Fallout Frm Archive?

Muttie

Still Mildly Glowing
Modder
Are there frms available for download anywhere?

I'm looking specifically for FO2 frms from BD to BM and RD to RM :wink:.

I did some quick search and couldn't find anything.

Any ideas, comments or suggestions?
 
I am a bit confused. I don't understand what you mean by BD to BM and RD to RM.
I have the frm's extracted for quite a while now and I have no frm that starts with BD, BM, RD or RM.

Also what category are those frm? The game has frm's in 11 categories:
  • backgrnd (talking heads backgrounds)
  • critters (characters and enemies)
  • heads (talking heads)
  • intrface (interface graphics)
  • inven (inventory icons)
  • items (graphics for items on the ground and usable objects/furniture)
  • misc (stuff like projectiles, exit grids, traps, effects like fire and explosions)
  • scenery (scenery stuff like trees, street signs, canyons, beds/other furniture), etc
  • skilldex (vault boy icons)
  • tiles (stuff to make maps from)
  • walls (walls to make buildings for the maps)
So it would be useful if you could be more precise on what section those frm files you want are from. Otherwise there are thousands of frm files to check for.
 
Sorry, I'm not used to the proper terminology.

I'm looking for critters that end on BD to BN and RD to RM (i.e. the death & corpse animations).

I found several in fixt, but it would be nice to get the missing ones from FO2, too, so I can get a proper version, if possible.
 
Just use the data manager to extract them yourself from the critter.dat file?
 
Just out of curiosity: how does one extract an frm? I tried it once before but to no avail.
Sorry, I'm not used to the proper terminology.

I'm looking for critters that end on BD to BN and RD to RM (i.e. the death & corpse animations).

I found several in fixt, but it would be nice to get the missing ones from FO2, too, so I can get a proper version, if possible.
@Lexx is right, you can do it easier than it would be for someone else to find all the frms you need, pack them, upload them somewhere and then share the upload link (also distribution of game files is usually frown by Bethesda).

I can try to find them, when I have some time... At the moment I am busy working on TTW next update, a new project I joined in last month, my own P&P RPG system, my personal mod for Crusader Kings 2, working on the new TTW site (I hate HTML) and all the stuff I need to do around the house (installing a new Ceiling Fan, installing a new AirCon, remove some mould that appeared in the bathroom, clean the toilet fans, spray the outside walls, windows and doors with surface bug spray, fix the leak in the roof, etc).

And as if that wasn't enough, my internet at the moment is being very bad, which keep making uploads failing :twitch:. Thanks Aussie internet.

Unfortunately I can't remember which DAT extractor I used... I extracted the files more than one year ago, and I had to delete quite a few things since then, since I use a laptop that doesn't have the best disk capacity.

I'm sure I got the DAT extractor from TeamX.rus site's tools section though. It's in Russian, so use something like google translate to be able to navigate it, if you don't speak Russian of course.
 
Can I extract the frms I need?

I assumed those frms don't exist in my versions and I need to import them from somewhere (other mods, patch, German_Uncut etc.).

For example, Resurrection crashes in certain situations because of my version (i.e. it tries to spawn animations that don't exist in my F2 game, which can only be avoided by reducing the violence setting to minimal or lower).

The only place I could possibly draw those frms myself would be a mod or patch I can download. However, most mods are based on F2 and don't come with those frms, I think. I could try Nevada perhaps, but I don't know how much I'll find there and if it's compatible.

It's not a big deal. I was just wondering if there is a patch or an archive I can use to update my version of FO2, similar to the children patches.
 
Holy Shit. You did that in 30 minutes?!

I was actually preparing myself to dedicate a few afternoons to go through various sources and pick all the pieces together.

In fact, I actually may still do this (i.e. go through fixt, RP, Nevada and Resurrection and see what animations I can find, and then bundle them all together). But that archive is a good start, especially as it's a fair representation of vanilla Fallout 2. I was a bit worried on how to figure that out.

