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innerbytes
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Feb 16, 2026
…x party size is reached
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I don't know if we want that. |
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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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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:
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).
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
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.