Fallout 2 Savegame Editor

I get the following error, after game crushes when i equip the 10mm i added using it:

The instruction at 004f3bda referenced memory at 00000098
The memory could not be overwritten
 
OK does anyone know which variables in the editor control companion stages (Which stage they are at)?. Trying to figure out why dogmeat appears to be back to his base stats of 128 hp.
As was answered in another thread: Follower's current level is defined by *.pro file in savegame directory. Game engine change levels by replacing files. Exact mechanic is unknow for me.

I get the following error, after game crushes when i equip the 10mm i added using it:

The instruction at 004f3bda referenced memory at 00000098
The memory could not be overwritten
If you are using pistol before finishing temple of trials, then game crashes because tribals do not have animations for using firearm weapons. If you finished temple, then game crashes because I fill unknown values with zeros, during item creation. That is why I do not recomend to create items in readme.
 
As was answered in another thread: Follower's current level is defined by *.pro file in savegame directory. Game engine change levels by replacing files. Exact mechanic is unknow for me.


If you are using pistol before finishing temple of trials, then game crashes because tribals do not have animations for using firearm weapons. If you finished temple, then game crashes because I fill unknown values with zeros, during item creation. That is why I do not recomend to create items in readme.
Thanks for the reply. I could succesfully change my spear to a 10mm pistol.
 
Noticed some minor issues when I was translating F12se to Chinese:
1. The items in "Worldmap state" drop list don't use their corresponding strings but their item names (worldmapStateX).

2. The description for item offset 0x28: "... 0x01000000 indicates the item is held in the right hand, 0x02000000 - in the left hand ..." seems incorrect after some testing. Actually the item in the right hand slot (ITEM2) has bitfield of 0x02000000, and in the left hand slot (ITEM1) has 0x01000000.

Not sure if this can be solved easily: F12se has problem reading Chinese Big5/MS950 encoding .msg files (there's an official Chinese version of Fallout 2 released in 1999). Because it seems reading characters byte by byte and Chinese is a multi-byte character set, certain Chinese characters containing 7B (ASCII '{' ) or 7D (ASCII '}' ) byte will cause ERROR Invalid integer key in the log, and some strings from msg files are cut-off or not displayed in F12se.
 
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I will take a look. Adding multi-byte character encoding support looks not hard, but time consuming.
 
err.jpg

Подробнее в посте > http://www.nma-fallout.com/threads/fallout-2-savegame-editor.185130/page-13#post-4189935
 
Noticed some minor issues when I was translating F12se to Chinese:
1. The items in "Worldmap state" drop list don't use their corresponding strings but their item names (worldmapStateX).
Fixed.

2. The description for item offset 0x28: "... 0x01000000 indicates the item is held in the right hand, 0x02000000 - in the left hand ..." seems incorrect after some testing. Actually the item in the right hand slot (ITEM2) has bitfield of 0x02000000, and in the left hand slot (ITEM1) has 0x01000000.
I renamed them to first and second item slots.

Not sure if this can be solved easily: F12se has problem reading Chinese Big5/MS950 encoding .msg files (there's an official Chinese version of Fallout 2 released in 1999). Because it seems reading characters byte by byte and Chinese is a multi-byte character set, certain Chinese characters containing 7B (ASCII '{' ) or 7D (ASCII '}' ) byte will cause ERROR Invalid integer key in the log, and some strings from msg files are cut-off or not displayed in F12se.
Version for testing is ready. Now content of msg files is converted to unicode before parsing. If language is set to "cht" in fallout2.cfg then big5(Code page 950) is used, if "chs" then gb2312(Code page 936), otherwise system default Windows ANSI code page.

Текстового описания формата я не видел, код из репозитория для внешнего использования не предназначен, остаётся медленно и печально читать исходники sfall. Если выложишь проблемный sfallgv.sav проверить исправление загрузки будет проще. Или скажи какой мод использует эти возможности.
 
Текстового описания формата я не видел, код из репозитория для внешнего использования не предназначен, остаётся медленно и печально читать исходники sfall. Если выложишь проблемный sfallgv.sav проверить исправление загрузки будет проще. Или скажи какой мод использует эти возможности.
Описалово формата у фобоса в теме файл есть "010 Editor" https://yadi.sk/d/EZkjoIQYdBvYK
Мод - ну тут попробуй использовать "example_mods" из модерского sfall пака мод из папки Traits.
 
