Fallout 1 V1.2 Patch By Teamx

Posted on

Here are Tools I made for Fallout 1/2: F2wedit v.1.4.9.28 - The tool for edit/create items PRO files in Fallout game. Since version 1.4.x.x supports files from Fallout 1. Files 'master.dat' and critter.dat' and EXE ('fallout2.exe' or 'falloutw.exe') are used for work. FO2FO1 map converter v.2.1.3.7 - updated tool for conversion maps from FO2 format (edited in BIS mapper) to FO1 format. Fallout 1 debug patcher - enables debug code. The tool works with falloutw.exe: v1.1 US, TeamX v1.2, Sduibek FIXIT Mod v1.2 Fallout 1/2 Critters Editor v.1.2.3.7 - simple editor for critters.pro files Works with FO1 and FO2 files. There are included unpacked neccessary files to work with the tool.

Unofficial Fallout1 unofficial patch version 1.3.5 by TeamX has. If you have FALLOUT Version 1.2 (19. Fallout Series TeamX Fallout 1 Unofficial Patch Version 1.

Fallout 1 Encounter Tweaker v.0.4.5.14 - the tool for change encounter frequency check. Works with Fallout 1 ver 1.2 only (US, TeamX) It is usefull when you need more or less encunters while wandering on global map;) I noticed some problems with hi-res patch (Mash FO1 high resolution patch).

Noctourniquet. It could crash/frezze game after use FO1 encounter tweaker when you try to move on worldmap. With clean FO1 game it doesn't happen. If you will notice such things, please report.

Conditionally compatible with Mash's FO1 hi-res patch v3.0.x. All tools was tested several times, however I can not guarantee they are free of bugs, so please make backup of your files. Enjoy!:) EDIT - improved speed of FO2FO1 map converter (v 2.1.3.7) - use the same link to download tool EDIT - updated Fallout 1 Encounter Tweaker (v 0.2.3.2) - added support for falloutw.exe from Sduibek Mod alpha 4.

EDIT - updated Fallout 1/2 Critters Editor (v.1.2.4.8) - added missing pictures (thx to Pixote), fixed bugs (FO1 skills values calculations), added option to optional editing BASE values (default disabled), other minor visual/functional improvenments and changes. EDIT - updated Fallout 1/2 Critters Editor (v.1.2.3.7) - fixed bug with 'file not found' message when convert FO1 to FO2, - added rotate critters in the window like in Titanium FRM, editor use animated GIFs. However, this enlarge the pack because of large number of pictures:/ - minimize/maximize window, - blue background for pictures EDIT2 - updated Fallout 1/2 Critters Editor (v.1.2.4.8) - fixed minor code bug, - fixed frame of overseer (thx Pixote) - all pictures are in ZIP archive now EDIT - updated Fallout 1 Encounter Tweaker (v 0.3.4.7) - fixed minor bug with restoring to original state when EXE was tweaked before (when value of encounter frequency other then 65). Still not compatible with Mash's FO1 hi-res patch! EDIT - new version of F2wedit v 1.4.3.17 support FO1 'master' and 'critter' DAT files.

EDIT - update F2wedit v 1.4.4.19 - added option for extract all necessary FRM fles for faster work on FO1 items (Main menu - Tools - Extract necessary FRM) EDIT - update F2wedit v 1.4.5.20 - fixed bug with no save PERK for items (thx to NovaRain) EDIT2 - updated Fallout 1 Encounter Tweaker (v 0.4.5.14 a) - GUI improvenments, added new option to change Chance of normal encounters. Conditionally compatible with Mash's FO1 hi-res patch v3.0.x. EDIT - update F2wedit v 1.4.6.21 - added option for change game directory EDIT - update F2wedit v 1.4.7.24 - removed log.txt file; possibility to run more instances of the program; fixed and changed working of FLAG checkbox's for MISC, KEY, Container proto files; added possibility to locate game directory, master.dat, critter.dat and patch000.dat; temporary fix of # issue in proitem.msg file EDIT2 - update F2wedit v 1.4.8.25 - very likely that the unmodified.pro files will not change their date while browsing, until be edited. (unfortunately PROITEM.MSG still works in old order) - fixed working of FLAG checkbox's for WEAPON prot files, added Done/Cancel button for them. This prevents modifying a file while browsing without editing. a slightly improved settings.dat files: for now it is possible to select another.dat file (not only patch000.dat) i.e. 'shatteredeng.dat';) - fixed some minor bugs EDIT - update F2wedit v 1.4.8.27 - a slightly improved settings.dat files: supported German 'master.dat' - fixed: if there are problems reading from the file master.dat, restarting the program will allow to set the paths to the files again EDIT - update F2wedit v 1.4.9.28 - fixed bug for MISC items: (http://www.nma-fallout.com/showthread.php?196393-New-tools-for-Fallout-1-2&p=4026540&viewfull=1#post4026540).

