FO2XP Mod

dude_obj

Vault Senior Citizen
Moderator
Many people are asking about the FO2XP mod, so I suppose it needs a thread.

What is it?

The FO2XP mod makes the following modifications to the original FO2 game:

- Adds FOT critters
- Adds FOT weapons
- Adds FOT projectile animations
- Adds additional weapons
- Replaces most weapon sounds
- Most weapon and ammo stats have changed
- Kill types have been made more generic to accomodate new critters
- Extra critters have been added to most maps
- Contents of containers are randomly generated
- Weapons wielded by foes are randomly generated
- Store inventory is randomly generated and refreshed periodically
- Includes the encounter booster
- Includes the high resolution patch (800x600 only)

Where to get it? here


Status

The latest version is alpha 7-7. No work has been done on this mod since June 2005. It is playable but there are some bugs. The game may crash on occassion, so if you play it save your game regularly.

Future

There are no plans to do further work on this mod. If anyone wants to keep working on it or take stuff from it, feel free to do so, but please mention credits to Corpse for weapons and weapon sounds, and Wild_Qwerty for the FOT conversions.

The original plan for this mod was to make a developer expansion, with new stuff to use in new mods. At some point I decided to just make it an FO2 expansion so people could try new weapons and critters. I am basically bored with the same old FO2 and want to return to the original idea of creating new content.
 
Hi dude, i already emailed you my debug log but forgot to add one thing..

I am in the rat caves and did you make it so pig rats have an insane amount of action points?

Im playing the game on hard and rough combat but that shouldnt increase ap points for enemies should it?

One incident Im at least 10 hexes away, I run my full turn of 10ap, it can catch up to me and attack me 3-5 times. It was very fullfilling to attack one head on and win, but extremely frustrating to be cornered by 3 and bitten/swipped to death. And i had sulik at the time, they killed him first. *cries*

mw
 
hehe ... yeah I'm not sure what happened there but there are three or four pig rats that do like eight attacks in one turn. After playing that through the other day, though annoying, I kind of like it that way. Perhaps these pig rats found a stash of jet, buffout and psycho LOL
 
dude_obj said:
hehe ... yeah I'm not sure what happened there but there are three or four pig rats that do like eight attacks in one turn. After playing that through the other day, though annoying, I kind of like it that way. Perhaps these pig rats found a stash of jet, buffout and psycho LOL

i agree, hard is fun in this game.. especially for those of us who know how to inch by or all the nicks and kacks.

btw, ever thought of reducing quantity of ammo in this game? I mean after a while even with harder critters, any fallout player can become a wmd.

*edit - addition*

btw i started playing this mod on the high res and all the crashing stoped, just thought id let u noe. I tried it on high res, than eyes hurt lol then went to 640x480 and it kept crashing until i switched back and it seems to run alot better


mw
 
Everytime I attack someone in the Den, BOOM! fatal crash

Do you want the Debug logs and the savegame? (its easily replicable)

Otherwise I have not seen any other major problems.
 
Actually I was able to 'deal' with Flick already (its the traditional 'easy' way to start... you coulda given him a SMG to make things more interestin heh)

BUT after loading the save, and attacking anyone... kaboom.
(different weapons even, heck I'll try it with no weapons soon)

Here is DEBUG.LOG
Code:
Fade time is 7
Fade steps are 6000
Chi squared is 16.070500, P = 36.420000 at 0.05
Sequence is random, 95�nfidence.
>partyMember_init	Initializing sound system...soundInit: Setting primary buffer to: 16 bit, 2 channels, 22050 rate
soundInit: Primary buffer settings set to: 16 bit, 2 channels, 22050 rate
success.
Reading SNDLIST.LST Sound FX Count: 2963
Sounds are on.
Music is on.
Speech is on.
>gsound_init	>initMovie		>gmovie_init	>moviefx_init	>art_init		>tile_init		>obj_init		>cycle_init		>intface_init	>iso_init		>gmouse_init	>proto_init		>anim_init		>scr_init		>game_load_info	>scr_game_init	
strParseStrFromFunc Error: Couldn't find match for string: desert_gila_monsters!
strParseStrFromFunc Error: Couldn't find match for string: desert_gila_monsters!
strParseStrFromFunc Error: Couldn't find match for string: desert_gila_monsters!
strParseStrFromFunc Error: Couldn't find match for string: wild_wasps!
strParseStrFromFunc Error: Couldn't find match for string: wild_wasps!
strParseStrFromFunc Error: Couldn't find match for string: wild_wasps!
strParseStrFromFunc Error: Couldn't find match for string: wild_wasps!
strParseStrFromFunc Error: Couldn't find match for string: desert_gila_monsters!
strParseStrFromFunc Error: Couldn't find match for string: desert_gila_monsters!
strParseStrFromFunc Error: Couldn't find match for string: desert_gila_monsters!
strParseStrFromFunc Error: Couldn't find match for string: desert_gila_monsters!
strParseStrFromFunc Error: Couldn't find match for string: desert_gila_monsters!
strParseStrFromFunc Error: Couldn't find match for string: desert_gila_monsters!>wmWorldMap_init	>CharEditInit	>pip_init		>InitLoadSave	>gdialog_init	>combat_init	>automap_init	>message_init	>message_load	>scr_disable	>init_options_menu
>endgameDeathEndingInit

