Fallout 2 mod Fallout 1 Demo in Fallout 2

FeelTheRads

Vault Senior Citizen
Alright, here's a mod which puts the Fallout 1 Demo in Fallout 2. As a separate mod, and includes just the demo map.
Not much purpose to this since the Fallout 1 Demo can be played easily enough on modern computers. I just did it to learn how to mod. Though I guess it has the bonus of being able to save the game. And play as a female.

It's quite likely there are bugs, especially related to saving/loading games. Since the demo had saving disabled, none of the scripts in the demo took it into account so I had to modify them.

I tried to keep it as close as possible to the actual demo, down to some of the graphics and descriptions that were different from the final game.

However, I did do a couple of changes like restoring some of the dialog that wouldn't fire because some variables were not set. Also, for the couple of lines that referenced the player's gender I added suitable ones for the females, by either changing or deleting a word in the original line.

There are some issues that were present in the demo that I didn't fix, like the demo not taking into account just 1 of the gangs being gone.

If anyone wants to try it and post any bugs it would be appreciated.


To install, unzip the folder (F1D) in your main Fallout 2 folder. So it will be in the same folder as your master.dat and critter.dat files. After that, just start the game from the exe in the F1D folder. You can rename that folder to something else if you wish, it doesn't matter.


Latest version (v1.01): http://www.mediafire.com/file/g2ifuu7i8k4562i/F1Dv1.01.zip/file

- added the intro "video"
- removed original videos showing up in the Archives section of the PipBoy
- replaced Sex Appeal with Night Person
- set the inventory AP cost to 2
- made Phrax just a bit less perceptive
- fixing or failing to fix the generator now shows the ending "video".

Previous version (v1.00): http://www.mediafire.com/file/5bz5rnzzy967pak/F1Demo.zip/file
 
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There is a lot of good stuff coming from it.
- No need to use directdraw compatibility tool or to start with win95\win98 compatibility mod.
- Compatibility with hig-res mod. Couldn't stand the demo resolution.
- Yeah, you can pick a female, but you can also make your own character.
- You can also gain XP, to further replayability.
- You can also load\save, although it is kind of unnecessary.
- Restored content and the possibility to restore even more, as Fo2 is easier to mod (i guess)
- Speaking of mods, it will also be more localization friendly, as the demo engine for dialogs couldn't handle some letters in the dialogs, some sentences lenghts weren't handled as well, and some texts weren't flexible enough to handle characters gender (not just the protagonist)


I won't try it right now, as i am kind of having a demo burnout, but i will definitely try it next week, and do the french localization as well. (90% of the job is copy paste, but not all. As said earlier, the demo engine had room for improvement) Speaking of which, i assume i can already start translating with this version, unless you plan to add some text.


Although, i did check a couple of things, like the compatibility, the XP, the items etc...
Noticed a small *issue* so far. The trait *night-person* from Fallout 1 was replaced by *Sex Appeal*, in Fallout 2. You weren't able to use the *night-person* trait in Fallout 1 demo, as you couldn't play with your own character, but you still had access to the character creation menu. So i guess, it isn't such a big issue to not have it in this version. Although, maybe someone else tried to port the perk into Fallout 2 ? (I am thinking of Sduibek and his attempt to port Fo1 into Fo2)

Also, if i may suggest something. When you start the demo and when you leave it, there were some screens with pictures of the game and a couple of text tellling you to buy the game. Do you think they would fit as splash screens ? (There was also a very small video with a quote)

Anyway, that is a great release imo. The original Demo definitely needed to be more accessible and this is one of the way.
 
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Hmm, I considered Night Person, but realized I don't know how to change traits and then forgot about it. I'll see if I can find something on it.

The advertisement images I used as a "video" when the demo ends. But forgot about the intro quote. I'll add that in the next version, thank you for reminding me.

As for the text, probably won't add anything else.
 
Didn't get any post-end content when i broke the generator. Will try with other endings.
 
You mean the "video"? I just tried it with the generator broken and it worked. It's possible you clicked through it?
 
I talked too fast.
If i just break the generator and just leave the mouse, the post-end video appears.
If i break the generator, talk to Lex, then try to repair the generator, the post-end video doesn't appear. (regardless if i manage to repair it of not)
But i guess that ending is the least likely to be chosen by the players.
 
Got it and fixed! Thanks!

I wonder if I should make the repair/fail to repair messages as big red floats like the other endings. They only show up in the text box and then the game ends so they can easily be missed.
 
It would make sense.
To be honest, i didn't even know that this ending existed before i had to translate the files.
 
Thing is I'd have to change some of the logic as well... since to get to try to repair the generator you have to move fast... otherwise the game ends because of the generator being broken and the gangs leaving. I'll see.

Also, for your translation of the original demo... the generator script has some lines mixed up. I fixed the script in this mod, but if you want to do this fix for the translation, you can just switch some of the lines in the demogen.msg file.

- 114 should have the text of 116
- 115 should have the text of 114
- 116 should have the text of 115
 
Thanks for the intel.
I will most likely get back here is if i see some localization troubles.