Will you ever make F2wedit compatible with Fallout 1? The.pro files are interchangeable between F1 and F2 so it shouldn't be too problematic. For now, I just copy the edited files from my Fallout 2 folder to Fallout 1. However, your editor conflicts with the FALCHE save game editor so I had to create a second Fallout 2 folder.

As for your critter editor, it's great and it needs just one more thing to completely defeat the FUCK critter editor. In the FUCK editor, you can edit the Critical Hit rate. I found what was so slow in source code of tool and FO2FO1 map converter is updated from now to v2.1.3.7 and it works really more faster.:) Thanks Sduibek for report:)Awesooome! You're the best:D I'm confused, in the.exe i'm using, the code @ the Offsets you change is different.

I don't know why:( For example instead of BA 41 00 00 00 90 i have 8B 2D A4 0F 67 00. I'll go back and check if needed, but I believe the only changes to the FIXT exe are: - Sharpshooter fix - Harry Hub game end image (from TeamX RP) - f1res of course. Cubik2k I noticed some of the images are missing for the F1 critters. Fallout 1 Encounter Tweaker v.0.2.3.2 - the tool for change encounter frequency check. Works with Fallout 1 ver 1.2 only (US, TeamX) It is usefull when you need more or less encunters while wandering on global map;) Just exactly what I need, but will it work with NPC mod and hi-resolution mod? I noticed in my game some problems with hi-res patch, it could crash/frezze game after use FO1 encounter tweaker. In clean FO1 it not happen, only with Mash's res patch.

If you will notice such things, please report. EDIT - updated Fallout 1/2 Critters Editor (v.1.1.2.4) - added missing pictures (thx to Pixote), fixed bugs (FO1 skills values calculations), added option to optional editing BASE values (default disabled), other minor visual/functional improvenments and changes. Thanks Cubik - I'm grabbing right now.:wink. I found something. The image is still missing for the Lieutenant.

When I try to convert FO1 to FO2 I get a 'file not found' message. Can the people make suggestions?:mrgreen: 1. Can the editor have the maximize and minimize buttons in the top right corner. At the moment I can only open and close it. This might be a bit harder to implement.

Can the critters in the window rotate like the Titanium Frm Browser. It would mean having to use the AA FRMs for each critter. An alternative could be animated GIFs. The critters could use their AA animations (Idle), and be facing the front, instead of their backs. I could fix all of the animations for you.

Also could the background in the critter box be a darker gray colour. Here are the Fallout 1 critter GIFs/FRMs - Here are the Fallout 2 critter GIFs/FRMs - (http://img215.imageshack.us/i/70879288.gif/). Thanks Pixote for your help and engagement so here is next update of the Fallout 1/2 Critter Editor v 1.2.3.7: - fixed bug with 'file not found' message when convert FO1 to FO2, - added rotate critters in the window like in Titanium FRM, editor use animated GIFs.

However, this enlarge the pack because of large number of pictures:/ - minimize/maximize window - blue background for pictures I found something. The image is still missing for the Lieutenant. When I try to convert FO1 to FO2 I get a 'file not found' message. This is correct picture for file 145.pro.

For Lieutenant Super Mutant game uses 23.pro file (most probably). A file of Fallout 1 critter GIFs is corrupted. Can't unpack this, but I converted FO1 frm's to anim GIFs. However thanks for your effort:). I noticed in my game some problems with hi-res patch, it could crash/frezze game after use FO1 encounter tweaker. In clean FO1 it not happen, only with Mash's res patch.