Playing movie: iplogo.mve
Direct Playing at (0, 0)  not scaled
Movie aborted
Frames 2, dropped 0

Playing movie: intro.mve
Direct Playing at (0, 0)  not scaled
Movie aborted
Frames 10, dropped 0

Playing movie: credits.mve
Direct Playing at (0, 0)  not scaled
Movie aborted
Frames 8, dropped 0
Loading background sound file 07desert.ACM... finding background sound  playing succeeded.
Loading sound file nmselec0.ACM...succeeded.
Loading sound file nmselec1.ACM...succeeded.
 Filename SAVEGAME\SLOT01\SAVE.DAT
 Filename SAVEGAME\SLOT08\SAVE.DAT
Loading sound file ib1p1xx1.ACM...succeeded.
Loading sound file ib1lu1x1.ACM...succeeded.
 Filename SAVEGAME\SLOT08\SAVE.DAT

LOADSAVE: Load name: An Old Score
LOADSAVE: Load file header size read: 30051 bytes.
Resetting sound system...done.

Scripts: [Game Reset]LOADSAVE: Load function #0 data size read: 0 bytes.
LOADSAVE: Load function #1 data size read: 4 bytes.
LOADSAVE: Load function #2 data size read: 3280 bytes.
LOADSAVE: in SlotMap2Game

MAP: Loading SAVED map.Loading background sound file wind2.ACM... finding background sound  playing succeeded.
OVERRIDE_MAP_START: x: 92, y: 66
Place_Car(24548,0)
   GVAR_CAR_PLACED_TILE == 24548
   Car_At_Loc == 1
[Party Member 0]: None

trunk: map_enter_p_proc
   player hasn't gotten trunk
trunk: map_update_p_proc
   player hasn't gotten trunkLoading sound file gntlwind.ACM...succeeded.

Gsound: playing ambient map sfx: gntlwindLOADSAVE: Load function #3 data size read: 110 bytes.
LOADSAVE: Load function #4 data size read: 3280 bytes.
LOADSAVE: Load function #5 data size read: 3040 bytes.
LOADSAVE: Load function #6 data size read: 376 bytes.
LOADSAVE: Load function #7 data size read: 76 bytes.
LOADSAVE: Load function #8 data size read: 16 bytes.
LOADSAVE: Load function #9 data size read: 0 bytes.
LOADSAVE: Load function #10 data size read: 12376 bytes.
LOADSAVE: Load function #11 data size read: 4 bytes.
LOADSAVE: Load function #12 data size read: 3420 bytes.
LOADSAVE: Load function #13 data size read: 20 bytes.
LOADSAVE: Load function #14 data size read: 0 bytes.
LOADSAVE: Load function #15 data size read: 8 bytes.
LOADSAVE: Load function #16 data size read: 4 bytes.
LOADSAVE: Load function #17 data size read: 80 bytes.
LOADSAVE: Load function #18 data size read: 5 bytes.
LOADSAVE: Load function #19 data size read: 12204 bytes.
LOADSAVE: Load function #20 data size read: 0 bytes.
LOADSAVE: Load function #21 data size read: 17 bytes.
LOADSAVE: Load function #22 data size read: 216 bytes.



