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New tools for Fallout 1/2
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Cubik2k
Where'd That 6th Toe Come From?



Joined: 22 Nov 2005
Posts: 414
Location: Poland, location Mielec
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PostPosted: Thu Aug 11, 2011 0:04    Post subject: New tools for Fallout 1/2 Reply with quote

Here are Tools I made for Fallout 1/2:

F2wedit v.1.4.6.21 - The tool for edit/create items PRO files in Fallout game. Since version 1.4.x.x supports files from Fallout 1.
Files "master.dat' and critter.dat' and EXE ('fallout2.exe' or 'falloutw.exe') are used for work.
http://newfmc.pl/Cubik_Fallout_Tools/download_f2wedit.php



FO2FO1 map converter v.2.1.3.7 - updated tool for conversion maps from FO2 format (edited in BIS mapper) to FO1 format.
http://newfmc.pl/Cubik_Fallout_Tools/download_FO2FO1_map_converter.php



Fallout 1 debug patcher - enables debug code.
The tool works with falloutw.exe: v1.1 US, TeamX v1.2, Sduibek FIXIT Mod v1.2
http://newfmc.pl/Cubik_Fallout_Tools/download_FO1_debug_patch.php



Fallout 1/2 Critters Editor v.1.2.3.7 - simple editor for critters *.pro files
Works with FO1 and FO2 files. There are included unpacked neccessary files to work with the tool.
http://newfmc.pl/Cubik_Fallout_Tools/download_FO12_critters_editor.php



Fallout 1 Encounter Tweaker v.0.4.5.14 - the tool for change encounter frequency check. Works with Fallout 1 ver 1.2 only (US, TeamX)
It is usefull when you need more or less encunters while wandering on global map Wink
http://newfmc.pl/Cubik_Fallout_Tools/download_FO1_encounter_tweaker.php
I noticed some problems with hi-res patch (Mash FO1 high resolution patch).
It could crash/frezze game after use FO1 encounter tweaker when you try to move on worldmap.
With clean FO1 game it doesn't happen.
If you will notice such things, please report.

Conditionally compatible with Mash's FO1 hi-res patch v3.0.x.


All tools was tested several times, however I can not guarantee they are free of bugs, so please make backup of your files.

Enjoy! Smile


EDIT 22.09.2011 - improved speed of FO2FO1 map converter (v 2.1.3.7) - use the same link to download tool


EDIT 06.12.2011 - updated Fallout 1 Encounter Tweaker (v 0.2.3.2) - added support for falloutw.exe from Sduibek Mod alpha 4.


EDIT 23.04.2012 - updated Fallout 1/2 Critters Editor (v.1.2.4.8) - added missing pictures (thx to Pixote), fixed bugs (FO1 skills values calculations), added option to optional editing BASE values (default disabled), other minor visual/functional improvenments and changes.


EDIT 25.04.2012 - updated Fallout 1/2 Critters Editor (v.1.2.3.7)
- fixed bug with "file not found" message when convert FO1 to FO2,
- added rotate critters in the window like in Titanium FRM, editor use animated GIFs. However, this enlarge the pack because of large number of pictures :/
- minimize/maximize window,
- blue background for pictures


EDIT_2 25.04.2012 - updated Fallout 1/2 Critters Editor (v.1.2.4.8)
- fixed minor code bug,
- fixed frame of overseer (thx Pixote)
- all pictures are in ZIP archive now


EDIT 26.04.2012 - updated Fallout 1 Encounter Tweaker (v 0.3.4.7) - fixed minor bug with restoring to original state when EXE was tweaked before (when value of encounter frequency other then 65). Still not compatible with Mash's FO1 hi-res patch!


EDIT 28.04.2012 - new version of F2wedit v 1.4.3.17 support FO1 'master' and 'critter' DAT files.

EDIT 28.04.2012 - update F2wedit v 1.4.4.19 - added option for extract all necessary FRM fles for faster work on FO1 items (Main menu -> Tools -> Extract necessary FRM)


EDIT 03.05.2012 - update F2wedit v 1.4.5.20 - fixed bug with no save PERK for items (thx to NovaRain)

EDIT_2 03.05.2012 - updated Fallout 1 Encounter Tweaker (v 0.4.5.14 a) - GUI improvenments, added new option to change Chance of normal encounters. Conditionally compatible with Mash's FO1 hi-res patch v3.0.x.


EDIT 05.05.2012 - update F2wedit v 1.4.6.21 - added option for change game directory
_________________

My Fallout 1/2 Tools
F2wedit for easy editing and creating items in FO1/2 | F2wedit Updater - the tool for updating older versions of F2wedit
FT Awaken patch v1.41d ENG
Fallout took three years to make. For the first six months, it was just me (Tim Cain). For the next six months, it was me, a scripter and an artist.


