 |
No Mutants Allowed We were here before the fall....
|
|
| View previous topic :: View next topic |
| Author |
Message |
Cubik2k Where'd That 6th Toe Come From?


Joined: 22 Nov 2005 Posts: 414 Location: Poland, location Mielec Status: Offline
|
Posted: Thu Aug 11, 2011 0:04 Post subject: New tools for Fallout 1/2 |
|
|
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
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!
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 |
|
| Back to top |
|
 |
.Pixote. Half-way Through My Half-life


Joined: 14 Sep 2009 Posts: 3678
Status: Offline
|
|
| Back to top |
|
 |
Cubik2k Where'd That 6th Toe Come From?


Joined: 22 Nov 2005 Posts: 414 Location: Poland, location Mielec Status: Offline
|
|
| Back to top |
|
 |
Cubik2k Where'd That 6th Toe Come From?


Joined: 22 Nov 2005 Posts: 414 Location: Poland, location Mielec Status: Offline
|
|
| Back to top |
|
 |
Ardent A Smooth-Skin


Joined: 24 Jul 2009 Posts: 619 Location: Warsaw, Poland Status: Offline
|
|
| Back to top |
|
 |
dudejo001 Hideous Freak of Nature

Joined: 07 Mar 2010 Posts: 67
Status: Offline
|
Posted: Tue Aug 30, 2011 12:32 Post subject: |
|
|
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. |
|
| Back to top |
|
 |
Sduibek Vault Fossil


Joined: 27 Oct 2010 Posts: 1946 Location: Seattle-ish (WA, USA) Status: Offline Strikes: 1
|
Posted: Thu Sep 22, 2011 16:34 Post subject: |
|
|
Oh wow, changes to encounter rate??? 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) |
|
| Back to top |
|
 |
Sduibek Vault Fossil


Joined: 27 Oct 2010 Posts: 1946 Location: Seattle-ish (WA, USA) Status: Offline Strikes: 1
|
Posted: Thu Sep 22, 2011 20:52 Post subject: |
|
|
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 )
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) |
|
| Back to top |
|
 |
Cubik2k Where'd That 6th Toe Come From?


Joined: 22 Nov 2005 Posts: 414 Location: Poland, location Mielec Status: Offline
|
|
| Back to top |
|
 |
Sduibek Vault Fossil


Joined: 27 Oct 2010 Posts: 1946 Location: Seattle-ish (WA, USA) Status: Offline Strikes: 1
|
Posted: Thu Sep 22, 2011 21:33 Post subject: |
|
|
| 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.
Thanks Sduibek for report  |
Awesooome! You're the best
I'm confused, in the .exe i'm using, the code @ the Offsets you change is different. I don't know why
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) |
|
| Back to top |
|
 |
Cubik2k Where'd That 6th Toe Come From?


Joined: 22 Nov 2005 Posts: 414 Location: Poland, location Mielec Status: Offline
|
|
| Back to top |
|
 |
Sduibek Vault Fossil


Joined: 27 Oct 2010 Posts: 1946 Location: Seattle-ish (WA, USA) Status: Offline Strikes: 1
|
Posted: Thu Sep 22, 2011 22:33 Post subject: |
|
|
| 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
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  _________________
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) |
|
| Back to top |
|
 |
DForge Look, Ma! Two Heads!

Joined: 29 Jul 2006 Posts: 343
Status: Offline Strikes: 1
|
Posted: Thu Nov 17, 2011 18:14 Post subject: |
|
|
| never mind, found a solution already |
|
| Back to top |
|
 |
Fallout1FTW Still Mildly Glowing

Joined: 25 Oct 2010 Posts: 209
Status: Offline
|
Posted: Fri Nov 18, 2011 14:33 Post subject: |
|
|
| cubik, did you work on World Map editor or was it someone else? |
|
| Back to top |
|
 |
Cubik2k Where'd That 6th Toe Come From?


Joined: 22 Nov 2005 Posts: 414 Location: Poland, location Mielec Status: Offline
|
|
| Back to top |
|
 |
Cubik2k Where'd That 6th Toe Come From?


Joined: 22 Nov 2005 Posts: 414 Location: Poland, location Mielec Status: Offline
|
|
| Back to top |
|
 |
Sduibek Vault Fossil


Joined: 27 Oct 2010 Posts: 1946 Location: Seattle-ish (WA, USA) Status: Offline Strikes: 1
|
Posted: Wed Dec 07, 2011 3:17 Post subject: |
|
|
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) |
|
| Back to top |
|
 |
.Pixote. Half-way Through My Half-life


Joined: 14 Sep 2009 Posts: 3678
Status: Offline
|
|
| Back to top |
|
 |
Kreshna Aryaguna Nurzaman Hideous Freak of Nature


Joined: 15 Jul 2010 Posts: 54
Status: Offline
|
Posted: Sun Apr 22, 2012 15:49 Post subject: Re: New tools for Fallout 1/2 |
|
|
Just exactly what I need, but will it work with NPC mod and hi-resolution mod? |
|
| Back to top |
|
 |
Cubik2k Where'd That 6th Toe Come From?


Joined: 22 Nov 2005 Posts: 414 Location: Poland, location Mielec Status: Offline
|
|
| Back to top |
|
 |
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
Powered by phpBB © 2001, 2005 phpBB Group
|