Version for testing is ready. Now content of msg files is converted to unicode before parsing. If language is set to "cht" in fallout2.cfg then big5(Code page 950) is used, if "chs" then gb2312(Code page 936), otherwise system default Windows ANSI code page.
Wow, thanks! I tested it with Trad. Chinese msg files, and it works pretty well on my system. :D
Should I send you my translated .lng file?

The only thing it lacks is the auto-correction for perks if using with official exe (official Chinese version has a specially modified exe to support displaying characters and some bizarre UI changes), but the auto-correction works with the "re-localized" exe based on US 1.02d (for supporting sfall, else it's useless to translate RP to Chinese), so it's already good enough for me.
 
Описалово формата у фобоса в теме файл есть "010 Editor" https://yadi.sk/d/EZkjoIQYdBvYK
Мод - ну тут попробуй использовать "example_mods" из модерского sfall пака мод из папки Traits.
Пока эти возможности не будут использоваться в модах, я наверно буду лениться делать поддержку редактирования. Но вылет при загрузке исправлю.
I am going to only fix crash. There are no mods that use these sfall features, so I do not plan to add editing support.

Wow, thanks! I tested it with Trad. Chinese msg files, and it works pretty well on my system. :D
Should I send you my translated .lng file?

The only thing it lacks is the auto-correction for perks if using with official exe (official Chinese version has a specially modified exe to support displaying characters and some bizarre UI changes), but the auto-correction works with the "re-localized" exe based on US 1.02d (for supporting sfall, else it's useless to translate RP to Chinese), so it's already good enough for me.
Adding support to read perks table from different exe requires minimal effort, so you can send it together with lng file.


Next weeks I am going to make some improvements but in very lazy mode. I will publish update when my lazyness will reach 100%.
 
Пока эти возможности не будут использоваться в модах...
Но вылет при загрузке исправлю.
То есть никогда?) - это даже плюс, чем меньше читерят в сейвах тем лучше)))
Там по сути то и вылета нет, прога не читает sfallgv.sav, но можно нажать пропустить и продолжить редактирование.
 
Updated version uploaded. Changes:
  • Support for multi-byte character encodings. Done for Chinese game version.
  • Fixed possible crash when loading sfallgv.sav
  • Settings window will always appear at start if path to game is not set. Editor no longer silently uses first found path. Also combobox is now used for game path. It makes possible to select one of the found path.
  • Some hardly noticeable changes. Like: escape button closes modal dialogs, double click on item in inventory opens same dialog as "Edit" button. Other changes are even less noticeable.
 
Thanks for the update, but it seems you still didn't change the description for 0x28 in [ItemsOffsets]
 
I changed hardcoded in exe description, but forgot to change lng file. Now both are updated.
 
If i choose only to change the translation or not without selecting the path of fallout the program crashes with this error:

Assinatura do problema:
Nome do Evento de Problema: APPCRASH
Nome do Aplicativo: F12se.exe
Versão do Aplicativo: 0.0.0.0
Carimbo de Data/Hora do Aplicativo: 00000000
Nome do Módulo de Falhas: msvcrt.dll
Versão do Módulo de Falhas: 7.0.7600.16385
Carimbo de Data/Hora do Módulo de Falhas: 4a5bda6f
Código de Exceção: c0000005
Deslocamento de Exceção: 00018bd8
Versão do sistema operacional: 6.1.7601.2.1.0.768.3
Identificação da Localidade: 1046
Informações Adicionais 1: 0a9e
Informações Adicionais 2: 0a9e372d3b4ad19135b953a78882e789
Informações Adicionais 3: 0a9e
Informações Adicionais 4: 0a9e372d3b4ad19135b953a78882e789

The new version also doesnt recognize the savegames modified with the previous version of F12se.

I updated my translation. Too bad the forum doesnt accept .7z extensions as attachment.
 

Attachments

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Fixed two program crashing bugs and updated translation.

The new version also doesnt recognize the savegames modified with the previous version of F12se.
I do not understand what it means. How does this happen?
 
Noticed an issue: when I select a save, the "Cities" list is empty. I have to open the setting and click OK to make F12se reload data for Cities list appearing.
 
It was bad fix for error messages about reading empty buffer when clicking on cities if saved game is not loaded. Now issue is fixed properly.
 
привет, на карте резиденция совета на меня сагрились охранники. в проге присвоил 0 переменным на соответствующей карте и некоторым переменным на вкладке gvar - безрезультатно. Что делать?)
 
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