If you will notice such things, please report. EDIT - updated Fallout 1/2 Critters Editor (v.1.1.2.4) - added missing pictures (thx to Pixote), fixed bugs (FO1 skills values calculations), added option to optional editing BASE values (default disabled), other minor visual/functional improvenments and changes. What Fallout 1 files are altered by the FO1 encounter tweaker? If the encounter tweaker crashes my game, what files should I restore to undo the thing? Fallout 1 Encounter Tweaker v.0.2.3.2 - the tool for change encounter frequency check.

Works with Fallout 1 ver 1.2 only (US, TeamX) It is usefull when you need more or less encunters while wandering on global map;) Just exactly what I need, but will it work with NPC mod and hi-resolution mod? I noticed in my game some problems with hi-res patch, it could crash/frezze game after use FO1 encounter tweaker. In clean FO1 it not happen, only with Mash's res patch. If you will notice such things, please report. EDIT - updated Fallout 1/2 Critters Editor (v.1.1.2.4) - added missing pictures (thx to Pixote), fixed bugs (FO1 skills values calculations), added option to optional editing BASE values (default disabled), other minor visual/functional improvenments and changes. So I tried FO1 encounter tweaker, changing the value from 65 (default) to 40, then roamed the wasteland.

Random encounters noticeably increased, although not all of them are combat encounters. So far, I haven't experienced any crash. I didn't save my game though.

Anyway, here's the list of patches I'm using: 1) Fallout1TeamXPatchENG1.2w 2) f1childpatch 3) fallup13 from TeamX 4) f1npcmod, to enable companions to raise level 5) High Resolution Patch (v1.3) Yet I didn't experience any problem. Or maybe I just haven't? So I tried FO1 encounter tweaker, changing the value from 65 (default) to 40, then roamed the wasteland. Random encounters noticeably increased, although not all of them are combat encounters. So far, I haven't experienced any crash. I didn't save my game though. Anyway, here's the list of patches I'm using: 1) Fallout1TeamXPatchENG1.2w 2) f1childpatch 3) fallup13 from TeamX 4) f1npcmod, to enable companions to raise level 5) High Resolution Patch (v1.3) Yet I didn't experience any problem.

Or maybe I just haven't?Correct, everything is working as it should. Cubik didn't change anything in the encounter scripts code - many (well, some, whatever) of Fallout's encounters do not have monsters/hostiles. Some of these are the more commonly-encountered ones. EDIT: It seems F2wedit runs a bit slower for FO1. There's a small delay for display items while clicking the list, is it normal? Yes, it's normal. I hope that temporarily and I can to discover the cause.

For some reason the program works more slowly, probably because of the slower algorithm for extracting the FO1 DAT files. I am glad you have enjoyed this update of the program:) EDIT: I checked and it turns out that the extract FRM from FO1 DAT slows down the program. You can temporarily turn on in main menu auto extracting files Options - Unpacking. Pro ​​files from.

Dat - Enabled After click on selected item in listbox, FRM file will be extracted from DAT, and the next time f2wedit will use the extracted files. It will work faster. I will make next update for extracting all necessary FRM files by one click. EDIT: It seems F2wedit runs a bit slower for FO1.

There's a small delay for display items while clicking the list, is it normal? Yes, it's normal.

I hope that temporarily and I can to discover the cause. For some reason the program works more slowly, probably because of the slower algorithm for extracting the FO1 DAT files. I am glad you have enjoyed this update of the program:) EDIT: I checked and it turns out that the extract FRM from FO1 DAT slows down the program. You can temporarily turn on in main menu auto extracting files Options - Unpacking. Pro ​​files from. Dat - Enabled After click on selected item in listbox, FRM file will be extracted from DAT, and the next time f2wedit will use the extracted files. It will work faster.

I will make next update for extracting all necessary FRM files by one click. Cubik, I didn't experience any crash when using encounter tweakerm, and I'm using hi-resolution patch.:). Cubik, I didn't experience any crash when using encounter tweakerm, and I'm using hi-resolution patch.:) 5) High Resolution Patch (v1.3) Thanks for your optimistic report:) Could you give a link to High Resolution Patch (v1.3)? In NMA download there is only newest 3.0.6 which crash my game when using enco-tweak. Also, what resolution you use, and what color depth (8bit, 16bit or 32bit).