Anyway, thanks a bunch. I'll go through that archive and see what I can do.

Just out of curiosity: how does one extract an frm? I tried it once before but to no avail.
http://teamx.ru/site_arc/utils/index.html
It's the F2 Data extractor. Open it, select a .dat (like critter), then extract/save the files somewhere. And then you need to unzip them (I used 7-zip).

And the originally intended update after some nightly research and testing:

I found it, figured it out and tested a bit. (Does not work with FO1 though. As it implies in the title, actually. Although that may also be just my version. I messed around with it so much recently, it probably doesn't know anymore if it's arse or elbow).

As expected I can't get any frames from my FO2 version, but I have several other sources that'll probably allow me to put a whole set together. Possibly even an improved version as it will end up using restored content, too (!).

It also seems compatible so far (put BN in FO1 (1.3.5) and the flaming man dances). And it fixes the crashes I experienced. Btw, FO2 crashes, too. When I enter the Mariposa Military Base while on Maximum Blood it just crashes. However, when I patch it with the frames I found, it decides to corporate. I was also able to spawn in the body in Resurrection (after some try and error). So it should be all fine now, I hope, I only have to sort through a few thousands frms.

Thanks, for pushing me in the right direction though :wink:

And thanks for the archive again, I'll build on it.
 
Glad to see you're going strong. Hope you manage to finish such project successfully.
 
Heureka! (translation: “Gosh, I've been such an ejiot!” :wink:). After a lot of extracting and figuring out what is inside those critter.dat files it dawned on me that I could also replace my “mutilated” version with a “complete” one (lol).

That should be much simpler than assembling an entire set of missing frames (which by the last count was 2974 frms and 191.41 MB). Using the original critter.dat (which is only 163.039 KB) should reset my version to “vanilla” (my original critter.dat was stunted to 128.842 KB :().

I've tested a little and it did seem to work fine (knock on head). Just not for FO1, but I can copy & paste the fixt patch for now, until I find a substitute for the critter.dat.

Besides, this fix is much more preferable, as it fixes the main game and I don't have to copy & paste the missing animations into every mod I put onto my version. Which, as I eventually figured out, would have been necessary.

This fix will not add any “new” frames, though.

Still, as I'm halfway through the process of listing and organizing the frms I'll just finish it. Even though it may not be that useful or interesting any more.
 
But I don't :wink:

And after looking at it, I have to say that I don't like that one. Bit of a hotchpotch. Unless replacing critter.dat can cause issues, replacing it seems preferable.

Besides, with that patch I would have to copy and paste the whole 226 MB of the critter folder into every mod I install. And that's bigger than the original critter.dat.

But especially when using your method and piling all mods onto one Fallout installation, replacing critter.dat seems much simpler than adding all the frames to data each and every time.

P.S. I have no intention to put a patch together. I'm just trying to fix my game. And figuring stuff out - slowly. Nevermind.
 
Using this patch or replacing critter.dat makes no difference.
PS: If 226mb is big for you in 2018 I feel sorry for you. :>
 
I did finish the list (I thought it would take a few days, ended up to be a few weeks).

This is not a pretty spreadsheet, and some comments may be dumb, but it's unlikely I'll update it any time soon.

And although, I'm not happy or proud of it, I thought I post it in it's current state rather than putting it away and possibly never making it available to anyone (which I do too often).

http://www.filedropper.com/falloutcritterfrms

This is a spreadsheet listing all frms I could find, which may help navigating. Currently, it's sorted by mods and adds info on each frm (explaining what it is etc.).

The use of this is mostly orientation (like a content list). But you can also sort the list (I suggest to: select all, unmerge the cells, add a column, copy the armour column into it, sort, copy the type column over it and sort. This way the document should be sorted by type (bald, long hair etc.) and within those groups by armour. Then you can check if there is any mod out there adding new or interesting frms to a specific character.

