Fallout 2 Savegame Editor

Discussion in 'Fallout General Modding' started by vad, Nov 3, 2008.

  1. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
  2. gustarballs1983

    gustarballs1983 Where'd That 6th Toe Come From?

    Oct 28, 2009
    You're a lifesaver @NovaRain
    Actually those around 3 recent years are more or less tied to when i switched to win 7. So this should be it. I always thought that win 7 is a good system for gaming, and now this.. I am disapointed. anyways now I've got a chance to test Fallout 2 wether it will crash that much.

    to be noted the batch file did not work i had to open it in notepad and adopt changes myself cacls command wouln't go through for me it stated something like incorrect/invalid parameters. so i went to windows interface and all went fine.
     
  3. ak4sh4

    ak4sh4 First time out of the vault

    Jul 28, 2017
    Hi, anyone has a solution to this particular problem I am having?
    I am currently playing Nevada Crazy edition mod for F2 and the editor (F12se) works perfectly fine as long as I dont own a car. (played around with some items amount, perks and a quest progress)
    The moment I get the car it somehow (at least I think it does) interferes with inventory and stat part of the editor. I just see an empty field.
    Strange thing is that one time It worked even when I had the car. I thought it might be because I was in different location and on second floor of the building to boot but I havent managed to replicate this so I am not sure what caused the stat/perk/inventory part of the editor to work.

    Any ideas? :D
     
  4. gustarballs1983

    gustarballs1983 Where'd That 6th Toe Come From?

    Oct 28, 2009
    As stated by creator of the Fo:Nevada's Crzy editoion Foxx Vad's editor is incompatible with Crazy Edition. Standard "Fallout of Nevada" is compatible with a version of vad's editor it comes with, However Crazy Edition doesn't support any fallout editors.

    the easiest way to cheat would be to start a character with all 10's in special, apply steal cheat script, and from the beginning and steal plant items with first met npc until you get stats you want, additionally you may try art-money if you know what you are doing. Perks could be managed with Nirran's RapidPerks: 'Here and Now perks' mod. Just set number of perk levels i .ini to 150 or so and choose it properly to get all the perks you want plus same amount of RapidPerks. (choose the one that gives two perks after choosing it. next you take the one you want + another level of 'Here and Now perks') just don't mistake 'Here and Now perks' perk with classic 'Here and Now' those are both separate things.
     
  5. vad

    vad It Wandered In From the Wastes

    Jul 23, 2008
    ak4sh4, upload "savegame" directory somewhere and give links to it and place where you downloaded mod. Or pack and upload the whole game along with the saves, if it's not a problem, so I can definitely have exact copy.
    I’m quite busy, so I’ll look at the problem only at the end of the week. Although no guarantees.
     
  6. burn

    burn Mildly Dipped
    Modder

    Apr 22, 2012
    @vad, could you add support for sorting slots over 100 properly? Right now they get crammed into the middle:
    Captura de pantalla de 2019-07-03 17-54-34.png
     
  7. vad

    vad It Wandered In From the Wastes

    Jul 23, 2008
    New version is ready with following changes:
    1. Fixed saving current map for the car.
    2. Fixed reading game path when installed in steam.
    3. Added slots ascending sorting. Before they were not sorted at all, it is a coincidence that they had ascending order in most cases.
     
    • [Rad] [Rad] x 3
  8. burn

    burn Mildly Dipped
    Modder

    Apr 22, 2012
    Awesome, thank you!
     
  9. ak4sh4

    ak4sh4 First time out of the vault

    Jul 28, 2017
    Sry for the delay, havent checked the site for some time.

    Here is the link to the complete game I have on PC: https://drive.google.com/open?id=1K-z97PcLKzQT__VgA4hP-a77C3H6fOfb
    If I remember correctly I downloaded it from different site (nuclear-city I believe) together with update 4 as I wasnt able to download it from provided link here. It always downloaded like 200mb and finished.
    If you find the time to check that would be great but otherwise there is no hurry. Enjoying the game as it is now anyway :)
     
  10. vad

    vad It Wandered In From the Wastes

    Jul 23, 2008
    Nevada(Crazy Edition) is using sfall to replace usual patch000.dat with update000.dat. I didn't know it can do that, so f12se didn't load this file, but this file contains some new items and editor couldn't open save with this items in player's inventory. I uploaded new version, seems like it works now.
     
  11. ak4sh4

    ak4sh4 First time out of the vault

    Jul 28, 2017
    That actually makes a lot of sense with the extra items messing with it. Didnt even think about that :) Gonna try it later today and see what happens.
    Thanks for taking a look at it :)

    Edit: works well now. The only problem I encountered is with the language. Now no matter which language I choose the names are just a jungled mess.
    https://photos.app.goo.gl/TvyzeRD4FRXdXzeF6
     
    Last edited: Jul 16, 2019
  12. vad

    vad It Wandered In From the Wastes

    Jul 23, 2008
    Most of the text is loaded from game resources. Now editor loads russian text together with new items from UPDATE00x.DAT files. I am surprised that ingame text is loaded from DATA directory. I can sugest following workaround:
    1. Open "Fallout Nevada (Crazy Edition)\DATA\text"
    2. Create a copy of "english" directory and name it "realeng". Full path will be "Fallout Nevada (Crazy Edition)\DATA\text\realeng"
    3. Start F12se and write realeng in "Settings->Override->fallout?.cfg [system] language" field.

