New tools for Fallout 1/2

I think I've found another bug with latest f2wedit. It is related to pro_item.msg being corrupted when I close application. If some item contain # symbol in it's name or description ("Cat's paw issue #5"), it is being cut by the program (looks like it thinks that it is a comment) when writing pro_item.ini file. So when I close f2wedit, it modifies pro_item.msg, cutting down text.
 
There will be soon a slight improvement of the program, I take into account part of the reported problems. I consider sharing the source code, but first I have to prepare the files.
 
F2Wedit v1.4.7.24:

- removed log.txt file
- possibility to run more instances of the program
- fixed and changed working of FLAG checkbox's for MISC, KEY, Container proto files, added Done/Cancel button (for Weapons still work in old order)
- added new submenu in Options->Setup for selecting Game directory, locate separately master.dat, critter.dat and patch000.dat. Patch000.dat works only for Fallout2, for Fallout1 is skipped.
- primitive fix of # issue in pro_item.msg file. (Comments and words after char # will not be cutted, but sometimes ComboBoxes or other controls in program could contain this char and comments in their names. It does not interfere with operation of the program.)
- temporarily disabled the ability to update from within the program (I lost access to serwer where files was stored).


For now it is not possible to make version that doesn't modify PRO_ITEM.MSG and doesn't modify date of not modified *.pro files. Fixing this needs a lot of work and I am busy, but I have this in mind.

Link in first post.

Source code will be added later, I need time to clean files.

Comments, remarks and opinions welcome ;)
 
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F2Wedit v1.4.7.24:
- added new submenu in Options->Setup for selecting Game directory, locate separately master.dat, critter.dat and patch000.dat. Patch000.dat works only for Fallout2, for Fallout1 is skipped.
If I try to locate DAT files separately in the first time, it still gives the error and closes itself. I have to copy an INI from other installation and edit the paths manually to launch f2wedit.

My FO2 setup is like this:
E:\Fallout2 -> with the two main DATs, RP installed.
E:\Fallout2\UP -> UP installed in Lexx's method (has fallout2.exe), the paths of DATs in fallout2.cfg point to the main directory.

So during the first time I start up f2wedit, I give the following paths to it:
  1. [Game]\Data - E:\Fallout2\UP
  2. Uncheck the "Select *.DAT files from game directory" option.
  3. master.dat - enter E:\Fallout2\master.dat
  4. critter.dat - enter E:\Fallout2\critter.dat
  5. patch000.dat - empty
  6. Click OK then it says it can't find EXEs/DATs and terminate itself.

EDIT: OK, I found the cause. I have to click the buttons and browse for main game folder and DATs. For some reasons it won't take the paths I enter directly in text boxes. :\
It would be better if I can just enter paths in text boxes, rather than the need of clicking buttons and browsing for stuff.
 
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F2Wedit v 1.4.8.25

- very likely that the unmodified *.pro files will not change their date while browsing, until be edited. (unfortunately PRO_ITEM.MSG still works in old order)
- fixed working of FLAG checkbox's for WEAPON prot files, added Done/Cancel button for them. This prevents modifying a file while browsing without editing.
- a slightly improved settings *.dat files: for now it is possible to select another *.dat file (not only patch000.dat) i.e. "shattered_eng.dat" ;)
- fixed some minor bugs
 
Thank you very much for the update! It is very helpful for mod I'm working on.

A small suggestion: add Action flags for ALL types of items (they actually work for weapons, for instance, I tried with hex editor).
 
A small suggestion: add Action flags for ALL types of items (they actually work for weapons, for instance, I tried with hex editor).

Of course I can add FLAG for other types of *.pro files. The problem is that the form of the program lacks of space for adding new controls.
At the time when f2wedit was created, used a screen resolution of 800x600 or 1024x768. And for such screen resolution the program has been designed. Unfortunately, this results in a small area forms available.
That's why I need information from you, to what resolution I should adjust the program, what are today's standards?
 
A small suggestion: add Action flags for ALL types of items (they actually work for weapons, for instance, I tried with hex editor).

Of course I can add FLAG for other types of *.pro files. The problem is that the form of the program lacks of space for adding new controls.
At the time when f2wedit was created, used a screen resolution of 800x600 or 1024x768. And for such screen resolution the program has been designed. Unfortunately, this results in a small area forms available.
That's why I need information from you, to what resolution I should adjust the program, what are today's standards?

I think I would have used tabbed panels in this case. Not sure how exactly to split controls between them, maybe something like General for general item data (weight, cost, action flags, etc.) and second tab like Armor, Weapon, etc. for type-specific data.
Not sure if this flags would be used by many, but it would be cool for the sake of completeness :)
 
1360x768 would be well within safe limits. Personally I don't want tabs. One-screen layout is incredibly useful for modding and reference purposes, tabbed browsing would just make everything take more time. Same goes with critter editor.
 
