Fallout 1 mod FO1 to FO2 conversion, for real

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Who has experience modding Fallout 2 and isn't currently tied up in a project? I could use someone as a consult or whatever.


Dude101 said:
My opinion is kind of invalid. I always thought FO1 modding was impossible. You're the only game in town and if you are more comfortable modding FO1 I reckon you should stick with it.

Saying all that though... other modders could build on your work if you switched to FO2, whereas I can't see anyone adding to your FO1 work. I think it would be very popular (relative to the tiny community), and again referencing my biased opinion I think it would be better because of the ease of modding plus the latest SFall.
Yeah I think you make a very good point. All the new features of FO2 engine were enough to have me smiling in about ten minutes of playtesting, and all the extra stuff that Timeslip's done would be that much awesomer. Plus, things like the AP Ammo issue could be fixed, global scripts are way easier (via sfall I believe, would be the best method).

The amount of things that could be done with Fallout 1 would instantly explode into the same number as can be done with Fallout 2. Which would be a lot of fun for me, and awesome for pretty much everyone.


SorgFall said:
Don't switch. I've noticed there are issues with this mod...
Are you referring to FIXT, FO2-engine-conversion, or both?

On the former, I've labeled it as Alpha version for a reason -- still in progress and doesn't have all intended features of final product -- and with the latter, it's definitely known to be more of a work in progress than mine, as it was unfortunately abandoned a while back by the original creator.
 
(sorry for the double-post, I'm just really excited)

Yeah wow, this (Fallout 2 engine version of FIXT) is definitely becoming my only focus going forward (once Alpha 5 is released). Screw the Fallout 1 engine. In like twenty minutes of cruising through Vault-Tec Labs to learn about the file types I'll need to understand to fix the limitations of this, I've already found a handful of things that will be very useful and fun for Fallout 1, that I've wanted to do but couldn't or didn't know how. AND IT ONLY TAKES A TEXT FILE EDIT for Fallout 2.


Teasers: (note the blue caves have already been restored, so disregard that error in these pics)

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34par10.jpg


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Looks pretty promising, Sduibek. Count me in if you need alpha/beta testers for this. :)
I hope there would be a pure FO1-to-FO2 conversion and the "FIXT" version, but I guess that would be too much work.
 
Make sure you use the correct artwork - the main interface will need to be the bronze version, etc. Playing F1 with the F2 engine would make a lot of people very happy. :P
 
@Sduibek - We restored the Night Person trait for Mutants Rising. It's a conjunction of a sfall .ini file and some code in the player's script. I could pass you the code to spare you the hassle of doing it from scratch, unless you're planning on hacking the .exe file and digging out the appropriate code from somewhere.

Send me a PM if you're interested.
 
.Pixote. said:
Make sure you use the correct artwork - the main interface will need to be the bronze version, etc. Playing F1 with the F2 engine would make a lot of people very happy. :P
Yeah. I don't like the F2 interface at all for Fallout 1. Do you think I can just copy over the files?

I am more concerned about the main menu; I don't know how to move the buttons across the screen to the right side.

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By the way, all credit for this at this point should go to Jordan. At this point all I've done is mess around with what he already worked on a few years back. So yeah, Jordan rules :clap:
 
Since FO1 is being sold as a separate game these days, you are going to have to make owning FO1 a requirement to release this mod.

I'm not sure how you can go about doing that though. Maybe you can set up the installer to check the MD5 hash whatever value of the FO1 Master.dat (renamed to something else), or make a batch file that extracts a critical file. I dunno. But I guarantee you a C&D if you don't do something though.

Jordan's mod was released before digital downloads when all the FOs were sold together, so he got away with it.
 
Dude101 said:
Since FO1 is being sold as a separate game these days, you are going to have to make owning FO1 a requirement to release this mod.

I'm not sure how you can go about doing that though. Maybe you can set up the installer to check the MD5 hash whatever value of the FO1 Master.dat (renamed to something else), or make a batch file that extracts a critical file. I dunno. But I guarantee you a C&D if you don't do something though.

Jordan's mod was released before digital downloads when all the FOs were sold together, so he got away with it.
Erg. Yeah you're probably right. I'll figure something out.

EDIT: Actually something I wanted to do anyway... I don't know if it's actually reading from master.dat and critter.dat in its current incarnation, which it needs to be, otherwise the end user will have to unpack like ten thousand files (literally) which is retarded.

