Fallout 1 mod FO1 to FO2 conversion, for real

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

  1. Lexx

    Lexx Background Radiant

    Apr 24, 2005
    Nah. My tutorial shows the manual method to get more people (especially mod creators) to use this. Everything I wrote there can be put into an installer (like I did with my mod and like I did with the installer for the Mutants Rising demo years ago). This makes it a lot easier to deal with many different mods... it's simply more clean.

    Install 10 different mods over your Fallout 2 and still have your Fallout 2 folder nice and clean. Makes deleting mods easier as well- no need to reinstall Fo2 all the time.
    • [Like] [Like] x 4
  2. CPL

    CPL Still Mildly Glowing

    Mar 16, 2013
    That sounds like a good idea. :cool:
  3. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    I know I missed my deadline. :puppy-dog: I am still working on this. I love you all, don't fret, it is coming soon.
    • [Like] [Like] x 4
  4. valcik

    valcik So Old I'm Losing Radiation Signs

    Dec 20, 2008
    @CPL: It's really excellent idea, because you don't have to have several copies of master.dat and critter.dat files plaguing your drive. All the modifications installed in their own subfolders are reading the same *.dat files placed in Fallout 2 folder instead. (Fallout 1.5 Resurrection comes with its own one-click installer whilst using Lexx method btw.)
    Last edited by a moderator: Jan 9, 2016
  5. lostabroad2

    lostabroad2 First time out of the vault

    Apr 2, 2013
    No worries. Deadlines are there to be missed.
    • [Like] [Like] x 1
  6. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Update: was trying to get the maps working mostly as-is but they're still crashing, so I'm going to have to get the mapper set back up and resave them from there, hopefully will fix the crashes.

    The maps and protos from 2012 or whatever don't crash, so I'm assuming it's just some sort of proto mismatch. Hopefully it's that simple.
  7. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Got the crashes fixed, now just need to iron out those text issues and some graphical glitches.
  8. Magnus

    Magnus Weapons Manufacturer Modder

    Dec 6, 2007
    Maybe I'm missing something very obvious here, but is this actually playable now?! I remember when this friggin topic got started, and everyone thought it was a pipe dream...

    Is there a progress indicator or something I could check out, like what stuff is still missing and so on?
  9. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Playable, with issues.

    Progress indicator is a good idea. Hm. Maybe not necessary though. In my sig is a link called To-Do, that lists all the things that need to get done. The list is old but most are still applicable.

    EDIT: I'll update my sig, thanks!
    • [Like] [Like] x 1
  10. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Quest entries in PIP-Boy almost done. I logged various of them in VAULT13.GAM / GLOBAL.H a while ago already, so those were easy:

    QUEST_GLOW_1_TRAPS_OFF   (1140)
    QUEST_VAULT13_1_REBELS   (1238)
    QUEST_VAULT13_2_MASTER   (1309)
    QUEST_VAULT13_3_KILL_VATS  (1308)
    QUEST_VAULT13_5_WTR_THIEF  (1188)
    ...but I forgot to label the others for the other locations, so I have to go through the scripts to remember which gvar #s they actually are. Fallout designers were kind of shitty at naming their gvars sometimes. :roll:

    I've also been adding my own for (potential) future usage, view and behold the glory:

    QUEST_VAULT15_3_FIND_A_ROPE  (1368)
    Still working on getting Mapper2 set back up sufficiently. This is important because I want to convert all maps back to Fallout 2 format -- not actually necessary, but a good idea -- but mostly because something is fucked up in SHADYW.MAP so it either crashes or the offsets of all the walls and ceilings are wrong. Strange issue.

    Not sure what % of this is complete.... I have all the requisite subfolders in Mapper2 folder including \dev\*, but I still need to move over the small number of Fallout 2 files that allow the program to actually run without crashing ;) I think these are the same files as the small number needed to run the game, but I didn't have time yet to test last night.

    After that, gotta move over all my files from Fixt (FO1 engine) and hope it doesn't explode. Then figure out why the hell SHADYW.MAP is crashing / having the offsets issue.
  11. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Reordered the progress things based on their actual % finished. (see link in my sig)

    I've also pushed that data into the first post of this thread, because most of those links were broken.

