PLEASE HELP!!! fallout 1 major problems.

blacknightmare116

First time out of the vault
ok. first of all thanks to all of you.
I have a few problems and question.
1.I cant go down the elevator at all in the M.B , it's just crashes.
so i cant win the game ):
what can I do? how do I fix it?
2.The black mutants are invisble!?!? for exaple i cant see harry the super mutant, only when they attack me i can se them.
how i fix this?
3.how can i open the .dat files of fallout?

thanks
 
1-2: Did you read the troubleshooting FAQ? IIRC this issue has been addressed there. Also try searching the older threads.
 
1. Hmmm, I never have this problem. Your game are patched to 1.02 version?
2. Yes, they is invisible because they have Stealth Boy device.
3. You may download utilities from www.teamx.ru/eng in Files/Utilities section.
 
Harry didn't have a Stealth Boy! FRM's must be messed up in your data files. Reinstall! Replay.
 
Fuck! :oops:

I just discovered this problem myself, after not playing it for a long time. Possibly SP2 problem, I dunno.

Ok, here's the score. I have done all the normal fixes, they do nothing. Checked all .cfg stuff, all looks normal, and works fine, up until I try to go to the third floor of the cathedral. Supermutants wearing black armor, are invisible until they draw weapons. Occasionally skilldex and menu button frames dissapear and become unusable.

Reinstalled, disabled audio acceleration, and disabled video card. Anybody know what I'm forgetting to do?
 
Dove said:
Supermutants wearing black armor, are invisible until they draw weapons.

Invisible and transparent are two different object states in the game. Transparent is a critter prototype setting, and is what happens when a stealthboy is used. Invisible is a script command to totally hide objects. So which is it? I thought the nightkins in the cathedral were supposed to be transparent because they are using stealthboys.
 
I did some testing in the mapper and transparency doesn't actually have any effect on targeting. If you use Steal on the Nightkin in the tower the transparency shuts off, for some reason.
 
Per said:
I did some testing in the mapper and transparency doesn't actually have any effect on targeting.

So what's the point of the stealthboy then? Maybe that is why in the FO2 script headers you see this:

///#define PID_STEALTH_BOY (54) // Disabled FO2 7/22/98 JLR

I enabled the stealthboy for my expansion pack, but if it doesn't affect targeting then its pretty useless.
Hmmm maybe some additional scripting could make this more useful. I wonder if stealthboy affects things like:

#define self_can_see_dude obj_can_see_obj(self_obj,dude_obj)

EDIT: maybe in FO1 it was not disabled and does affect targeting?
 
I always assumed it helps with Sneaking. If you "turn off" the transparency in Fo1 with Steal it doesn't change the displayed chance to hit the mutant or something behind it. This would not be expected though if the game remembers the mutant is "stealthed" and only shut off the visual effect. There's one thing that can be done to check this that I haven't done: use Steal, leave to another map so the tower map is saved, then return and check if the mutant looks transparent or not. If he's not, then transparency of the kind defined in the mapper does nothing. However, there's still a possibility that the Stealth Boy has a different effect on the player, and I can't think of any way to test that.
 
blacknightmare116 said:
3.how can i open the .dat files of fallout?

Look here and note which of those DAT tools supports FO1.
The way I extracted the FO1 dats was using f1undat.
Make a directory somewhere, copy the dat files to it, copy f1undat to it, and do:

f1undat -es master.dat
f1undat -es critter.dat

You might want to look here and read this forum.
 
Dove said:
Fuck! :oops:

I just discovered this problem myself, after not playing it for a long time. Possibly SP2 problem, I dunno.

Ok, here's the score. I have done all the normal fixes, they do nothing. Checked all .cfg stuff, all looks normal, and works fine, up until I try to go to the third floor of the cathedral. Supermutants wearing black armor, are invisible until they draw weapons. Occasionally skilldex and menu button frames dissapear and become unusable.

Reinstalled, disabled audio acceleration, and disabled video card. Anybody know what I'm forgetting to do?

See, n00bs, that's how you find a thread describing a problem similar to yours ;)

As to the issue, I'd still say it's damaged frm's or better yet, a damaged critter frm list. This would mean that for some reason the frm's for an unarmed mutie are unavailable, so it isn't seen; note that the same happens if you equip a weapon you have no frames for on the tribal...

I'm not an expert on it , though, so I'll shut up and let Per and Dude_obj figure that out ;)
 
Damn, if it's damaged frames, I'm fucked. I was hoping it was just some weird mishap with the way SP2 handles runtime errors.

It's definitely not stealthboy nightkin, they show up okay, I forgot to add that. Would damaged frm lists also cause a runtime error that crashes the game only on level 3 of the cathedral? Possibly a something wrong with the masters frm?

Every time I've run into the black armored supermutants (non-stealthboy) the game continues to run, they appear after drawing weapons. They're not even visible in targeting for some reason, until they have a weapon drawn.

Fucking strange. I guess I should run cdmage to see if the disk isn't damaged. Back soon with results.

/edit: Could somebody please list filesizes for some of the files that could be a problem, if you have time?

/edit2: No errors on disc according to cdmage. Hmmm.
 
Dove said:
Damn, if it's damaged frames, I'm fucked.

Harry and other mutants seems to do stuff like this:

if ((op_tile_num(op_self_obj()) == 12536) and (op_global_var(306) == 2)) then
op_set_obj_invisibility(op_self_obj(), 1);

So if he's on a certain tile, and a certain global variable equals 2, he's set to be invisible. Gary has that same line of code. A bunch of mutant scripts have invisibility code like this:

if (op_global_var(13) == 0) then
op_set_obj_invisibility(op_self_obj(), 1);

My guess is that you're running into some bugs in the scripting. Its hard to make sense of the FO1 code because I have to look at decompiled versions (there is no source code). There is code setting objects visible and invisible all over the place in both FO1 and FO2.
 
The mutants don't really bother me, it's the damned crashing when I reach the master's level of the cathedral. Too many items bug maybe? I've never run into it before, what are the main symptoms of it?
 
Why would mutants need invisibility scripting? :? Is that in some way connected to the number of mutants in the MB depending on your level? Strange...

Dove: http://www.nma-fallout.com/forum/vi...+crashes&sid=306cba3b5c6e2cfe159ac9f58fcdc92e
http://www.nma-fallout.com/forum/vi...+crashes&sid=306cba3b5c6e2cfe159ac9f58fcdc92e

These threads list the "too many items" bug as the reason, if your skilldex button is disappearing, this may be the case (it's a sign of the bug approaching)

Still, I'm probably wrong on the utant issue... ;)
 
Silencer said:
Why would mutants need invisibility scripting?

There is something about the invasion by mutants at necropolis. The hotelmap script tests for how much game time has passed, and at a different times it sets various global variables. One of those global variables (13) is tested by the mutant scripts, and if true (1) the mutants are invisible. So I guess after the invasion there are less mutants, but technically they are not actually gone, they are made invisible. Or maybe its the other way around, after invasion there are more mutants. The FO1 code is difficult to read because its all numbers, no names.
 
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