Problems with Fallout2 Mods and patch000.dat

I have Killap's FO2 Mod installed, and I want to replace the Highwayman with the Interceptor from Mad Max, I have the file in my FO2 directory but when I try to run it with ModRunner, it gives me the error message "cannot patch000.dat"

What can I do?

Thanks.
 
Don't use modrunner. I believe that mod only replaces graphics, so it will work with Killap's work. Open the folders of that mod. Place any files you find in the Art folder (in scenery and either items or inven) of that mod into the corresponding folder of your main Fallout 2 game.

If the mod you want to add is in a .dat format, then you need to extract it with something like datexplorer. Several extractors available here in the files section or over at TeamX.
 
What would I have to do to get the Infinite Party Members mod to work?

Using killap's RP patch, no patch000.dat file, can't use Mod Runner, etc.
 
I am also having that problem whenever i click run game on the modrunner it will say cannot save patch000.dat. What does this mean and how do i fix PLEASE HELP SOON!!!!!!!!!!
 
fatjoe49 said:
I am also having that problem whenever i click run game on the modrunner it will say cannot save patch000.dat. What does this mean and how do i fix PLEASE HELP SOON!!!!!!!!!!

Dude. No one uses modrunner. Also it is probably saying that because patch000.dat is already in the FO directory and it cannot create its own or the file is read only. Whatever.

Don't bother with modrunner. Download the mod you want and follow the readme.
 
fatjoe49 said:
what will this download do

It's an undated version of the mod you want to use. It is the infinite party mod. It will do the same thing as the original download.
 
fatjoe49 said:
Can u give me instructions on how to add it to my game .

Dude101 said:
put these files in data/scripts then you are good to go assuming you are not using any other mods / patches that will conflict.

Un-rar the file. If you don't have data/scripts in your FO2 directory create the folders then dump the files in scripts.

edit

actually don't bother. This is probably too complicated, because patch00.dat overrides the data folder. Ignore me. Sorry I could not help you.
 
fatjoe49 said:
Its Not working i dont know what im doing wrong

Dude101 said:
actually don't bother. This is probably too complicated, because patch00.dat overrides the data folder. Ignore me. Sorry I could not help you.

Sorry it's my fault for getting to complicated. I can dig a deeper hole for us though: if you download dat manager or a similar program you can merge the files (patch000.dat into data then put the script files on top,and mark the protos as read only), but that is asking too much. It's hard to explain this stuff to someone that does not know the tools etc. Sorry. Maybe someone can get that old modrunner working for you. Again sorry, I know this stuff is a pain in the ass.
 
we have a lot of stickies are they all necessary or maybe some of them can be lumped together?
 
HI, i have problems with latest killaps not applying. MAybe this is the reason??
 
HI, i have problems with latest killaps not applying. MAybe this is the reason??
Yes it is, a suggestion is definitely to unpack patch000.dat with F2Undat or DAT2, and then extract the content of that into the data folder in Fallout 2's directory. After that you can delete the patch000.dat file.
 
HI, i have problems with latest killaps not applying. MAybe this is the reason??
Yes it is, a suggestion is definitely to unpack patch000.dat with F2Undat or DAT2, and then extract the content of that into the data folder in Fallout 2's directory. After that you can delete the patch000.dat file.
With the unofficial patch, there's no reason to use the content of patch000.dat.
 
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