EDIT:WiP_Help_in_progress_with_Mr.Fixit_for_Fo1

gustarballs1983

Vault Fossil
Modder
I remember that for fallout 2 i used sfall's modder's pack to do it. however it doesn't seem to work for fallout 1.

Can anybody point me to the tools that i can easily do so (with gui and everything)? if yes then please also tell me where i can download theese tools, and fallout 1 undat/dat extractor for windows? Since currently forum archive is down mostly, and cannot be downloaded.
 
Both compiler and decompiler in sfall modders pack work for Fallout 1 scripts.
For int2ssl.exe you need to use -1 option to decompile scripts.
Usage: int2ssl [options] [-s value] file.int [file.ssl]
Example: int2ssl -d-1-a-b-e-s3 random.int

Options
-d: dump file
-1: input file is Fallout 1 script
-a: ignore wrong number of arguments
-b: insert omitted arguments backward
-s: use Space instead of tab to indent
-e: stop decompiling on error
--: end of options

You can download other tools from TeamX's site.
 
Thanks NovaRain.
I've been trying to jury-rig TeamX's Mr.Fixit for Fo2 into Fo1 by modifying a script other than dudeobj.int . dudeobj.int provided in TeamX's Mr.Fixit addon is i a lot different than the one in Fo1 ( i assume because it's dudeobj.int for Fo2 and dudeobj.int for Fo2 is incompatible with the one from Fo1).In the past I had a hard time modifying dudeobj.int provided with Fo1-FIXT mod by Sduibek. The problem is mainly the fact that i have no acces to nessecary dependancy libraries to compile (and the ones from BIS mapper are made for Fo2 dudeobj.int script) hence the idea of jury-rigging the mod by adding lines of code provided in TeamX's Mr.Fixit readme file (section 5 implementation [in other mods]) to "description_p_proc:" for all table, desk, and workbench scripts in the game. it turns out that there are only few desk and table scripts so i assume the rest is probably hidden somwhere in map scripts ( for example workbenches on 3rd level of Brotherhood of Steel [knights room] as they are nowhere to be found, I went over the description of all the scripts {around 950 of'em in total}).

So is there a chance it would work at all, and it's just nobody before me was interested in doing this or was it simply been tried years ago and my aproach also doesn't work? @NovaRain or anyone, I would seriously like to know before I'll dive in to this scripting mess (I'm starting from level 0 so it can take ages for me to do it right), although if somebody experienced manages to make it faster, especialy @Sduibek than I'm ok with it.

I just really want to make it work. I tried to contact Sduibek about such stuff years ago by PM but i later found out from some NMA admins chit-chat on forums, that forum has/or had a memory leak and ate my posts and never delivered them. Some tries later it was also the case so i gave up. But yeah this mod idea is drilling a hole in my stomach and doesn't want to go away so I'll try to make it official this time.
 
but wouldn't it be much less hassle my way than the other way around?

Besides I suck at modding i just wanted to make this work, and I'm trying to learn all i can along the way.
 
Most likely it'll need to wait until Fo2-engine release like burn mentioned :)

It's been a while since I looked at Mr Fixit. If i'm understanding correctly it's basically a crafting interface? Or is it more just for testing/debugging, an easy way to add items to your inventory.

My mod does already have options to give various kinds of items through the debugging dialog I built. Just set GVAR 296 to 1 in VAULT13.GAM and start a new game, then when you select Binoculars on yourself in-game you'll get the cheat/debug/testing menu.

Code:
CHEAT_DEBUG_MENU_ENABLED  :=0;  //  296  Fixt: Has the player enabled this mode? (menu accessible via look-at-self)
 
Mr.Fixit is an add on for Fo2 (and hopefully for Fo1 too) that enables to craft items. So yes it's a crafting interface. However the simplicity of configuring what items are crafted , nessecary tools and components are configurable via simple textfile. and pictures for items do not need to have fallout color palette on them and do not need to be inserted in Fallout's unique file formats. Simple .pcx format is all that is needed and Mr.Fixit does all the pallete conversion for us. At least this is what i understood from the readme.


My goal is to try to somehow enable Mr.Fixit function in Fo1 engine. I am in no way interested in supporting this after the conversion to Fo2 engine.

All I've figured out is that Mr.Fixit system does not need to operate on dude binoculars it can be added to almost anything instead. I just don't think I have the proper scripting skills to do this. My idea was to add Mr.Fixit functionality to scripts like workbenches, tables and desks in the game. I have no idea if it will work. I just hope somebody adds Mr.Fixit code to those scripts and compile them. I could do the betatesting myself if needed.

Don't look at me like I'm a modder or something.. I'm not. I have "0" a.k.a "none" experience in scripting/programing/coding/etc. I'm just a good observer and i usually figure out new ways to adjust current state of things based on my observations.

Mr.Fixit add-on has the potential to bring Hardend Power Armor for party NPC's and some more Turbo Plasma Rifles than just two in the game. Also other things like more super stims ( as supply of normal stimpacks is almost infinite and we have tons of nuka cola and that mutated fruit) etc. sky is the limit.
 
For becnhes, I think it's easier, basically you just need to write proper dialog. Fallout: Nevada does that.
What I was saying, is that eventually (after fo1nfo2 is completed) it will become obsolete, so I'd personnaly better direct the effort where it won't be wasted.
 
You people make it sound as if Fo1 in Fo2 is right around the corner, but it ain't. There's still a million things that need to be dealt with first. :p

Not sure if MrFixit could work with Fo1 at all. One would have to test if the interface script commands and all that jazz are working in Fo1. If that's not the case, no chance to see MrFixit work there.
 
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