Some ideas that haunt me about fallout 1

jupiter2

First time out of the vault
I do know that fallout 1 scripting is something that frightens every modders

However some ideas haunt my spirit about this first episode,which is for me the best of the serie.

Something about endings.I often do talk about that because i find it very dissapointing to finish the game without having the possibility to get good endings for Sanctuary and hub.

Conditions of bad endings for those two areas(enter the hubs after 140 days passed_enter the sanctuary after 90 days passed)) are rather silly,and imply you explore these areas very early in the game or just avoid them to avoid bad endings..

So i d like to know if it would be very hard to make in sort:

first,to unlock the good endings finding which scripts determinate them

Then,to change scripts for bad endings.

Besides the conditions for bad endings are not logic:it is not because you dont go in a place that nothing happens there,or because you dont return in a place that nothing bad happens.

(it also applies for Nekropolis,ghouls dont die if you repair the water pump and never return there.

I think that the simple fact of killing the master early in the game should save all the cities from mutants attacks.

I certainly do ask a lot,besides i know this does require a lot of working(hawk-eye explained me how hard it was).
But correcting all those "ending bugs" would be a very reat thing,like what killaps did correcting vault 15 and gecko endings in Fallout 2

The good ending scripts are already present in the .dat file of the game(someone here told it to me),so if anyone can tell me who i should mp,or which lines of script i must change or anything else i would be very grateful.
 
Something about endings.I often do talk about that because i find it very dissapointing to finish the game without having the possibility to get good endings
This is planned for the Fallout Restoration Project. If you are motivated enough -- enroll.

Sanctuary
There is no such a location

Conditions of bad endings for those two areas(enter the hubs after 140 days passed_enter the sanctuary after 90 days passed)) are rather silly
No, they are not. Really silly is the way game was cut before the release. Those conditions describe mutant army march terms. Unfortunately, the only place where you can witness this army is Necropolis.

and imply you explore these areas very early in the game or just avoid them to avoid bad endings..
No, they are not. Those counters start ticking at the beginning of the game.

I think that the simple fact of killing the master early in the game should save all the cities from mutants attacks.
No, it should not. Because there is Lieutenant. And eliminating both Lieutenant and Master in general mean ending the game.

The good ending scripts are already present in the .dat file of the game(someone here told it to me)
That someone forgot to tell you that those "scripts" are hard-coded into the game engine. And fair amount of debugging and disassembling is required to alter their behavior. :twitch:
 
Uh, no?

Alchemist, stop talking out of your ass, the scripts are external and are quite fixable. Or maybe I'm insane and TeamX/killap don't exist.
 
All script files are in the /data/scripts/ folder. You can decompile it and change stuff if you are good enough, etc.

I wouldn't be surprised, if some of the dates are hardcodet into the game.
 
2Mikael Grizzly:
You know, it's very impolite to stick your ear into imaginary friend's ass. Get it out immediately.

2Lexx:
No, most of the dates are in the vault13.gam. But the whole endgame sequence is hard-coded into the engine. FO1 is significantly less flexible in this aspect. You can manipulate endgame sequence via some GVAR values. But it requires to change number of scripts what is far enough from just using a "good ending scripts are already present in the .dat file". And if you want to change predefined behvior of the engine you still have to dig into the machine code.
 
So there is little hope to have the possibility to get good endings for nicole sanctuary and for the hubs?

Even if it is corrected ,it seems to mean that the playe has to rush to go in those two places to do all what he wwants to do and then never come back there right?
 
Alchemist said:
and imply you explore these areas very early in the game or just avoid them to avoid bad endings..
No, they are not. Those counters start ticking at the beginning of the game.