Last edited by Cubik2k on Sat May 05, 2012 13:14; edited 21 times in total
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.Pixote.
Half-way Through My Half-life



Joined: 14 Sep 2009
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PostPosted: Thu Aug 11, 2011 5:25    Post subject: Reply with quote

Thank-you Cubik2k for your excellent work. Salute I've been looking forward to your critter editor.
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Fallout 2 Blue Cave Mod . New Fallout 2 World Map . Fallout 2 Official Guide PDF . The Complete Fallout 1 & 2 Artwork . Fallout Tactics Artwork for Fallout Mods . New Fallout 1 + 2 Hi-Res Main Menu Screens . The Extended Flamer Attack Mod .
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Cubik2k
Where'd That 6th Toe Come From?



Joined: 22 Nov 2005
Posts: 414
Location: Poland, location Mielec
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PostPosted: Thu Aug 11, 2011 17:52    Post subject: Reply with quote

I added to first post a link to next tool for Fallout 1:

Fallout 1 Encounter Tweaker
With this tool you can change encounter frequency rate while wandering on worldmap.

Enjoy!
_________________

My Fallout 1/2 Tools
F2wedit for easy editing and creating items in FO1/2 | F2wedit Updater - the tool for updating older versions of F2wedit
FT Awaken patch v1.41d ENG
Fallout took three years to make. For the first six months, it was just me (Tim Cain). For the next six months, it was me, a scripter and an artist.
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Cubik2k
Where'd That 6th Toe Come From?



Joined: 22 Nov 2005
Posts: 414
Location: Poland, location Mielec
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PostPosted: Fri Aug 12, 2011 19:25    Post subject: Reply with quote

Please redownload "FO1 Encounter Tweaker". I made not dangerous mistake in previous code of the tool, it just changes nothing in FO1.

Now the tool should works properly, and will change encounter frequency rate, sorry for mistake.

Link to "FO1 Encounter Tweaker" is the same and you can find it in first post in the thread.
_________________

My Fallout 1/2 Tools
F2wedit for easy editing and creating items in FO1/2 | F2wedit Updater - the tool for updating older versions of F2wedit
FT Awaken patch v1.41d ENG
Fallout took three years to make. For the first six months, it was just me (Tim Cain). For the next six months, it was me, a scripter and an artist.
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Ardent
A Smooth-Skin



Joined: 24 Jul 2009
Posts: 618
Location: Warsaw, Poland
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PostPosted: Sat Aug 13, 2011 1:13    Post subject: Reply with quote

Your tools are awesome, thank you and keep up the good work! Applause
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Ardent's Fallout 2 Mod Thread
Download Ardent's Fallout 2 Mod
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dudejo001
Hideous Freak of Nature



Joined: 07 Mar 2010
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PostPosted: Tue Aug 30, 2011 12:32    Post subject: Reply with quote

Will you ever make F2wedit compatible with Fallout 1?

The .pro files are interchangeable between F1 and F2 so it shouldn't be too problematic. For now, I just copy the edited files from my Fallout 2 folder to Fallout 1. However, your editor conflicts with the FALCHE save game editor so I had to create a second Fallout 2 folder.

As for your critter editor, it's great and it needs just one more thing to completely defeat the FUCK critter editor. In the FUCK editor, you can edit the Critical Hit rate.
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Sduibek
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Joined: 27 Oct 2010
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PostPosted: Thu Sep 22, 2011 16:34    Post subject: Reply with quote

Oh wow, changes to encounter rate??? Awesome.
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alpha 5.3 (Sep 30, 2012) - Screenshots - REPORT BUGS HERE - Updates/Feedback/Discussion - Troubleshooting - Mash's hi-res Fo1 patch: v3.0.6 - v4.0.2
Getting Fo1 to run in Fo2 engine: We need your help! Current issues, Wiki, Download/Install (just for testing and devs, not an actual release)
Tools I use for modding: Search, BeyondCompare, FolderMatch, Renamer, WinGrep, FSE, Titanium Browser, IrfanView, Paint.NET, Viewer (for BMP->RIX)
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Sduibek
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PostPosted: Thu Sep 22, 2011 20:52    Post subject: Reply with quote

Cubik I sent you a PM a few days ago but this is probably a more appropriate place to post this -- your new map converter takes much longer than the old one. Do you know why? It takes about ten times as long for me to convert maps.

