New tools for Fallout 1/2

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.
I see that all skills calculation for Fallout creatures are made as for Fallout 2.
I'm almost build my own pro viewer tool, so I just show you a piece of code here.
Code:
//IT = IN
procedure CalculateSkills(const SPECIAL: TSPECIAL; var Skills: TSkills; Game: Integer = gmFallout);
begin
 with Skills, SPECIAL do
  begin
   case Game of
    gmFallout2:
     begin
      SmallGuns:= 5 + 4*AG;
      BigGuns:= 2*AG;
      EnergyWeapons:= 2*AG;
      Melee:= 20 + 2*(AG + ST);
      Throwing:= 4*AG;
      FirstAid:= 2*(PE + IT);
      Doctor:= PE + IT - 5;
      Speech:= 5*CH - 10;
      Barter:= 4*CH - 10;
      Gambling:= 5*LK - 10;
      Outdoorsman:= 2*(EN + IT) - 10;
     end;
    else
     begin
      SmallGuns:= 35 + AG;
      BigGuns:= 10 + AG;
      EnergyWeapons:= 10 + AG;
      Melee:= 55 + (AG + ST) div 2;
      Throwing:= 40 + AG;
      FirstAid:= 30 + (PE + IT) div 2;
      Doctor:= 15 + (PE + IT) div 2;
      Speech:= 25 + 2*CH;
      Barter:= 20 + 2*CH;
      Gambling:= 20 + 3*LK;
      Outdoorsman:= 5 + (EN + IT) div 2;
     end;
   end;
   Unarmed:= 30 + 2*(AG + ST);
   Sneak:= 25 + AG;
   Lockpick:= 20 + (PE + AG) div 2;
   Steal:= 20 + AG;
   Traps:= 20 + (PE + AG) div 2;
   Science:= 25 + 2*IT;
   Repair:= 20 + IT;
  end;
end;
And I think that Speech, Barter, Gambling and Outdoorsman in Fallout 2 was negated by 10 in 1.02d patch (comparing to 1.02), because I can get negative numbers in them with low CH, LK, EN or IN, especially with Gifted trait.
 
hi, i am using a german version of Fallout 2 and your F2wedit 1.4.8.25 shows after proper selection of folders: Can not unpack file "stat.msg" from FO2 master.dat
any solutions to this?

Fallout 1/2 Critters Editor v.1.2.3.7 works perfect!
 
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
So where do I need to place all of these files? Should I just drop the FO2 file into the master directory (C, Black Isle, Fallout 2).

I can follow you to step 3 (Running the msg to ini executable). I guess I"m just confused as to where all of the files go. Do I need to replace all the critter protos that are currently in proto/critters? Would that not overwrite any changes made by certain mods?

I just want to edit a few base stats of certain NPCs, I don't need much more than that.

Thank you for the response!
 
I personally use critter editor like this:
1) create separate folder for editor, with file structure from the archive
2) make a full set of actual critter PRO files (unpack DATA\PROTO\CRITTERS folder from Master.dat + copy all PRO files from actual folder over it, with all RP or other mods changes) and copy them to appropriate folder inside Critter Editor folder
3) Run the tool, it loads nicely because it has full set of PRO files. Edit anything you want.
4) Open CRITTERS folder inside Critter Editor folder, sort files by date, copy files that you actually changed to your game/mod directory
5) Test changes in-game.

Not the easiest way but I have full control over what changes goes to my mod/game.
 
Brilliant. Thank you.

One issue I have is that I cannot scroll right to see and/or modify the other skills (small guns, unarmed, etc...). Is this an issue that can also be fixed?
 
hi, i am using a german version of Fallout 2 and your F2wedit 1.4.8.25 shows after proper selection of folders: Can not unpack file "stat.msg" from FO2 master.dat
any solutions to this?

Fallout 1/2 Critters Editor v.1.2.3.7 works perfect!

There is new F2wedit 1.4.8.27, supported German version of Fallout 2. Read first post.
 
sorry, bad news! if i try to extract PRO files from DAT and choose just one category, extraction begins, but after a while the message "file not found" pop up and the editor stops working. tried serveral times, all the same. :-(
the editor extracted some files, but i don't know, if that are all files of the category.
if i select "all files", it work flawless!
 
sorry, bad news! if i try to extract PRO files from DAT and choose just one category, extraction begins, but after a while the message "file not found" pop up and the editor stops working. tried serveral times, all the same. :-(
the editor extracted some files, but i don't know, if that are all files of the category.
if i select "all files", it work flawless!

Sorry, I can't reproduce this problem, I tried with German and English version of Fallout 2 and all is working good... I had no problem with extracting both one-category items and all items from master.dat.
 
There is a bug and it is still reproduced in 1.4.8.27: power pid, type and number of charges doesn't get saved for misc items.
 
Cubik2k could you add a possibility to your f2wedit to load custom ammo types into weapon clip? (now I have to edit weapon .pro manually with hex-editor to add new ammo type into weapon)
 
Ghoul [BB];4026567 said:
Cubik2k could you add a possibility to your f2wedit to load custom ammo types into weapon clip? (now I have to edit weapon .pro manually with hex-editor to add new ammo type into weapon)

There IS such possibility. Are you trying to add new ammo caliber? In that case you need to write it's name in proto.msg, after that it will show up in f2wedit.
 
Sure, sure. I know this. The modifyed proto.msg already in f2wedit folder, ewerything goes fine - I can add NEW CALIBER type to the weapon. BUT i can not add DEFAULT ammo of new type to the weapon. Also I edited f2wedit.ini and added new ammo there, but every time i started f2wedit, all settings changed to defaults in this ini file.
 
Write (add) new type of caliber in proto.msg (for example 5.45mm), then make new prototype of your new ammo in F2wedit (File->New->Ammo), set proper caliber (your new 5.45mm) for this new ammo prototype.
From now you should have new position in Default Ammo list in WEAPON tabsheet.
 
Ok, thanks. This should work!
But what to do, if I already have new ammo types? How to register them?
 
If you have registered new ammo type in proto.msg, then next step is make new ammo prototype (File>New>Ammo), and set Caliber Type in this new ammo prototype. Ammo will be registered, and available in WEAPON tabsheet.
If you have already made ammo prototype with new Caliber Type, just re-edit it (button DONE should be pressed). Ammo will be registered in this way and available for Weapon's Default ammo.
 
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