Fallout 1 utility f2wedit making changes on its own

Sduibek

Creator of Fallout Fixt
Moderator
Modder
Has anyone else encountered this?

If I just scroll through the list of items, f2wedit makes actual changes to the PRO file for about 30 of them.

That's concerning - I have to manually check the files in a hex editor to see what changes it's making, and why is it making changes just when viewing an entry?

Maybe fellow modders have encountered this and would have insight?
 
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I haven't done any modding for over a year, so my memory is a bit fuzzy. A quick guess would be that it's flags.

Aren't Fallout1 pro files a tiny bit smaller because they don't have some of the flags and maybe the editor automatically ads some zeroes to compensate?
Or was that a separate program that did that?
 
I haven't done any modding for over a year, so my memory is a bit fuzzy. A quick guess would be that it's flags.

Aren't Fallout1 pro files a tiny bit smaller because they don't have some of the flags and maybe the editor automatically ads some zeroes to compensate?
Or was that a separate program that did that?
+4/-4 that you're referring to is by another utility
 
Regarding Proto readers and Fixt I had two observations:

When I used Fallout2 ProtoManager v1.1.3
The abilities were scrambled:
Penetrate was displayed as Knockback
Alcoholic as Long Range
Long Range as Accurate
Accurate as Penetrate
Knockback as Power Armor (+30% Rad. resistance)

And another thing: When I used F2wedit or ProtoManager, it is kind of weird how the Holodisks are named. For example Vree's Autopsy is called “Master's Guns” (00000194) and the Regulator Transmission is called F.E.V Ghoul (00000238) and doesn't show up as a holodisk. Is that a possible problem? Especially considering that Holodisks can act weird (sometimes they don't get discarded when read, or I didn't receive the Regulator Transmission from Razor once, and recently receiving it would discard the glow holodisk in my inventory). I added a note to the bug report page.
 
I only used F2 ProtoManager, so can't say.
Anyway, if you want to get to the bottom of this, first thing to do is to isolate a reproducible case, of course.
 
Regarding Proto readers and Fixt I had two observations:

When I used Fallout2 ProtoManager v1.1.3
The abilities were scrambled:
Penetrate was displayed as Knockback
Alcoholic as Long Range
Long Range as Accurate
Accurate as Penetrate
Knockback as Power Armor (+30% Rad. resistance)

And another thing: When I used F2wedit or ProtoManager, it is kind of weird how the Holodisks are named. For example Vree's Autopsy is called “Master's Guns” (00000194) and the Regulator Transmission is called F.E.V Ghoul (00000238) and doesn't show up as a holodisk. Is that a possible problem? Especially considering that Holodisks can act weird (sometimes they don't get discarded when read, or I didn't receive the Regulator Transmission from Razor once, and recently receiving it would discard the glow holodisk in my inventory). I added a note to the bug report page.
This just sounds like a mismatch between my files and vanilla files. It's possible you are using some of mine and some of vanilla, or, ProtoManager might pull some vanilla data while ignoring if the actual files differ.
 
Has anyone else encountered this?

If I just scroll through the list of items, f2wedit makes actual changes to the PRO file for about 30 of them.

That's concerning - I have to manually check the files in a hex editor to see what changes it's making, and why is it making changes just when viewing an entry??

I just tested f2wedit with vanilla Fallout and Fallout2 *.pro files, and didn't notice any changes made by f2wedit to any *.pro file when viewing files in editor.

If you can, send me original files, and files changed by f2wedit when you view them. At now I can't realise what part of code could do it. It will be helpful for make fix.
 
I just tested f2wedit with vanilla Fallout and Fallout2 *.pro files, and didn't notice any changes made by f2wedit to any *.pro file when viewing files in editor.

If you can, send me original files, and files changed by f2wedit when you view them. At now I can't realise what part of code could do it. It will be helpful for make fix.
Thanks for replying! Looks like I was using an older version of the program. @Cubik2k

I will let you know :) EDIT: Good news! Using the most recent version of f2wedit the issue no longer occurs. :clap::cool::cool:

EDIT2: Using f2wedit changes the Modified Date of PRO_ITEM.MSG

EDIT3: f2wedit info said to use "extract all FRMs" option to increase performance - does that overwrite the FRM if it already exists?

EDIT4: Looks like for for critter/armor art it's still extracting then deleting the art (ending *AA) every single time you select the item. Why not just extract once and not delete it? Seems a lot of unnecessary writes and deletes. Also (as above) what if I had a custom version of that file?

Code:
HAROBEAA.FRM
Added
133.55 KB

HAROBEAA.FRM
Deleted
133.55 KB

HFLTHRAA.FRM
Added
137.91 KB

HAPOWRAA.FRM
Added
191.89 KB

HAPOWRAA.FRM
Deleted
191.89 KB

HAPOWRAA.FRM
Added
191.89 KB
 
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EDIT2: Using f2wedit changes the Modified Date of PRO_ITEM.MSG

EDIT3: f2wedit info said to use "extract all FRMs" option to increase performance - does that overwrite the FRM if it already exists?

EDIT4: Looks like for for critter/armor art it's still extracting then deleting the art (ending *AA) every single time you select the item. Why not just extract once and not delete it? Seems a lot of unnecessary writes and deletes. Also (as above) what if I had a custom version of that file?

F2wedit was coded in very past time. I forgot a lot how I did it, and analyse the code is a little hard now. But I try fix that bugs.
 
EDIT3: f2wedit info said to use "extract all FRMs" option to increase performance - does that overwrite the FRM if it already exists?


"Extract all FRMs" doesn't overwrite custom existed FRM files.


EDIT4: Looks like for for critter/armor art it's still extracting then deleting the art (ending *AA) every single time you select the item. Why not just extract once and not delete it? Seems a lot of unnecessary writes and deletes. Also (as above) what if I had a custom version of that file?


Custom and/or exists critter/armor art files will not be deleted. Only not existed art is unpacked from *.dat file, then loaded to program and after this immediatelly deleted. This is for not make "trash" in game directories with vanilla files (which are not modded, changed or custom etc.).
 
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"Extract all FRMs" doesn't overwrite custom existed FRM files.





Custom and/or exists critter/armor art files will not be deleted. Only not existed art is unpacked from *.dat file, then loaded to program and after this immediatelly deleted. This is for not make "trash" in game directories with vanilla files (which are not modded, changed or custom etc.).
Awesome thank you @Cubik2k! You're the best
 
@Muttie Just following up about the holodisks and item names - holodisk bugs are fixed in next Fixt release :)

As for the item names, Fallout1 engine only allows 255 item entries, so items which were only a specific holodisk purpose (like Vree's as you mentioned) now just use generic Holodisk item #58 and the script for the original "custom holodisk" to free up that item slot.

Next release fixes bugs with not getting holodisks, holodisks not getting removed, and holodisk- related crashes.
 
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