3:34 pm
by Magus
5.1) I'll need to check that.
5.2) Maybe the colors. I don't see the need to change the texts.
5.3) Not sure if can be done. If it can, probably needs all stances.
5.4-5.5) Not sure if can be done. Probably requires modifying companion scripts. Out of the scope.

Party Orders

Posted: Thu Jan 24, 2019 5:05 pm
by Sting
Magus wrote:
Thu Jan 24, 2019 3:34 pm
5.1) I'll need to check that.
Some additional info.

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Party orders - strange behaviour, changing the name of the script file from "gl_ptyop.int" to something else (for example, "gl_123.int") causes the module to act a bit differently in the game:
    • script name "gl_ptyop.int":
        • bad:  Dude has 1-2 second pause before/after looting a corpse with Autoloot enabled, and this pause isn't affected by Sfall's SpeedMultiX setting
        • good: SwitchKey acts without any problems
    • script name "gl_123.int":
        • good: Dude doesn't have any delays when looting corpses with Autoloot enabled
        • bad:  it's almost impossible to switch autolooting (ON->OFF or OFF->ON) with SwitchKey, since it gets 'stuck' (like it's pressed 2 times at once) unless pressed a lot of times; example:
            • SwitchKey=11 (0) -> only switches after 10-50 very fast button (0) pushes; also 2 float messages appear above the player, but the first one - only for a fraction of a second, immediately replaced by another message
            • SwitchKey=11+29 (0+LCtrl) -> switches after the first button (0) push, BUT does NOT work with LCtrl (it's like the script thinks that SwitchKey=11 instead of 11+29)
Magus wrote:
Thu Jan 24, 2019 3:34 pm
5.2) Maybe the colors.
Would be nice if color was configurable, maybe even per message category: for example, color_Looting_done, color_NPC_random_responses, etc.

Party Orders

Posted: Thu Jan 24, 2019 7:57 pm
by Magus
Strage behaviour, indeed. I'll check this... when the time comes.