If you did any job for Decker, you won't get the good ending of the Hub.
if hub_visible_on_map then begin
if hub_invaded then
set_end_hub_bad;
else if (global_var(GVAR_MISSING_CARAVAN) >= 2) and not(is_decker_alive) and is_hightower_alive and is_harold_alive and (global_var(GVAR_SLIDE_KIND_TO_HAROLD) == 1) then
set_end_hub_good;
else
set_end_hub_bad;
end
if hub_visible_on_map then begin
if (hub_invaded or (global_var(GVAR_MISSING_CARAVAN) < 2)) then begin
set_end_fo1in2_hub_bad;
end
else begin
if is_decker_alive and not(is_hightower_alive) then
set_end_fo1in2_hub_powerhouse;
else if not(is_decker_alive) and not(is_hightower_alive) then
set_end_fo1in2_hub_war;
else
set_end_fo1in2_hub_default;
// Harold
if (is_harold_alive) and (global_var(GVAR_SLIDE_KIND_TO_HAROLD) == 1) then
set_end_fo1in2_hub_harold;
end
end
@Lexx Just curious (and I know it is quite big amount of work) but is there any chance in future?Is there any chance in future to add the missing quests content related to Boneyard and (missing) Burrows locations (see screenshot from wiki)?
I think most of those quests were from an earlier version of the Boneyard that cast Adytum as an innocent town being plagued by vicious gangs, which is inconsistent with the Boneyard’s portrayal in the final game.Is there any chance in future to add the missing quests content related to Boneyard and Burrows locations (see screenshot from wiki)?
Not going to happen.@Lexx Just curious (and I know it is quite big amount of work) but is there any chance in future?
This is a version of Fallout1in2 reworked so you can work from one main data folder, and so it doesn't trigger the extras options from fo1_settings.ini, unless you choose to restore them for your project:
See Changes from main Fallout1in2.
So Fallout 1 can be modded in 2 engine without wondering if your work will still be compatible with any future version of the main Fallout1in2 mod, among a few other reasons.
Provide a independant modding base from the main fork of Fallout1in2 mod, in other words, if you feel your project need it.
This was forked from version 1.9.3324, meaning that any files update from future versions of main Fallout1in2 mod that you feel you might need or didn't rework\fix yourself for your own mod is your responsibility to get.
Installation:
The same as Fallout1in2 except you do it from this Fallout1in2_Modding_Base folder.
Since it's normally for modders and not regular players, it should be enough instructions right?
Ah, and it should go without saying, but for LEGAL BS:
Shall you release a mod on any fork from Fallout1in2 like this one, make a installer forcing players to point to a Fallout1 installation and extracting at least the same files that Fallout1in2 does, or also make them use the Undat process.
There is a bat file, files_to_delete_before_release.bat in the data folder root,that will delete exactly the same files extracted by undat if you need help to make it easier.
Changes from main Fallout1in2:
Setting this was simple, once I found where to look.
All I did in the end was:
1, change three paths in gl_worldmap.int so that it look into data\\data\\ for the WORLDMAP.TXT instead of mods\\fo1_base\\
2, merge these three into data:
Fo1_base
fo1_interface
Fo1_barter_formula
3, delete gl_0_settings.int and fo1_settings.ini
4, set all the protos files to read-only, however you can always do what I did in step one if you are unconfortable with the data folder and this old trick of fallout2
And that's actually it.
From there modders can do what they want.
Actually, once you know where to look, you don't even need to download this and can just use this description to reproduce the modding base to your liking, if future versions of the main Fallout1in2 stay the same on that regard.
Hello,
Lately I found the remnants of some project I was making a few years ago, and though it's not the same exactly I felt like fooling around with a new mod project on Fallout1.
Not the point of this post however, I wanted to submit a "Fallout1in2 Modding Base" proposition.
Fallout1in2 is a great port, and in my quest to make a fork that I think more practical for my project
I had quite a glimpse of all the work that already went in it.
From a player view, I don't think there is much problem with all the extras customizations that are offered, but, from a modder view, the first thought I had was that it seem a little discouraging, and unsafe to invest much work in the main build.
So after a little work on it, I came up with a separate build, very simple in it's changes but that I feel better to work on. This quick readme in the event it is of interest to anyone beside me, and is allowed naturally, should already say about everything, I think:
Is it a alright proposition? I am testing as I go along but so far it does exactly as above without issue.
No one stops you from forking a repo on GitHub. What are you smoking?I don't think Lexx or Nova rain will go for the idea of allowing forks from their mod however,
It will be fun! And it's such a short game you will be back to where you were in no time.damn :/