    EDIT: Also now grouped by what I consider to be their relative priority.
    Last edited: Jul 4, 2015
  12. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    For those wondering, no, I haven't forgotten about this :P I just wanted to get 0.81alpha released because there were some crashes and other shitty bugs that I didn't want to leave in the Fo1-engine version.

    I am aiming to get this released in "a few days". I really need to because I gotta get back to schoolwork :lol:
    • [Like] [Like] x 1
  13. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    @gustarballs1983 They will be converted to proper NPC hirelings of course, just like in Fallout 2. Will this happen right away? Definitely not. Right now I'm going for Minimum Viable Product. This sort of thing is low-priority in that context. View the link in my sig. EDIT: Oops, it's marked as Medium priority, ha.

    I've had these questions before, and there's no reason to ask "Will it have XYZ?". If it makes sense for the engine conversion to have it, it will have it, sooner or later. :) You don't need to hope or worry, you just gotta wait :P
    Last edited by a moderator: Jan 9, 2016
    • [Like] [Like] x 1
  14. Marionettetc

    Marionettetc Banned

    May 15, 2013
    Sduibek - Do you need someone to review the fallout 2 perks that would be added to fallout 1? I don't know how to code, but I know the SPECIAL system backwards and forwards and have a lot of free time.
  15. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    On the other other hand, I always thought it would be cool to have it where you die if you don't have a canteen. More like Wasteland. Much more realistic. I'll make that an option eventually :)

    Yes, that would be excellent and very much appreciated! One thing I'm curious about to which I haven't yet done any digging:

    I know there's already wiki pages showing a table with the differences between the Perks/Traits in the games, but more info and/or ideas is always better than less. Maybe you could work together with @Vault17?
    Last edited by a moderator: Jan 9, 2016
    • [Like] [Like] x 1
  16. Marionettetc

    Marionettetc Banned

    May 15, 2013
    After reading your conversation with Vault17, I would be ecstatic to work on the Perks/Traits with him. It sounds to me like you're interested in making the entire system better, instead of just making sure the numerical values line up with the trends set by the perks in 1. That kind of potential agency makes me very excited. I used to balance weapons/armor/perks/traits for fun in Vegas, and I've even numerically rebalanced every weapon/armor for 2 before.

    Off the top of my head, the only thing that was different about the core systems between 1/2 was the skill level cap from 200 to 300 and some minor calculation changes. The formulas for everything else were copy/pasted from 1-2 and most of tactics.

    If you wanted, I could go through the system documents for 1/2 and find every single discrepancy between the calculations. I really wouldn't mind if that would help your project.
  17. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Yes, that would be great :) Thank you. Even if there's not many differences, for the sake of future reference it would be good to be able to go "Okay here's exactly what calculations are different now that we've switched engines"; will also give us a greater idea of how and if we want to change them.

    (For example, I'd love to get Fast Shot to also work on melee attacks like in does in Fallout 1. Or maybe have a Trait dedicated to this; "Fast Swing" or some such.)

    Be my guest; go nuts! :D More info/documentation/branistorming/balancing is never a bad thing, in my opinion.

    I think the manuals and readmes (because of their Addenda sections) would probably be the best place to start, then the wikis, before actually diggin into any raw data if it comes to that.

    EDIT: Another thing that would be helpful if you're good at searching forums -- i'm not -- would be to find the info that already exists for this. I'm sure there's already threads and discussions regarding new Perks, rebalancing existing ones, etc. That would give us more info and also make sure we're not duplicating work.
    Last edited: Jul 7, 2015
  18. Marionettetc

    Marionettetc Banned

    May 15, 2013
    Works for me, I can send you a text file with all the differences Tuesday. Would you mind private messaging me your email address?
  19. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Mapper set up and running. This is a good thing :ok:

    The only things left until I can release 0.90beta (playable Fo2-engine version) are text and scripting, and finishing up the installer. So close!!!

    Last edited: Jul 7, 2015
  20. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Have you guys @phobos2077 @JimTheDinosaur seen these errors before?

    This shows on pretty much every map.
    Last edited by a moderator: Jan 9, 2016