Fallout 2 mod Fallout 1 in Fallout 2

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Btw. @Continuum you don't have to rename everything to NodeXXX - as far as I am aware, it's only named like this in Fo2 because of their dialog tool. Personally I don't really see a point in doing that on every script, as it - just like in the case of Nicole - now makes it a lot harder to compare to the vanilla Fo1 decompiled scripts.


Anyway. This is mostly what happened the past days:
  • Another round of code cleanup ...
  • ... A fuckton, actually. We replaced lots of raw stuff with defines.
  • Fixed: Vats / Master endgame slide order.
  • Improvements to Lorenzo dialog (Hub money lender). At least one day has to pass now before player can repay his loan.
  • Fixed: Rhombus triggering his own door.
  • Adjusted: Vree shows player the library terminal a bit quicker now.
  • Fixed: The eyebots near The Master are now in The Master's team.
  • Adjusted: The technicians in The Master's lair will now react to an undisguised player (otherwise you can just walk past everything no matter what... no).
  • Fixed: Morpheus wasn't teleporting the player to the Master's Lair.
  • Fixed: Flip at Mariposa wasn't teleporting the player to Lou.
  • Fixed: Critter combat floats (rats won't speak anymore, etc.)
  • Fixed: Shady Sands scorpions will disappear once the cave entrance has been collapsed.
  • Fixed: Holodisk from Mrs. bookstore in the Hub.
  • Fixed: Necropolis entrance points, resting function and generally the location.
  • Fixed: Cathedral shop guy not bartering if dude wears a robe.
  • Fixed: Can't get unlimited water chips anymore from necropolis computer.
  • Fixed: If the player destroys vats or cathedral before returning the water chip, the overseer will assign the still missing quest (destroy x/y).
  • Fixed: Necropolis encounter ghouls are called "Zombie Guard" now, like in Fo1.
  • Fixed: BoS encounter dudes will wield their weapons now.
  • Fixed: Townmap entry points for the cathedral location (entrance / interior).
  • Added: Cathedral main doors will make a sound when using them.
  • Added: BoS and FoA invading forces can be pushed out of the way now.
  • Fixed: Party members are hidden now in the endgame sequence.
  • Fixed: Rhombus' door will now close itself on map enter (was stuck).
  • Added: Explosive-check to doors, so they can't be destroyed anymore with fists.
  • Fixed: V13 EW door had wrong proto flags.
  • Fixed: All maps have sfx defined now (dogs barking, wind blowing, vultures, etc).
  • ... and even more code cleanup.
There's probably more, but it's not really worth mentioning. Primary focus really is doing some more code cleanup at this point. Besides, it's kinda fun, so...

PS: Still not ready for an alpha release yet, though. Sorry. Hope it'll happens soonish.

PPS: There is no pointing in porting Fo1 to Fo2 if we aren't using its engine features, so I took the one or other thing from my Fo2 mod and implemented it. As before, everything is optional and can be disabled.
sAKrk9w.png
 
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Btw. @Continuum you don't have to rename everything to NodeXXX - as far as I am aware, it's only named like this in Fo2 because of their dialog tool. Personally I don't really see a point in doing that on every script, as it - just like in the case of Nicole - now makes it a lot harder to compare to the vanilla Fo1 decompiled scripts.


