Fallout 2 Savegame Editor

Hi vad, thank you for bringing a new version to us, the translation was updated as you can see, i hope you dont mind i have a few suggestions for you regarding your tools:

1 - why not use 7zip x64 to compress it? i reduced the size to 1.04 MB after i inserted the updated translation on it, zip doesnt compress things well.

2 - you could deprecate your 2 tools for fallout 1/2 since the one you did that modifies both works well. ;)

3 - you could upload your tool to other sites since the one you got tend to behave strange and it doesnt support download resume. :/

4 - you could put the links to download your tools on your signature just like i do with the 3 softwares i like, easy and quick and the other modders do this too. ;)
 

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Translation in archive updated.

1 - why not use 7zip x64 to compress it? i reduced the size to 1.04 MB after i inserted the updated translation on it, zip doesnt compress things well.

Because formats other than zip requires to install additional software to unpack. It's common to have archiver that can unpack many formats, but if someone doesn't have one I don't want to force them.

2 - you could deprecate your 2 tools for fallout 1/2 since the one you did that modifies both works well.

Although F1se and F2se are no longer updated, they have features not present in F12se. Most notable is hex editor. I didn't find any free component that can be easily integrated and couldn't write it myself.
Other feature, I'm sure noone knows about, is ability to edit numbers in lists(stats, skills...) without changing focus to "Value" edit box. Backspace resets value to 0 and pressed numbers are appended to current value.

3 - you could upload your tool to other sites since the one you got tend to behave strange and it doesnt support download resume. :/

I'm not satisfied with google sites myself, but couldn't find any better.(Although I wasn't looking for long) I need something:
1. Free.
2. That will work for years with zero efforts from me.
3. Has high bandwidth limit.
4. Where I can make single front page with links to all my archives.

If someone can recommend a free hosting, I will try it.

4 - you could put the links to download your tools on your signature just like i do with the 3 softwares i like, easy and quick and the other modders do this too.

I had links in signature, but I don't write anywhere except this topic, so I do not see much sense in signature.
 
Translation in archive updated.

Nice.

Because formats other than zip requires to install additional software to unpack. It's common to have archiver that can unpack many formats, but if someone doesn't have one I don't want to force them.

I understand, but you can make 7zip to create a .sfx file with ultra compression/lzma 2/compress shared files/solid compression/big dicitonary sizes options enabled to compress BETTER, no additional software needed. ;)

Although F1se and F2se are no longer updated, they have features not present in F12se. Most notable is hex editor. I didn't find any free component that can be easily integrated and couldn't write it myself. Other feature, I'm sure noone knows about, is ability to edit numbers in lists(stats, skills...) without changing focus to "Value" edit box. Backspace resets value to 0 and pressed numbers are appended to current value.

I understand, good point.

I'm not satisfied with google sites myself, but couldn't find any better. (Although I wasn't looking for long) I need something: 1. Free. 2. That will work for years with zero efforts from me. 3. Has high bandwidth limit. 4. Where I can make single front page with links to all my archives.If someone can recommend a free hosting, I will try it.

Good point again, idk if these satisfy all requirements but the download sites indicated on wikia of restoration patch maybe could be useful for you http://falloutmods.wikia.com/wiki/Restoration_Project_bug_reports

I had links in signature, but I don't write anywhere except this topic, so I do not see much sense in signature.

Believe me, it's much better now the links are on your signature. ;)
 
It's an amazing tool, but there's something simple that I miss...

When you edit the S.P.E.C.I.A.L. values, it doesn't reflect on the other values (Critical chance for luck, Melee damage for Strenght, and such).

I know that some may want this, but It's a pain to calculate it manually to input every time... Maybe a checkbox could be added to enable auto-calc for these fields?
 
It's an amazing tool, but there's something simple that I miss...

When you edit the S.P.E.C.I.A.L. values, it doesn't reflect on the other values (Critical chance for luck, Melee damage for Strenght, and such).

I know that some may want this, but It's a pain to calculate it manually to input every time... Maybe a checkbox could be added to enable auto-calc for these fields?

It may look simple, but this feature requires more time and effort than I can afford.
 
I have a question about the highwayman. T-ray's scripting is broken so you only get his initial upgrades if you exit his dialogue as when you re-enter dialogue with him he acts like he doesn't know you. I know the unofficial patch fixes this issue, but I think you have to have the patch running before you complete the quest, and I am past that point. There are 3 additional upgrades you are supposed to be able to get from him, trunk space, batteries and something else, but I cannot seem to find where the value for these upgrades are in the save game editor.

What are the values I need to change to get the fully upgraded highwayman? (sans grav plates of course)

**edit**
It seems I have it partially fixed by setting his quest completion value to 2 instead of 3, it showed that 2 means complete, but for some reason was set at 3. I can now ask if he has batteries, but he tells me to come back next week. This doesn't seem right as he should only offer me batteries if I convinced him that I was from the mob boss, so I still have some tweaking to do...
 
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Hello, do u happen to know if it works for the new fallout resurrection 1.5 ?? im struggling to find something that does for that mod! Thanks in advance
 
I made version that should work with Fallout 1.5: Resurrection. To make it work you will need to override exe and cfg filenames in new settings. Screenshot in attachment.
https://sites.google.com/site/chulancheg/F12seTesting.zip?attredirects=0&d=1
If no bugs will be found, it will become new stable version.
settings.png
 
Um... Hi, this is likely a very dumb question, but...

I'm a Fallout 1 player. None of the stats in f12se will display. Their names are listed only as "*ERROR* Can't find ### in not found file: Text\\game\stat.msg = #".

It still shows how MUCH each value is, but unless I take notes or have my save file opened, I can't tell what each one is.

I'm not sure what I'm doing wrong, but I think it's because I'm using Fallout Fixt. It's really the only mod I'm using.
 
It's an amazing tool, but there's something simple that I miss...

When you edit the S.P.E.C.I.A.L. values, it doesn't reflect on the other values (Critical chance for luck, Melee damage for Strenght, and such).

I know that some may want this, but It's a pain to calculate it manually to input every time... Maybe a checkbox could be added to enable auto-calc for these fields?

Actually, if I can get the problem I posted above fixed, I was planning on making a cheatsheet on what each Derived Statistic would be for each S.P.E.C.I.A.L. stat. :)
 
I'll try to guess. You set Msg directory mode to "Use specified" and left field empty in settings. Change it to "Get from fallout?.cfg" or specify language in text field "english" or other actually used.
 
Oh! That works! Thank you so much!

I'm so sorry about that! I've never modded Fallout 1 or 2 before. I used to own and play the hardcopies back when they were first released. I only re-downloaded them off Steam the other day.
 
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