Burn I want to create a damage mod script that would run side by side with you mod files active, such that for example when I set "fo2tweaks.ini|main|damage_mod" to "2" my gl_cy_damage_mod script would be executed.
Inside this script I would be just doing some testing. the idea is that by assigning "2" to "main|damage_mod" only your damage mod script would not run and my script will run instead (after checking for "2") while all other components of fo2tweaks are still working.
Now, because you have placed your scripts inside a dat file, I don't know where I should place my script file for it to be loaded. I don't think altering your dat file is a good idea so I don't want to do that. I want this to work as a "mod mod" in the future on top of your mod, so when I install FO2 and then your mod, then I can place a few files on top of that and by just asigning "2" to "fo2tweaks.ini\main\damage_mod=" then my script can run instead of gl_g_damage_mod.int.
How do you recommend that I go about this?
I hope my explanation is clear. If not let me know so I clarify more.
Cyrus wrote: ↑Fri Sep 11, 2020 7:38 am
I don't know where I should place my script file for it to be loaded.
Anywhere you like, see DataLoadOrderPatch for available places. If you change the name of the script, it doesn't matter where to put it. Only if it's the same, then load order matters.
Generally, local patches should go to "data" dir (and scripts specifically to data/scripts), which has the highest priority with DataLoadOrderPatch enabled.
Please do not PM or email me about my mods and projects. Use forums. Also, see our talk channels.
Burn I'm trying to run the debugger, but running into complications. I want to read the debug messages sent by fo2tweaks scripts through the ndebug function. I tried setting up the debugger to send messages to screen, well I got a grey box that did show messages but was very small and hard to read and couldn't scroll up. was rather useless. I also tried setting up a button to run the sfall-debugger. It would run but it would lockup the game, and my mouse would disappear and freeze even when alt-tabbing out to desktop. so I couldn't do anything with it, and saw no messages there.
I just want to see the hookscript messages, don't need the rest. What am I doing wrong? Do I have to send to log file to get best results? Should I even call the sfall-debugger?
I did also update the falloutclient from modder'spack 4.2.7.
I only ever use the log file, so you'll have to experiment yourself with debugger. (And you're welcome to submit any findings that aren't in sfall doc yet to https://sfall.bgforge.net.)
I think you'll want Hook=1, Script=1 and show_script_messages=1, but I'm not 100% sure.
If you have issues with alt-tabbing, probably worth trying windowed mode.
Please do not PM or email me about my mods and projects. Use forums. Also, see our talk channels.
I just ended using display_msgs to get instant feedback.
Burn I'm having a bit of a hard time using the switch/case condition in SSL. Are you familiar with it?
When using a "switch" what is the syntax to execute multiple statements in one case? in C++ you just put them in a { }, separated by ";". for example: case 1 : { statement; statement, ...etc }. what is the syntax in SSL?
Last edited by Cyrus on Thu Sep 17, 2020 4:22 am, edited 1 time in total.
, as noted in the docs.
For usage examples, feel free to refer to FO2tweaks code.
I don't think default is required, but you can easily test yourself. If it compiles, it's fine.
Please do not PM or email me about my mods and projects. Use forums. Also, see our talk channels.