Fallout 1 mod FO1 to FO2 conversion, for real

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I actually like the Fo1 encounters a lot more than this Fo2 stuff. Yes in Fo2 the mechanic is improved and has more random maps and stuff, but that's kinda the point... Fo1 feels different.

On the other hand, I agree that "you are thirsty"-encounters aren't that necessary, because except for setting the atmosphere (it's a dry desert), it doesn't do anything for the gameplay.

Btw. isn't the line in Fo2 split up, because the names could get pretty long? You encounter x fighting y, etc?
 
I actually like the Fo1 encounters a lot more than this Fo2 stuff. Yes in Fo2 the mechanic is improved and has more random maps and stuff, but that's kinda the point... Fo1 feels different.

On the other hand, I agree that "you are thirsty"-encounters aren't that necessary, because except for setting the atmosphere (it's a dry desert), it doesn't do anything for the gameplay.

Btw. isn't the line in Fo2 split up, because the names could get pretty long? You encounter x fighting y, etc?
But if the lines are long, that's even more reason to not split them up. Because the first "You encounter:" takes up a full line of message window, when it only needs to take up some of the full line (full line can hold ~26 characters)
 
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Hey guys @phobos2077 @JimTheDinosaur @Lexx do you guys know if there's a way around the cutoff of dialog options? Fallout 1 allows 9 entries - this list has "9 - teleport to another map" in Fallout.

This is pretty big deal as a bunch of dialogs have a ninth option that would now need to be rebuilt :(

161airr.jpg
 
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Hey guys @phobos2077 @JimTheDinosaur @Lexx do you guys know if there's a way around the cutoff of dialog options? Fallout 1 allows 9 entries - this list has "9 - teleport to another map" in Fallout.

This is pretty big deal as a bunch of dialogs have a ninth option that would now need to be rebuilt :(

161airr.jpg

The devs themselves did it at least one time (iirc) using [More.], producing another list of replies. Can't find it, but here's an example how I did it for my party member leveling nonsense:

Code:
procedure NodeSkillList1 begin
   variable skill;
   if next_spot_open > 4 then
      next_spot_open:=0;
   sentence:="Which skill do you want me to focus on? Currently I'm focusing on ";
   foreach skill in get_array(party_skill_focus, obj_pid(self_obj)) begin
      sentence+=skill_focus_message(skill) + ", ";
   end
   sentence+="in that order.";
   Reply(sentence);
   NOption(skill_focus_message(SKILL_UNARMED_COMBAT), NodeSkillUnarmed, 001);
   //if not is_quadruped(self_obj) then begin
   NOption(skill_focus_message(SKILL_SMALL_GUNS), NodeSkillSmallGuns, 001);
   NOption(skill_focus_message(SKILL_BIG_GUNS), NodeSkillBigGuns, 001);
   NOption(skill_focus_message(SKILL_RIFLES), NodeSkillRifles, 001);
   NOption(skill_focus_message(SKILL_MELEE), NodeSkillMelee, 001);
   NOption(skill_focus_message(SKILL_FIRST_AID), NodeSkillFirstAid, 001);
   NOption("[Next options.]", NodeSkillList2, 001);
   NOption("Nah, you're fine.", Node999, 001);
   //end else begin
      
   //end
end
   


procedure NodeSkillList2 begin
   Reply(sentence);
   NOption(skill_focus_message(SKILL_DOCTOR), NodeSkillDoctor, 001);
   //NOption(skill_focus_message(SKILL_TRAPS), NodeSkillTraps, 001);
   NOption(skill_focus_message(SKILL_SNEAK), NodeSkillSneak, 001);
   NOption(skill_focus_message(SKILL_SCIENCE), NodeSkillScience, 001);
      //if not is_robot(self_obj) then begin
   NOption(skill_focus_message(SKILL_REPAIR), NodeSkillRepair, 001);
   NOption(skill_focus_message(SKILL_OUTDOORSMAN), NodeSkillOutdoorsman, 001);
   NOption(skill_focus_message(SKILL_BARTER), NodeSkillBarter, 001);
   //NOption(mstr_skill(100 + SKILL_LOCKPICK), NodeSkillLockpick, 001);
   //NOption(mstr_skill(100 + SKILL_STEAL), NodeSkillSteal, 001);
   NOption("[Previous options.]", NodeSkillList1, 001);
   NOption("Nah, you're fine.", Node999, 001);
end
 
Yeah I know about the [More] option. I guess if we have to we'll just do that. On the plus side, I'm thinking about it more and there might not be that many. I know the ammo options from BoS has 9, and the detonation codes @ military base computer, but that might be the only ones. :shrug: Thank you for the code.
 
