Change Date/Time In-Game. Remove the 13-Year Time Limit

Wild_qwerty said:
OK, I thought I'd raise the dead here a bit, but this is just so darn interesting :)

platon said:
Corpse, what version of the game are you using? UK? US? Are you editing the exe or use some virtual patching thing? Did you check that text file (http://koti.mbnet.fi/platonjr/offsets.txt)?

OK, where abouts can I get a virtual patching thingie? I've found a utility that will patch the exe, but I would like like that does it virtualy in the system memory rather than edit the exe

NMA downloads. I think it is called "FO Loader" or something like that. Can change the start map, give you the jumpsuit and pipboy etc.
 
Definitive FO2 13 Year Time Limit answer. Please help

I know little to nothing about code and so this thread:

http://www.nma-fallout.com/forum/viewtopic.php?t=881

Doesn't make definitive sense to me.

Could a clever person give me a (as simple as it can be, i understand its not easy, its just that http://koti.mbnet.fi/platonjr/offsets.txt is very complicated and I hardly understand it) break down of what to do to remove (or alter) the 13 year limit.

I would have thought when trying to understand the post above, that variables in the .exe pertain to the year, and so by editing them you change the in game year never letting it get to 2254. (which I think is the last game year as 2255 begins, i may be wrong.)

So my questions is, could somebody write a break down step by step to editing it so i can play seemingly unlimited without it showing that damn bomb screen after 13 years?

Many thanks.

Encoh, who desperately wants to play FO2 forever. :(

PS: I'm using the UK version of the game I believe.
 
And could I ask you to not create redundant threads? It's nice of you to have searched and linked, but why not just post in that thread, huh?

Merged.
 
Could a clever person give me a (as simple as it can be, i understand its not easy, its just that http://koti.mbnet.fi/platonjr/offsets.txt is very complicated and I hardly understand it) break down of what to do to remove (or alter) the 13 year limit.
Well if you don't know anything about hex editing of binary files then it will be hard to do for you.
I suggest you use Fallout 2 Loader Creator by Andy-Spacetrain he has that option.
 
jargo said:
Could a clever person give me a (as simple as it can be, i understand its not easy, its just that http://koti.mbnet.fi/platonjr/offsets.txt is very complicated and I hardly understand it) break down of what to do to remove (or alter) the 13 year limit.
Well if you don't know anything about hex editing of binary files then it will be hard to do for you.
I suggest you use Fallout 2 Loader Creator by Andy-Spacetrain he has that option.

Thank you. :o)

I understand that I probably couldn't get it right, hehe. Thanks for suggesting the loader, i will check it out. Thank you again.

E

Edit: Have downloaded it, and looked at what it can do. Technically, if i set the start year to 1000 will I have all the way through to 2255 until the game ends, so technically 1225 years of game play? Is that how it works? That'd be really useful.
 
Nope it just don't work that way.
Starting year is just a number for pip boy. If you set it to 1000 then you will have 1000 + 13 years to play.
There is another option to turn off that limit.
But after you turn it off, after 13 years pip boy clock will go back to 1000(but you can play how many time you want)
 
And what about global tics counter? As far as I remember attempt to simply disable year check in the game executable results in additional play time near half of the year which ends with a nasty crash. Is your method free of that side-effect?
 
So the crash is imminent. It is caused by the unsigned 32bit counter overflow. The counter stores millisecondes from the game start and if you'll calculate carefully, you'll see technical limit of approx. 13.3868 years. And everything in the game mechanics is linked with that value. The check you are trying to trick is just a failsafe measure, nothing more. :)
 
Yes, but start time is a constant not a variable so time in Fallout is calculated like this:

Cur_Time = Start_Time + Ticks_count;

And only Ticks_count is saved in savegame.

Long time ago i made something like this:

-First i changed Start_Time to variable.
-I did not removed the 13 year limit but instead of calling game over i changed it so it was a long jump to free code space.
-In that space i put this:

Start_Time = Start_Time + 13;
Ticks_count = 0;

And it worked (on mapper) :o
But since Start_time was not saved after reloading game, clock was wrong.
 
Since mapper and the Fallout engine share fair amount of the code that should also work for the actual game as well. But the Start_time saving will requier deeper exploration. On the other hand, all of the quests are complete at the 13 year point and gameplay is reduced to simple "run-kill-loot-sell" actions. May be it would be enough for the most of "i-want-to-play-forever" maniacs. :)
 
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