A critters pro files catalog for all party members

Limbabnees

Still Mildly Glowing
Im start to like modding F2 and i'm a problem solver.
I encounter alot problems with mods, so i start to analyze and try to correct them.
With help of cource of the modding team :)

So i was working to combine the Friendly Klint with Miria (i missed a girl in my party) and learned alot about modding. Step by step.

So i want a catalog of all the pro files from party member to modify/upgrade/correct them.


Example: In the Fallout 2 Very Difficult Mod the party member, after levelup and relaod, stats are going back to original levelups.
I want correct that, the proto files are NOT read only in that patch (unpacked it and check them).

Think Marcus can use some more damage treshold & resistance for example. Not like to feed him psycho all the time :D

Scripts will be modified another time. :D


Lynette : 87 (fun) Will she escort you to NCR bringing the holodisk?
Dalia : 175 (well she die after you install the modulator)
Enclave Patrol : 250 ( first talk, then shoot ? )
Bridge Guardian : 269 (Critter ID: 29 !!!)
Angela Bishop : 398 ( I like girls)
Mrs. Bishop : 399
Lil'Jesus : 405
Mrs. Wright : 413
Mike the Mastocator : 431 ( a boxer as party member, after you beat him ? )

Not checked the MIB88 mod yet, like Miris.
So far so good :)
 
Limbabnees said:
Example: In the Fallout 2 Very Difficult Mod the party member, after levelup and relaod, stats are going back to original levelups.
I want correct that, the proto files are NOT read only in that patch (unpacked it and check them).
...
Not checked the MIB88 mod yet, like Miris.

The stats resetting is an old bug that sometimes happens with modded and unmodded games. Whether something is read-only or not shouldn't matter if it is in a .dat file.

You can see all of the critters very easily just by using notepad to open pro_crit.msg file in the data/text/English/game folder.

And the other prototype editor I mentioned is able to open .pro files that 'FUCK' cannot (such as those Friendly Klint files).
 
You can see all of the critters very easily just by using note
pad to open pro_crit.msg file in the data/text/English/game folder.

Spend much time open all files in FUCK :D
At least i see some specs :)

And the other prototype editor I mentioned is able to open .pro files that 'FUCK' cannot (such as those Friendly Klint files).

I go check it, thx.
Can find the Prototype Editor (version 0.8 alpha). I even google but only brings me back here :)

FIME not let me open some files too.
Items proto files are ok, but the critter proto files he not open.
Error:
Fallout2 Items Mode Editor
Error unknownfile type!
 
Limbabnees said:
Can find the Prototype Editor (version 0.8 alpha). I even google but only brings me back here :)

Check for this file: PrototypeEditor_KIA_0.8a.tgz.

I think I got it from the TeamX site for Fallout 2 modding tools.

And don't make that mistake: you cannot open item and critter files with the same program, despite the fact that they have the same extension.
 
MIB88 said:
Limbabnees said:
Can find the Prototype Editor (version 0.8 alpha). I even google but only brings me back here :)

Check for this file: PrototypeEditor_KIA_0.8a.tgz.

I think I got it from the TeamX site for Fallout 2 modding tools.

Google not found PrototypeEditor_KIA_0.8a.tgz.
I go check TeamX
Prototype Editor PRO-editor. 222 Kb
http://www.teamx.ru/eng/files/utils/

Seems i still do something wrong.
I cant load all from the critter.lst.
102,119,216,240 etc.. are loaded wenn holding ok button activate with enter key pressed.
Im using original F2 with killaps patch, Klint & Miria data files.

Do i have to extract the master.dat & critter.dat into the data folder?
 
Limbabnees said:
Do i have to extract the master.dat & critter.dat into the data folder?

Yes. It only looks at the actual proto files that are available in the folder where you tell it to look. I just keep that program inside my proto folder. Then, if I need to modify a file that has never been changed before, I extract that file from the master.dat file and place it in my working folder. I also include the latest pro_crit.msg and proto.msg files from the game folder inside the proto (working) folder.
 
Yes, thought so.
I just unpacked the master.dat & critter.dat in a temp folder.
0000077.pro was the only one that he not could load.
Also not all the critters are here like Miria. I think i just copy all i need in a diff folder.

Not able to open Klint proto files.
Try different folders.
All files are "NOT" read only
Well, i can live with that, so far :)

Thanks, this is much nicer than FUCK :D

Which script de(compiler) do you use?
 
I use a program called ruby about 99% of the time. Every now and then I have to use the ipp compiler for scripts from the New Vision mod.
 
I have downloaded some compilers, but couldnt find ruby.
And the one that working only read iss files.
all those others are DOS.
Dont know anymore how you use dos applications with a shell anymore.
 