Where patch.exe came from?
Yeah. It's here https://www.dropbox.com/s/r9279nnqscq14mu/PATCH.EXE?dl=1

I don't think it's from Jordan's original Fo1-in-Fo2 files, nor from early versions of f2_res, but I could be wrong.

Small change:

Code:
Different between:
First file: "Fallout2_beforerunningpatch.exe.EXE"
Second file: "Fallout2.EXE"
Shift: 0
------------------------------------------------------------------------

First file: "Fallout2_beforerunningpatch.exe.EXE"
Second file: "Fallout2.EXE"
Shift: 0
Shift: 0
------------------------------------------------------------------------

00034E60 |             83 FE 01 0F | 00034E60 |             E8 27 23 08 |
00034E68 | 85 21 01 00    B9 34 27 | 00034E68 | 00 E9 20 01    00 90 90 |
00034E70 | 50 00                   | 00034E70 | 90 90                   |
------------------------------------------------------------------------
 
Mistery solved!

From old TeamX site:
That's how you activate Debug-patch from Noid'a:

fallout2.exe 1.02d US
Нач. Изм.
00034E64: 83 E8
00034E65: FE 27
00034E66: 01 23
00034E67: 0F 08
00034E68: 85 00
00034E69: 21 E9
00034E6A: 01 20
00034E6B: 00 01
00034E6D: B9 00
00034E6E: 34 90
00034E6F: 27 90
00034E70: 50 90
00034E71: 00 90

Wiki link
 
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This looks very interesting indeed. :cool: Would this be installed in the same fashion as the Restoration Project is?
 
@Sduibek
Can add Crafty to the credits. He fixed encounter line problem I think. Sent you PM. Let me know if that's what you needed.
 
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IS THIS REAL LIFE?
I gotta have a sixth sense, there is no way I just thought about coming here JUST today!
Sduibek, I want your babies!
 
Would this be installed in the same fashion as the Restoration Project is?
Could you clarify what you mean @CPL ? Thank you.

Can add Crafty to the credits. He fixed encounter line problem I think. Sent you PM. Let me know if that's what you needed.
Done. And now he's fixed the 9-line dialogue limit as well. Wow!

IS THIS REAL LIFE? I gotta have a sixth sense, there is no way I just thought about coming here JUST today!
lol nice. Yes it's real life ;) Finally releasing a "complete" (ha) version of it, three years after I first started working on it, and two years after I last did any significant work on it. Yikes.

Sduibek, I want your babies!
Unfortunately I had a vasectomy about 3 years ago. Sorry :( Thanks though :wiggle:

At last, my name in yet another Fallout mod.
Is this for serious or sarcasm? Can't tell. Either way you're welcome ;) You're actually in the Fallout Fixt credits 3 other times. You're in the other one (engine conversion) list because the content I stole from your Shattered Destiny mod: "green circles removed" worldmaps, the premade character faces (Jordan's were all faded-looking), a couple other minor graphics, and I could swear you gave me the updated .MSK files as well.

Most of the people who have significantly contributed show up in the credits at least 2 times. Not on arbitrary purpose or for ego-stroking or anything, just they deserve recognition on top of their factually-cited credits/contributions.

My name's there twice, and I barely did anything other than attempt to subtly manipulate Sduibek to work towards my interests, I win B)
Nah man you did what I said in credits. I wasn't 100% whether to include it in the list, but you have indeed been my pep squad for pretty much the entire process. Emotional support, for lack of a better phrase, can be as important as project content.

And the first instance of your name there is because you provided actionable things, not just pep. :P

That reminds me I should add another thing to the credits: thanks to everyone who downloaded/played/supported/enjoyed Fallout Fixt!
 
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Oh, I totally forgot what I was involved in. :>

... but now that I am thinking about it, it's true. I made the "circle-less" version of the Fo1 map incl. msk file and gave it to Jordan years ago. The pre-made faces as well (as silly as it might sound, but it was a really shitty job to get it into Fo2... it was one of the first things I did regarding Fo2 modding).

This looks very interesting indeed. :cool: Would this be installed in the same fashion as the Restoration Project is?

Not sure right now, but I'll hope the mod will be installed like this. Everything else is bullshit, imo.
 
Oh, OK. So it's a manual installation then instead of clicking on an .exe file to load everything.
 
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