Fallout 1 mod FO1 to FO2 conversion, for real

Discussion in 'Fallout General Modding' started by Dude101, Nov 27, 2007.

  1. Dude101

    Dude101 Vault Fossil

    Aug 3, 2005
    Wiki, not much info here though - http://falloutmods.wikia.com/wiki/FO2_converted_to_FO1
    Original thread (Russian) - http://fforum.kochegarov.com/index.php?showtopic=19896
    Original download (2007ish, by Jordan) - http://www.mediafire.com/download/sc70szwua5sslik/F1toF2conversion_by+Jordan.zip
    Updated download (2012ish, by Darek & Sduibek, includes Fixt content) - http://www.mediafire.com/download/n1w819dif0z67z7/F1inF2engine.zip
    In-progress version, 2015, by Sduibek - http://www.mediafire.com/download/8fsz3z375wcb919/Fixt_in_Fo2_engine.zip

    If you want to help with this project, doing Sfall scripting for the issues below would be the most helpful.

    PROGRESS: 90% PRIORITY: CRITICAL -- Extracting everything from critter.dat and master.dat within the installer and get game running without Fo2 data files.
    PROGRESS: 50% PRIORITY: CRITICAL -- Water chip quest in Pipboy (countdown post-it note) [Possibly fixable using Sfall GUI commands, see post from Lexx] - Hard ,,, Since I don't know any Sfall coding yet, I'll do this a quick and dirty way.... notify on each map enter.
    PROGRESS: 50% PRIORITY: CRITICAL -- QUEST entries, "STATUS" in Pipboy [quest.txt, pipboy.msg] - Easy
    PROGRESS: 25% PRIORITY: CRITICAL -- No random encounters. [Just need to fill out the tables in the txt file, OR, can still use scripts from Fallout 1 (files from Cubik2k). The issue is that if using txt file which we should do, there's 840 zones to fill in] - Hard or Very Hard - UPDATE: Darek has confirmed that scripts will not work, so we'll have to build it the proper way ,,, FO1 only had six encounter types per zone, so what we can do is build those entries from FO1 script data and just copy paste them into the corresponding entries in worldmap.txt - shouldn't be too bad, Darek mapped out the zones earlier in this thread.
    PROGRESS: 0%, DOABLE WITH SFALL PRIORITY: CRITICAL -- Level max 21 instead of 99 [ddraw.ini entry] - Easy
    PROGRESS: 0% PRIORITY: CRITICAL -- Messages when you die [enddeath.txt] - Easy
    PROGRESS: 0% PRIORITY: CRITICAL -- text and audio for endgame slideshow (town endings) - Easy/Medium

    PROGRESS: 0%, DOABLE WITH SFALL PRIORITY: HIGH -- Skills max 200% instead of 300%. [Add 'set_skill_max(200)' into a script somewhere that will run once per game load. (Ideally a global script with no if(game_loaded) block)] - Easy
    PROGRESS: 0%, DOABLE WITH SFALL PRIORITY: HIGH -- How do we stop the removal of 1-to-1 ratio for skillups past 100%?
    PROGRESS: 50% PRIORITY: HIGH -- AI.TXT is different between the games [need to add, reorganize and change entries] - Almost done. Everything finished I think except NPC party orders modes, need party.txt. -- not crucial for game to work.

    PROGRESS: 0%, MAYBE DOABLE WITH SFALL? PRIORITY: MEDIUM -- the Can_Rest_Here entries in worldmap.txt, are these seriously a boolean? Why can't we set it that the player can't rest there unless all non-allied critters are dead?
    PROGRESS: 0% PRIORITY: MEDIUM -- Party members function [party.txt, AI.txt, perhaps scripts too?] - Medium or Hard

    PROGRESS: 0% PRIORITY: MEDIUM-LOW -- Perks and Traits need to be reviewed and changed to be identical to Fallout 1's [settings file within Sfall files] - Medium/Hard ,,, Not sure even what the differences are, I need to make a list.
    PROGRESS: 0%, UNKNOWN IF DOABLE PRIORITY: MEDIUM-LOW -- Need cities on the worldmap GUI to be all in one list without the stupid scroll bar and without changing order based on which visited first. That system is really stupid compared to Fallout's. ,,, Annoying but not crucial.