Personally, I still have a bug when using the enco-tweak and hi-res patch:( EDIT - update F2wedit v 1.4.4.19 - added option for extract all necessary FRM fles for faster work on FO1 items (Main menu - Tools - Extract necessary FRM). Cubik, I didn't experience any crash when using encounter tweakerm, and I'm using hi-resolution patch.:) 5) High Resolution Patch (v1.3) Thanks for your optimistic report:) Could you give a link to High Resolution Patch (v1.3)? In NMA download there is only newest 3.0.6 which crash my game when using enco-tweak. Also, what resolution you use, and what color depth (8bit, 16bit or 32bit). Personally, I still have a bug when using the enco-tweak and hi-res patch:( EDIT - update F2wedit v 1.4.4.19 - added option for extract all necessary FRM fles for faster work on FO1 items (Main menu - Tools - Extract necessary FRM) Sorry for the late reply, Cubik. I've been pretty busy lately. After reading my hi-resolution patch readme, turned out that it's actually V2.2b.

V2.2b 09/10/09 Fixed a mistake I made adding 'Fallout Restoration Mod' support which caused other fallout versions to stop working. Problem is, I don't even remember where did I download it, but if you PM me your email, I can send it to you. It's small, only 469 kilobytes. I haven't played around with these lately. Does this mean I should completely abandon FUCK and Mapper for editing critters, and only use this instead?

Because FIXT is going to require a shit-ton of critter changes over time so I'd like to use whichever is 'best' EDIT: Also, one thing that would be AMAZING is if you could add some kind of Compare option. I have copies in different folders of PROs and don't remember always what the differences were/are.

Looking at the Hex or opening them in the aforementioned apps individually is a pain in the ass. Some kind of comparison tool either in this app or standalone would be fucking awesome. Examples of the kind of thing I'm thinking of: http://www.foldermatch.com/. I haven't played around with these lately. Does this mean I should completely abandon FUCK and Mapper for editing critters, and only use this instead? Because FIXT is going to require a shit-ton of critter changes over time so I'd like to use whichever is 'best' Yes, FO1/2 Critters Editor is fully compatible with FUCK/BIS critter editor. However, if you want edit new critter, you should make new PRO in BIS mapper (for proper PID number) and manually add PRO, critters.lst and PROCRITMSG (converted to INI by conmsg2inicrit.exe) files in specified directories ( FO1, FO2 ).

In plans I have to make Critters Editor like F2wedit (add new critter, use FRM, DAT files etc.) EDIT: Also, one thing that would be AMAZING is if you could add some kind of Compare option. I have copies in different folders of PROs and don't remember always what the differences were/are. Looking at the Hex or opening them in the aforementioned apps individually is a pain in the ass. Some kind of comparison tool either in this app or standalone would be fucking awesome.

Examples of the kind of thing I'm thinking of: I will think about this, but it not happen in nearest future. Give me more description how it should work and look. So, does it work with the V2.2b. Hi-res patch I sent you? I tested a little with V2.2b and it seems work good. However I made most tests with newest 3.0.6(3) version.

I'm going to do more extensive testing when I have more free time, also in version 2.2b. In plans I have to make Critters Editor like F2wedit (add new critter, use FRM, DAT files etc.) That would be great Cubik. You're got a real talent for these tools. Are you up to making a tile cutting tool for modders? Something that would take an image and slice it up into many little tiles for the roof and ground. And then save the files as FRMs. It's a big ask, but I'm willing to help in any way possible.:wink: We currently have a Photoshop 'action' that can do 400 tiles, but it isn't easy for newbies to use.

Building and cutting new tiles for Fallout 1 and 2. Cubik, I've noticed all the map crashes my users of FIXT are getting, are on maps I've edited. Do you have any idea what could cause that? Mismatched.PRO perhaps? Used a different PRO when building the map then what is included with the mod).

The problem is the only way that could be the issue, is for people not installed Patch 1 - because my understanding is if the main install had this issue, basically everyone would be seeing the crashes, instead of isolated incidences. We've seen crashes in Junktown, Hub Downtown, Raiders all of which are maps I've made changes to. With f2wedit: 1) I get several seconds of lag and a CPU usage spike whenever clicking on an item in the list. Is that supposed to happen?:scratch: It happens every time I click on any item's entry in the list.