The counters tick from the beginning, but the "bad" endings are in fact triggered by entering said area after a "critical" time had passed. So assuming a player indeed finishes all the business in the Boneyard within 90 days from the start, Necropolis within 110 days from the start and the Hub within 140 days, he or she shuld not see "bad" endings (but rather no endings at all in case of the former and the latter)
 
2jupiter2:
there is little hope to have the possibility to get good endings
That's one of the key features planned for the mod.

it seems to mean that the playe has to rush to go in those two places to do all what he wwants
That's correct. If player wants to visit the location before mutant invasion he/she should hurry. Otherwise it's most likely that he/she won't have a chance to see most of the inhabitants alive.

to do and then never come back there right
And that is not correct. If we get everything done right the will be no connection between the good ending and date of the visit.
If you don't visit a location and finish the game the location won't be mentioned in the slide-show at all. If you visit a location and finish the game before the grace period expires you'll get a good ending. If you visit a location and finish the game after the grace period expires you'll get a bad ending.

2Silencer:
but the "bad" endings are in fact triggered by entering said area after a "critical" time had passed
You are right. It's been a while since I tinkered with decompiled scripts. There is procedure Invasion in some of them. But it never gets called. And "critical" times are checked inside of the start procedure of the scripts which are bound to maps of the specific location. That's why visit after the grace period expiration is explicitly required. And it's not too hard to fix.
 
Alchemist said:

There's not much information on this project at the wiki. Is there someplace I could go to learn more? I went to the Team X website, but unfortunately, I only know English, and there's no information to be found in the English Team X forum.

I'm mostly curious to know what, if any, new locations will be implemented (such as the other Raider clans).
 
Well, currently there is no online documentation for this mod. If you saw Fallout Update mod than you understand the idea. Most of the changes will take place on the existing maps. Number of reimplemented characters, pack reimplemented quests and the real mutant army invasion. Unused locations will be dragged back into the game. One of them definetly will be Vipers' camp. Ripper's could get back. Adding a new locations from scratch is doubtful. But some existing locations could get an additional maps associated with. In short terms something like that.
 
Alchemist said:
(...)Most of the changes will take place on the existing maps. Number of reimplemented characters, pack reimplemented quests and the real mutant army invasion. Unused locations will be dragged back into the game. One of them definetly will be Vipers' camp. Ripper's could get back. Adding a new locations from scratch is doubtful. But some existing locations could get an additional maps associated with. In short terms something like that.

That sounds really, really good, know that you have a fan here... :clap:
(i'm not complainning or anything, but the thought just ocurred to me that more areas to explore will make FO1 more challenging, given the "ticking clock" and all...)
Keep going and good luck and if you will; show us a little more information about it, so we can dream and drool on it...hehe.. :)
 
Alchemist said:
One of them definetly will be Vipers' camp. Ripper's could get back.

So I'm guessing you're going to use the original design document where the Vipers have a stationary base, and not the "updated" version of the Vipers where they're a nomadic tribe.

If so, do you plan to include their bone armor and the mutant snakes? I imagine that'd be a lot of work, but the snake pit seems to be a pretty central part of the Viper's camp.

I'm surprised you're not implementing The Jackals, as it seems like they'd be a hell of a lot easier than The Vipers. There's not a whole lot to them other than being a band of crazy raiders.
 
2x'il:
more areas to explore will make FO1 more challenging, given the "ticking clock" and all
We aware of that. On the one hand it's one of the design ideas of Fallout that player cannot explore everything and complete all the quests in a single run. On the other hand playtesting will show us if the counter values are subject to be chagnged.

so we can dream and drool on it.
Don't drool too much. Overestimating does nothing good to the gaming experience. :)


2Dravean:
We gave Vipers more priority just because there are links to this clan in the release of the game. And morover there are dedicated resources in the data files. And understand me right, besides the unimplemented ideas there are common sense and current style of the game. New content should conform both.


2Hadanelith:
Sorry. Chances are zero. We don't have neither time nor motivation to do so.
And before someone other could try to port any Fallout mods to Fallout2 he or she should have complete, stable and authentic F1->F2 port as a platform. Current state of the Jordan's work is not satisfactory. It requires significant amount of time to be spent on.
 
Alchemist said:
(...) playtesting will show us if the counter values are subject to be chagnged.

Nice!! :ok:

Alchemist said:
Don't drool too much. Overestimating does nothing good to the gaming experience. :)

Ok... ::awaits stoically:: :|
 
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