    PROGRESS: 75% PRIORITY: LOW -- Vault 13 submap links don't work (if clicking on the world map, only option is cavern entrance) [text edits] - Easy/Medium -- Text edits should have fixed, but doesn't. Maybe it limits it for the first couple days of the game or something? <--- It works fine after the first time entering the location, even if you exit and then go back right away. I don't know what's causing this issue.
    PROGRESS: 0% PRIORITY: LOW -- Are there any equation calculations that are different that need to be reverted or changed? Such as HP at levelup, etc.
    PROGRESS: 0% PRIORITY: LOW -- Tell-Me-About button does not exist. [we will use workaround of having entries in an equivalent in-dialog selection, i.e. in dialog will always have "Tell me about..." as clickable option, from there will have options of what to ask about. Otherwise, will need functional GUI elements added and rebuilding the Tell Me About code from scratch] - Hard or Very Hard ,,, Personally I really like the idea of having it as a dialog selection. Can be ignored for now though, it's not a major feature.
    PROGRESS: 0% PRIORITY: LOW -- Water chip timeout movies [Can do this via Sfall script]- Medium <-- technically not a big deal, since we'll have message updates either way.
    PROGRESS: 0%, UNKNOWN IF DOABLE PRIORITY: LOW -- Can the trait Fast Shot be changed to affect HtH as well as guns, just like in Fallout 1?

    PROGRESS: 0%, UNKNOWN IF DOABLE PRIORITY: VERY LOW -- Dotted line while moving on world map [Very likely NOT doable with Sfall] - Hard ,,, Will ignore for now

    PROGRESS: 100%
    -- Triggering endgame prompt from Fallout 2 so we don't have to use Corpse's Endgame Mod hack. [is this just a Global Variable or what?] - Medium <-- it's part of endgame_slideshow, no worries!
    PROGRESS: 100% -- Which version of Fallout2.exe should we use? It needs to fully support the newest version of Sfall and f2_res. Not sure if I should use the one from F2RP or just USv1.02d <-- using the one from F2RP/F2UP (they are the same besides F2RP having f2_res already enabled)
    PROGRESS: 100% -- Main menu layout (is on left side, needs to be right side) [ddraw.ini entry] - Easy
    PROGRESS: 100% -- Starting day/month/year [ddraw.ini entry] - Easy
    PROGRESS: 100% -- Elevators.ini using Sfall, do they all work properly now?
    PROGRESS: 100% -- Worldmap masks for Fallout1 worldmap. <-- from Lexx, thanks!
    PROGRESS: 100% -- Hakunin dream sequences still play, using Fallout 1 movies. It also destroys whatever map you visited last. This is all very bad. <-- fixed, thanks to code edits from Crafty. Nice!
    PROGRESS: 100% -- Need to make sure all global variables match with scripts and aren't reserved somehow internally by Fallout 2 engine. [just test with gameplay] - [I think I'll keep Jordan's ideas and start my global variables at around 600-700 range, to be 100% sure there's no overwriting of hard-coded variables, like the addiction ones] ,,, it looks like this engine only calls the variable name not the number, which is very nice. In theory this should be fine to leave as-is...
    PROGRESS: 100% -- No music playing on maps (this is just txt edits) - Easy
    PROGRESS: 100% -- Get all global variables moved to the new system, including GLOBALS.H, the scripts themselves, and VAULT13.GAM
    PROGRESS: 100% -- Holodisk entries in Pipboy [holodisk.txt] - Easy
    PROGRESS: 100% -- ARCHIVES (movies) in Pipboy [pipboy.msh] - Easy
    PROGRESS: 100% -- Names of towns and map titles and encounter titles [worldmap.txt] - Medium
    PROGRESS: 100% -- Need to restore all comments Fallout 1 scripts into the Fallout 2 scripts. They are marked with // or /* */ ,,, Not priority, these would be for Sduibek only anyway.

