Fallout 1 mod FO1 to FO2 conversion, for real

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

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  1. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Yeah, copying over the GUI files worked :)

    Hmm... the only program I found that allows this requires to literally add 1 file at a time. Well, there's just under 25 thousand files in the fully unpacked Fallout 1 data files.... I'm not doing that 25 thousand times

    EDIT: 24,795 to be exact. heh

    If you have a DAT-manager program that do multiple at once, link to app please?


    I've updated the post of listed issues for this. With your information (thank you) and the limited knowledge I have of Fallout 2 modding, these seem to be our only hurdles at the moment that aren't simply a matter of taking the time to do stuff I already know how to do:

    By the extra dialog button do you mean Tell-Me-About? I didn't remember that Fallout 2 was devoid of this :(


    Anyway Fo1-in-Fo2 is on hold for the moment. I want to focus on getting my actual mod up and running, and I don't know how big of a roadblock it'll be, getting the .dat files to work. Plus the lack of Tell-Me-About is a bummer, as is the broken pip-boy Water Chip reminders.
  2. Oppen

    Oppen FIXT n°1 fan

    Dec 26, 2011
    I don't quite remember which manager I did use, but a few months ago I was trying to get the RP to a smaller size by including some parts of the mod in the master.dat in my box, mostly to familiarize with the program, (since it's a compressed format) and I managed to include ~1000 files at a time. If I used bigger numbers, then the adding of the files would fail.
    But anyway, adding 1000 at once is far better than adding one by one.
  3. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    If you figure out which program that was, please let me know 8-)
  4. Lexx

    Lexx Background Radiant

    Apr 24, 2005
    Woop, sorry. I meaned DatExplorer, of course. The file description says it also works for Fo1, but that's not true. At least I could never get it to work with that. Sucks that we don't have the source of such a tool (or do we?), because then someone might be able to improve the handle of this...

    This actually was done already. One russian modder made it possible with hacking the exe, if I remember correct. Now, hacking the exe would not be smart, but maybe asking Timeslip about it will result in a new Sfall version, where you can change the menu offsets. I would like this for my Fo2 mod as well.

    Another thing for Sfall. Ask Timeslip about it, pretty sure she can do it.

    Yes, "Tell me about" doesn't exist in Fo2. I am not sad about the lack of it. Most people didn't used it in Fo1 + it never gave much new information anyway.
  5. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    The source code of DAT Explorer is on TeamX website.
  6. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Eh, fair enough.

    You know, the lack of Tell-Me-About actually could be used to our advantage. It wouldn't be hard at all to add a dialog structure for each creature that has Tell-Me-About entries. In other words, have a "So what can you tell me about your town?" or "Can I ask you some questions?" etc, and from here, an entry for each of what would have been a Tell-Me-About.

    The advantage of that would be that users can see what can be asked (a good thing because as you said, I'm sure there's plenty that never check) instead of it being guess-and-check. I am one of those wierdos that liked to see what all could be asked of them in TMA entries (seeing the source files made me happy for this reason) but some of them I wouldn't've ever thought to ask. If they're in dialog, however... :)
  7. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    Their site is still online, only in "archive" state.
    Scroll down for "Исходники Dat Explorer".
  8. Lexx

    Lexx Background Radiant

    Apr 24, 2005
    Interesting. They also got lots of different Dat tools. Maybe one of them is more recent, with better pack / unpack features?
  9. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Lexx where's the "Sfall feature request thread" or whatever the heck it's called? I seem to recall such a mystical place existing, but I can't find it because I'm stupid.
  10. Darek

    Darek is currently unavailable

    Jan 7, 2008
    Is it really necessary to pack the extracted files again? For what you have in mind isn't it better to just extract the files and place them in a write protected folder named master.dat instead? I understand it's not good for distributing the mod, but for play-testing it should suffice.
  11. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    You're welcome to try but I couldn't get it to work. I don't think I tried putting it in the .dat named folders though. Hmmm. EDIT: Tried that, doesn't work. It just skips the master.dat folder and looks for the patch_folder path instead. If you set the patch path to the master.dat folder, doesn't make a difference.

