Some questions

Discussion in 'Fallout General Modding' started by Frank Horrigan@BIS, Aug 15, 2004.

  1. Frank Horrigan@BIS

    Frank Horrigan@BIS Still Mildly Glowing

    241
    Apr 3, 2003
    1) Is it possible to use the Fallout 2 mapper for Fallout 1? When I changed the mapper.cfg file directions of the FO2 dat files to the one of Fallout 1s, it just crashed.

    2) Has anyone figured out what "unknown 4 and 11" stand for in the critter property window of Team Xs mapper?

    3) Is it possible to open the property window for an item that is placed in a container or on a critter in Team Xs mapper?
     
  2. Montez

    Montez So Old I'm Losing Radiation Signs

    Jun 20, 2003
    I'm pretty sure that you have to import them into your Fallout 2 folder first and maybe edit a few files (worldmap.txt?) to use them. Someone with more knowledge can explain why, hopefully, but I'm pretty sure it has to do with FO1 lacking a few things that are needed for FO2 and hence the editor.
     
  3. Corpse

    Corpse Mildly Dipped

    545
    Apr 7, 2003
    I have tried editing Fallout 1 maps only to find they crash the game; they seem to work ok in Fallout 2 though.
     
  4. Frank Horrigan@BIS

    Frank Horrigan@BIS Still Mildly Glowing

    241
    Apr 3, 2003
    Thanks for the replies, I although fixed my problem with the help of some primitive ways (by using a UGE editor). This will take a darn long time when I'm going to do the same thing in the military base and cathedral though...

    Anyways...when a firearm is on a critter the only things which matter are the proto ID of the item, proto ID of the ammunition which the firearm is loade with and the amount of bullets in the firearm, right? Am I asking this because I don't want my firearm to be different in any ways than as I've designed it.

    EDIT: Something else. I get this error message when trying to add items on a map with Team Xs mapper: "List index out of bounds (-1)", which shuts the program down. Anyway to get past this problem?