I was trying to get the FO1 maps working in the FO2 mapper, primarily to port my weapons expansion to FO1 easily. I have always had trouble getting the FO1 maps to work properly in the mapper. I could open the maps but critters and items showed the wrong names. So corpse told me a way to make this work:
1) Extract the contents of Fallout 1 master.dat and critters.dat to \Fallout1\data
2) Set up the mapper2.cfg like this:
critter_dat=C:\Fallout2\critter.dat
critter_patches=C:\Fallout1\Data
master_dat=C:\Fallout2\master.dat
master_patches=C:\Fallout1\Data
3) FO1 doesn't have the right PERK.MSG file for the FO2 engine, so either deleting it from \Fallout1\text\english\game or copying the FO2 version of PERK.MSG there allows the engine to initialize.
4) The game won't run with FO1 premade character .gcd files. Delete those and the game will start.
So after first looking in the mapper, and seeing that all looked good for FO1 maps (right critter names and script names etc) I figured that this should run in the FO2 game. So I created an FO2LC loader that starts on map v13ent.map. It works! I'm walking around in the first FO1 map in the FO2 engine.
Can't get very far because the exit grids don't work and neither do the elevators, but I can get items from lockers, and the the people in vault13 say the correct floating text (so scripts are working). Something is wrong with the rat scripts because they run away rather than attacking. But hey it is running! This gives me some level of encouragement that its possible to get FO1 working on the FO2 engine. There's lots of things to sort out, and probably need to recompile a lot of scripts, but it looks like it's doable.
One of the first things thats weird is unless I delete the FO1 \art\intrface I get buttons in the wrong location for background. The major thing about going all the way with this is making a new worldmap.txt, sorting out all the AI stuff (FO2 has more compicated AI), and figure out the party member stuff (So ian can be told not to shoot you in the back). hehe
I might try to get the first couple of FO1 locations working just to see how much work it is.
1) Extract the contents of Fallout 1 master.dat and critters.dat to \Fallout1\data
2) Set up the mapper2.cfg like this:
critter_dat=C:\Fallout2\critter.dat
critter_patches=C:\Fallout1\Data
master_dat=C:\Fallout2\master.dat
master_patches=C:\Fallout1\Data
3) FO1 doesn't have the right PERK.MSG file for the FO2 engine, so either deleting it from \Fallout1\text\english\game or copying the FO2 version of PERK.MSG there allows the engine to initialize.
4) The game won't run with FO1 premade character .gcd files. Delete those and the game will start.
So after first looking in the mapper, and seeing that all looked good for FO1 maps (right critter names and script names etc) I figured that this should run in the FO2 game. So I created an FO2LC loader that starts on map v13ent.map. It works! I'm walking around in the first FO1 map in the FO2 engine.
Can't get very far because the exit grids don't work and neither do the elevators, but I can get items from lockers, and the the people in vault13 say the correct floating text (so scripts are working). Something is wrong with the rat scripts because they run away rather than attacking. But hey it is running! This gives me some level of encouragement that its possible to get FO1 working on the FO2 engine. There's lots of things to sort out, and probably need to recompile a lot of scripts, but it looks like it's doable.
One of the first things thats weird is unless I delete the FO1 \art\intrface I get buttons in the wrong location for background. The major thing about going all the way with this is making a new worldmap.txt, sorting out all the AI stuff (FO2 has more compicated AI), and figure out the party member stuff (So ian can be told not to shoot you in the back). hehe
I might try to get the first couple of FO1 locations working just to see how much work it is.