Fallout 1 mod FO1 to FO2 conversion, for real

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Wild_qwerty said:
Prosper said:
i guess this is cool. however, if people are going to be more attuned to using fallout 2 engine, then i worry that I may be wasting my time trying to make fallout 1 with cooperative trade. honestly, i would like to stick with fallout 1.

Fallout 1 is smaller. Less features then fallout 2. So its alot more simple and clean to mess with. Bottom line... don't expect me to adapt my mod for this.

I dont want to burst your bubble, but I just can see how you can add any sort of multiplayer ability to fallout 1 or fallout 2. I know Team x looked into this a while ago and best they came up with was a sort of shared savegame system where you could have two people playing but only 1 at a time. I just dont see how you can add any sort of trad system unless you using a multiple access version of the character editor so two people can edit their characters inventory across a tcp/ip connection.

I am going to do something similar to them. Now that you speak of actually trying to make it fully multiplayer, I may attempt to do so.
 
Glovz said:
Playing F1 with the F2 engine is great news! But I would tend to agree with Oracle - if this now means we have access to F1 maps that can be used in F2, then revisiting some of these locations in the F2 time frame would be great expansion material.

Obviously not all location maps could be used (i.e. Shady Sands being NCR) but now it would interesting to change the world map and include places like BOS, LA (boneyard/cathedral), or the Glow.

We do have some information to go on on what happened to them. Lenny tells us that the VD repaired the Necropolis water pump, which implies the "rediscover lost secrets of engineering, sell to nearby towns" ending. I get the impression the NCR has already expanded more to the south, so it most likely includes Junktown, and possibly the Hub/Boneyard/Necropolis as well. Optionally use the original (not censored by marketing) endings for Junktown: prospers under Gizmo, martial law under Killian. In any case the casino will be gone if it's annexed by the NCR.

Matt says that the Brotherhood has become complacent and weakened militarily; they seem more focused on developing and selling technology (V13's main computer, for example). The Khans (raiders) were destroyed by the VD. The Cathedral probably isn't a location, since there isn't much left other than a big hole in the ground, but the square on the world map it was in might be a radioactive hot spot.

If the VD disabled the security systems at the Glow, the BoS could have (thanks to their radiation-resistant power armor) come in and stripped it of everything useable. For example, the ACE machine in their San Francisco office could have been based on the Zax AI.
 
hahaha the glow migh tbe striped, but after the fresh nuke at the cathedril the BOS has a new Glow to send recruits to :)
 
Just noticed the NCR History holodisk states that the NCR is "comprised of the states of Shady, Los Angeles, Maxson, Hub, and Dayglow". So LA and the Hub are definitely still around. Maxson sounds BoS-related, but they supposedly stayed out of politics, so it's not clear what that is. Dayglow has been discussed elsewhere, I think.
 
They helped to get rid of mutants in the end of Fallout1. Also, they have a bunker and a high tech army army - I think that part of staying out of politics would be having their own territory.
 
What the hell is a SAFE file? ..... hmm this is new, ok fine i'm just going to ask what the hell do i do with the file i DL?

Anyhoo i new that this would one day get done, when everyone said it waqs a waste of time i new that someone somewhere would do it...

I've said it befour and i'll say it again what i great time to be a fallout fan.
 
When i read about this conversion, it reminded
me of something id dreamed of a while ago -
a merge of FO1 and FO2 into a single game!
Awesome or what?

I would use FO2 as the foundation (like these russian
guys did) and incorporate the BOS base from
FO1 (which i think had some awesome talking
heads) and the glow (which i just thought was
one of the best locations ever designed in the
fallout universe). Also Ian (a great NPC) and maybe
a few other odds and ends like the perks from FO1
that never got carried over to FO2, and the stealth
boy which has already been mentioned in another
thread.

Anyone agree?
 
Quick rundown of possible future for the southern areas of Northern California.

* Lost Hills - city state within the limits of the NCR, the state of Maxson is built around it and enjoys extreme autonomy.
In-game, we can use the Van Buren design docs as help, to show the first signs of an upcoming war between the Brotherhood and the NCR.

* Hub - developed into a massive commercial center, larger than before.

* LA - develops with prominent influence from the Followers of the Apocalypse

* Necropolis - ghoul'd tech capitol

* Dayglow - permanent ghouls salvage settlement with a supermutant.
 
So does this make Fallout2 unplayable? Do I need a separate install?

I installed as stated in the above post. Immediate application error after entering world map. Suggestions?
 
Yes it is a total conversion mod, unless WQ makes one of his super installers, it makes FO2 unplayable.

Did you run fallout2\data\ssl\compile.bat?

Instalation order can be found on the 1st page or at the WIKI
 
Dude101 said:
Yes it is a total conversion mod, unless WQ makes one of his super installers, it makes FO2 unplayable.

Did you run fallout2\data\ssl\compile.bat?

Instalation order can be found on the 1st page or at the WIKI

I followed the order exactly.

I get into the game, and after walking about 20 paces it locks up with an application error. I tried running on the various compatibility modes, even ran it without compatibility. Same error at the same time. Plus, for some reason, everything is still in Russian...Even with the English Text..


Is it just me, or is no one overly interested in this? Over at DAC the thread is essentially dead, and even here, this thread isn't exactly on topic....As in discussing installation and problems...

I'll do a fresh install of FO2 and try again.
 
ExtremeRyno said:
Is it just me, or is no one overly interested in this? Over at DAC the thread is essentially dead, and even here, this thread isn't exactly on topic....

Well, I am waiting for the next version and then the next and the next.. :) When this thing will be 100% playable, I think, I will start making a new mod for this, because, I ever wanted to make a mod for fallout 1.
 
ExtremeRyno said:
I get into the game, and after walking about 20 paces it locks up with an application error.

I had the same problem with the Demo, a while back. I haven't tried this one yet. Interest does seem to be low right now, which is funny considering all the noob modders hassling everyone for this, for years.

I've not looked at the Eng patch, but it might be that Pipboy and Worldmap.msg etc are still in Rus, if the text is... I couldn't say, I will have to play with this when I get a chance.

edit

Did you wipe or rename patch000.dat? I always forget this step, hence its not in the installation order. Maybe wiping the data directory is a good idea? I am not sure on that one.

Lexx said:
I will start making a new mod for this, because, I ever wanted to make a mod for fallout 1.

Burrows?
 
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