Scripts.lst question

Chucky

First time out of the vault
Excuse me, I'm trying to put the scripts from the Fallout 1 Demo into Fallout 2, but when in scripts.lst I see that the FO2 Scripts have 'local_vars=1' or something like that, but the Fallout 1 Demo scripts don't have that. Is it possible to put the scripts in FO2 without changing or creating them? :?:
 
I don't think this will work. You would need to recompile those scripts from source to make them work. There is a way to decompile and recompile, but it's not a trivial exercize.

What is it that you want from the FO1 demo?
 
Chucky said:
Excuse me, I'm trying to put the scripts from the Fallout 1 Demo into Fallout 2, but when in scripts.lst I see that the FO2 Scripts have 'local_vars=1' or something like that, but the Fallout 1 Demo scripts don't have that.

Whoa, whoa, whoa - have you managed to unpack the Fallout demo DAT file? Last time I asked no one seemed to know, so I would be very interested to hear about it.
 
I tried the ones with graphic interfaces (one of which works for Fo1 and one which works for Fo2) and they didn't want to do it, so I had assumed the demo used a different format somehow. Thanks - now to see if I missed something in my demo summary for the next Fo1 guide update...
 
Per said:
I tried the ones with graphic interfaces (one of which works for Fo1 and one which works for Fo2)

There seems to be a fair amount of quirks with these dat tools. I found that the graphic dat tools couldn't unpack FO2 patch000.dat either. Had to use noid's undat for that too.
 
Dude_obj wrote
What is it that you want from the FO1 demo?

Well, the Fallout demo has different scripts to the actual game, The Fools and Crips(I think) don't exist in Junktown, The demo is a mini version of Junktown with whole new scripts. I want to get as many different scripts as possible
 
Chucky said:
Well, the Fallout demo has different scripts to the actual game, The Fools and Crips(I think) don't exist in Junktown, The demo is a mini version of Junktown with whole new scripts. I want to get as many different scripts as possible

Well all you can do is get Noid's script decompiler (see the second program here and decompile the scripts you want. But the thing is, decompiled scripts are a lot harder to make sense of, because they have no names as you find in the FO2 script source code. It would be better, and probably easier, to just write new scripts for FO2 that do the same thing, rather than trying to get these working. You could use the decompiled script from the demo as a reference.

There are mutiple reasons why just adding the compiled script to FO2 will not work. The major one is hardcoded script ID which gets written to the INT file. Another is global variables that have different numbers. And it goes on and on, references to object PIDs and all kinds of things will be different, and they all end up being hardcoded integers in the compiled script.

Chucky said:
I want to get as many different scripts as possible

The official mapper comes with the source code for 1300+ scripts, and you can use that as examples to do almost anything you want.
 
In reply to obj_dude

I don't know very much about scripting, though I want to because I make maps that aren't completely professional, but are good enough for me, but I can only use existing scripts, or change the .msg file for the script type I want. Which is good, but it overwrites the original. So I could only make like a... total conversion mod where I replace the towns and stuff. I'm not sure. :roll: :scratch:
 
Re: In reply to obj_dude

Chucky said:
otal conversion mod where I replace the towns and stuff.

If you want to make new towns you need to learn scripting. I really don't think old scripts can be reused for this without at least making changes to them and recompiling.
 
I really don't know anything about scripting (Well, not for new NPC's) I use FSE for my towns or do it manually
 
Back
Top