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Fallout 2 utility Fallout 1/2 Critters Editor v.1.4.6.11

Uploaded version is 1.2.3.7 and is older than 1.2.4.8. It was my mistake, when I did it. I uploaded older version. Thanks Sduibek for report :)
The difference is that the new version uses *.zip file with pictures of critters (converted from frm to gif).
Ypu should use 1.2.4.8

dudejo001
I didn't make any changelogs and I don't remember what changes was made in every version od critter editor, but there are fixed some minor bugs. Version 1.0.1.0 is very old and you should update. As I remember there is sure, that 1.0.1.0 has bug with calculating some stats/skills.
Look at this post:
http://www.nma-fallout.com/threads/new-tools-for-fallout-1-2.196393/#post-3871106

There are some info's about history of critter editor.
 
@gustarballs1983 You mentioned some issues of this having trouble in specific cases displaying stats or modifying stats, was that with a previous version older than 1.2.4.8?
 
I just downloaded it and started it.

When I switch to Fallout 1, it appears the skills are calculated as for FO2 (i.e. the base of Big Guns is AG*2 and not AG+10).

Am I missing something?
 
I just downloaded it and started it.

When I switch to Fallout 1, it appears the skills are calculated as for FO2 (i.e. the base of Big Guns is AG*2 and not AG+10).

Am I missing something?
uh oh. Any ideas @Cubik2k ?

If you use FO2 instead even though they are FO1 files, are the calculations correct? @Muttie
 
Umm.. I know You asked @Sduibek about which version of Cubik2k's editor i use.. well the fact is i was so pissed when i foud out about this i made a topic about some other program that i might use. mr.Stalin proposed proto manager 1.1.0 i use that ever since. Though You might skip the usage of My add on to the NPC mod as the values are probaly way off too due to same bug as in Cubik2k's editor.
 
Cubik2k updated Fallout 1/2 Critters Editor with a new update entry:

Bugs fixes

- fixed calculation error for Skill parameters after switching to FO1/FO2 (thx to user Muttie for report this: Fallout 1/2 Critters Editor)
- edition of any parameter will block the ability to switch FO1 / FO2 until you click the Save or Cancel button.
- ALT button error has been fixed causing labels to disappear
- change of the ZipForge component to Abbrevia Unzipper for unzipping pictures from...

Read the rest of this update entry...
 
I had a look at the skills (on another PC Win10, 64 bit) and it seems to be correct now.

Even better I can now stretch the window and go full screen.

The bad news is that on my PC (Win7, 32 bit) it only creates a lot of grey empty space in the middle, i.e. the window stretches but only moves all the skills to the left, which means they are still off-screen and I can't see them. All the stats (SPECIAL & skills) would need to stay in place when stretching the window, rather than moving with it.
This includes the “choose Fallout game” in the bottom right corner, which is moved south when expanding the window.

What is missing though is a display for crit chance. Mostly it's just “=LK”, but sometimes a NPC gets a bonus to it (like Ian or Dogmeat), which isn't shown. Plus it may need the option to adjust that bonus.

Rad resistance and Poison resistance are missing too, but it's not as big a deal as crit chance.

And an observation: the first 52 entries have a bonus of 5 or 10 to Unarmed. After that (entries 53+) it's 0. However, this seems to be normal (I tested with ProtoManager 1.1.4 and it showed the same). It's just peculiar. Just as the first entry not being the “hero” but just a random vault-dweller with reduced stats (but, again, normal, ProtoManager shows the same). It's just odd.
 
Thanks so much, @Cubik2k ! I do seem to be running into one more issue - some fields turn red (as if to indicate an error) when just looking at entries. For example if you start at the top and move down with the keyboard down arrow, at about entry 11 you'll start getting red fields in the Extra values.
 
I didn't have the red fields issue when holding down the down arrow key scrolling through entries, but that's with default protos from the editor.
 
I don't think Party members can get poisoned or radiated, which makes those values totally irrelevant.
Or am I remembering wrong here? Anyone?

You are absolutely right about radiation. I don't know anything about Poison and NPC's..

However beeing able to set critter better criticals or bonus better criticals (which could be used to modify Fo1 party NPC's at higher levels, wuod be a good thing. Proto manager only shows the value but only possible way at present day to edit this is still hex edit.

As for me proper NPC editor should be able to edit any known critter stat.

for reference I'm uploading reference file from Fallut utility for critter tinkering or F.U.C.K. as it is often called. the F.U.C.K.exe itself is a malware however neigther kaspersky nor bitdefender nor emsisoft did find anything in reference .html file from that bundle so i guess it's safe to post it here.

it's packed with .7z as it seemes forum doesn't accept .html files.

I use it for reference to hex edits
 

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I don't think Party members can get poisoned or radiated, which makes those values totally irrelevant.
Or am I remembering wrong here? Anyone?
No, it's not a big deal. Just a bonus.

However, something that me be helpful is gender. Some characters are difficult to tell apart without that information (those wearing power armour).
Without that info (ProtoManager) I wouldn't have been able to tell which Senior Paladin is which.
I guess there are other ways but it would be convenient. Besides some genders in FO1 were falsely set and needed fixing.
 
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