EDIT2: This is perhaps worse than (or exactly?) what you thought - it's checking for the critter.dat and master.dat from Fallout 2 when run. Which means the user would need Fallout 2 installed which is unfortunate. I'll try to find a way around this.
 
Maybe the conversion can be scripted in the installation, so it checks for master.dat and critter.dat from Fallout 1 and extracts the files at the same time?
 
Oppen said:
Maybe the conversion can be scripted in the installation, so it checks for master.dat and critter.dat from Fallout 1 and extracts the files at the same time?
That could likely be done.

The problem I discovered today is that the master.dat and critter.dat from Fallout 2 are needed to run it, which definitely falls under what Dude101 was talking about.

The problem is I don't know what is actually needed from those files. At first it says "can't find/load text fonts" which you can easily resolve by extracting said fonts into the {F1toF2}/DATA folder. Unfortunately from there, while the game does boot, it crashes at the main menu if using data files from Fallout 1.

If you use master.dat from Fallout 1 and critter.dat from Fallout 2, you can get to main menu, but it crashes when trying to load a game.

If I could get specific files pulled out that it needs to check this would work, otherwise I'm not sure what to do. One of the Fallout 2 modders here has to know what files the exe is checking for in the data files...
 
EDIT January 2013: This is now working without the Fallout 2 data files. I will update this post eventually with the new information.


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Alright, here's the files. Note that you need master.dat and critter.dat from Fallout 2 for this to work.

I was using the path C:\fallout2\F1toF2 -- if your path is different, you must update the paths in fallout2.cfg accordingly.

Extract into whatever folder you wish to play from, copy master.dat and critter.dat into that folder, update fallout2.cfg if applicable, and voila.

I am uploading this because I'd like an experienced Fallout 2 modder or other brave soul to get this to run with the Fallout 1 master.dat and critter.dat -- there's no point in running Fallout 1 in Fallout 2 engine if we need the Fallout 2 main data files present. That's just silly and Bethesda would probably sue us because they're assholes. [EDIT: I've rebuilt critter.dat per Lexx's suggestion and it works fine. So I think if we do the same with master.dat (create a New .dat in DatExpl and just add all the Fallout 1 files to it) we should be good] However I haven't gotten this to work in practice yet.

Good luck and thank you!

http://www.gamefront.com/files/22134152/F1inF2engine.zip

Feel free to provide feedback/fixes/etc.

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Would that even work? While the names are the same, the file (type) is a tad different?

My suggestion on a first thought: Extract Fo1 master.dat and critter.dat and pack all files into a Fo2 master.dat and critter.dat version. Then compare the original Fo1 file with the new Fo2-type file. Then create a batch file, which reads the original Fo1 files, edits them with the differences (from the comparison of your new Fo2-ified file) and saves them as new Fo2-type *.dat files.
 
Lexx said:
Would that even work? While the names are the same, the file (type) is a tad different?

My suggestion on a first thought: Extract Fo1 master.dat and critter.dat and pack all files into a Fo2 master.dat and critter.dat version. Then compare the original Fo1 file with the new Fo2-type file. Then create a batch file, which reads the original Fo1 files, edits them with the differences (from the comparison of your new Fo2-ified file) and saves them as new Fo2-type *.dat files.
Ohhh that's right I forgot about that. Because tools usually specifically support either 1 or 2, but not both. How do I create a new dat file in Fallout 2 "format" though?

There's quite a few tools here but none mention being able to delete contents. Dat Explorer has a delete option but it's always greyed-out.
 
Use the DatManager for that. You can create a new *.dat file with it- it asks you to create the default folder structure first and you say yes. Now you will need to manually copy all files into each folder. E.g. go into art/intrface/ and import all files from your art/intrface/ folder, etc. It is annoying, but the only way I know. Also you will need to do this in one go. You won't be able to edit the *.dat file later without breaking it, afaik.

Btw.:
3) Most UI and GUI elements need to be replaced with Fallout 1 versions. Not sure if just copying them over will work.

It most likely will. Except for the extra "dialog" button, which doesn't exist in Fo2.

9) Elevators don't work (for example, Vault 13 entrance) (can't we code this in a text file somewhere?)

With Sfall, yes. It is easy to add new elevators with it.

10) Vault 13 submap links don't work (if clicking on the world map, only option is cavern entrance (can't we code this in a text file somewhere?)

Yes, add more possible entrance points. You find this in the city.txt file. "entrance_x=..." etc.
 
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