For example to convert roughly a dozen maps takes something like thirty minutes, whereas before it would take about four. (estimated figures, i'm not actually timing it Razz)

Ideas?
_________________

alpha 5.3 (Sep 30, 2012) - Screenshots - REPORT BUGS HERE - Updates/Feedback/Discussion - Troubleshooting - Mash's hi-res Fo1 patch: v3.0.6 - v4.0.2
Getting Fo1 to run in Fo2 engine: We need your help! Current issues, Wiki, Download/Install (just for testing and devs, not an actual release)
Tools I use for modding: Search, BeyondCompare, FolderMatch, Renamer, WinGrep, FSE, Titanium Browser, IrfanView, Paint.NET, Viewer (for BMP->RIX)
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Cubik2k
Where'd That 6th Toe Come From?



Joined: 22 Nov 2005
Posts: 414
Location: Poland, location Mielec
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PostPosted: Thu Sep 22, 2011 21:09    Post subject: Reply with quote

I found what was so slow in source code of tool and FO2FO1 map converter is updated from now to v2.1.3.7 and it works really more faster. Smile

Thanks Sduibek for report Smile
_________________

My Fallout 1/2 Tools
F2wedit for easy editing and creating items in FO1/2 | F2wedit Updater - the tool for updating older versions of F2wedit
FT Awaken patch v1.41d ENG
Fallout took three years to make. For the first six months, it was just me (Tim Cain). For the next six months, it was me, a scripter and an artist.
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Sduibek
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Joined: 27 Oct 2010
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PostPosted: Thu Sep 22, 2011 21:33    Post subject: Reply with quote

Cubik2k wrote:
I found what was so slow in source code of tool and FO2FO1 map converter is updated from now to v2.1.3.7 and it works really more faster. Smile

Thanks Sduibek for report Smile
Awesooome! You're the best Very Happy


I'm confused, in the .exe i'm using, the code @ the Offsets you change is different. I don't know why Sad

For example instead of BA 41 00 00 00 90 i have 8B 2D A4 0F 67 00 ...

--------

I'll go back and check if needed, but I believe the only changes to the FIXT exe are:
- Sharpshooter fix
- Harry Hub game end image (from TeamX RP)
- f1res of course
_________________

alpha 5.3 (Sep 30, 2012) - Screenshots - REPORT BUGS HERE - Updates/Feedback/Discussion - Troubleshooting - Mash's hi-res Fo1 patch: v3.0.6 - v4.0.2
Getting Fo1 to run in Fo2 engine: We need your help! Current issues, Wiki, Download/Install (just for testing and devs, not an actual release)
Tools I use for modding: Search, BeyondCompare, FolderMatch, Renamer, WinGrep, FSE, Titanium Browser, IrfanView, Paint.NET, Viewer (for BMP->RIX)
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Cubik2k
Where'd That 6th Toe Come From?



Joined: 22 Nov 2005
Posts: 414
Location: Poland, location Mielec
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PostPosted: Thu Sep 22, 2011 22:17    Post subject: Reply with quote

Sduibek wrote:

I'm confused, in the .exe i'm using, the code @ the Offsets you change is different. I don't know why Sad

For example instead of BA 41 00 00 00 90 i have 8B 2D A4 0F 67 00 ...


Those hexes are correct, this is the effect of reverse engineering of the code part.
_________________

My Fallout 1/2 Tools
F2wedit for easy editing and creating items in FO1/2 | F2wedit Updater - the tool for updating older versions of F2wedit
FT Awaken patch v1.41d ENG
Fallout took three years to make. For the first six months, it was just me (Tim Cain). For the next six months, it was me, a scripter and an artist.
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Sduibek
Vault Fossil



Joined: 27 Oct 2010
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PostPosted: Thu Sep 22, 2011 22:33    Post subject: Reply with quote

Cubik2k wrote:
Sduibek wrote:

I'm confused, in the .exe i'm using, the code @ the Offsets you change is different. I don't know why Sad

For example instead of BA 41 00 00 00 90 i have 8B 2D A4 0F 67 00 ...


Those hexes are correct, this is the effect of reverse engineering of the code part.
I don't know exactly what you mean, but if you're able to add support for my version of the exe at some point that would be great Applause
_________________

alpha 5.3 (Sep 30, 2012) - Screenshots - REPORT BUGS HERE - Updates/Feedback/Discussion - Troubleshooting - Mash's hi-res Fo1 patch: v3.0.6 - v4.0.2
Getting Fo1 to run in Fo2 engine: We need your help! Current issues, Wiki, Download/Install (just for testing and devs, not an actual release)
Tools I use for modding: Search, BeyondCompare, FolderMatch, Renamer, WinGrep, FSE, Titanium Browser, IrfanView, Paint.NET, Viewer (for BMP->RIX)
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DForge
Look, Ma! Two Heads!