[Party Members]:
   PM: Car Trunk
Total Critter Count: 80

LOADSAVE: Load function #23 data size read: 308 bytes.
LOADSAVE: Load function #24 data size read: 2196 bytes.
LOADSAVE: Load function #25 data size read: 16 bytes.
Loading background sound file 05RAIDER.ACM... finding background sound  playing succeeded.
LOADSAVE: Load function #26 data size read: 0 bytes.
LOADSAVE: Total load data read: 71107 bytes.
Loading sound file monitor.ACM...succeeded.

Error during execution: Division (MOD) by zero
Current script: scripts\dccustmr.int, procedure critter_p_proc
Error during execution: Division (MOD) by zero
Current script: scripts\dccustmr.int, procedure critter_p_procLoading sound file iciboxx1.ACM...succeeded.
Loading sound file icombat1.ACM...succeeded.
Loading sound file icombat2.ACM...succeeded.

trunk: map_update_p_proc
   player hasn't gotten trunkLoading sound file icombat1.ACM...succeeded.
Loading sound file icibcxx1.ACM...succeeded.

trunk: map_update_p_proc
   player hasn't gotten trunk
Error during execution: Division (MOD) by zero
Current script: scripts\dccustmr.int, procedure critter_p_procLoading sound file ib3p1xx1.ACM...succeeded.
Loading sound file ib3lu1x1.ACM...succeeded.
Loading sound file iciboxx1.ACM...succeeded.
Loading sound file icombat1.ACM...succeeded.
Loading sound file icombat2.ACM...failed because there are already 4 active effects.
computing attack...
sequencing attack...
Loading sound file WA�XXX1.ACM...Heap Error: Bad guard end detected during unlock.
Heap Error: Bad guard end detected during lock.
Heap Error: Bad guard end detected during unlock.
succeeded.
Loading sound file WH�FXX1.ACM...Heap Error: Unknown block state during allocation.
Heap Error: Could not acquire handle for new block.
Heap Warning: Could not allocate block of 10945 bytes.
Heap Error: Unknown block state during allocation.
Heap Error: Could not acquire handle for new block.
Heap Warning: Could not allocate block of 10945 bytes.
Heap Error: Unknown block state during allocation.
Heap Error: Could not acquire handle for new block.
Heap Warning: Could not allocate block of 10945 bytes.
Heap Error: Unknown block state during allocation.
Heap Error: Could not acquire handle for new block.
Heap Warning: Could not allocate block of 10945 bytes.
Heap Error: Unknown block state during allocation.
Heap Error: Could not acquire handle for new block.
Heap Warning: Could not allocate block of 10945 bytes.
Heap Error: Unknown block state during allocation.
Heap Error: Could not acquire handle for new block.
Heap Warning: Could not allocate block of 10945 bytes.
Heap Error: Unknown block state during allocation.
Heap Error: Could not acquire handle for new block.
Heap Warning: Could not allocate block of 10945 bytes.
Heap Error: Unknown block state during allocation.
Heap Error: Could not acquire handle for new block.
Heap Warning: Could not allocate block of 10945 bytes.
Heap Error: Unknown block state during allocation.
Heap Error: Could not acquire handle for new block.
Heap Warning: Could not allocate block of 10945 bytes.
Heap Error: Unknown block state during allocation.
Heap Error: Could not acquire handle for new block.
Heap Warning: Could not allocate block of 10945 bytes.
Heap Error: Bad guard end detected during deallocate.
 
Ahh I have just discovered annother piece to the puzzle,

Single shots from the Winchester shotgun/ Calico SMG cause a crash, hand-to-hand and BURST fire from the calico are OK...

Would that happen if the sound files were not loaded/unavailable for that effect?

Anyways how do you want the savegame? (email, upload to a FTP?, could I even PM it to you?)
 
Mangler said:
Would that happen if the sound files were not loaded/unavailable for that effect?

If a sound file isn't available, usually there is just no sound, I think ...

Mangler said:
how do you want the savegame?

Email is fine thanks.
 
Wild_qwerty said:
Wow I think those new critters are really cool ;) Glad to see its released

Ah Qwerty ... (said like hanukin says ah chosen) ... good to hear from you.
Be sure to take a look at your lizards wandering in this Demo.
 
pig rats

The reason why the pig rats are insane is because they were given 27(!!) aps...but no armour is stamped to them.

As I'm playing I'll open it with the mapper and make the changes that are more less bug fixes that I am capable of.