    Good news! I created a new critter.dat and added all critter art files from Fallout 1 (5559 in all) and the CRITTERS.LST file from Fallout 2. Loaded up - works flawlessly!

    EDIT: Haven't gotten it to work with master.dat yet :(

    My next try at master.dat will be:
    1) Take all the files from the expanded Fo1 master.dat
    2) copy all the files from Fo1-in-Fo2 (available in my download a few posts back) and copy them onto the folder in #1, overwriting when prompted.
    3) compress that all into the .dat

    I don't know if more than that should be needed. I suppose it's possible the exe checks for Fallout2-only material on boot, such as talking heads or something like that. Not sure. Maybe map files?
  12. .Pixote.

    .Pixote. Venerable Relic of the Wastes

    Sep 14, 2009
    If I recall there is a particular file in the \data\Data folder in F2, or \Text\English\Game - that causes the crash. You can copy all of the art files without any hick up, but one text file crashes the game. I found it through trial and error years ago, but don't quote me on it. :look:
  13. Lexx

    Lexx Background Radiant

    Apr 24, 2005
    Here it is.
  14. Darek

    Darek is currently unavailable

    Jan 7, 2008

    It does work. I've done it before and just did it again. Critter.dat works flawlessly like that.
    The reason the game will still crash is cause there are essential files missing in the master.dat from fallout 1.

    Using only the extracted master.dat from fallout 1 plus adding TEXT/ENGLISH/GAME/PERK.MSG and DATA/enddeath.txt, party.txt from Fallout 2 to the other files in the conversion mod will let you start the game. It will still crash when you enter the worldmap, so I guess more files are needed.
  15. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Ohhh yes, perk.msg - that's the one that breaks the mapper as well. Thanks.

    I think, I think this will work. I've very excited to see it come to fruition :clap:

    Okay. I'll try it again then. For me Fallout wouldn't run at all when I tried that. I do think ultimately putting it in a dat is probably better long-term, because then we get it compressed. Otherwise the amount of space taken up by the install will be horrific.

    Well, if one of you gets it work let me know.
  16. Darek

    Darek is currently unavailable

    Jan 7, 2008
    Agreed, this was just meant for testing purposes.

    Using Fallout 1 master.dat instead of Fallout 2 master.dat
    Files that must be added to the conversion data folders (from fallout2 master.dat):
    DATA/enddeath.txt, party.txt
    Files from ART/INTERFACE folder to get worldmap stop crashing:
    Files from Proto folder to get saving working. It's for the NPCs. Don't know if you can disable it or if it's hardcoded.
    Files from Data folder and text/english/game folder to get interface working properly:
    Pipboy and character buttons don't work. Haven't had time to check what files are involved.
  17. SorgFall

    SorgFall Still Mildly Glowing

    Jul 2, 2007
    I was referring to the conversion.

    I think you'd just be putting yourself into a lot more work...despite the obvious advantage of attracting more modders for F1.
  18. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Fair enough, but I think the advantages are worth it.

    Once it's working, modding for Fallout 1 will not only be much easier (Fallout 2 uses text files and whatnot for it) but also we will be able to do things never possible with Fallout 1.

    Assuming awesome folks like Darek can figure out the data file situation, and we can get some help from Timeslip, this is as good as done. All the other stuff just involves putting a bunch of crap in text files, .h files, script conversion, map editing and sfall edits. Lots of work yes, but I think the results will be worth it.
  19. SCO

    SCO First time out of the vault

    Dec 20, 2011
    It would be pretty great, and it would probably solve those crashes.

    I'm assuming you're thinking of a conversion like BGT or something similar? Maybe a 'two fallouts in one' if ssfall does some magic?
  20. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010

    I personally will never combine the two games, but it's been done and I imagine will be done again.
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