2) Also, Windows is marking every PRO I select as Modified, as well as PROITEM.MSG as Modified. That's really not good. There's various reasons this is a bad idea. Why is your program marking files as modified just by reading them? 2b) These items actually get modified just by clicking on them (all the others are just marked as modified, but in fact had no changes) - 90, 107, 165, 205 PRO 90: hex offset 0x40 changed from 08 to 01 PRO 107: hex offset 0x40 changed from 09 to 00 PRO 165: hex offset 0x34 changed from FF FF FF FF to 07 00 00 00 PRO 205: hex offset 0x1A changed from A8 to A0 3) Lastly, is possible to make multiple instances possible? I tried this and seems to be specifically designed to not allow multiple instances. Suggestions for critter editor: 1) options menu that allows to set folder (so I don't have to use 'FO1') 2) allow user to set so it always boots with Fo1 or Fo2 critters selected as default.

(for example in my case so I don't have to click Fallout 1 every time) merely convenience but it'd be nice. 3) it's missing fields!:( Please add them. Otherwise we still have to use hex-editing / FUCK / Mapper which defeats the whole purpose. Kill Type, Gender, AI Packet, Body Type, Critical Chance, Better Criticals, Age 4) Name display doesn't take into account that CRITTERS.LST is out of order for some critters. For example look at PRO 24 and 25 (Nightkin and Townswoman). Your app reads them sequentially when in fact they are out of order in the list file, meaning slot 24 is PRO 25 and slot 25 is PRO 24. Not trying to be rude or anything, just I've been using both extensively today and want to give my feedback / glitch reports.

Of course we all appreciate your work:clap::notworthy. I agree with Sduibek about f2wedit.

That bug (items silently get modified) really annoys me. Strangely it does not happen with all items, just some (all weapons I think, but not always). Just tested it with latest and 1.4.4.19 version - both have this. It would have been great if projects like this was open source, because many modders use them (for their usefulness), yet bugs like this make it worse for everyone and no one to fix them, because sources are not available and authors usually lost for years of forever:( I'm almost sure such bug is easy to fix.

I agree with Sduibek about f2wedit. That bug (items silently get modified) really annoys me. Strangely it does not happen with all items, just some (all weapons I think, but not always).

Just tested it with latest and 1.4.4.19 version - both have this. It would have been great if projects like this was open source, because many modders use them (for their usefulness), yet bugs like this make it worse for everyone and no one to fix them, because sources are not available and authors usually lost for years of forever:( I'm almost sure such bug is easy to fix. Even though I like applications to be open source so whenever one gets tired of maintaining the program, someone else can take over, I think it's too soon to say Cubik is lost for years or forever. AFAIK, the latest request before today was fulfilled. His tools are pretty much 'done', until he gets more feedback, IMO. I haven't used them because I don't mod, but reading this thread gives me the idea they are complete enough, so I'd expect him to only modify on request (either because someone thought of a cool feature or because someone reports a bug). F2Wedit v1.4.7.24: - removed log.txt file - possibility to run more instances of the program - fixed and changed working of FLAG checkbox's for MISC, KEY, Container proto files, added Done/Cancel button (for Weapons still work in old order) - added new submenu in Options-Setup for selecting Game directory, locate separately master.dat, critter.dat and patch000.dat.

Patch000.dat works only for Fallout2, for Fallout1 is skipped. primitive fix of # issue in proitem.msg file. (Comments and words after char # will not be cutted, but sometimes ComboBoxes or other controls in program could contain this char and comments in their names.

It does not interfere with operation of the program.) - temporarily disabled the ability to update from within the program (I lost access to serwer where files was stored). For now it is not possible to make version that doesn't modify PROITEM.MSG and doesn't modify date of not modified.pro files.

Fixing this needs a lot of work and I am busy, but I have this in mind. Link in first post. Source code will be added later, I need time to clean files. Comments, remarks and opinions welcome;). F2Wedit v1.4.7.24: - added new submenu in Options-Setup for selecting Game directory, locate separately master.dat, critter.dat and patch000.dat. Patch000.dat works only for Fallout2, for Fallout1 is skipped. If I try to locate DAT files separately in the first time, it still gives the error and closes itself.

I have to copy an INI from other installation and edit the paths manually to launch f2wedit. My FO2 setup is like this: E: Fallout2 - with the two main DATs, RP installed. E: Fallout2 UP - UP installed in Lexx's method (has fallout2.exe), the paths of DATs in fallout2.cfg point to the main directory. So during the first time I start up f2wedit, I give the following paths to it: Game Data - E: Fallout2 UP Uncheck the 'Select.DAT files from game directory' option. Master.dat - enter E: Fallout2 master.dat critter.dat - enter E: Fallout2 critter.dat patch000.dat - empty Click OK then it says it can't find EXEs/DATs and terminate itself.

