Fallout 2 mod Banjo's Fallout 2 Mods

Could you upload a screenshot of how ddraw.ini will look after installation? I've tried to install some of your mods but can't get them to work ...
 
It has to look like ettu:
Code:
PatchFile0=mods\fo1_base
PatchFile1=mods\fo1_interface
PatchFile2=mods\fo1_classic_worldmap
PatchFile3=mods\.....
PatchFile4=mods\...
 
It has to look like ettu:
Code:
PatchFile0=mods\fo1_base
PatchFile1=mods\fo1_interface
PatchFile2=mods\fo1_classic_worldmap
PatchFile3=mods\.....
PatchFile4=mods\...

Thanks for the reply.
There is a ";" at the start of each line, should I remove it?
 
Ok looks like removing the ";" fixed the problem. I did that because the first entry had this.
";PatchFile0=mods\RP_data"
I removed the ";" there too, is that wrong?
 
; is a comment. You only uncomment the mods that you want to use. I don't know what RP_data is.
 
If it was like that after installing the mod, I would keep it the way it is.
 
Eh, if you are using the latest version, then it most likely was not a mistake. If you just keep going, be prepared for having to restart your playthrough at some point.
 
Sorry for the delay in answering!

Anyone having trouble: follow the readme files I included for each mod. Some (mostly the Et Tu ones) require editing the Patchfile stuff in ddraw.ini (as Lexx also explains). Make sure you don't put a semicolon in front as that comments out the line!

My ddraw.ini "ExtraPatches" section looks like this for the Shady Traders mod:
Code:
PatchFile0=mods\fo1_base
PatchFile1=mods\fo1_interface
PatchFile2=mods\fo1_classic_worldmap
PatchFile3=mods\Anim_ImprovedSMutantDeath
;PatchFile4=mods\InterfaceUpscaled
;PatchFile5=mods\fo1_barter_formula
;PatchFile6=mods\fo1_german
;PatchFile7=mods\fo1_robodog
PatchFile8=mods\fo1_ShadyTrader
... which means all the default Et Tu stuff will load, along with my mod, but the optional Et Tu stuff (4-7) won't.

For mods that work with the Restoration Project Update (note: NOT Killap's original but the current/updated version!), again follow the readmes. The RPU doesn't use ExtraPatches but just throws dat files into the mod folder so the game will ALWAYS load them regardless. Sadly, Sfall prioritizes dat files like this over ExtraPatches, meaning if the RPU changes a proto (for example), a patch with the same proto will not override it but will be overwritten by the RPU version (far as I can tell, anyway). Hence, to avoid this, a mod I made that needs to overwrite an RPU script, proto, frm, etc. will be in a folder starting with "z" and ending in ".dat" to make sure it gets loaded (automatically) after any RPU stuff.

As far as I can tell, the ExtraPatches entry ";PatchFile0=mods\RP_data" is a leftover that isn't used anymore, so leave it alone.

Minor mods that don't need/use/co-exist with the RPU can use the ExtraPatches method, however, for example:
Code:
;PatchFile0=mods\RP_data
PatchFile1=mods\RadscorpLimbs

Bigger mods that may be overwritten by the RPU if you have it installed (or that rely on the RPU) are just installed by copying the folder into your "mods" subfolder and will load automatically (i.e. no need to edit ddraw.ini for those).

Hope that all helps!
 
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been trying really hard to install the bozar sniper mod with no avail. Do I have to have a fresh new game for it to work or can I just lay the mod over top my current save file like ive been trying to do?
 
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If there's a mods_order.txt in your "mods" folder, add the folder name to the list, like this:
Code:
rpu.dat
rpu_enhanced_worldmap.dat
BozarSniper
 
If there's a mods_order.txt in your "mods" folder, add the folder name to the list, like this:
Code:
rpu.dat
rpu_enhanced_worldmap.dat
BozarSniper
Im using the restoration project which already has its own mod folder, but i didnt find anything called mods_order.txt
 
ok so i put the pro file in Fallout 2\data\proto\items and then loaded the game. I realize the game would not crash if i loaded a save where i wasn't holding the bozar so i loaded a save right before i got the bozar (toxic caves). I then inspected the bozar and it had its ammo amount changed to 10 and range also changed so it seemed like it recognized the mod. As soon as I equiped the bozar into my main item slot the game would crash. I noticed i would get a new file in the items folder called 00000455.pro which i then deleted which fixed the game crashing every time i equipped the bozar while also properly implementing the mod.

TLDR
put pro file into items folder
load game and let it crash
look back into the items folder and delete the file called 00000455.pro
load game again and bozar is fixed
 
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ok so i put the pro file in Fallout 2\data\proto\items and then loaded the game. I realize the game would not crash if i loaded a save where i wasn't holding the bozar so i loaded a save right before i got the bozar (toxic caves). I then inspected the bozar and it had its ammo amount changed to 10 and range also changed so it seemed like it recognized the mod. As soon as I equiped the bozar into my main item slot the game would crash. I noticed i would get a new file in the items folder called 00000455.pro which i then deleted which fixed the game crashing every time i equipped the bozar while also properly implementing the mod.

TLDR
put pro file into items folder
load game and let it crash
look back into the items folder and delete the file called 00000455.pro
load game again and bozar is fixed

455.pro is not the bozar, it's the car's trunk (item stash)
 
A minor point but Kenji's assassination attempt is supposed to fail. Changing his weapon to something with higher average damage could potentially upset the outcome. Normally Kenji only succeeds with help, either active, (attacking Killian) or passive, (planting a better weapon on Kenji, using psycho on him, or using stimpaks during combat to heal him). Kenji killing Killian means you can take all the supplies in the store without stealing, which can upset the economic balance.
 
I ran into the same problem when I tried to load a personal mod alongside the Restoration Project. My changes were not taking effect because the RPU dat files were loaded later and overwrote everything. I tried using the ExtraPatches setting in ddraw.ini but it did not help.

This became critical because the entire mod was built around a variable reward system. The idea was that after certain player actions such as defeating enemies or completing quests the player would receive different items depending on what they had done before. This approach was meant to make the gameplay feel more dynamic and unpredictable.

In many ways this system was inspired by the concept of rotating bonuses often seen in gambling. Instead of fixed rewards the available offers change regularly which keeps the experience engaging. While working on the implementation I explored various resources including pages like https://somagyarkaszino.com/befizetes-nelkuli-bonusz/. These examples helped me understand how such models work in real systems and adapt the concept for my mod.

In the end the solution turned out to be simple. I packed my mod into a dat file with a z_ prefix such as z_mymod.dat and placed it in the mods folder. This way Sfall loads it last and the changes are not overwritten. I also deleted all autogenerated proto files from Fallout2\data\proto\items and critters because they can also cause conflicts. After cleaning them up and updating proto.lst everything loaded in the correct order and the variable reward system worked exactly as intended.
 
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