    Night Person fix: http://www.nma-fallout.com/forum/viewtopic.php?p=975642#975642

    DAT management: http://www.nma-fallout.com/forum/viewtopic.php?p=975729#975729

    Files needed: http://www.nma-fallout.com/forum/viewtopic.php?p=975825#975825

    ddraw.ini/Sfall.ini changes needed: http://www.nma-fallout.com/forum/viewtopic.php?p=975967#975967

    Scripting: http://www.nma-fallout.com/forum/viewtopic.php?p=976039#976039

    Elevators: http://www.nma-fallout.com/forum/viewtopic.php?p=976079#976079

    Level21 limit: http://www.nma-fallout.com/forum/viewtopic.php?p=976529#976529

    Movies, Post-It note: http://www.nma-fallout.com/forum/viewtopic.php?p=976652#976652

    Time limit: http://www.nma-fallout.com/forum/viewtopic.php?p=976813#976813

    Main menu offset layout: http://www.nma-fallout.com/forum/viewtopic.php?p=976833#976833

    Invasions/endgame: http://www.nma-fallout.com/forum/viewtopic.php?p=976924#976924

    Assistance: http://www.nma-fallout.com/forum/viewtopic.php?p=1017037#1017037

    Encounters: http://www.nma-fallout.com/forum/viewtopic.php?p=1019231#1019231

    Party member AI: http://www.nma-fallout.com/forum/viewtopic.php?p=1031058#1031058

    GVARs: http://www.nma-fallout.com/forum/viewtopic.php?p=1031158#1031158

    Other thread for Engine Conversion: www.nma-fallout.com/forum/viewtopic.php?t=63787

    Worldmap Masks: http://www.nma-fallout.com/forum/viewtopic.php?t=62173
    Last edited by a moderator: Dec 24, 2018
  2. Brother None

    Brother None This ghoul has seen it all
    Staff Member Admin Orderite

    Apr 3, 2003
    Uhm, did what, and explain to me how this doesn't break the NMA no warez rule?
  3. Wild_qwerty

    Wild_qwerty Sonny, I Watched the Vault Bein' Built!

    Feb 2, 2004
    I'm guessing that they imported Fallout 1 to the Fallout 2 engine.

    Impressive if they did seeing as they would have had to do a lot of work...

    Translating to english wouldnt and other langs wouldnt be that hard so maybe will will have inventory control over dogmeat :clap:

    err over other party members anyway

    ohhh we could turn dogmeat into a car, and the player could ride him across the map :lol:

    But seriously it would open the way for a car mod for fallout 1 among many other things
  4. fallout ranger

    fallout ranger Vault Dweller

    Sep 18, 2004
    Wow, cool.
  5. Dude101

    Dude101 Vault Fossil

    Aug 3, 2005
    Yes its a FO1 to FO2 conversion, I wouldn't consider it warez, especially since we Eng uses require FO1 to use it.

    I removed the direct link as a precaution, you guys will have to read the Russian posts to get it.
  6. Wild_qwerty

    Wild_qwerty Sonny, I Watched the Vault Bein' Built!

    Feb 2, 2004
    yep, I 've downloaded it and it looks like it is diffinity a FO1 to FO2 port..

    Ive tried it yet (I'm at work), but its got the critters from fallout 1 that were not in fallout 2 (mutant luetenant, gizmo, overseer).

    This has been one of the holy grails of mods, just do a search through the modding forum and you'll probably find a stack load of different threads of people asking about this (and then siliencer or some other mod beating them with a stick and pointing to one of the other threads...)

    This is probably new worthy, its really quite big, it means that anything that could be done in fallout 2 can now be done in fallout 1

    such as we can use sfall for fO1 to tweak the game, fly a vertibird, use team x's mr fixit mod.
  7. Brother None

    Brother None This ghoul has seen it all
    Staff Member Admin Orderite

    Apr 3, 2003
    No worries, I don't think it falls under our warez rules either.

    In fact, I'm taking Wild qwerty's advice and newsposting this.

    The legality is a bit difficult, but let's consider two things here:

    1. You do indeed need the English files from Fo1 to run it.
    2. Fallout 1 isn't actually produced seperately from Fallout 2 anymore. That means anyone who buys Fallout 2 now automatically buys Fallout 1 anyway.

    Silencer has the last word in this, but I'm tentatively calling it ok.
  8. Demonslayer

    Demonslayer Water Chip? Been There, Done That

    Aug 8, 2005
    I'm getting that Mr Burns feeling of "Excelent.."