EDIT: OK, I found the cause. I have to click the buttons and browse for main game folder and DATs. For some reasons it won't take the paths I enter directly in text boxes.: It would be better if I can just enter paths in text boxes, rather than the need of clicking buttons and browsing for stuff. F2Wedit v 1.4.8.25 - very likely that the unmodified.pro files will not change their date while browsing, until be edited. (unfortunately PROITEM.MSG still works in old order) - fixed working of FLAG checkbox's for WEAPON prot files, added Done/Cancel button for them. This prevents modifying a file while browsing without editing. a slightly improved settings.dat files: for now it is possible to select another.dat file (not only patch000.dat) i.e.

'shatteredeng.dat';) - fixed some minor bugs. A small suggestion: add Action flags for ALL types of items (they actually work for weapons, for instance, I tried with hex editor). Of course I can add FLAG for other types of.pro files. The problem is that the form of the program lacks of space for adding new controls. At the time when f2wedit was created, used a screen resolution of 800x600 or 1024x768. And for such screen resolution the program has been designed.

Unfortunately, this results in a small area forms available. That's why I need information from you, to what resolution I should adjust the program, what are today's standards?

A small suggestion: add Action flags for ALL types of items (they actually work for weapons, for instance, I tried with hex editor). Of course I can add FLAG for other types of.pro files. The problem is that the form of the program lacks of space for adding new controls. At the time when f2wedit was created, used a screen resolution of 800x600 or 1024x768. And for such screen resolution the program has been designed.

Unfortunately, this results in a small area forms available. That's why I need information from you, to what resolution I should adjust the program, what are today's standards? I think I would have used tabbed panels in this case. Not sure how exactly to split controls between them, maybe something like General for general item data (weight, cost, action flags, etc.) and second tab like Armor, Weapon, etc. For type-specific data. Not sure if this flags would be used by many, but it would be cool for the sake of completeness:). Now that you mentioned it, I cannot disagree with you:) No computer geek (read: modder) will use prehistoric monitor anyway thesedays, I think:) I differ.

Geeks are the most likely to use such things. On another subject, I love tabbed interfaces, they are great. Here is why tabbed interfaces would be bad for this program: During modding, I frequently compare items and critters by: - scrolling up and down the list (i.e. Using the arrow keys to move back and forth between '00000102 Sduibek.PRO' and 00000102 Oppen.PRO'), - compare it side-by-side with a screenshot of some other item/critter, - or compare side-by-side with some other information or application. In all of these cases, having the information on multiple tabs ('screens') means the time it takes to look over and compare the data is double or tripled or even quadrupled depending on how many tabs exist.

And it means I have to click all around every single goddamn time, instead of being able to just scan the data with my eyes all at once. It's a totally needless and unnecessary destruction of efficiency.

Is there a readme for the Critter editor? I keep getting a few errors (no critters showing up, can't save, 'I/O 6' error, etc.) and I'm sure it's something common or a problem on my part. I'm a big fan of the item editor! Been using it for quite some time now. Not sure if this applies to you, but the critter and item editors do not run if you have anything in the Fallout DATA TEXT CUTS folder.

Also make sure you have critter.dat and master.dat in Fallout directory. Make sure you've run the Msg-to-Ini tool on PROCRIT.MSG and stuck these files into FO1 or FO2 folder, depending on which you're editing: CRITTERS.LST, PROCRIT.MSG, PROCRIT.INI - And I meant the literal folders named FO1 or FO2, used by the critter editor.

Fallout

Lastly, make sure you have frmcrittes.zip in same folder as FO12critterseditor.exe. Here is why tabbed interfaces would be bad for this program: During modding, I frequently compare items and critters by: - scrolling up and down the list (i.e.

Using the arrow keys to move back and forth between '00000102 Sduibek.PRO' and 00000102 Oppen.PRO'), - compare it side-by-side with a screenshot of some other item/critter, - or compare side-by-side with some other information or application. Just a clarification. I don't mod, I didn't mean in this particular case, but in general I like tabbed interfaces. I can see what you mean, though. Hello, Cubik2k (I have some questions about your FO1/2 Critter Proto Editor.