Anyway. This is mostly what happened the past days:
  • Another round of code cleanup ...
  • ... A fuckton, actually. We replaced lots of raw stuff with defines.
  • Fixed: Vats / Master endgame slide order.
  • Improvements to Lorenzo dialog (Hub money lender). At least one day has to pass now before player can repay his loan.
  • Fixed: Rhombus triggering his own door.
  • Adjusted: Vree shows player the library terminal a bit quicker now.
  • Fixed: The eyebots near The Master are now in The Master's team.
  • Adjusted: The technicians in The Master's lair will now react to an undisguised player (otherwise you can just walk past everything no matter what... no).
  • Fixed: Morpheus wasn't teleporting the player to the Master's Lair.
  • Fixed: Flip at Mariposa wasn't teleporting the player to Lou.
  • Fixed: Critter combat floats (rats won't speak anymore, etc.)
  • Fixed: Shady Sands scorpions will disappear once the cave entrance has been collapsed.
  • Fixed: Holodisk from Mrs. bookstore in the Hub.
  • Fixed: Necropolis entrance points, resting function and generally the location.
  • Fixed: Cathedral shop guy not bartering if dude wears a robe.
  • Fixed: Can't get unlimited water chips anymore from necropolis computer.
  • Fixed: If the player destroys vats or cathedral before returning the water chip, the overseer will assign the still missing quest (destroy x/y).
  • Fixed: Necropolis encounter ghouls are called "Zombie Guard" now, like in Fo1.
  • Fixed: BoS encounter dudes will wield their weapons now.
  • Fixed: Townmap entry points for the cathedral location (entrance / interior).
  • Added: Cathedral main doors will make a sound when using them.
  • Added: BoS and FoA invading forces can be pushed out of the way now.
  • Fixed: Party members are hidden now in the endgame sequence.
  • Fixed: Rhombus' door will now close itself on map enter (was stuck).
  • Added: Explosive-check to doors, so they can't be destroyed anymore with fists.
  • Fixed: V13 EW door had wrong proto flags.
  • Fixed: All maps have sfx defined now (dogs barking, wind blowing, vultures, etc).
  • ... and even more code cleanup.
There's probably more, but it's not really worth mentioning. Primary focus really is doing some more code cleanup at this point. Besides, it's kinda fun, so...

PS: Still not ready for an alpha release yet, though. Sorry. Hope it'll happens soonish.

PPS: There is no pointing in porting Fo1 to Fo2 if we aren't using its engine features, so I took the one or other thing from my Fo2 mod and implemented it. As before, everything is optional and can be disabled.
sAKrk9w.png

How far do you feel you are from Alpha release? Sounds like there isn't many major bugs. But then I suppose you have mainly listed what you have fixed than what is still not working.

Excited to give it a go and see how it works though.
 
Hard to say, but it's certainly not months.
I wanted to wrap up a package already, but there's always something new we're finding, and I feel like it'll be better to fix that first. Even the tiny stuff can get super annoying. /Edit: What I can say is that it won't be within the next 5 days, as I will not be at home.

Btw. I never realized how few pipboy quest entries there are in Fo1. The message file lists everything, but in the actual game you mostly get nothing. Boneyard for example only has one marked quest... Guess some day in the future I will throw in a couple new gvars and add the missing quest entries to everything.
 
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Hard to say, but it's certainly not months.
I wanted to wrap up a package already, but there's always something new we're finding, and I feel like it'll be better to fix that first. Even the tiny stuff can get super annoying. /Edit: What I can say is that it won't be within the next 5 days, as I will not be at home.

Btw. I never realized how few pipboy quest entries there are in Fo1. The message file lists everything, but in the actual game you mostly get nothing. Boneyard for example only has one marked quest... Guess some day in the future I will throw in a couple new gvars and add the missing quest entries to everything.

Will be nice to finally have the quests listed properly. Good work once again!
 
@Lexx man you rock!
I was toying with idea of trying to make this work after UP/RP updates, but they turned out not that easy. 2 months, and packaging issues still haunt me. Goes to show that entire source, including the packaging scripts, should be open sourced. Not just game scripts.

One thing I'd like to note it I personally am interested in playing FO1 story in FO2 engine. Arbitrary stuff listed in the engine conversion topic (like 0-200 skill scale without negative feedback, level 21 limit, old perks - friendly foe, etc, dotted line when traveling) is something that I find irrelevant at best and detriment at worst. I think these bells and whistles can always be added later.
 
Don't think dotted line on worldmap travel will ever be there. Of course I'd love someone to prove me wrong here. I'm really missing that in Fo2.

Stuff like the skills etc. is easy to do and already in. I even went through the perks list and tweaked the stats to more closely match Fo1 (holy fuck, some perks are broken, overpowered, and / or beyond useless). At the same time I kept all Fo2 perks in, because... why not.

Other than that I agree that there is no point in porting Fo1 to Fo2 if Fo2's engine features won't be used. Ultimately I want this project to be something like a base to start new shit. Like, if someone wants to upp the level cap to 99 and whatever, even though it technically makes no sense (Fo1 doesn't have that much content), then folks can go for it. Be wild and creative.
That's also why I've added the vehicle as well. It's optional, it doesn't make much sense within Fo1, but it's (more or less) easy to do and thus, why not.
 