    The correct solution would be for me to rewrite the files loading order, but I don’t know what it should be in modern Fallout with all the modifications. Anyone who knows is welcome to help. Current F12se order(from first place to search to last) is:
    1. patchXXX.dat OR PatchFile from ddraw.ini if present
    2. critter_patches
    3. critter_dat
    4. master_patches
    5. f2_res_patches
    6. f2_res_dat
    7. master_dat
     
  13. Mr.Stalin

    Mr.Stalin Agent of Enclave Modder

    Oct 29, 2015
    Code:
    4. master_patches
    2. critter_patches
    1. patchXXX.dat OR PatchFile from ddraw.ini if present
    3. critter_dat
    5. f2_res_patches
    6. f2_res_dat
    7. master_dat
     
  14. vad

    vad It Wandered In From the Wastes

    Jul 23, 2008
    This order is incompatible with classic Fallout: patchXXX.dat critter_patch critter_dat master_patch master_dat Current directory
    I can't break compatibility with originals, so how can I check that this order is used? Is sfall presence enough to use new order or I must also check version and/or settings?
     
  15. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    The new load order is controlled by DataLoadOrder setting in ddraw.ini since sfall 3.7.4. I think it's OK to assume if DataLoadOrder is not present, the old load order should be used.

    The setting is changed to be enabled by default in the new 4.1.9/3.8.19 (the reason is to prevent some unexpected issues), if it's possible you can also check for sfall version in case someone is using strange combination like old INI (no DataLoadOrder line) + newest sfall (DataLoadOrder enabled by default). But honestly I think it's unlikely to have that kind of cases.

    Also starting from 4.1.6 there's a new [ExtraPatches] section in ddraw.ini that can add more items to the load order. So The whole "load order" thing becomes a bit more complicated. With newer sfall, the load order would be:

    New order:
    1. master_patches
    2. critter_patches
    3. stuff in [ExtraPatches] from ddraw.ini
    4. patchXXX.dat OR PatchFile= in [Misc] from ddraw.ini
    5. critter_dat
    6. f2_res_patches
    7. f2_res_dat
    8. master_dat
    9. current dir
    Old order:
    1. stuff in [ExtraPatches] from ddraw.ini
    2. patchXXX.dat OR PatchFile= in [Misc] from ddraw.ini
    3. critter_patches
    4. critter_dat
    5. f2_res_patches
    6. f2_res_dat
    7. master_patches
    8. master_dat
    9. current dir
     
    Last edited: Jul 19, 2019
    • [Rad] [Rad] x 1
  16. vad

    vad It Wandered In From the Wastes

    Jul 23, 2008
    New version is uploaded. Now loading order is:
    1. master_patches (if DataLoadOrderPatch in ddraw.ini)
    2. critter_patches (if DataLoadOrderPatch in ddraw.ini)
    3. ddraw.ini [ExtraPatches] PatchFile99 - PatchFile0
    4. ddraw.ini [ExtraPatches] AutoSearchPath
    5. sfall.dat
    6. patchXXX.dat OR ddraw.ini [Misc] PatchFile
    7. critter_patches (if not DataLoadOrderPatch in ddraw.ini)
    8. critter_dat
    9. f2_res.ini [MAIN] f2_res_patches (if Fallout2)
    10. f2_res.ini [MAIN] f2_res_dat (if Fallout2)
    11. master_patches (if not DataLoadOrderPatch in ddraw.ini)
    12. master_dat
    13. game directory. Although should be current directory. But user can create link to executable and specify any directory as current.
    AutoSearchPath will not work as expected though. Description says "The data load order of the files in the folder will be in reverse alphabetical order of the filenames", but I didn't find any sorting in sfall code, so I don't sort either. SFall uses FindFirstFile/FindNextFile functions and their description says "The order in which the search returns the files, such as alphabetical order, is not guaranteed, and is dependent on the file system. If the data must be sorted, the application must do the ordering after obtaining all the results."
    Also I think most people expect natural sorting, not alphabetical. For me alphabetical sorting is something like:
    Code:
    std::vector<std::string> vec;
    vec.push_back("slot0");
    vec.push_back("SLOT1");
    vec.push_back("SLOT2");
    vec.push_back("SLOT10");
    std::sort(vec.begin(), vec.end());
    for (size_t i = 0; i < vec.size(); ++i)
        std::cout << vec[i] << std::endl;
    Only programmers knows what output will be.
     
    • [Rad] [Rad] x 2
  17. burn

    burn Mildly Dipped
    Modder

    Apr 22, 2012
    That is a concern.
     
  18. WolfieMate

    WolfieMate First time out of the vault

    Sep 10, 2019
    Hi, I want to use the save game editor to reset Ethyl Wright's dialogue so I can do her quest but I don't know how to and I don't want to screw anything up, any assistance?
     
  19. kles-maks

    kles-maks First time out of the vault

    Sep 25, 2019
    vad, привет
    в редакторе есть кнопка edit critters, где можно сделать определенных персонажей бессмертными, кнопка can't be hurt, их вообще нельзя никак убить, по ним не проходят критические удары, я бы хотел узнать, как сделать то же самое для главного героя, потому что увеличение защиты в редакторе не спасает от смерти, если по гг кританут например пулеметной очередью
    спасибо заранее
     
  20. vad

    vad It Wandered In From the Wastes

    Jul 23, 2008
    Я не знаю способа сделать героя неуязвимым. Но если выставить крайне высокие показатели брони(та которая уклонение от атак, а не сопротивление урону), то враги должны перестать атаковать и просто убегать в бою.

    I don’t know a way to make the player character invulnerable. But if you set extremely high value of armor (the one that dodges attacks, not resistance to damage), then the enemies should stop attacking and just run away in battle.