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1360x768 would be well within safe limits. Personally I don't want tabs. One-screen layout is incredibly useful for modding and reference purposes, tabbed browsing would just make everything take more time. Same goes with critter editor.

Now that you mentioned it, I cannot disagree with you :) No computer geek (read: modder) will use prehistoric monitor anyway thesedays, I think :)
 
1360x768 would be well within safe limits. Personally I don't want tabs. One-screen layout is incredibly useful for modding and reference purposes, tabbed browsing would just make everything take more time. Same goes with critter editor.

Now that you mentioned it, I cannot disagree with you :) No computer geek (read: modder) will use prehistoric monitor anyway thesedays, I think :)

Hopefully not! Yuck.

I ordered a 27" inch monitor, I'm soooooooooo looking forward it its arrival.
 
Now that you mentioned it, I cannot disagree with you :) No computer geek (read: modder) will use prehistoric monitor anyway thesedays, I think :)

I differ. Geeks are the most likely to use such things. On another subject, I love tabbed interfaces, they are great.
 
Is there a readme for the Critter editor? I keep getting a few errors (no critters showing up, can't save, "I/O 6" error, etc...) and I'm sure it's something common or a problem on my part.

I'm a big fan of the item editor! Been using it for quite some time now.
 
Now that you mentioned it, I cannot disagree with you :) No computer geek (read: modder) will use prehistoric monitor anyway thesedays, I think :)

I differ. Geeks are the most likely to use such things. On another subject, I love tabbed interfaces, they are great.

Here is why tabbed interfaces would be bad for this program: During modding, I frequently compare items and critters by:
- scrolling up and down the list (i.e. using the arrow keys to move back and forth between "00000102 Sduibek.PRO" and 00000102 Oppen.PRO"),
- compare it side-by-side with a screenshot of some other item/critter,
- or compare side-by-side with some other information or application.

In all of these cases, having the information on multiple tabs ("screens") means the time it takes to look over and compare the data is double or tripled or even quadrupled depending on how many tabs exist. And it means I have to click all around every single goddamn time, instead of being able to just scan the data with my eyes all at once. It's a totally needless and unnecessary destruction of efficiency.



Is there a readme for the Critter editor? I keep getting a few errors (no critters showing up, can't save, "I/O 6" error, etc...) and I'm sure it's something common or a problem on my part.

I'm a big fan of the item editor! Been using it for quite some time now.

* Not sure if this applies to you, but the critter and item editors do not run if you have anything in the Fallout\DATA\TEXT\CUTS folder.
* Also make sure you have critter.dat and master.dat in Fallout directory
* Make sure you've run the Msg-to-Ini tool on PRO_CRIT.MSG and stuck these files into FO1 or FO2 folder, depending on which you're editing: CRITTERS.LST, PRO_CRIT.MSG, PRO_CRIT.INI - And I meant the literal folders named FO1 or FO2, used by the critter editor.
* Lastly, make sure you have frm_crittes.zip in same folder as FO12_critters_editor.exe
 
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Here is why tabbed interfaces would be bad for this program: During modding, I frequently compare items and critters by:
- scrolling up and down the list (i.e. using the arrow keys to move back and forth between "00000102 Sduibek.PRO" and 00000102 Oppen.PRO"),
- compare it side-by-side with a screenshot of some other item/critter,
- or compare side-by-side with some other information or application.
Just a clarification. I don't mod, I didn't mean in this particular case, but in general I like tabbed interfaces. I can see what you mean, though.
 
Hello, Cubik2k.
I have some questions about your FO1/2 Critter Proto Editor.
1. What's the last version of it? (I have 1.2.4.8)
2. Are you still develop this program?
3. Do you plan to open sources of it?
I'm found that FO1 skills calculated as FO2 skills yet, some FO2 skills calculation is incorrect, and I want to include some features in.
 
Hello, Cubik2k.
I have some questions about your FO1/2 Critter Proto Editor.
1. What's the last version of it? (I have 1.2.4.8)
2. Are you still develop this program?
3. Do you plan to open sources of it?

Ad.1.
Official last version is 1.2.4.8. A long time ago I made next version, but propably not finished, I don't remmeber what changes I'd like to make.
Ad.2.
Yes, I have plans to develope this program.
Ad.3.
I plan to open source of most of my tools, F2wedit, Critter Editor, Map Conventer, FO1 Encounter Tweaker etc.

I need time for finish changes I have in my plan, prepare files, then I publish sources.
It will be hmm, ... like with fonline updates, "soon"? ;)


I'm found that FO1 skills calculated as FO2 skills yet, some FO2 skills calculation is incorrect, and I want to include some features in.

Give me descriptions of the bugged calculations, I will fix it.
 
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