We are at revision 400+ now. Rough status update, unsorted, not polished, and barely read over:
  • More code cleanup. It's so much, I don't even remember what we worked on in detail.
  • Fixes to Fallout 2 styled town reputation (it's just numbers in the character screen right now - other than that it has no effect).
  • Various new crash fixes.
  • Huge caravan job overhaul: It's using Fo2's caravan system now, while still looking like in Fo1. Offers more flexibility for possible future changes (more unique caravan company looks, etc). This was a lot (and painful) work. I'm very happy to be done with that for now... but I fear that it is going to haunt me more later.
  • Fixed: Junktown gambler will not attack the player anymore after killing Killian.
  • Fixed: Stupid caravan cow suiciding against the first person who touches it.
  • Tried to improve the main menu somewhat (reduxing shitty pixel, graphic cleanup, etc)
  • Added: Fo1 barter interface graphic.
  • Fixed: Missing systolic motivator question after talking to Michael once before.
  • Added: Destroying the Vats and Master now won't automatically end the game if the water chip wasn't brought back yet. The game will keep going on. Once the player has the water chip and brings it back to the overseer, the game will end as usual.
  • Fixed: A typo causing Elder of the Cathedral give invalid response in a dialog node.
  • Fixed: Broken dialog of atom bomb supermutants.
  • Fixed: Cathedral stairs / teleport hex.
  • Added: New (optional) "destroy armor on death" mod. Deleted all of the old Fixt armor destroy code.
  • Fixed: Empty encounters.
  • Added: Special encounters to the game. Currently with 1% chance. No stat conditions, etc.
  • Fixed: Fixt bug with COLATRUK (without fortune finder, it was always spawning 0 caps).
  • Fixed: Getting kicked out by Maxson now correctly disables all town/world entry points.
  • Fixed: Junktown boxing ring works now (was a vanilla bug that existed till today??).
  • Added: Fallout 2's pooping Brahmin, hehe.
  • Added: Junktown trophy "skill use workaround" (just use science or repair to take the urn.... it's shit, but I can't help it. Just imagine you scientifically steal it or repair it into your possession or whatever.)
  • Fixed: Hub supermutant holodisk related crash.
  • Disabled "You encounter: ..." message when getting into an encounter.
  • Removed Fixt critter radiation code. This should be done via hook script.
  • Added: Combat Leather Jacket to Beth in the Hub, because why not. (Unlike the other new armors, it fits right into the place, imo. Might add a toggle for such stuff in the future.)
  • Fixed: Beth's wrong team ID (Crimson Caravan instead of Far-Go).
  • Removed "empty flask" item from encounter script. Fixt addition, doesn't exist in Fo1 vanilla.
  • Fixed: Some items had wrong graphics. Reverted to Fo2 default.
  • Removed the wrongly placed Vault 13 locker that also wasn't present in Fo1 vanilla. It annoyed me already in Fixt.
  • Fixed: Necropolis invasion timer after killing the watershed mutants.
  • Fixed: Bugs related to the vehicle.
  • Added: "is the water pump fixed?" check to using skills on the Necropolis water pump to show the correct message log entry.
  • Fixed: Random weapon assignment to invasion mutants.
  • Added: Leaving a party member in a town that then will be invaded... kills the party member.
  • More script cleanup, especially related to the latest .h definition changes.

... That's all for now, I guess.

Tried to pack a new *.dat file for a future release, but for some reason the game won't read it. No idea what's causing the issue, as the folder structure is the same as in other *.dat files. Neither as sfall mod file, nor as patch000.dat it gets recognized. Maybe it somehow gets corrupted by files that shouldn't be in there? I have no idea...

KClXyzt.png

Funny how Fo2's APA completely breaks the game. The huge stat boost will make almost any monster flee from the player. :>

PS: This was just some cheated fun. The armor won't be available in the game "as is".
 
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IRRC... If the player manages to survive the Regulator battle, and manages to keep Zimmerman alive through the fight... the town goes hostile; including Zimmerman.
 
Boy that was a can of worms. Thought it'd be an easy fix, as I've fiddled with the Blades invasion already once before, but it turned out the "Blades moving into Adytum"-scene was *still* broken. I've punched in some temporary workarounds to make it work (the game keeps forgetting the critter pointers, likely because they are temporary variables). Probably going to rewrite this some day in the future, once I get the necessary motivation.