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PostPosted: Thu Nov 17, 2011 18:14    Post subject: Reply with quote

never mind, found a solution already
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Fallout1FTW
Still Mildly Glowing



Joined: 25 Oct 2010
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PostPosted: Fri Nov 18, 2011 14:33    Post subject: Reply with quote

cubik, did you work on World Map editor or was it someone else?
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Cubik2k
Where'd That 6th Toe Come From?



Joined: 22 Nov 2005
Posts: 414
Location: Poland, location Mielec
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PostPosted: Fri Nov 18, 2011 19:26    Post subject: Reply with quote

I do not work on worldmap editor for now, sorry.
_________________

My Fallout 1/2 Tools
F2wedit for easy editing and creating items in FO1/2 | F2wedit Updater - the tool for updating older versions of F2wedit
FT Awaken patch v1.41d ENG
Fallout took three years to make. For the first six months, it was just me (Tim Cain). For the next six months, it was me, a scripter and an artist.
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Cubik2k
Where'd That 6th Toe Come From?



Joined: 22 Nov 2005
Posts: 414
Location: Poland, location Mielec
Status: Offline

PostPosted: Tue Dec 06, 2011 16:23    Post subject: Reply with quote

Sduibek wrote:
(..) if you're able to add support for my version of the exe at some point that would be great Applause



Updated Fallout 1 Encounter Tweaker (v 0.2.3.2) - added support for falloutw.exe from Sduibek Mod alpha 4.


Link to a file is in the first post.
_________________

My Fallout 1/2 Tools
F2wedit for easy editing and creating items in FO1/2 | F2wedit Updater - the tool for updating older versions of F2wedit
FT Awaken patch v1.41d ENG
Fallout took three years to make. For the first six months, it was just me (Tim Cain). For the next six months, it was me, a scripter and an artist.
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Sduibek
Vault Fossil



Joined: 27 Oct 2010
Posts: 1943
Location: Seattle-ish (WA, USA)
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PostPosted: Wed Dec 07, 2011 3:17    Post subject: Reply with quote

Oh dude you rock. Awesome
_________________

alpha 5.3 (Sep 30, 2012) - Screenshots - REPORT BUGS HERE - Updates/Feedback/Discussion - Troubleshooting - Mash's hi-res Fo1 patch: v3.0.6 - v4.0.2
Getting Fo1 to run in Fo2 engine: We need your help! Current issues, Wiki, Download/Install (just for testing and devs, not an actual release)
Tools I use for modding: Search, BeyondCompare, FolderMatch, Renamer, WinGrep, FSE, Titanium Browser, IrfanView, Paint.NET, Viewer (for BMP->RIX)
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.Pixote.
Half-way Through My Half-life



Joined: 14 Sep 2009
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PostPosted: Sun Apr 22, 2012 15:08    Post subject: Reply with quote

Cubik2k I noticed some of the images are missing for the F1 critters.


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Fallout 2 Blue Cave Mod . New Fallout 2 World Map . Fallout 2 Official Guide PDF . The Complete Fallout 1 & 2 Artwork . Fallout Tactics Artwork for Fallout Mods . New Fallout 1 + 2 Hi-Res Main Menu Screens . The Extended Flamer Attack Mod .
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Kreshna Aryaguna Nurzaman
Hideous Freak of Nature



Joined: 15 Jul 2010
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PostPosted: Sun Apr 22, 2012 15:49    Post subject: Re: New tools for Fallout 1/2 Reply with quote

Cubik2k wrote:

Fallout 1 Encounter Tweaker v.0.2.3.2 - the tool for change encounter frequency check. Works with Fallout 1 ver 1.2 only (US, TeamX)
It is usefull when you need more or less encunters while wandering on global map Wink
http://newfmc.pl/Cubik_Fallout_Tools/download_FO1_encounter_tweaker.php

Just exactly what I need, but will it work with NPC mod and hi-resolution mod?
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Cubik2k
Where'd That 6th Toe Come From?



Joined: 22 Nov 2005
Posts: 414
Location: Poland, location Mielec
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PostPosted: Sun Apr 22, 2012 15:49    Post subject: Reply with quote

Thanks, I will improve Smile
_________________

My Fallout 1/2 Tools
F2wedit for easy editing and creating items in FO1/2 | F2wedit Updater - the tool for updating older versions of F2wedit
FT Awaken patch v1.41d ENG
Fallout took three years to make. For the first six months, it was just me (Tim Cain). For the next six months, it was me, a scripter and an artist.
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View user's profile Send private message Send e-mail Visit poster's website
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