New tools for Fallout 1/2

@Cubik2k I can't get new f2wedit to work, it just says "File not found".

Version 1.4.6.21 I had been using before in the exact same folder and it works just fine.

It might be that your program prevents access to My Documents folder. My Fallout installation is in My Documents/Dropbox/Fallout. Why do you prevent access to that folder, that makes no sense.
 
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It might be that your program prevents access to My Documents folder. My Fallout installation is in My Documents/Dropbox/Fallout. Why do you prevent access to that folder, that makes no sense.
I guess that's probably because of UAC.
 
It might be that your program prevents access to My Documents folder. My Fallout installation is in My Documents/Dropbox/Fallout. Why do you prevent access to that folder, that makes no sense.
I guess that's probably because of UAC.

Yeah but I have UAC completely disabled. :confused:


Also I found a bug. The critter editor changes offset 2C (critter flags) from 00000042 to 00000002 every time. 42 means Can Barter, Can't Drop. 2 is just Can Barter. It removes the Can't Drop flag every time, just by clicking on the critter (view) not actually saving any changes. Not sure why it's doing that.

Similar thing happens with the Cannot Pickup / Magic Hands flags. They get arbitrarily wiped and changed just by viewing items.

@Cubik2k Could you please release the source code for all of these tools? That way we can fix the bugs ourselves. It would be extremely helpful if we could have the source code. Thank you. It's a win-win because the tools can continually improve over time (win for the community) without you feeling pressured to update them, especially if you don't have time for modding any more. (win for you)
 
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@Cubik2k Could you please release the source code for all of these tools? That way we can fix the bugs ourselves. It would be extremely helpful if we could have the source code. Thank you. It's a win-win because the tools can continually improve over time (win for the community) without you feeling pressured to update them, especially if you don't have time for modding any more. (win for you)

+1 to this -- everybody wins. :)
 
@Cubik2k I can't get new f2wedit to work, it just says "File not found".

Version 1.4.6.21 I had been using before in the exact same folder and it works just fine.

It might be that your program prevents access to My Documents folder. My Fallout installation is in My Documents/Dropbox/Fallout. Why do you prevent access to that folder, that makes no sense.

I didn't make such things. I just checked F2Wedit v1.4.9.28 on my Win7 system, and this works fine with My Documents directory, and with Administrator directory too, etc.! I have no idea what is wrong with your system...
F2wedit says "File not found" when it can't find or unpack files from any *.dat file (master.dat or critter.dat). Maybe you have special or unofficial version of that files? Maybe that files are packed in another algorithm and f2wedit can't unpack them?

Sduibek said:
Also I found a bug. The critter editor changes offset 2C (critter flags) from 00000042 to 00000002 every time. 42 means Can Barter, Can't Drop. 2 is just Can Barter. It removes the Can't Drop flag every time, just by clicking on the critter (view) not actually saving any changes. Not sure why it's doing that.

Similar thing happens with the Cannot Pickup / Magic Hands flags. They get arbitrarily wiped and changed just by viewing items.

I thought it was repaired, so I take a look at this.

Sduibek said:
Could you please release the source code for all of these tools?

Not a problem, but...

The tools was written in Delphi with some additional Components, which are not my. Second: the code is not optimal and very unclear, most things is CHAOS, even I spent a lot time to understand, what have I casting years ago with this code :D Very rare comments, all in Polish.

In case I disappear, I release sources of F2Wedit in the short future, wait few weeks for them. I need time to prepare those files. Maybe it could be good idea to make something like SVN? But I need help with that, because it couldn't be in SourceForge and similiar, because I used some not free compnents.
 
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Thank you, this is good news :) Can critter editor code be released as well?

I am not sure about licensed components either, hmm. What parts exactly are paid?
 
Not a problem, but...

The tools was written in Delphi with some additional Components, which are not my. Second: the code is not optimal and very unclear, most things is CHAOS, even I spent a lot time to understand, what have I casting years ago with this code :D Very rare comments, all in Polish.

In case I disappear, I release sources of F2Wedit in the short future, wait few weeks for them. I need time to prepare those files. Maybe it could be good idea to make something like SVN? But I need help with that, because it couldn't be in SourceForge and similiar, because I used some not free compnents.

That's fine, we could have someone port it to a more modern toolchain like FreePascal.

Nowadays people typically use GitHub; I'd highly suggest it. The parts of the code you own the copyright for you can license however you want (although I'd suggest one such as the MIT license).
 
It is only f2wedit. Critter Editor is not included.
However, in my plans, critter editor will be published at GitHub like f2wedit, but not now.
 
I hope the new, unofficial version of the critter editor will allow setting things normally only customizable with the Fallout Utility for Critter tinKering, such as Critical Chances and what critter graphic set to use.
 
Hi,
when i start f2wedit in my fo2 dir and after selecting path, the app terminates with I/O error 32. Does someone know a solution?


EDIT: Fuck, solved it. It's a 50/50 chance, that this happens :D. For ALL: If you get this error, be sure, no application (like dat explorer) is using/accessing the DAT files.
 
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I love the latest proto editor tool however when creating new items and placing them in the Players inventory via Vad save editor, my game crashes. I'm using it on fallout with Fixt installed.
Editing the testa armor to use difrent frms for example goes well. any clue whats going on?
 
I actually did use it waaaay back in 2003 believe on the old forums getting horrigan as playable character. Guess now I try to do the same but for Fallout 1 next to adding advanced power armor. knowledge hex editing has been lost on me..

Maybe it that I spawn the newly (or edited) item on my character within a savegame thats coursing the problem?
Is there an other way to get the items in game? (for fallout 2 I use bis mapper but I saw its quite some work to get it running for fallout 1)
 
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Here is a way to use the hex editor for adding new items.
I don't know how to make them appear in the game though, other than using the mapper.
 
Thanks for the clear tutorial. After some more playing around, I found it isnt just newly created items that crash the save games, its also quite some standard items make it crash too.
When putting the items to replace the flares so the newly created characters would have them upon starting a new game, the new items are ingame and they work just fine. no crashes.

So I'm kind of clueless what going on.. maybe Fixt and Vad editor incompatibility together for editing the inventory. I guess editing the v13cave.int would fix my issues but so far I wasn't able to compile the edited script.
 
Thanks for the clear tutorial. After some more playing around, I found it isnt just newly created items that crash the save games, its also quite some standard items make it crash too.
When putting the items to replace the flares so the newly created characters would have them upon starting a new game, the new items are ingame and they work just fine. no crashes.

So I'm kind of clueless what going on.. maybe Fixt and Vad editor incompatibility together for editing the inventory. I guess editing the v13cave.int would fix my issues but so far I wasn't able to compile the edited script.

Are the new items of the correct item type? This is important.

If you make, say, a stimpak proto file into a bazooka, then you must also change the address called Item Type in that file from Drugs to Weapons.

More importantly, you must also make sure that the new proto is the correct file size (weapon item files are larger than misc item files). You can do this by choosing "Insert String" in XVI32 and inputting some 00's in Hex mode, until it is the correct size.

Also, I think Fallout 1 has a hardcoded limit of 255 different items. If you make new items, they must have an ID less than 255, which I guess means that you have to replace some other item. I've never modded Fallout 1, so I'm not 100% sure on this, but maybe that is your problem.
 
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