This may not seem a big deal but I noted that errors start to creep back in. For example, RP Mod has fixed a few frms (like “running primitive”: (NFPRIMAT.(...)) or “hammer flakes”: (HMMETLFF.(...))), but some mods appear to forget about it and don't use it. Nevada, for example. @Foxx, could use this to go though the RP mod list, check for updated frms and add them to the critter.dat of Crazy Edition (like, for example, NFPRIMAT.(...), the faster walking animations (AB, DB etc.) or extended flamer animations (KL)). If he thinks it's worth it.

Optimal, however, would be to put together an updated FO2 master.dat (with all the fixes and updates (MaMurtBA.(...)) or a data/art/critter folder containing all “corrected” frms, to create a unified platform for mods. However, for the time being having the option to sort all frms and check if there is an update or interesting frm available is the second best thing. And this spreadsheet could help with that (I think). The only downside is its size, and the need to familiarize with it first (but I don't think that can be helped).

For private users:
you can do a lot with frms. Annoyed that Lenny & Marcus don't run? Take any ...AT.frm you like and name it after the one Lenny/Marcus use (for example, make a copy of NAVGULAT.FRM and rename it LAGHULAT.FRM) and Lenny will run (with a bit of shape shifting). Or if you have a sibling/friend playing FO2, ninja their version and replace their Miria frms with the super-mutant ones :). All that matters is the name (first 6 letters) which decides who uses it and the last to letters (like AT) deciding for what it will be used (i.e. running, throwing etc.). I've listed a legend on sheet 2 of the spreadsheet. All new frms go into data/art/critter. In fact it seems you can assign anything to anyone (i.e. if the NPC has no AS (throwing) or AT (running) frm, and you add one in, they will start to throw grenades and/or run.)
Alternatively, you can also remove frms if you don't want a character to use grenades, rocket launcher or large rifles etc.. For example, Myron and Vic of RP mod use all weapons when in power armour, which is not in accordance with vanilla. Or Tycho & Ian in Fixt 0.81 use weapons they are not good with (e.g. Energy & Big Guns).
It also seems possible to use the punk girl from the appearance mod in Crazy Edition and add it to the appearance mod of RP, adding another option.
Or take HFCABLAA.frm from FoRes and rename it HFCMBTAA. Put it into data/art/critters of FO2 and you'll get a darker version of combat armour (in this case when standing still).
The limit of this is probably to make Lenny, Miria or Davin use Power Armour animations. Myron & Vic appear to use the “standard” frms, but adding that feature to Lenny should require more than just renaming the frm (…). Still, it's probably not that difficult either, but I didn't look into it.
Anyway, before you go ham: Make backups first, and remember what you changed, so you can revert it.
 
The table and the idea are great. In CE there are more: NMCHLD, mayldg, nagul1, nagul2.
 
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The table and the idea are great.
It may even need expanding with: inven, items, scenery, skilldex, tiles… ehm, well, perhaps next year (:wink:).

In CE there are more: NMCHLD, mayldg, nagul1, nagul2.
Thanks for pointing that out. I completely overlooked Update000.dat.

Here is an update: http://www.filedropper.com/falloutcritterfrmsv01
(I also added a note that RP & MM have switched AN & AO of HAENRO(...).(...), as corrected in CE. :))

“Unifying patches” would be cool. Similar to what the TeamX patch 1.2.1 intended (I think). For example, Killap's unofficial patch for FO2 is for the US version only (it doesn't restore addict, drugrest or blood patch). (Fixt unifies more, I think). Having a patch that brings all local FO1 & FO2 versions onto the same level could be a very cool foundation for modding.
(i.e. not every mod would have to include the same fixes over and over again. When I did this list, it became apparent, that basically every mod adds in the same set of frms again and again. If they don't forget about them. Combining all those into one building block for mods would be helpful).
 
I compared the files between the rar and RP. Most of difference are for female characters. Some FRMs are in separated forms (.fr0~.fr5 for six directions) instead of a combined .frm from RP, and there are 10 missing FRMs for punk girl (if you get the set with patch from NMA thread) got fixed. Also there's a new race (African American) for male.
 
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