Fallout 1 in Fallout 2 Engine!

Discussion in 'Fallout General Modding' started by The_Chosen, Oct 25, 2003.

  1. The_Chosen

    The_Chosen It Wandered In From the Wastes

    May 3, 2003
    Has any way to put Fallout 1 in Fallout 2 engine?? Like the same interface buttons, options and all the fallout 2 goodies??? Like puch the NPC, more levels to grow, more perks???
     
  2. PsychoSniper

    PsychoSniper So Old I'm Losing Radiation Signs

    Jun 27, 2003
    Good Idea.

    But keep the Turbo Plasma unchanged pls.
     
  3. Corpse

    Corpse Mildly Dipped

    Apr 7, 2003
    Better still, how about expanding F2 worldmap to include both areas (F1 and F2); say tweaking all the F1 maps, add any missing tilesets and editing the F1 worldmap tiles so they blend with F2.
     
  4. SkynetV4

    SkynetV4 Mildly Dipped

    Jan 25, 2005
    Interesting mod idea. Now if you could find a super modder with the patience to pull that one off...
     
  5. Corpse

    Corpse Mildly Dipped

    Apr 7, 2003
    Well, it's not that hard when you think about it; all the resources needed are there all you have to do is edit the maps to make the locations look a bit different (towns change a great deal in 80 years) add new scripts and the locations to the worldmap for which the city patch will be needed.
    If I had a copy of Fallout 1, I would give it a shot myself but even if I managed to get a copy it could take me at least 6 to 12 months to finish a project like this; maybe 25% of that time if I really get into it, it's taken me nearly two years to get my add-on patch to 70% which has over 500 new item prototypes, most of which are new weapons (modern day and sci-fi) and includes lots of new ammunition types, armours, containers, drugs, and lots of new scripted items like books, nightvision goggles, and miscellaneous items along with new locations, quests, NPCs (recruitable and non-recruitable) including the vertibird and possibly a few new vehicles, one (or two) of which will be usable, etc.
     
  6. The_Chosen

    The_Chosen It Wandered In From the Wastes

    May 3, 2003
    Well, all the ideas are good, but i'm only proposing to put fallout 1 in fallout 2 engine, not to mix the games... but, i'm not a modder (studing to be one, maybe scripter) do what you think better and more easy
     
  7. requiem_for_a_starfury

    requiem_for_a_starfury So Old I'm Losing Radiation Signs

    Apr 3, 2003
    I think Interplay might object to that, since you can still buy Fallout, they might not like people with only Fallout 2 being able to get Fallout for nowt.
     
  8. PlasmaJohn

    PlasmaJohn First time out of the vault

    Oct 12, 2003
    Dunno. Around here (NJ) if you can find Fallout at all, it most likely be the FO/FO2 "dual jewel" for US$10

    John
     
  9. requiem_for_a_starfury

    requiem_for_a_starfury So Old I'm Losing Radiation Signs

    Apr 3, 2003
    Over here in good old blighty they've re-released them seperately on budget for £4.99 each, Fallout tends to sell out quicker than FO2. But even with the Dual Jewel version I'd think Interplay might have issues with converting the whole game over.
     
  10. Neo Nightkin

    Neo Nightkin First time out of the vault

    Apr 5, 2003
    That would be very easy, since all the maps and scripts are already finished.
    I guess the hardest part is to change the worldmap, as I think FO2 is bigger and the part you can't get to (ocean) in FO 2 might not go well together with the part you can't get to in FO 1.
     
  11. Corpse

    Corpse Mildly Dipped

    Apr 7, 2003
    Well, converting FO1 to FO2 engine would prove more difficult as you would have to modify both your starting location and date.


    Well, technically you wouldn't get FO1, only the graphics, and maps which would be modified; all new quests, scripting and adding the area to the worldmap would be your own work. If Interplay have any issues with that they should say it here.

    FO2 map is bigger so the map interface tiles would have to be readjusted to make them fit; the ocean can be blocked with masks and you would have to add a large section of ocean to match the coastlines as well delete the top row of tiles that contain the Shady Sands, Vaults 13 and 15.