    Porting the critters, cities, all the FRMs to F2, omg *-*
    (Marcus finally with metal armor, w00t!!)

    T3h possibilies!
    I'm foreseeing more work for megamod 8D
  9. Wild_qwerty

    Wild_qwerty Sonny, I Watched the Vault Bein' Built!

    Feb 2, 2004
    Well if need be, we could remove the fallout1 art files and make people extract them themselves etc... But just having to copy over the language files is still making them use their own CD. The converion does include the fallout2.exe but then so does the officail patch which anyone can download so distributing the fallout2.exe file is not a problem
  10. Dude101

    Dude101 Vault Fossil

    Aug 3, 2005
    Already in the megamod. The random encounters would be a nice addition to the megamod.
  11. MIB88

    MIB88 Sonny, I Watched the Vault Bein' Built!

    Feb 22, 2005

    UGH! It never ends!

    I'm just kidding. I think it will be great once all the bugs get worked out. I'm sure there will be a few things there I can steal for the Megamod. :wink:
  12. Sorrow

    Sorrow So Old I'm Losing Radiation Signs

    Feb 9, 2006
    Excellent news :D .
  13. Wild_qwerty

    Wild_qwerty Sonny, I Watched the Vault Bein' Built!

    Feb 2, 2004
    I just think its good news for the whole fallout community, not many people mod fallout 1, (mostly) everyone mods fallout 2.

    So I think that we will start to see a lot of Fallout 1 (in 2) mods come about that are based on this.

    Maybe a whole fallout 1 mega mod (b-team in fallout 1 etc...)
  14. Lexx

    Lexx Background Radiant

    Apr 24, 2005
    I think, the art thing is a good idea.. because, you can download the english textfiles for fo1 and 2 legally. That means, if you would download this port and the text files, you would have Fallout 1 without buying it.
  15. Prosper

    Prosper Where'd That 6th Toe Come From?

    Aug 25, 2007
    i guess this is cool. however, if people are going to be more attuned to using fallout 2 engine, then i worry that I may be wasting my time trying to make fallout 1 with cooperative trade. honestly, i would like to stick with fallout 1.

    Fallout 1 is smaller. Less features then fallout 2. So its alot more simple and clean to mess with. Bottom line... don't expect me to adapt my mod for this.
  16. Oracle

    Oracle Water Chip? Been There, Done That

    May 19, 2003
    F1 in F2 engine.. Wow thats great news!

    I wonder where this will lead to in the future.

    maybe F1 locations edited in a way so it would be that it has been 80 years since F1 era. wasn there also a russian mod in progress about it?

    superb work guys!
  17. MIB88

    MIB88 Sonny, I Watched the Vault Bein' Built!

    Feb 22, 2005
    Fallout Dominion. Thanks to Dude101 and his team, I have a bunch of the translated texts for that one. I have no idea about the number of bugs that might be in it. I will start adding that stuff soon. I think there is a problem with some of the story though. Anyway, I don't want to derail this topic. PM me if you really want to know more.
  18. Glovz

    Glovz Vault Dweller

    Sep 16, 2005
    Playing F1 with the F2 engine is great news! But I would tend to agree with Oracle - if this now means we have access to F1 maps that can be used in F2, then revisiting some of these locations in the F2 time frame would be great expansion material.

    Obviously not all location maps could be used (i.e. Shady Sands being NCR) but now it would interesting to change the world map and include places like BOS, LA (boneyard/cathedral), or the Glow.

    This could open up so many possibilities.
  19. Demonslayer

    Demonslayer Water Chip? Been There, Done That

    Aug 8, 2005
    Visiting the glow :drool:
  20. Wild_qwerty

    Wild_qwerty Sonny, I Watched the Vault Bein' Built!

    Feb 2, 2004
    I dont want to burst your bubble, but I just can see how you can add any sort of multiplayer ability to fallout 1 or fallout 2. I know Team x looked into this a while ago and best they came up with was a sort of shared savegame system where you could have two people playing but only 1 at a time. I just dont see how you can add any sort of trad system unless you using a multiple access version of the character editor so two people can edit their characters inventory across a tcp/ip connection.