Editing npc in Fallout 1

I assume you mean ' How do I unpack the contents from the Fallout 1 Master.dat?' Well, there is a program called Klingon Academy Mini-Datman(or something).
 
Eventually it turned out to be easier then it seemed: just placing edited *.pro critter file in the /data/proto/crtitters dir affects the NPC even in the saved game. Thx dud_obj :)
 
Fo 1 critters pro

Hi

I trying to FUCK up the FO1 critters pro files. does there exist a list about what critter uses what pro file ?... Just like pro_crit list that is included in the FUCK program. I searched the forum but couldnt find anything.

Also i had a question. Im useing the 4bytes file and resize.bat to add the 4 bytes to the pro files. But how do I subtract the 4bytes again to let FO1 read them ?

hope anyone can help me.

Tnx
 
Re: Fo 1 critters pro

Oracle said:
I trying to FUCK up the FO1 critters pro files. does there exist a list about what critter uses what pro file ?... Just like pro_crit list that is included in the FUCK program.

You need to get the pro_crit from the Fallout Master.dat file. There are nifty utilities to do this.

Merged with existing topic on subject.
 
Re: Fo 1 critters pro

Oracle said:
But how do I subtract the 4bytes again to let FO1 read them ?

You don't need to do that. FO1 will read the files even if they have that extra 4 bytes.
 
Re: Fo 1 critters pro

tf9 said:
Oracle said:
But how do I subtract the 4bytes again to let FO1 read them ?

You don't need to do that. FO1 will read the files even if they have that extra 4 bytes.

Oh i didnt knew that. Thanks for the help :)
 
dude_obj said:
Well this is annoying but ... I found that if I change critter stats in protos, it does not appy to critters that are already placed on maps.

The way I applied those changes in FO2 was to turn on "save as text" in the mapper2.cfg like this:

save_text_maps=1

Then open the map and save it ... the save does a normal save of the .map and also makes a .txt version. It also seems to update the critters on the maps with any new proto values.

I have not tried this with FO1 though, so I'm not sure it will work, but its worth a try. So put the changed proto file \Fallout\data\proto\critters and change the mapper2.cfg as described above. Open the map where dogmeat is (one of the junktown maps), and do a save. It should say map saved, then a short while later it will say map saved --text.

Hopefully that will work (it works for FO2).

Doesn't seem to work for me:
I have F02 1.02d; some savegame.
I've edit with FUCK some critter (k-9 this time), saved the file in data/proto/critters in FO2 folder. Then I ran mapper2 opened navvaro.map saved it (map saved --text)... And nothing happens - k-9 still has default stats. What 've I done wrong?
 
It works for me every time. I have boosted the HP for all critters in FO2. Have done many rebuilds this way. Are you sure that your mapper2.cfg points to the right master_patches directory? If you look at the critter in the mapper, does it have the extra hit points? After you save the map, is there a .txt version in the maps directory (that would indicate that it adjusted the critters). Also, are you sure you're not looking at map that was in a save game? Also, there are multiple K-9 protos, make sure you are looking at the right one.
 
let's clearify few points then:

1) master_patches is set to Fallout2\data folder ?
2) i've been editing proto #471 named "K-9 (base)"
3) How do I check critter stats(like HP and other) in mapper?
 
let's clearify few points then:1) master_patches is set to Fallout2\data folder

Yes and I assume master_patches and critter_patches are set the same in mapper2.cfg as they are in fallout2.cfg

How do I check critter stats(like HP and other) in mapper?

Find K-9 on the critter selector bar and click on Edit. That puts you in the critter prototype editor. Click on advanced and look at the hit points. Mine says this for K-9: Hit Points 30/254. That means he actually has 254 hit points (as you can see I boosted him a lot). When I do the map save (with save_text_maps=1) he actually does have 254 hp in the game.

Its confusing because there is base + bonus hit points = total. The base amount will change if you change some STATS like endurance. In my example, I gave him 217 Bonus HP. I doubled the HP for all critters, but I have more powerful weapons in the game now, so far it seems to be a good balance (beta to be released very soon).

EDIT: Btw, fuck couldn't open some of the critters, while the mapper was able to open and edit them all. Fuck is buggy. Fuck it LOL
 
No idea why, but mapper tells that K-9 has 127 HP (though I've set to 275)... Trying to change this value in mapper brings a error msg: Not able to change prototype from here (smth like that)... uff
 
tf9 said:
No idea why, but mapper tells that K-9 has 127 HP (though I've set to 275)... Trying to change this value in mapper brings a error msg: Not able to change prototype from here (smth like that)... uff

You need to have this in mapper2.cfg
librarian=1

And you need to have the \Fallout2\dev\proto directories. See this:
http://modguide.nma-fallout.com/#AreaMap006

Also, if you put modified protos in \Fallout2\data they will probably be deleted by the game engine unless they are made read-only. See these:

http://modguide.nma-fallout.com/#AreaMap007
http://modguide.nma-fallout.com/#AreaMap005
 
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