Limbabnees said:
I have downloaded some compilers, but couldnt find ruby.
And the one that working only read iss files.
all those others are DOS.
Dont know anymore how you use dos applications with a shell anymore.

I don't remember where I got Ruby...it wasn't from a Fallout site. And it works the same way as the others: from the DOS shell using command line instructions. Basically, once you open the shell, move to the location of your folder (i.e. use the cd command). After that, it depends what program you are using, but it usually goes something like [name of program] [optional command] [file you are working with].
With the ipp program, you would just type ipp kchews.ipp in order to compile it. With ruby, I have to type something like ruby compile kchiews.ssl.
Really, just look around, find something you are comfortable working with, read any readme files, and practice.
 
Hmmm, well there's no other way then.
Why no one made build an application with C++ or VB for Dummy Window users.

Long ago i did some developing also with VB (work), but C++ is over my head.
 
The stats resetting is an old bug that sometimes happens with modded and unmodded games. Whether something is read-only or not shouldn't matter if it is in a .dat file.

you can eliminate that bug if you pack all your mod files into a master.dat and only have 1 version of all files for the game,found that out the hard way
 
Nirran said:
you can eliminate that bug if you pack all your mod files into a master.dat and only have 1 version of all files for the game,found that out the hard way

Really? Interesting. Are you totally certain about that, though? I mean, if that truly is the only fix, then hell, this issue is never gonna get fixed in my mod! :)
 
total certainty no but i spent days messing with party members trying to get sulik to level up past stage 5,he wont(you would know if you seen my others threads concerning it) during my testing i knoticed that sometimes sulik stats would default to base stats ,never happened when i packed my modded files into the master dat
 
Ugh! Well, maybe something else will come along later. I mean, there are over 4800 new files that I have that would need to go into a new master.dat (and another new 700 for a critter.dat)...and that would be in addition to all the original files/files that haven't been modded. Nope. I don't plan on doing that. Vic can stay at level 1 for all I care! :P :)
 
Limbabnees said:
About that (NOT) Read Only issue, i did some tests and in my opinion: the critter proto files Read Only.

What I meant was, I don't think it matters what it's properties are if it is inside a .dat file.
 
OK, here we go again.

I installed Fallout 2 Mapper & Watson.

Scripts compilation

(this tutorial has been updated, fixed broken links for download and more detail instruction)
-first you will need Interplay Mapper
- then download procesor Watcom
-unpack file *.tgz
-in windows folders menu go to: view=folder options=view and check "show every files"
-select (also now visible one) files and put them to Fallout2 Mapper Scripts folder
-download file p.bat unpack zip and replace file p.bat with this from Fallout2 Mapper Scripts

I put all files NOT Read Only (in case)
Cant find Klint proto files.
And why he not load/decompile Klints script?
Has it it do that Klints files not excists in critter.dat?
I dont think so, Miria's files are not excist there either, so ...?

Wenn try to edit Miria(1-6) the mapper crash/hangs.
Need to go to desktop and exit program (right mouse/close)
Also proto files not possible to modify or save.
Not capable or modify it say!

In PrototypeEditor_KIA_0.8a still not find the proto files from Klint. Wenn open the critter.lst i get the error-message: Error loading file C:\Program Files\Black Isle\Data\Proto\Critters\\00000001.pro.

What do i wrong.
 
No, the added Klint and Miria levels are new...they are not in the original master.dat.

As for what you are doing wrong, look on this site and do a search for how to use the mapper. You need to have an extra folder tree set up (search in the threads for a folder called dev). You also need to change what is called the 'librarian' setting in the mapper.
 
Well sorry if i ask, but can you be more specific.
I been searching now for more then 2 houres on this site.

Search and read different tutorials about all kinds of modding.

It's very frustrating.

I really like to use this program and go to try some modifications. I need the elementairy/basis info for using this program. If i cant experimenting, i never learn to make some mod over here.

I only play the games Fallout2 and Command & Conquer(more observing then playing, im a creater).
I made hundred and hundreds of maps for C&C and i'm member of the staff on the EzeGaming Communitie as Map Reviewer. I stop making maps there because i not like C&C3 TW. But i'm still a staffmember in that communitiy. ( low profile, waiting for Crysis & starcraft2)

I like to do research, but it really starts annoying by now.
I tried different search option and all end with over 1000 post or topic :(

So please give me some more details about:
As for what you are doing wrong, look on this site and do a search for how to use the mapper. You need to have an extra folder tree set up (search in the threads for a folder called dev). You also need to change what is called the 'librarian' setting in the mapper.

Thanks.

http://www.nma-fallout.com/forum/viewtopic.php?t=7158
 
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