Fallout 1 mod FO1 to FO2 conversion, for real

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Here's an updated worldmap.txt and mask files. It has all the right terrain, the ocean is masked off, and the visibility of map squares fills out across the ocean.

download
 
Great job

Can't wait to see this. This fixes a lot of engine bugs, right?

Also, can I use killap's patch before the mod or not?

By the way, did anyone think about F3 into F2? :)
 
Re: Great job

Pacifist said:
Can't wait to see this. This fixes a lot of engine bugs, right?

Also, can I use killap's patch before the mod or not?

By the way, did anyone think about F3 into F2? :)
Oh that would mean modelling the whole world, and gathering a large group of people to do it. Possible, but time-eating.
 
Mod updated!

Versions mod

Russian version translated fargus

Russian translation version 1 S

English version

German version

Sources scripts

Setting unpack mod in a folder f2
Copy files from a folder f1 critter.dat and master.dat in a folder F1_Dat_Files.
Start install.bat
What would start the game run fallout.exe
delet patch000.dat

Fix
http://jordan631.narod.ru/Mods/F2/F1_to_F2_conversion/fix.7z

Sources scripts update
http://jordan631.narod.ru/Mods/F2/F1_to_F2_conversion/fallout1_ssl_new_1.7z[/url]
 
Very very promising

But I tried twice to get back into Vault 13 after waiting until midnight or walking around out on the world map...

Yeah. When trying to go from lev1 to lev 2, I wound up on the Hub underground thieves' guild map behind a wall.

Lev 1 to lev 3 brought me to "hub" - a strange screen with no graphics, and my sprite trailed copies of myself wherever I moved.

Psychadellic!
 
It won't work

F1 scripts and maps won't work with F2. Find some way to convert and I'll be first to kiss your ass.
 
Well, the most stuff is already working and this is a good thing.
 
arthurpearson

Vault 13 Elevators?

Morticia

It won't work

F1 scripts and maps won't work with F2. Find some way to convert and I'll be first to kiss your ass.

Scripts F1 does not differ from F2. I have not met a difference.

To transfer the scripts I had to change.
Number global var

Maps are not the problem. I remade shady sands
and underground hub. There were problems with stairs, but the properties in staircases, I changed the tile -1, and the stairs are processed scripts.

Soon, I downloaded an updated mod.

Here is the source of scripts F1. Find the 10 differences.
http://jordan631.narod.ru/Mods/F2/F1_to_F2_conversion/fallout1_ssl_new_1.7z
 
Hey Jordan,

So I downloaded the 2 files from the links at Vault-Tec labs. I have installed a clean version of Fallout 2 v1.0, but I have not installed your mod yet.

In your instructions, it says to 'Delete or rename patch000.dat' so I am wondering, do I need to install a patch before installing your mod?

Or, does the install.bat do that and I only need to remove it before running the game?

Edit...

OK, I see now the files include a patch of some sort (and using SFall) so I just need to know if v1.0 will work or I need more? :)

Edit again...

I got it installed and must apologise, Jordan. It does work!

The installation created a new 'Fallout2' folder with 3 empty folders inside. No idea why it does that, so I deleted them and it still runs fine. There was no 'patch000.dat' to delete.

I am getting xp for quests, but the Pip-boy is a mess. Location names are all F1, and shown as if I had already been there. Below are lists of F2 quests that are crossed out already. :?
 
Morticia

Coming soon will be ready updated mod.
Quests in pip boy is not registered but work.
 
2) Start fallout2\data\ssl\compile.bat

I don't have this file.

Edit: Well I got it running, but heaps of stuff doesn't work. I didn't get the overseer FMV at the start, didn't have anything in my inventory, there were no rats in the cave, Vault 15 was not marked on my world map, when I asked Seth to take me to the Radscorpion caves nothing happened. This will be fucking awesome when you polish it, but right now it's not worth playing to me.
 
you do something wrong, for me it works just beautiful.


you shure you have the critter and master.dat if f1?^^
 
I probably did do something wrong. What I did:

Installed a fresh F2, extracted the mod into the F2 directory, copied the critter and master .dat files into the Fallout 1 dat files folder it created and extracted the fix into the F2 directory. I then launched F2.
 
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