About moving fast, i remember when i have tried to kill everyone in town, before the demo acknowledged that i already killed all the gangs. I had to make sure the combat mode stays open, but even there, it did not always work.

I know several way to end the demo, but not all seem well supported.
- Dying is self-explanatory.
- There seems to be a time limit to the demo, but i have never reached it. (and i slept a lot) (found it while translating)
- You mentioned there was an issue if you kill one gang, but not the other.
- You can kill both gang.
- No proper ending if you kill everyone, including the civilians and the brahmins. (i've tried a couple of time)
- You can break the generator.
- You can break and fix the generator. (never knew until i've translated)
 
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I say a better approach to the advertisement images is to turn them into endgame slides.

Also you can modify the main menu to the Fo1 styled one. Exchanging the background image and moving the menu via Sfall settings. It's quite easy.
 
Also you can modify the main menu to the Fo1 styled one.

Already did that!

But do you know where I should look to change Sex Appeal into Night Person? If it's possible?

Turning the images in ending slides is a good idea... I have to see how they work. I mean, the time they're shown on the screen depends on the length of the audio file, no? In this case I'd have to use some silent .acm files maybe?

There seems to be a time limit to the demo, but i have never reached it. (and i slept a lot) (found it while translating)

Where was this in the files?

- No proper ending if you kill everyone, including the civilians and the brahmins. (i've tried a couple of time)

Did this have a separate ending in the original demo? Based on the scripts I'd think it just shows the ending for both gangs being dead.
 
Nope, the killing everyone ending is something I sometimes do, but that doesn't mean the demo planned for that. I guess they reach schroedinger happiness.

About porting a Fo1 trait into Fo2, I think only @Sduibek. would know the answer. He is planning to port the whole Fo1 into Fo2
 
Don't know if he's available. I sent him a PM about something else but he didn't reply.

Another thing that would be nice to do is to have the piece of paper with the time limit to get the chip on the PipBoy. Didn't figure out how to put that in. Well, except for editing the graphic, but then the time limit wouldn't change.

But I did realize I missed something else, which is some videos showing in the archives in the PipBoy so I fixed that for the next version too.

Edit: Just tested his version of F1inF2 and Sex Appeal isn't changed into Night Person nor is the paper with the limit shown on the PipBoy. So either he didn't get to them or maybe it's not possible to do these.
 
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I recall that Lexx and Sduibek were having troubles with modifying the pipboy and went for a different solution than the piece of paper, but i don't recall what...

Otherwise, Sduibek isn't there often, so he can be long to answer.
 
Maybe those are things the sfall guys could add in the future. It could be nice to use that paper on the PipBoy thing if you want to have some time limited quests. Just with different text on it, of course.
So basically an option to script adding and removing an image and a variable on the PipBoy.
Obviously the game places those over the image of the PipBoy since in the files the graphic of the paper and the PipBoy are separate so I'm thinking it could be replicated like they did many other things in sfall.
 
Alright, so I think I figured out a way to change to Sex Appeal into Night Person.

Basically I just modified the description and title in TRAIT.MSG and then scripted the Night Person effects in sfall global script to take effect if the player has the Sex Appeal trait.

As far as I can tell Sex Appeal is not hardcoded and only checked through scripts so this shouldn't cause any problems.

For the image, I just renamed the nightper.frm into empathy.frm which Sex Appeal uses. However, that means that the Empathy perk would have the Night Person image now. That's not really a problem for the demo (no way to get to level 6 really), but would be nice to have a cleaner way.
I swear I saw somewhere a way to redirect the traits to use different frms, but either I'm confused or I can't find it anymore.

Edit: Hmm... how does Night Person work with skill points per level? Are they affected by the change in intelligence? If they do that doesn't work with my fix... yet.
 
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I couldn't make a screenshot nor access to the file that define those, but i know that Max Stone from the demo and Max Stone from this mod don't have the exact same stats. For instance, the demo Max Stone had 37 hit points while the mod Max Stone has 40 hit points. That difference isn't huge, but it might be worthwhile to check if there is a bigger difference somewhere. I only checked Max Stone stats. I might need to check again, but the fights were noticeably harder in the mod.

Also, in the demo, the taunt and the enemies description during combats were all called from combat.msg and pro_crit.msg. They were quite generic. Npc were either townsman, townswoman or losers, not Crypt, Fool or named. And the combat taunts were the same for everyone. I don't know if it was intended or if they had come up with better customization that weren't shown ingame. I think it is better in the mod.
 
About the stats, yeah, I know. I should make a list of all the differences probably. Thing is in the demo the derived stats were calculated differently. I hex-edited the predefined characters to make them as close as possible, but some of the things I couldn't fix. In particular, if a stat or skill was bigger I didn't know how to reduce it. I could only increase them.

Combat taunts should still be the same for everyone, unless I made a mistake somewhere?

And the descriptions, yeah, I noticed. I think I know why it's like this, maybe I'll change it to be like in the demo.
 
About night person, considering you are unlikely to level up and are that is probably impossible to go beyond level 3, the skill points gain issue might be negligible. (Once again, i guess only a few people know how this trait actually works)
 
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