Problem with F2 mod....

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I used Fime to modify just about every weapon in Fallout 2. I tried to change weapons into more historically accurate weapons and such.

I packed the pros into a dat file and loaded it with fame. I started a new game and played it out to the Den. I noticed several things were wrong. None of the item names and descriptions were used. All of the fime text editing had reverted back into the orginal f2 state. The weapons still had all the modified funtionality though. Why would only half of each pro file be read and used ?

I also attempted to modify some of the weapon graphics. I tried to convert the Wakashi Blade into a full katana, and I tried to convert the 10mm pistol into a zip gun. The Wakashi Blade works fine except for a few transparency problems, but the zip gun graphic causes problems when the game attempts to display the weapon in the equipped weapon box (outside of inventory). The zip gun works fine anywhere else. The graphic displays perfectly in the inventory and the inventory equip boxes. What could cause this crashing ?
 
I would like to thank all the wonderful people who attempted to help me with my modding problems ! j/k Many of you actually do have websites that I probably did get help from at some point in time...so...I guess it all works out.

Anyway, I eventually found out what pro_item.msg file was through the process of self discovery. I also found out that the GUI cannot display an ammo amount of 12/4. I gave the zip gun a 4 round clip...too bad Fallout 2 is convinced it should start with 12 rounds in the clip. Is there a way to correct that ?...oh well...if not, the zip gun gets a cheezy 12 round clip !

So far, my mod has edited 102 item pro files. I made many of the weapons somewhat historically accurate. I made some weapons more fun. I made others less fun. I converted the 10mm pistol into a zip gun (new zip gun graphic). I converted the Wakashi Blade into a katana (new katana graphic). I also gave the Cat's Paw a new, more mature cover. (its been done before, but I couldn't resist) I think the mod will raise the game difficulty some....weapons and ammo are more expensive. Some of the later weapons are a bit more powerfull, but your enemies wield them before you do..usually...so...I think it evens out in some way. I actually modified armor so that every bit of armor doesn't have a super high laser resistance. Thats weird that Blackisle added laser weapons, yet made them just about useless...kinda made me mad. It takes more than polish to deflect a real cutting laser. I do commend their effort with the Gauss Rifle though...it would be quite realistic if we had a high capacitor tech level today. (I actually made my own gauss gun..216joules...goes through an aluminum can quite easily) I will still add more to the patch before its released...it needs a lot of bug testing anyway.
 
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