Fallout 1 mod FO1 to FO2 conversion, for real

Discussion in 'Fallout General Modding' started by Dude101, Nov 27, 2007.

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  1. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Last I checked it's only 1000. I'd have to test the 95%cap/1000death thing though, I'd have to try in a real game to see if it's "balanced enough" or whatever.

    It'll be addressed eventually though regardless, I've always wanted to tweak the Radiation Sickness system in Fallout. I assume it should be doable with sfall scripting.
     
    Last edited: Mar 24, 2015
  2. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Anyway the "installer" (~370mb) is uploading now, keep in mind this is the old version, but it plus the files you already see at https://github.com/Sduibek/FO1toFO2engine/ is pretty much everything I have right meow.

    For some reason that big file is taking forever to upload. GitHub says "syncing...100%" but the animation is still going and the files aren't online. So basically GitHub is stupid with that percentage. Lame.
     
  3. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    The 95% caps can be raised to 100% by a simple global script.
     
    Last edited by a moderator: Jan 9, 2016
  4. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Thanks, good to know.

    I'm already fed up with GitHub, it's now refusing to commit or publish anything, even deleting it all and starting over. There's nothing wrong with the files. And on top of that, I find the UI not even remotely user-friendly. :evil: :mad:

    EDIT: And it leaves behind literally 4000 files when I uninstalled it, wow.
     
    Last edited: Mar 25, 2015
  5. JimTheDinosaur

    JimTheDinosaur Vault Dweller
    Modder

    736
    Mar 17, 2013
    Um, could you then maybe just put it up on Copy.com or something, like Dubrovik did with his Fallout database, @Sduibek?
     
    Last edited by a moderator: Jan 9, 2016
  6. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Last edited by a moderator: Jan 9, 2016
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  7. JimTheDinosaur

    JimTheDinosaur Vault Dweller
    Modder

    736
    Mar 17, 2013
    Thanks dude! Um, has @Sduibek seriously been banned or is that just one of NMA's patented "quirks"?
     
    Last edited by a moderator: Jan 9, 2016
  8. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Nah I'm still here. The joy of customizable titles :)

    I actually stole the idea from another member here who set their custom title to Banned. I was surprised and then amused so I did it too.
     
  9. JimTheDinosaur

    JimTheDinosaur Vault Dweller
    Modder

    736
    Mar 17, 2013
    Ah, ok, I don't follow the rest of the forum, and I know NMA has a historical reputation for being a bit ban-happy at times, so I thought you never know ;)
     
  10. CPL

    CPL Still Mildly Glowing
    Modder

    294
    Mar 16, 2013
    Yeah, I think that's usually in the General Discussion section, from what I've noticed in the Vats. I guess they get a little rambunctious there from time to time. :razz: I will say that would be a serious bummer if any of you were banned, especially because of all the stuff you're doing in modding Fallout.
     
  11. Fox Wernicke

    Fox Wernicke First time out of the vault

    91
    Sep 11, 2014
    Hey Sduibek, does the Fallout executable need hacking in addition to this Total Conversion mod? It's possible without needing to use the engine tweak mod!
     
  12. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Could you please rephrase? I'm not sure I understand the question.
     
  13. Fox Wernicke

    Fox Wernicke First time out of the vault

    91
    Sep 11, 2014
    I was thinking about this page on Vault-Tec Labs: http://falloutmods.wikia.com/wiki/Fallout_2_Engine_Offsets

    It contains info on various "hardcoded" things in the Fallout engine, the things can be edited from there rather than simply using the ddraw.ini to point towards overriding things, like what map to start on or maybe truly disable Horrigan's encounter... I don't have a clue about the original Fallout's executable, though. I mainly hope the pseudo-source ports like Falltergeist aren't too painful where only few things can be edited without tinkering with engine-related coding.
     
  14. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Most of those aren't needed with Sfall/ddraw for Fallout 2, but some might still come in handy. Thank you!
     
  15. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Just a fair warning, I haven't had much of any time to work on this, so the upcoming release is likely going to have a lot of issues. It'll be a start, but will feel more like pre-release beta testing than a full release. My target was May 1st; it might take until May 4th.
     
    Last edited: Apr 29, 2015
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  16. CPL

    CPL Still Mildly Glowing
    Modder

    294
    Mar 16, 2013
    That's still pretty cool that you've even mess with this to begin with. :cool:
     
  17. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Thanks :)
     
  18. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Overview:

    * Days Left (sticky note) will be a system message hack with a customizable frequency (once a day, once a week, etc)
    * Party members will still be the old scripts for now; not actual Fallout 2 party members. (yet)
    * Random encounters will still be the old scripts; not the worldmap encounter table. (yet)
    * Thus when asking to avoid encounter it'll just say something like "Encounter", not the actual type of encounter. (yet)
    * Percentage-chances of random encounters will be made up and might be wrong. This could take a long time to balance properly. This is because Fallout didn't use percentages like Fallout 2's worldmap table does; it used random number rolls. And some of the calculations (such as Special Encounters) were hard-coded so I have no idea what they were.
    * Install size will be bigger by a few hundred megabytes. (for now)
    * You'll have to start a new character
     
    Last edited: May 1, 2015
  19. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    About the sticky note. Isn't it possible to hack it in via graphic overlay of some sorts? Back in the days when I was still able to mod for Fallout 2 (can't use mapper anymore, duh), I scripted myself a custom resting system, which had a pip-boy like calendar fully hacked together from images that are switching based on current date.


    (I am able to change the options as I see fit. E.g. could remove all of them and instead have the option for "sleep in a bed" if the player is currently in a hotel room. Cool stuff.)


    /Edit: woot, I just tried the mapper again. It looks like the latest nvidia driver changed something. Now it's working again like ever before. Such madness.
     
    Last edited: May 1, 2015
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  20. JimTheDinosaur

    JimTheDinosaur Vault Dweller
    Modder

    736
    Mar 17, 2013
    Well, you could easily hack it together in the game map (the sticky note with 0-9 lettering is right there in the master.dat ofcourse), but you wouldn't be able to hack it into the pip boy screen. For instance, for my inventory sort buttons, I was just in luck that the inventory doesn't occupy the whole screen, so I could add the UI elements to the side of it. With a menu that occupies the whole screen, all you'd do is place it underneath.

    Of course, if Sduibek wanted to pop up the note with a prompt, that'd be easy enough (especially when I put out my improved UI building tools later today ;)).
     
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