Everything worked now in my tests. To my surprise, in the last battle, the Regulators managed to kill 3 Blades. I don't remember having seen that ever before.

Not sure right now, but I guess this another Fixt bug? Could swear I never had these issues 15 years ago in Fo1 vanilla / teamX.
 
We are two people - Wipe and me. Worked on FOnline and FOnline 2238 before, as well as a few other things.

As a base we are using the latest Fixt source I could find. This is what allows us to progress reasonably fast - all the groundwork is already set. We're just fixing it, and adding in the missing bits.


That is possible. By default I have it disabled, but reenabling this is a non-issue (editing draw.ini file).


As Fixt is being used as base, most of that stuff is already in. HOWEVER, I keep the liberty to remove the stuff I loath. If the code is garbage or it triggers any other weird feelings in me... I'll throw it out.


Actually yes, I do have some plans. Nothing super fancy though, and it will be optional.

In any case, keep in mind that this mod will never be a 1:1 Fallout 1 copy. If you want to play the real deal, you will have to pick up the original. With the latest Sfall for Fo1, it runs as good as Fo2 so this shouldn't be a problem.


Yes, that is very much possible. I won't do it and I won't add it to the package (I like the original look), but as a separate mod it is easy to do.
If you have an xp-dev account, you can already download the work in progress version from the link in the first post.


Hi Lexx, I made an account but I'm struggling to see how I can download it? Seems to only make an account for your own project or do you need to give me access once I've made an account?
 
Actually I'm not sure right now if you need an account. In any case you require something like TortoiseSVN to download the repository.


In other news, I tried toying around a bit with the "Tell me about" function and here is my current conclusion. Basically three issues are stopping it already before I could even begin to investigate deeper:

1. create_window isn't shown over the "reply" and "option" window of the active dialog screen.
2. create_window has no transparent background, which is partly required for the buttons. Not sure if this can be workarounded with the new draw_image() command (I guess not, because it's not related to buttons?)
3. Window rounding fucks up precise placement again. I'm 100% sure there was an sfall function to disable window rounding, but I can't find anything about it right now.

So, tl;dr - meh...
 
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Actually I'm not sure right now if you need an account. In any case you require something like TortoiseSVN to download the repository.


In other news, I tried toying around a bit with the "Tell me about" function and here is my current conclusion. Basically three issues are stopping it already before I could even begin to investigate deeper:

1. create_window isn't shown over the "reply" and "option" window of the active dialog screen.
2. create_window has no transparent background, which is partly required for the buttons. Not sure if this can be workarounded with the new draw_image() command (I guess not, because it's not related to buttons?)
3. Window rounding fucks up precise placement again. I'm 100% sure there was an sfall function to disable window rounding, but I can't find anything about it right now.

So, tl;dr - meh...

Yeah, didn't actually need an account but TortoiseSVN did work and was actually really easy to use. For anyone else wanting to know how to download from the link on the first page, the instructions are as follows using TortoiseSVN:
  • Go to Windows Explorer (hit WIN+E or right-click on the Start button and click Explore), and create a new folder in a location of your choice. You may want to name it something like "MediaWiki Repository."
  • Right click on that folder and TortoiseSVN -> Create repository here.
  • Right click on that folder again and click SVN Checkout; DO NOT CLICK "IMPORT".
  • For the "URL of repository," put https://xp-dev.com/svn/Fo1Port/
  • The checkout directory should automatically populate to the subfolder of your repository folder.
  • Click OK.
It'll take a really long time to download and creates another folder (or at least it did for me) with the folder name you chose plus the letters 'wc' on the end so if you made one called 'test' it will make a folder called 'testwc' where the files will be. I think it takes ages as it downloads the files pretty much one by one.
 
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Yes, xp-dev has terrible downspeed, but I still had free space there and I hate the github gui, so lazy me decided to just drop it there. Honestly, I didn't even expected to work on it longer than a week or so. Now it's over a month already, huh.

PS: Remember to set the proto folder read only, otherwise Fo2 will delete the files. Also you will have to extract Fo1 files from the master.dat - the repo has a lot, but not all files necessary to run the game.
 
