Fallout 1 mod FO1 to FO2 conversion, for real

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How do I know if a given .exe is a 16-bit application? (i.e. Finding out if it won't run on 64-bit operating systems)

Currently I don't have a 64-bit operating system, so I'll have to find a workaround method. Is it enough to just check if ntvdm.exe is running?
 
So I just checked, and I think getting this out as a public release will actually be easier than I was thinking.

From now until releasing the first playable version of this, I just need to:
- Update scripts to use the most recent Fixt ones
- Make sure everything is referencing the proper Global Variables.
- Implement a lame replacement for the Days Left post-it note. (For now it'll be a system message.)
- Update text files that list things, such as Quests in Pip-Boy.
- Update other text files such as ending slides and death slides.

That should be about it to get a "sufficiently playable" release. This means I won't be being a perfectionist or completionist, I'll just be getting out a release that will allow playing through the game from start to finish without too many broken things.
 
So I just checked, and I think getting this out as a public release will actually be easier than I was thinking.

From now until releasing the first playable version of this, I just need to:
- Update scripts to use the most recent Fixt ones
- Make sure everything is referencing the proper Global Variables.
- Implement a lame replacement for the Days Left post-it note. (For now it'll be a system message.)
- Update text files that list things, such as Quests in Pip-Boy.
- Update other text files such as ending slides and death slides.

That should be about it to get a "sufficiently playable" release. This means I won't be being a perfectionist or completionist, I'll just be getting out a release that will allow playing through the game from start to finish without too many broken things.

Good news!
 
Depends on what you'll need, I'll guess. I wasn't really doing anything with Fo2 anymore since quite a while, and I started to forget stuff by now.
 
GENERAL UPDATE: One thing that I think might be kind of a bitch is that with this now-beta phase of Fallout Fixt, the installer will need to extract all contents of both .dat files (roughly 700mb extracted), then set all those files to Read-Only, then repack them back into Fallout2-format datfiles. There's a lot of stages there where something can go wrong, i.e. improper support for older command-line apps due to user running Windows 8. So I'm not sure what to do about that since Windows 8 will only become more common.

I've already had some users get failures with the command-line apps I'm using, and I think it's because of Widnows 8, so if that applies to this process as well it would make the mod completely unplayable on those systems.



Depends on what you'll need, I'll guess. I wasn't really doing anything with Fo2 anymore since quite a while, and I started to forget stuff by now.

Aw that makes me sad to hear. Are you modding any other games these days, or sort of done with video game coding?
 
I don't get it... why do you want to set to read-only something that will be packed into dat? And if you want to set stuff to read-only, why do you want to pack it into dat? :confused:

How about:

- master.dat with core stuff (i.e. everything needed to run the port without any extra features),
- critter.dat.

Upload them separately, without any stupid installer. Users will still need to have Fallout2.exe to run the game so you shouldn't break any stupid EULAs or whatever other stupid crap - if you afraid of that, of course - by modding the game you break it anyway...

And then use your installer to apply extra features at the top of standard stuff - all goes to ROOT\DATA dir.
 
Yeah I realized that after I posted; read-only isn't necessary :lol:

Anyway i'll figure out the data files thing, Darek gave me lots of good info previously on what files to use etc etc which I have saved.

I was just saying it adds steps to the process, that require commandline apps, so I'm hoping it won't cause more people to have failed installs. Guess we'll see once I get it released :P
 
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@Sduibek, where does this project stand at the moment?

Anything I could do to help? It's weird how this is pretty much the holy grail of Fallout modding and has been stuck at what seems like 99% completion for such a long time... probably cause I haven't been helping out ;)
 
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Haven't worked on it in a long time :( It would probably be finished already if you were helping. ;) :lol:

My life is still pretty busy right now, but it's finally winding down. I absolutely do plan on finishing this, in fact I think about it every week or two even if I'm not working on it.

I will look at the ToDo list tonight and get back to you.
 
why is this being done again? what are the benefits of this? We'll be able to get more levels? Perks?
 
why is this being done again? what are the benefits of this? We'll be able to get more levels? Perks?

All the benefits that come with the FO2 engine, so the basic functions (take all button, party member options, pushing npc's, etc.) and all the mechanics modding that has been done for FO2, which is far, far more substantial than that done for FO1 (so you can use sfall, my mod ;), etc., etc.)
 
All the benefits that come with the FO2 engine, so the basic functions (take all button, party member options, pushing npc's, etc.) and all the mechanics modding that has been done for FO2, which is far, far more substantial than that done for FO1 (so you can use sfall, my mod ;), etc., etc.)
Wow, those would be great improvements...
 
