Darek said:
Sduibek, I changed things around so the mod conversion will now use fallout 1 master.dat and critter.dat.
So extract critter.dat and master.dat into write-protected folders with the same name, and put them in a new folder.
Add the music folder (I activated a couple just to test).
Then extract
these files into the folder and that should be it.
Could you please check it out to see if you think it's of any use?
Oh thank you very much. See this is why I asked for help, I knew someone would come through for us
EDIT: Nice, it's working fine from what I can tell. Started a new game and entered each location on the world map. Spoke with Cabet, Lieutenant, Seth, went to radscorpion caves. The only issue I saw was that the spawn point for some maps is all messed up. I believe these examples are done via scripting, so it could be that it's just reading a scripting command differently.
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Those of you familiar with Fallout 2 modding: Regarding the
list of current issues, how hard are these?:
Creating the text file table of random encounters [all info for these is in the script files at the moment] Or can we just use the script files from Fallout, using a pointer to the file or something?
Creating the text file table of special encounters (NOTE: Fallout 1 has no script files for these!)
Setting up elevators and ladders for all maps. Only a fraction of them work at the moment.
Also, if there a more-or-less universally recognized "best" way to script for Fallout 2? I have had a good experience working with sslc_f1 and int2ssl tools for Fallout 1, but these must be fully abandoned if I'm to convert the scripts to "Fallout 2 format."
I'm going to want an app that can compile scripts without too much fuss (for example with my current setup all I do is run a batch file). F rom my current knowledge my assumption is to use FSE...
If someone is willing to let me know what tools will be needed for all of these things, that'd be great.