I really am having difficult time now (Fallout 1)

Prosper

Where'd That 6th Toe Come From?
I created a nice frm.
Now I want to make a critter/npc out of it, and add it to vault 13 when you first start the game.

Summary: As soon as I start the game I want a new critter on the map.

&

from there, I need to know how to script it to do junk.
 
You need to add it through the mapper, I cant remember if the fallout 2 mapper works on fallout 1, I think you need to tweak something for it to work
 
Fallout 1 Modding **Request for Information**

Wild_qwerty said:
You need to add it through the mapper, I cant remember if the fallout 2 mapper works on fallout 1, I think you need to tweak something for it to work

Hey, could someone provide me with some information...

I have:
dims_mapper0.99 - Fallout 1 & 2, map editor. I have used it and it properly opens up Fallout 1 maps.
KAmdm - Extracts files from Dats.

I need to know more:
frmantr2 - "Frame Animator 2", how do I properly use this tool to create an acceptable critter graphic? In addition, how do I make ones with movement?

F*U*C* K - "A critter editor", Question: I can create new proto's just fine. However, it does not open any of my game's protos.
#File size mismatch. Need size "416".#
412 < 416


TUTORIAL or GUIDE?:
By just looking in the master.dat and other files, I was unable to figure out how things should be placed/name so the game loads all the files to use ENTITIES..

And very important questions..:
Fallout 1's modifiability - Question: Can I add a brand new critter/item/ etc., to the game without having to overwrite an existing one?

Question:
&Final question, the .INT files are needed right? How do I create a custom one? I recall reading somewhere that no-one knows how to edit/create a INT file for Fallout 1. Yet, I have seen other mods with custom scripts?
 
Re: Fallout 1 Modding **Request for Information**

Prosper said:
Question:
&Final question, the .INT files are needed right? How do I create a custom one? I recall reading somewhere that no-one knows how to edit/create a INT file for Fallout 1. Yet, I have seen other mods with custom scripts?

I believe Jargo's Fallout Script Editor works with Fallout 1 .ssl files, but I'm hardly a master of the art.
 
Re: Fallout 1 Modding **Request for Information**

Prosper said:
Prosper said:
And very important questions..:
Fallout 1's modifiability - Question: Can I add a brand new critter/item/ etc., to the game without having to overwrite an existing one?


You can just have to add everything to the msg and list files
So extract the Master.dat and critter.dat
Make your own frm or duplicate one and edit the list file it will appear in the mapper.
If you want to put your work into the game you have to use a proto editor
 
Re: Fallout 1 Modding **Request for Information**

Jotisz said:
Prosper said:
Prosper said:
And very important questions..:
Fallout 1's modifiability - Question: Can I add a brand new critter/item/ etc., to the game without having to overwrite an existing one?


You can just have to add everything to the msg and list files
So extract the Master.dat and critter.dat
Make your own frm or duplicate one and edit the list file it will appear in the mapper.
If you want to put your work into the game you have to use a proto editor

I need a name and a number to add into the critters.lst in my art folder.

I have no clue what name or number to use! currently my .frm is named StationaryAlien.
 
You see something like this in critters.lst
reserv
hapowr,21,1
harobe,11,1
hfcmbt,11,1
hfjmps,11,1
hflthr,11,1
hfmaxx,11,1
hfmetl,11,1
hmbjmp,11
hmbmet,11
hmcmbt,11,1
..........etc

hapowr=is the name of frm
I'm not sure about the number I've copied the Overseer frms from Fallout1 to Fallout2 he has the following name and number in critters.lst nmover,46. About the numbers I think the best if you build your character on an existing one for example nachld,27,1 (its the children critter) rename every frm it has nacbsdaa nacbsdab (look this for info about what aa ab and the others mean)
If you do this you will have two frm in your critters.lst that reflect children's frm nachld and nacbsd. You can see it in the fallout mapper then you should make a proto which will use the new frm file
I know it sound confusing sorry for that
 
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