Tutorial -How To Install Multiple Mods + Run Them Separately

Wild_qwerty

Sonny, I Watched the Vault Bein' Built!
I've just completed a new tutorial at the modding wiki, it details how to installed more than one mod at the same time without effecting each other. Each mod can be run from its own shortcut in the start menu and will have their own set up saves games and settings. Each mod is completely independent from the other mods and will not effect the default install of Fallout 2.

http://falloutmods.wikia.com/wiki/How_To_Install_Multiple_Mods_And_Run_Them_Separately
 
It gets better...

All your mod are belong to us

I would like to introduce the multi mod installer, just download the 2 following parts (sorry I had to split the file, if someone could host the complete installer it would be great).. Once you have downloaded the Rar files just double click the first piece and it should give you the multimod.exe file, run that and it will install:

- Killap's Unoffical Patch
- MIB Mega Mod
- Mutants Rising Demo
- Restoration Project

Each mod has it's own shortcut in the start menu. You can also run the completely un-modded version of Fallout 2 by using the original icon.

Installer Part 1 - 75MB

Installer Part 2 - 50MB

For those of you interested in using Inno Setup to make installers for you mods I am planning on writing a small tutorial at same stage for that. In the mean time here's the install setup script:

Multimod Installer Script

Any comments or suggestions just let me know. Or if you have a mod that you would like included in the multimod installer let me know. If people want me too I can also make other mod installers easy enough. I figure that this should do away with newbies asking "what mod should I install? Who about all of them :)
 
Many thanks for this tutorial, Wild_qwerty. Just what I've been looking for! :)

I don't want ALL those mods yet, only the second two, so trying to follow your tutorial - with stupid questions.

Up to step 5 or so,

* I need to make shortcuts to Fallout2.exe and rename those to point to the new .cfg/.ini files I just made. Not sure about Megamod yet, but Restoration Project comes with it's own .exe. So which .exe should I use? I suppose I'll use killap's since I don't plan on playing the unmodded game again.

* The RP ddraw.dll is version 1.18.1 while the new one from Timeslip's site is version 1.24.0. Which of these should I use? Does it make any difference?

Thanks again. :)
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edit: Ok, I have renamed .cfg/.ini files and renamed Data folders for both mods I want to run. RP seems like it's working. Start screen says v1.02 instead of expansion like it should, but the 'rock' is there behind Klint saying it is the expansion. Never played MM, but that looks/starts like a normal game. I thought you could talk to Klint but he says nothing new, so I think it's not working.

The folder you show in the tutorial has separate master/critter.dat files for each mod. I found the .cfg lines to change for different MASTER/CRITTERS.dat but I can't find those files to rename anywhere - only the original ones.

So I'm downloading your easy multiple installer since I can't figure this out. If I use that however, I'll need to find out how to update the mods, when needed, from the individual mod creators.
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:( edit again:
I installed the MultiMod installer with v1.00 (as I thought killap's RP didn't run with the patched game). Now it won't run because "sfall...Was expecting v1.02US". Can I apply a 1.02 patch now, or should I uninstall the MultiMod installer first? Does the 1.02 need to be official or will killap's patch work?
 
Morticia said:
* I need to make shortcuts to Fallout2.exe and rename those to point to the new .cfg/.ini files I just made. Not sure about Megamod yet, but Restoration Project comes with it's own .exe. So which .exe should I use? I suppose I'll use killap's since I don't plan on playing the unmodded game again.

The Fallout2.exe file that comes with these project is normal in every regards except that the city limits patch has been applied to them. If you want you can just replace your original fallout2.exe with that one. You do need to be running the patched version of Fallout 2 which is version 1.02. You shouldn't need to worry about removing the patch000.dat

Morticia said:
* The RP ddraw.dll is version 1.18.1 while the new one from Timeslip's site is version 1.24.0. Which of these should I use? Does it make any difference?