Yes, xp-dev has terrible downspeed, but I still had free space there and I hate the github gui, so lazy me decided to just drop it there. Honestly, I didn't even expected to work on it longer than a week or so. Now it's over a month already, huh.

PS: Remember to set the proto folder read only, otherwise Fo2 will delete the files. Also you will have to extract Fo1 files from the master.dat - the repo has a lot, but not all files necessary to run the game.

Thanks just redownloading fallout 1 & 2 to try it out. I'm sure I'll run into a bug or two but would be fun to see if it works from start to finish. Do you want to know if I find any bugs?

For some reason I get a run time error after the clip of the overseer saying the following:

EDIT: All works fine except the buttons are all in the wrong place, but that's probably something I set up wrong myself. I'll have a look and see if I can get it to work when I get back.
 
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If the main menu buttons are in the wrong place, it might be related to the f2_res.ini and / or your resolution. If you use default resolution settings then everything should be working fine. If not, something else is at fault here.

I just finished the game again myself. Fixed some more bugs in the meantime. Generally we finished the game about 5 or more times now without any big issues. Doesn't mean there aren't any issues, it's just that they usually don't destroy the whole game.


/Edit: Bugs I know of the top of my head:
- Using aimed shots at "unhelmeted bos critters" won't show the human target image. - fixed
- Some critters produce " ." in combat log. No idea what's going on here... maybe issues with crit tables? Haven't investigated much into it yet. - probably fixed now as well.
- Party members still don't have their ai shit setup correctly. Wasn't in the mood for that yet.
 
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Sounds like it's mostly working now. However, I keep doing something wrong with the install or something.

Keep getting an error which says

'The instruction at 023e24d6 referenced memory at 0000003
The memory could not be written

Click on Ok to terminate the application'

Fade time is 93
Fade steps are 451
Fade time is 63
Fade steps are 666
Chi squared is 33.676004, P = 36.420000 at 0.05
Sequence is random, 951onfidence.
>partyMember_init Initializing sound system...soundInit: Setting primary buffer to: 16 bit, 2 channels, 22050 rate
soundInit: Primary buffer settings set to: 16 bit, 2 channels, 22050 rate
success.
Reading SNDLIST.LST Sound FX Count: 1362
Sounds are on.
Music is on.
Speech is on.
>gsound_init >initMovie >gmovie_init >moviefx_init >art_init >tile_init >obj_init >cycle_init
** String not found @ getmsg(), MESSAGE.C **
** String not found @ getmsg(), MESSAGE.C **
** String not found @ getmsg(), MESSAGE.C **
** String not found @ getmsg(), MESSAGE.C **
** String not found @ getmsg(), MESSAGE.C **
>intface_init >iso_init >gmouse_init >proto_init >anim_init >scr_init >game_load_info >scr_game_init
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !>wmWorldMap_init >CharEditInit >pip_init >InitLoadSave >gdialog_init >combat_init >automap_init >message_init >message_load >scr_disable >init_options_menu
>endgameDeathEndingInit
Playing movie: iplogo.mve
Buffered not scaled
Movie aborted
Frames 4, dropped 0
Playing movie: intro.mve
Opening subtitle file text\english\cuts\intro.SVE
Read 26 subtitles
Buffered not scaled
Movie aborted
Frames 3, dropped 0
Playing movie: blank.mve
Buffered not scaled
Frames 1, dropped 0
Loading background sound file 07desert.ACM... finding background sound by copy playing succeeded.
Loading sound file nmselec0.ACM...succeeded.
Loading sound file nmselec1.ACM...succeeded.
Fade time is 78
Fade steps are 538
Loading sound file ib1p1xx1.ACM...succeeded.
Loading sound file ib1lu1x1.ACM...succeeded.
Playing movie: ovrintro.mve
Opening subtitle file text\english\cuts\ovrintro.SVE
Read 20 subtitles
Buffered not scaled
Movie aborted
Frames 9, dropped 0
Loading background sound file wind2.ACM... finding background sound in 2nd path playing succeeded.
OVERRIDE_MAP_START: x: 90, y: 88
mark_on_map(0)
mark_on_map(1)Loading sound file monitor.ACM...succeeded.
Never before have you seen a natural darkness like this one. It almost looks unnatural to you.
[Party Member 0]: Maxwell