What's the last version of it? (I have 1.2.4.8) 2. Are you still develop this program? Do you plan to open sources of it?

Official last version is 1.2.4.8. A long time ago I made next version, but propably not finished, I don't remmeber what changes I'd like to make. Yes, I have plans to develope this program. I plan to open source of most of my tools, F2wedit, Critter Editor, Map Conventer, FO1 Encounter Tweaker etc. I need time for finish changes I have in my plan, prepare files, then I publish sources. It will be hmm. Like with fonline updates, 'soon'?;) I'm found that FO1 skills calculated as FO2 skills yet, some FO2 skills calculation is incorrect, and I want to include some features in.

Give me descriptions of the bugged calculations, I will fix it. I'm found that FO1 skills calculated as FO2 skills yet, some FO2 skills calculation is incorrect, and I want to include some features in. Give me descriptions of the bugged calculations, I will fix it. I see that all skills calculation for Fallout creatures are made as for Fallout 2.

I'm almost build my own pro viewer tool, so I just show you a piece of code here. QUOTE=JFred;4005324Is there a readme for the Critter editor? I keep getting a few errors (no critters showing up, can't save, 'I/O 6' error, etc.) and I'm sure it's something common or a problem on my part. I'm a big fan of the item editor! Been using it for quite some time now.

Not sure if this applies to you, but the critter and item editors do not run if you have anything in the Fallout DATA TEXT CUTS folder. Also make sure you have critter.dat and master.dat in Fallout directory. Make sure you've run the Msg-to-Ini tool on PROCRIT.MSG and stuck these files into FO1 or FO2 folder, depending on which you're editing: CRITTERS.LST, PROCRIT.MSG, PROCRIT.INI - And I meant the literal folders named FO1 or FO2, used by the critter editor. Lastly, make sure you have frmcrittes.zip in same folder as FO12critterseditor.exe So where do I need to place all of these files? Should I just drop the FO2 file into the master directory (C, Black Isle, Fallout 2). I can follow you to step 3 (Running the msg to ini executable).

V1.2

I guess I'm just confused as to where all of the files go. Do I need to replace all the critter protos that are currently in proto/critters? Would that not overwrite any changes made by certain mods?

Fallout 1 Children Patch

I just want to edit a few base stats of certain NPCs, I don't need much more than that. Thank you for the response! I personally use critter editor like this: 1) create separate folder for editor, with file structure from the archive 2) make a full set of actual critter PRO files (unpack DATA PROTO CRITTERS folder from Master.dat + copy all PRO files from actual folder over it, with all RP or other mods changes) and copy them to appropriate folder inside Critter Editor folder 3) Run the tool, it loads nicely because it has full set of PRO files. Edit anything you want.

4) Open CRITTERS folder inside Critter Editor folder, sort files by date, copy files that you actually changed to your game/mod directory 5) Test changes in-game. Not the easiest way but I have full control over what changes goes to my mod/game. Sorry, bad news! If i try to extract PRO files from DAT and choose just one category, extraction begins, but after a while the message 'file not found' pop up and the editor stops working.

Tried serveral times, all the same.:-( the editor extracted some files, but i don't know, if that are all files of the category. If i select 'all files', it work flawless! Sorry, I can't reproduce this problem, I tried with German and English version of Fallout 2 and all is working good. I had no problem with extracting both one-category items and all items from master.dat.

It might be that your program prevents access to My Documents folder. My Fallout installation is in My Documents/Dropbox/Fallout. Why do you prevent access to that folder, that makes no sense. I guess that's probably because of UAC. Yeah but I have UAC completely disabled.:confused: Also I found a bug. The critter editor changes offset 2C (critter flags) from 00000042 to 00000002 every time.

42 means Can Barter, Can't Drop. 2 is just Can Barter. It removes the Can't Drop flag every time, just by clicking on the critter (view) not actually saving any changes. Not sure why it's doing that. Similar thing happens with the Cannot Pickup / Magic Hands flags.

They get arbitrarily wiped and changed just by viewing items. Cubik2k Could you please release the source code for all of these tools?

That way we can fix the bugs ourselves. It would be extremely helpful if we could have the source code. It's a win-win because the tools can continually improve over time (win for the community) without you feeling pressured to update them, especially if you don't have time for modding any more. (win for you). @Cubik2k (I can't get new f2wedit to work, it just says 'File not found'. Version 1.4.6.21 I had been using before in the exact same folder and it works just fine. It might be that your program prevents access to My Documents folder.

