How did you...

Frank Horrigan@BIS

Still Mildly Glowing
Hey

I've convienced myself to finish my armor project for FO1, but since it has been a long since I "hacked" the game I'm concerned about some things...

Problem 1: Appearence

I remember that you changed the critters appearences on the maps they were located. Now I don't remember the ID values for the appearences. Were could I check those? Could you create new ID values?

Problem 2: ID Sound

I mean the sound that appears when you're character (are any other) "shuckles". If I remember it right you could change it in the critter pro file...but on which offset and in which map are those sound files located?

Problem 3: Armor raising stat points

Wasn't this also edited in the item pro file?
 
Everything is indeed in the PRO files. Use FUCK/FIME/FIC as you will.

Ideally though I recommened downloading the BIS editor and using it's own internal PRO editor (after some tweaking - see http://www.duckandcover.net/fanfallout/editorguides/keylayout.php ). You won't even need to bother with PIDs anymore.

The PID list is always the line number in the LST file. You can find a handy reference in scripts/headers once you've installed the editor.

Pipboyle2000 also has the armour list somewhere.
 
Ah yes I've relearned it now. I found the value (in the critter pro file) that triggers the appearence of the critter on the map. But what am I supposed to do if I want to add the appearence values of critters from FO2 into maps of FO1 with other words, which files do I need to transfere from FO2 or edit to make the new critters appear in FO1 when putting in their appearence values?
 
Hell if I know... Don't care much about FO1 and the PRO format changed between the two versions of the games...

For good measure, check in FUCK, it should have docs on the PRO format for FO2 which shouldn't be THAT different to FO1...
 
Okey thanks I'll see what I can find out. Maybe the only thing that needs to be done is to add the critter pro file into pro file list of Fallout I (this worked when I transfered the critter animations into the FO I critter list file)?
 
Hmmm...maybe you can help me with this.

Let us say I would create a hole new critter with new graphic files and everything else. Now how would I know, which value I have to use to create a link between the graphic files and the pro file?
 
Well once that you've added the stuff to the .lst files then i'm pretty sure that you can make a new critter in the Interplay editor and link that to the Animation. It's pretty cool as you can set all the critters skills and stuff. :D
 
He's talking FO1. He'll need to hex edit the PRO and link the proper byte to actually point to the line value of the lst file...
 
Yeah, data/art/critters/critters.lst

I often confuse master/critter dats since I always uncompress everything in them and move the DATs somewhere else altogether so the game doesn't use them.
 
I've now found the value in the pro file (of the power armor) that raises your ST, RR and PR. But this seems also to be a link value as well but I can't find the file that it is linked to. Anyone knows which file it's linked to?

Also I'm wondering if there is a link value between a critter pro and int file?

EDIT: Oh I forgot about this...

What are the values for making it impossible for you to walk on specific hexes?
 
I don't know, I wisht there was though as then you could set properties in the mapper which would trigger different stuff in the script so you wouldn't need 20,000 scripts to make the same person but meaner or whatnot... Instead you'd set some "mean" value in the editor and the script would behave accordingly.

Anyhoo, there's no known way to do that yet.

As for blocking, it's 66 (decimal).
 
Gameshark said:
So whens it released the first fallout 1 mod. :lol:

Oh, it will take some more time. But I can possible post some pics.

red: thanks for the decimal number of blocking. :)

say (this is getting repeating) I'm now modifying some script files of FO1. Well I'm wondering if there anything in the script that tells it how many lines it has to display of the dialog that it's linked or if I'm just doing something wrong.

I wanted to add a new dialog line in Darrel's (BOS) dialog and this was the location were I wanted to add it.

136 192 1 0 0 0 19 1 0 0 0 50 129 33 192 1 0 0 0 4 192 1 0 0 1 60 192 1 0 0 0 137

I found out that the red coulered values stand for this:

136: the dialog lines number that will be displayed.
19: A link value from dialog line number 136 to another.
137: New dialog line (number 137).

The values that came there after were the same as those that came after value 136 expect for the link value.

Now I wanted the game display my new dialog line number 213 and I thought I was able to like this to just to get it displayed:

136 192 1 0 0 0 19 1 0 0 0 50 129 33 192 1 0 0 0 4 192 1 0 0 1 60 192 1 0 0 0 213 192 1 0 0 0 0 1 0 0 0 50 129 33 192 1 0 0 0 4 192 1 0 0 1 60 192 1 0 0 0 137

But the only thing that happened was that Darrel's dialog didn't even get displayed!

Also I do not seem to find the value that tells the game to know, which critter pro file should be used on a map...
 
Why exactly do you avoid utilities developped by well... msot everyone.

Just use Noid's decompiler and recompile it... Unlike IPP Noids compiler ends up with the same binary in the end - except possibly for some tiny syntax errors regarding operator priority...

I never gave a look into the INT format personally - specially considering that now BIS released the official compiler... So I'm not much help for you here, and I'm not seeing anything just like that either...
 
Lets just say I've a little download problem here...but I hope that I shall a find a way to get my fingers on those advanced decompilers.

It just really started to like the UGE editor...but every prog seems to has its limits...
 
Hex Workshop ver 4 is out and allows indexing pretty much the UGE way (well, I think, I never bothered much with UGE really). I started working on various formats of FO2 but then I got word that the editor [from good sources] and didn't bother any longer.
 
Hrrrghhhh, when you're making updates than there suddently appear new problems...

I didn't notice before now that the new BOS soldiers are missing aim descriptions! Also, you don't see the damage that you (or anyone else) hit them for and you don't get any experience for their deaths! Were do I edit this?

Also, I'm wondering if there nowadays is bmpfrm editor that allows you to create a frm file with multiple bmp pictures?

And were do I get a good script compiler? I've gotten the original editors but they don't seem to work (you just get a message about an syntax error). Also were do I download the compiler from Noid?
 
Back
Top