Fallout 1 mod FO1 to FO2 conversion, for real

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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.
 
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.
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@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.)
 
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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.
 
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.

Got the crashes fixed, now just need to iron out those text issues and some graphical glitches.
 
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?
 
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?

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!
 
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:

Code:
QUEST_BONEYARD_1_ME_BLADE  (1135)
QUEST_BONEYARD_2_ROMERO   (1127)
QUEST_BONEYARD_3_BOMBFOLL  (1129)
QUEST_BONEYARD_4_FIND_SPY  (1133)
QUEST_BONEYARD_5_FIX_FARM  (1138)
QUEST_BONEYARD_6_JASON   (1130)
QUEST_BONEYARD_7_GANG_WAR  (1128)
QUEST_BROHOOD_1_JOIN_THEM  (1108)
QUEST_BROHOOD_2_FIND_LOST  (1109)
QUEST_GLOW_1_TRAPS_OFF   (1140)
QUEST_GLOW_2_START_POWER  (1139)
QUEST_VAULT13_1_REBELS   (1238)
QUEST_VAULT13_2_MASTER   (1309)
QUEST_VAULT13_3_KILL_VATS  (1308)
QUEST_VAULT13_4_WATERCHIP  (1101)
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:

Code:
QUEST_VAULT13_6_MAKE_ANTIDOTE  (1371)
QUEST_VAULT13_7_LEARN_AT_LIBRARY (1372)
QUEST_VAULT13_8_ACCESS_TO_GUNS  (1373)
QUEST_VAULT13_9_IM_BACK_BITCHES  (1374)
QUEST_VAULT13_10_KILL_OVERSEER  (1375)
QUEST_VAULT13_11_KILL_EVERYTHING (1376)
QUEST_VAULT15_1_SEARCH_FOR_CLUES (1366)
QUEST_VAULT15_2_FIND_WATER_CHIP  (1367)
QUEST_VAULT15_3_FIND_A_ROPE  (1368)
QUEST_VAULT15_4_FIND_HIDDEN_STASH (1369)
QUEST_VAULT15_5_KILL_EVERYTHING  (1370)

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.
 
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.
 
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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:
 
Btw Sduibek...
I have a question about party NPC's after conversion takes place that is etching me..

So.. will you left the levelup system as it is: new proto for each armortype and each armortype proto for each level OR are their script's going to be rewritten with the B-team mod included (the proper way like Fallut 2 npc's have) and the proto flies would be only for their level-ups (as shown in party.txt file in fallout 2 files) because this way is a lot simpler and it would be possible to add new levels for them without much of a hassle. maybe then they'd get those energy weapon points to use turbo plasma rifle- because as You know there are already 2 turboplasmas in-game one from Smitty in L.A. Boneyard and one from 4th level of master's vault- one of the mutants near the nuke has it. and i do hope also that smitty and miles get the ability to upgrade more then one power armor and plasmarifle. because it would be really cool to run with a 4man mutant-execution squad, instead of powerfull player + 3 mule shrimps.. at least i hope to do this one day without cheating in game.. because up until now i had to mod all the protos from party npc's level 2 and 3. to properly set their hitpionts and beef up their skills and then use vad's editor to add 3 more Hardned power armor and 3 more Turbo plasma rifles.. as this is the only way to make them viable in the end-game

@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
 
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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.
 
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.
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 :)


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

Engine conversion to do list said:
PROGRESS: 0% PRIORITY: LOW -- Are there any equation calculations that are different that need to be reverted or changed? Such as HP at levelup, etc.

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

PROGRESS: 90% PRIORITY: CRITICAL -- Extracting everything from critter.dat and master.dat within the installer and get game running without Fo2 data files.
PROGRESS: 50% PRIORITY: CRITICAL -- 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.
PROGRESS: 50% PRIORITY: CRITICAL -- QUEST entries, "STATUS" in Pipboy [quest.txt, pipboy.msg] - Easy
PROGRESS: 25% PRIORITY: CRITICAL -- No random encounters. [Just need to fill out the tables in the txt file, OR, can still use scripts from Fallout 1 (files from Cubik2k). The issue is that if using txt file which we should do, there's 840 zones to fill in] - Hard or Very Hard - UPDATE: Darek has confirmed that scripts will not work, so we'll have to build it the proper way ,,, FO1 only had six encounter types per zone, so what we can do is build those entries from FO1 script data and just copy paste them into the corresponding entries in worldmap.txt - shouldn't be too bad, Darek mapped out the zones earlier in this thread.
PROGRESS: 0%, DOABLE WITH SFALL PRIORITY: CRITICAL -- Level max 21 instead of 99 [ddraw.ini entry] - Easy
PROGRESS: 0% PRIORITY: CRITICAL -- Messages when you die [enddeath.txt] - Easy
PROGRESS: 0% PRIORITY: CRITICAL -- text and audio for endgame slideshow (town endings) - Easy/Medium
 
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Have you guys @phobos2077 @JimTheDinosaur seen these errors before?

Terrain [0]: desert (0)
Terrain [1]: mountain (0)
Terrain [2]: city (0)
Terrain [3]: ocean (0)
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
strParseStrFromFunc Error: Couldn't find match for string: north1!
strParseStrFromFunc Error: Couldn't find match for string: north2!
strParseStrFromFunc Error: Couldn't find match for string: north3!
strParseStrFromFunc Error: Couldn't find match for string: north4!
strParseStrFromFunc Error: Couldn't find match for string: north5!
strParseStrFromFunc Error: Couldn't find match for string: north6!
strParseStrFromFunc Error: Couldn't find match for string: hunters!
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: !
WorldMap Error: Couldn't find match for Map Index!
strParseStrFromFunc Error: Couldn't find match for string: ! <-- this is repeated about 50 times


Error!: partyMemberRecoverLoadInstance: No script![Party Member 0]:

[Party Members]:
Error: Failed to fix party member critter scripts!
This shows on pretty much every map.
 
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