My Fallout installation is in My Documents/Dropbox/Fallout. Why do you prevent access to that folder, that makes no sense. I didn't make such things. I just checked F2Wedit v1.4.9.28 on my Win7 system, and this works fine with My Documents directory, and with Administrator directory too, etc.!

One Piece Orange Pie 1 V1 2

I have no idea what is wrong with your system. F2wedit says 'File not found' when it can't find or unpack files from any.dat file (master.dat or critter.dat). Maybe you have special or unofficial version of that files? Maybe that files are packed in another algorithm and f2wedit can't unpack them? Also I found a bug. The critter editor changes offset 2C (critter flags) from 00000042 to 00000002 every time.

42 means Can Barter, Can't Drop. 2 is just Can Barter. It removes the Can't Drop flag every time, just by clicking on the critter (view) not actually saving any changes. Not sure why it's doing that.

Similar thing happens with the Cannot Pickup / Magic Hands flags. They get arbitrarily wiped and changed just by viewing items. I thought it was repaired, so I take a look at this.

Could you please release the source code for all of these tools? Not a problem, but. The tools was written in Delphi with some additional Components, which are not my. Second: the code is not optimal and very unclear, most things is CHAOS, even I spent a lot time to understand, what have I casting years ago with this code:D Very rare comments, all in Polish. In case I disappear, I release sources of F2Wedit in the short future, wait few weeks for them. I need time to prepare those files. Maybe it could be good idea to make something like SVN?

But I need help with that, because it couldn't be in SourceForge and similiar, because I used some not free compnents. Not a problem, but.

The tools was written in Delphi with some additional Components, which are not my. Second: the code is not optimal and very unclear, most things is CHAOS, even I spent a lot time to understand, what have I casting years ago with this code:D Very rare comments, all in Polish. In case I disappear, I release sources of F2Wedit in the short future, wait few weeks for them. I need time to prepare those files. Maybe it could be good idea to make something like SVN?

But I need help with that, because it couldn't be in SourceForge and similiar, because I used some not free compnents. That's fine, we could have someone port it to a more modern toolchain like FreePascal. Nowadays people typically use GitHub; I'd highly suggest it. The parts of the code you own the copyright for you can license however you want (although I'd suggest one such as the MIT license).

Thanks for the clear tutorial. After some more playing around, I found it isnt just newly created items that crash the save games, its also quite some standard items make it crash too. When putting the items to replace the flares so the newly created characters would have them upon starting a new game, the new items are ingame and they work just fine. So I'm kind of clueless what going on.

Maybe Fixt and Vad editor incompatibility together for editing the inventory. I guess editing the v13cave.int would fix my issues but so far I wasn't able to compile the edited script. Thanks for the clear tutorial. After some more playing around, I found it isnt just newly created items that crash the save games, its also quite some standard items make it crash too. When putting the items to replace the flares so the newly created characters would have them upon starting a new game, the new items are ingame and they work just fine.

So I'm kind of clueless what going on. Maybe Fixt and Vad editor incompatibility together for editing the inventory. I guess editing the v13cave.int would fix my issues but so far I wasn't able to compile the edited script. Are the new items of the correct item type? This is important. If you make, say, a stimpak proto file into a bazooka, then you must also change the address called Item Type in that file from Drugs to Weapons. More importantly, you must also make sure that the new proto is the correct file size (weapon item files are larger than misc item files).

You can do this by choosing 'Insert String' in XVI32 and inputting some 00's in Hex mode, until it is the correct size. Also, I think Fallout 1 has a hardcoded limit of 255 different items. If you make new items, they must have an ID less than 255, which I guess means that you have to replace some other item. I've never modded Fallout 1, so I'm not 100% sure on this, but maybe that is your problem. I managed in the end what I wanted to accomplish. Corpse cheating tool:) needed to tweak the vault13.gam file but in the end it worked out well!I managed in the end what I wanted to accomplish.

Corpse cheating tool:) needed to tweak the vault13.gam file but in the end it worked out well! The game crashes when I'm hit however. I guess Im missing the proper SFX files for Horrigan. Any one knows which files I need. The file name doesnt tell me much.