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Feature/miria can wait#373

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innerbytes wants to merge 8 commits intoBGforgeNet:masterfrom
innerbytes:feature/Miria_can_wait
Open

Feature/miria can wait#373
innerbytes wants to merge 8 commits intoBGforgeNet:masterfrom
innerbytes:feature/Miria_can_wait

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@innerbytes
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@innerbytes innerbytes commented Feb 16, 2026

This small patch adds just a possibility to tell Miria to wait for you, and she will actually wait as any other companion NPC. As the result, Miria doesn't need to be taken to complex battles where she would be killed.

To enable: miria_can_wait=1 ; enabled in the config.

I tested only the modified files (see the test description below), didn't rebuilt and reinstall the whole RPU, however since the changes are only in the existing scripts, it should work.

Added translations for the new dialog text where mcmiria.msg was present. (Vietnamese is still English, as it is for the other stings in Vietnamese).

Miria Can Wait - Feature Documentation

Overview

When enabled, Miria can be told to wait at her current location,
just like other party NPCs (Sulik, Cassidy, etc.). The player can
then return and ask her to rejoin the party.

When disabled (default), Miria refuses to wait (original game behavior).

Configuration

In mods\rpu.ini under [main]:

miria_can_wait=0 ; disabled (default, original behavior)
miria_can_wait=1 ; enabled

Changed Files

scripts_src\headers\rpu.h - added set_miria_can_wait define
scripts_src\modoc\mcmiria.ssl - Node1002 (wait), Node1100 (rejoin),
critter_p_proc (stay in place),
talk_p_proc (routing when waiting)
data\text\english\dialog\mcmiria.msg - dialog lines 1501-1505, 1510-1514, 1520
release\mods\rpu.ini - miria_can_wait setting

Build & Test Instructions (how I tested)

Prerequisites:

  1. compile.exe + parser.dll from sfall-team/sslc releases:
    https://github.com/sfall-team/sslc/releases
    Place both in the same folder (e.g. C:\Tools).

  2. sfall headers from the sfall Modders Pack (scripting_docs\headers).
    Copy the scripting_docs\headers from the archive into this project: scripts_src\sfall
    So you have files like scripts_src\sfall\sfall.h, etc.

Step 1: Compile the script

cd c:\Projects\Fallout2_Restoration_Project\scripts_src\modoc
C:\Tools\compile.exe -p -l -O2 -s -q -n mcmiria.ssl -o mcmiria.int

Step 2: Create target directories in game folder if they don't exist

mkdir "C:\Games\Fallout 2\data\scripts" 2>nul
mkdir "C:\Games\Fallout 2\data\text\english\dialog" 2>nul

Step 3: Copy files to game

copy scripts_src\modoc\mcmiria.int "C:\Games\Fallout 2\data\scripts\mcmiria.int"
copy data\text\english\dialog\mcmiria.msg "C:\Games\Fallout 2\data\text\english\dialog\mcmiria.msg"
copy release\mods\rpu.ini "C:\Games\Fallout 2\mods\rpu.ini"

Step 4: Verify ddraw.ini

Open C:\Games\Fallout 2\ddraw.ini and confirm under [Misc]:
UseFileSystemOverride=1
(Should already be 1 in a standard RPU install.)

Step 5: Enable the feature

Edit C:\Games\Fallout 2\mods\rpu.ini and set:
miria_can_wait=1

Step 6: Test in-game

  1. Load a save where Miria is in your party.
  2. Talk to her - "Wait here" option should appear.
  3. Tell her to wait - she stays at her current position.
  4. Leave the map and come back, talk to her - "Join back" appears.
  5. Rejoin her - she follows you again.
  6. Set miria_can_wait=0, restart game - old behavior (she refuses to wait) returns.

Cleanup

Delete the loose override files to revert:
del "C:\Games\Fallout 2\data\scripts\mcmiria.int"
del "C:\Games\Fallout 2\data\text\english\dialog\mcmiria.msg"
Restore the original mods\rpu.ini or remove the miria_can_wait line.

@burner1024
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I don't know if we want that.
Her whole thing is to stick with PC no matter what.

@innerbytes
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innerbytes commented Feb 17, 2026

Since this is an optional setting anyway, off by default, why not give user of the mod a choice? For me it was always sad that Miria is either destined to be killed, or you have to wait until the post-game to marry her.

But no problem if you don't want to have it here, I can keep it on the fork.

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