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I wonder what the demand for a FO1/FO2 all in one game would be? Kind of like the "Tale of Two Wastelands" mod that combines FO3 and F:NV. Though playing through both 1 and 2 as the same character obviously wouldn't make sense... and level progression would be odd.

But I would love to have the option to explore the FO1 map and the FO2 map as one wastelander.
 
I wonder what the demand for a FO1/FO2 all in one game would be? Kind of like the "Tale of Two Wastelands" mod that combines FO3 and F:NV. Though playing through both 1 and 2 as the same character obviously wouldn't make sense... and level progression would be odd.

But I would love to have the option to explore the FO1 map and the FO2 map as one wastelander.


I would absolutely love this!
I prefer the Story of Fallout 2. If the best areas and Quests of Fallout 1 could be integrated in Fallout 2, maybe even the search for the Water chip as a whole "side plot"

Limitless possibilities
 
I would never be able to finish that game... and that's a good thing.

Dude, are you still active? How does this idea sound to you? What say you Squibek? That may make it more approachable for the FO2 guys, since FO2 seems to have more palyers/modders given the size of the game compared to the original.
 
Not sure about combining the games... certainly it's not something that I would personally do. I'll let FO2 stay the domain of Killap, Timeslip and others :)

I think mostly the issue of this is FO2 is something like 77 years after the first game, so from a purely storyline perspective it makes no sense.

But I think I understand what you mean. It would indeed be cool to explore all locations in one game.

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@JimTheDinosaur From the To-Do list (see my sig) here's the ones I could use help with. Most of the others are taken care of already, by either you or Darek or myself. Bolded the most important ones.


1) Implementing the party members in all the proper FO2 files so they work just like the FO2 party members.

2) I want the cities on the worldmap GUI to be all in one list without the scroll bar, like in FO1.

3) Can the trait Fast Shot be changed to affect HtH as well as guns, just like in Fallout 1? I know people are going to request this as optional in the installer.

4) Also anticipate optional request: 1-to-1 skill point usage when raising past 100% like in Fallout1, instead of scaling up (2-for-1, 3-for-1, etc) like FO1 does.

5) Are there any other equation calculations that changed between the games? Such as HP at levelup, etc.

6) Can_Rest_Here entries in worldmap.txt, are these seriously a boolean? Why can't we set it that the player can't rest there unless all non-allied critters are dead?

7) Which version of Fallout2.exe should we use? It needs to fully support the newest version of Sfall and f2_res. Not sure if I should use the one from F2RP or just USv1.02d

8) Water chip quest in Pipboy (countdown post-it note) [Possibly fixable using Sfall GUI commands, see post from Lexx] - Hard ,,, Since I don't know any Sfall coding yet, I'll do this a quick and dirty way.... notify on each map enter.

9) Dotted line while moving on world map [Maybe doable with Sfall but Timeslip hasn't responded] - Hard ,,, Will ignore for now

10) Tell-Me-About button does not exist. [can use workaround of having entries in an equivalent in-dialog selection, i.e. in dialog will always have "Tell me about..." as clickable option, from there will have options of what to ask about. Otherwise, will need functional GUI elements added and rebuilding the Tell Me About code from scratch]
 
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7) Which version of Fallout2.exe should we use? It needs to fully support the newest version of Sfall and f2_res. Not sure if I should use the one from F2RP or just USv1.02d

AFAIK, RP does not introduce it's own version of fallout2.exe. Sfall is tuned to work only with one specific EXE version (US 1.02d I believe), it checks the checksum of the file and RP again not changing this check. So I'm 99% sure about this :)

As for the request to Timeslip, I think you can forget it. Just read her latest posts in the forum regarding her involvement in Sfall project. Your best bet is to involve some other people with fallout reverse-engineering experience (like former TeamX members maybe? Some of them might still answer emails :) By the looks of it, nobody at NMA ever dug deeper in Fallout internals than this guys).
 
@Sduibek where can I find the source stuff so I can try and get to work on item #1? Personally, I think this is the only essential point before we can put out a release (#5 would be optional anyway, #6 you could just all set to yes, rest healing is completely borked but it's not like first aid spamming is any better and #8 is of course vital for newbies but given that everyone playing this version initially will be a veteran this isn't that essential).
 
I think there are tutorials on adding party members in one of these locations:

NMA Modding Guide
TeamX archives
Vault-Tec Labs wiki

If I give you my source files from Jordan it won't matter because they are just blank entries.
 
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