I used the lastest version of sfall from timeslips website

Morticia said:
edit: Ok, I have renamed .cfg/.ini files and renamed Data folders for both mods I want to run. RP seems like it's working. Start screen says v1.02 instead of expansion like it should, but the 'rock' is there behind Klint saying it is the expansion. Never played MM, but that looks/starts like a normal game. I thought you could talk to Klint but he says nothing new, so I think it's not working.

Did you edit the location in the modname.cfg file to point at the new folder names and not the default data folder?

Morticia said:
The folder you show in the tutorial has separate master/critter.dat files for each mod. I found the .cfg lines to change for different MASTER/CRITTERS.dat but I can't find those files to rename anywhere - only the original ones.

No it doesn't, you should not change the values for the field master_dat or critter_dat but you should change the value for the master_patches and the critter_patches

Code:
critter_dat=C:\Program Files\BlackIsle\Fallout2\critter.dat
critter_patches=C:\Program Files\BlackIsle\Fallout2\data

change the second line from 'data' to 'modname'

Code:
master_dat=C:\Program Files\BlackIsle\Fallout2\master.dat
master_patches=C:\Program Files\BlackIsle\Fallout2\data

change the second line from 'data' to 'modname'

Morticia said:
Sad edit again:
I installed the MultiMod installer with v1.00 (as I thought killap's RP didn't run with the patched game). Now it won't run because "sfall...Was expecting v1.02US". Can I apply a 1.02 patch now, or should I uninstall the MultiMod installer first? Does the 1.02 need to be official or will killap's patch work?

I can guarantee for every mod here that you *MUST* first upgrade fallout 2 to the latest version of 1.02. The patch consists of two parts:
1) Fallout2.exe version 1.02 - engine upgrade
2) Patch000.dat - gameplay fixes

Most mods will not run if you still have the patch000.dat file there, so you normally need to remove that file, but never should you drop back the fallout2.exe to the previous version. Anyway with the multimod you shouldnt need to remove the patch000.dat file as it is bypassed by sfall :)[/code]
 
Sorry to be a bother, Wild_qwerty, what you are doing is wonderful!

So we need to install official v1.02 patch first?

Killap says his mod doesn't work with anything except v1.00, but disregard that and it will work with v1.02 anyway?

Edit, no I didn't read because I'm too impatient! Remove patch000.dat or leave it? make it read only or what?

Sorry :(
 
Morticia said:
Killap says his mod doesn't work with anything except v1.00, but disregard that and it will work with v1.02 anyway?

I never said this. Others did. I have a cd that installs 1.0 and another cd that installs 1.02. Both work just fine with my expansion/patch.
 
That's the final word on that then. Someone wrote that RP only worked with unpatched v1.00. That's what I was going on. Sorry I ain't much of an adventurer and prefer to be secretary. Thank you. :)
 
Yes, Sorry for the headache. Seems to be working perfectly. So tomorrow I will be able to play both RP and MM. Not today. I must have found this and started about the same time as you were headed to sleep, being in Brasil.

I always seem to be 3 steps behind, and most always a nuisance I don't mean to be. Some things I gotta fix in the tech wiki now, so no one else is mislead by false or assumed truths.

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Edit:
Yes, it works perfectly! Many many thanks, Wild_qwerty,and Timeslip. :) Pure genius. For weeks I've been trying to figure out how to get more than one game installation to work.

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One more question,
With the installer, all game info (other than .ini and .cfg files) is in a single .dat file instead of separate folders. Very organised this way, but if I want to add another mod to an installed mod, how do I do it?

Probably general knowledge for the rest of you, but I never saw everything in one file like this until using this MultiMod installer, and I didn't want to start a new thread if it doesn't apply to anything else.

Searching for 'add a mod to a .dat file' returned 2500 threads to check here. I have the "dat explorer" program. Where do I find a tutorial on how to do this without corrupting something?
 
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