[Party Members]:
Total Critter Count: 21
Loading background sound file 13carvrn.ACM... finding background sound by copy playing succeeded.
Loading sound file monitor.ACM...succeeded.
Loading sound file monitor.ACM...succeeded.
Loading sound file IOCNTNR0.ACM...failed.
Loading sound file ib1p1xx1.ACM...succeeded.
Loading sound file ib1lu1x1.ACM...succeeded.
Loading sound file ib1p1xx1.ACM...succeeded.
Loading sound file ib1lu1x1.ACM...succeeded.
Loading sound file monitor.ACM...succeeded.
Loading sound file HMJMPSAA.ACM...tyring HMXXXXAA.ACM succeeded (with alias).
Memory header stomped.
Memory footer stomped.
Memory header stomped.
Memory footer stomped.
Memory header stomped.
Memory footer stomped.
Memory header stomped.
Memory footer stomped.

I keep getting this very soon after moving off. Also I only get the buttons in the wrong place if I search a body like the first one, the red button and take all are quite far off. If I play vanilla fallout 2 with HD resolution patch (I assume the same one you are using) it works fine though. Menu looks correct now though after reinstalling the mod. Seems to struggle to find this file called 'IOCNTNRO.ACM' which isn't in the fallout 1 master file or your download files as far as I can see, though the main problem is it keeps coming up with this memory error.
 
Can you make screenshots? I thought you meant the main menu buttons and not actual ingame buttons. If buttons ingame are wrong, you installed the mod wrong.

Did you extract the sounds/sfx/ folder from the Fo1 master.dat? If so, delete it and only use the files from the repository.

Just to be clear: You still need the Fo2 master.dat and critter.dat file in the folder pointed out by the "master.dat and critter.dat must be placed here.txt". If you drag&drop Fallout 1's files in there, it is not going to work.


PS: This is exactly the reason why there is no "official" release yet. :>
 
Can you make screenshots? I thought you meant the main menu buttons and not actual ingame buttons. If buttons ingame are wrong, you installed the mod wrong.

Did you extract the sounds/sfx/ folder from the Fo1 master.dat? If so, delete it and only use the files from the repository.

Just to be clear: You still need the Fo2 master.dat and critter.dat file in the folder pointed out by the "master.dat and critter.dat must be placed here.txt". If you drag&drop Fallout 1's files in there, it is not going to work.


PS: This is exactly the reason why there is no "official" release yet. :>

upload_2019-8-16_20-2-37.png


This is what it looks like. The game crashes very quickly after this point.

Wierdly enough if I run the mapper and then make it put me in the game then everything works correctly.
 
You extracted too many Fallout 1 files. Extract only these and try again:

data/art/heads/
data/sound/speech/

The dev/repo mod version should work with that. The crashes you are experiencing are due to conflicts between Fo1 and Fo2 files.
I'll write a better readme file later.
 
You extracted too many Fallout 1 files. Extract only these and try again:

data/art/heads/
data/sound/speech/

The dev/repo mod version should work with that. The crashes you are experiencing are due to conflicts between Fo1 and Fo2 files.
I'll write a better readme file later.

I definitely had too many conflicts, the game was lagging also. I sort of just chucked the Fallout1Port under the fallout 2 directly which is a bad idea I think. I only took the data/art and data/sound this time also which probably helped also.

Did a clean reinstall and it works now, though I think some of the music is missing? Though I've copied these over direct from fallout 1 and now all the music works. I still have the problem with the opening container as shown in the screenshot above. I'm running on a 1920 x 1080 so it's not like I've picked an odd resolution either.

I also get an error with all the party members, well Ian & dogmeat so far. They have the wrong lines in the combat options like 'Never' in their weapon preference as the default option and then 'error' in the last two. Also if I try to look at them with the binoculars the game crash and produce memory error.

Another funny bug, I got the crashed alien ship twice, second time it had no alien blaster, I guess because I had already taken it and still loads up the same map just different location. Pretty sure you normally only get it once.

I killed the master but the cathedral didn't explode? Also his death animation didn't play and he just became dead. Also I killed him with a shot to they eye on the critical table without him loosing his last hit points, maybe he had lost only half. I'm pretty sure that isn't usually possible?
 
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