I do like the changes though...was browsing the dmgs and hps of critters and saw some interesting challanges ahead...esp if I want to try to kill v13 by myself HtH.

dude_obj: what do I need to change so I can edit the critters past dead horrigan? I've got it so the critters are actually displayed and have a number attached to them and I can select them, but when I try to edit them the mapper crashes due to an assertion error. I have the mapper pointing to fo2xp\fo2xp-m.dat for master and fo2xp\fo2xp-c.dat for critter.

the error i get is:
Code:
Assertion failed: (pcitpro->ai_packet >= 0)&&(pcitpro->ai_packet < combat_ai_num()), file MP_PROTO.C line 2978.

This is when I tried to edi the small cockroach. Some models do work though. Also, I have a HUGE gap of blank critters...from 433 to 690.

All items work too...except the new items do not show a name nor a description. All the damage and caliber though works fine.
 
I think some of these proto files may have been manually edited with a hex decimal editor
 
Just at modoc went to ghost farm and i came upon black screen that made a trail for my cursor and character that covered the screen. heres my log


Fade time is 31
Fade steps are 1354
Chi squared is 17.305000, P = 36.420000 at 0.05
Sequence is random, 95yonfidence.
>partyMember_init Initializing sound system...soundInit: Setting primary buffer to: 16 bit, 2 channels, 22050 rate
soundInit: Primary buffer settings set to: 16 bit, 2 channels, 22050 rate
success.
Reading SNDLIST.LST Sound FX Count: 2963
Sounds are on.
Music is on.
Speech is on.
>gsound_init >initMovie >gmovie_init >moviefx_init >art_init >tile_init >obj_init >cycle_init >intface_init >iso_init >gmouse_init >proto_init >anim_init >scr_init >game_load_info >scr_game_init
strParseStrFromFunc Error: Couldn't find match for string: desert_gila_monsters!
strParseStrFromFunc Error: Couldn't find match for string: desert_gila_monsters!
strParseStrFromFunc Error: Couldn't find match for string: desert_gila_monsters!
strParseStrFromFunc Error: Couldn't find match for string: wild_wasps!
strParseStrFromFunc Error: Couldn't find match for string: wild_wasps!
strParseStrFromFunc Error: Couldn't find match for string: wild_wasps!
strParseStrFromFunc Error: Couldn't find match for string: wild_wasps!
strParseStrFromFunc Error: Couldn't find match for string: desert_gila_monsters!
strParseStrFromFunc Error: Couldn't find match for string: desert_gila_monsters!
strParseStrFromFunc Error: Couldn't find match for string: desert_gila_monsters!
strParseStrFromFunc Error: Couldn't find match for string: desert_gila_monsters!
strParseStrFromFunc Error: Couldn't find match for string: desert_gila_monsters!
strParseStrFromFunc Error: Couldn't find match for string: desert_gila_monsters!>wmWorldMap_init >CharEditInit >pip_init >InitLoadSave >gdialog_init >combat_init >automap_init >message_init >message_load >scr_disable >init_options_menu
>endgameDeathEndingInit

Playing movie: iplogo.mve
Direct Playing at (0, 0) not scaled
Movie aborted
Frames 7, dropped 0

Playing movie: intro.mve
Direct Playing at (0, 0) not scaled
Movie aborted
Frames 5, dropped 0

Playing movie: credits.mve
Opening subtitle file text\english\cuts\credits.SVE
subtitle: couldn't parse
Read 35 subtitles
Direct Playing at (0, 0) not scaled
Movie aborted
Frames 7, dropped 0
Loading background sound file 07desert.ACM... finding background sound playing succeeded.
Loading sound file nmselec0.ACM...succeeded.
Loading sound file nmselec1.ACM...succeeded.
Filename SAVEGAME\SLOT01\SAVE.DAT
Filename SAVEGAME\SLOT02\SAVE.DAT
Filename SAVEGAME\SLOT03\SAVE.DAT
Filename SAVEGAME\SLOT02\SAVE.DAT
Filename SAVEGAME\SLOT01\SAVE.DAT
Filename SAVEGAME\SLOT02\SAVE.DAT
Filename SAVEGAME\SLOT03\SAVE.DAT
Filename SAVEGAME\SLOT04\SAVE.DAT
Filename SAVEGAME\SLOT05\SAVE.DAT
Filename SAVEGAME\SLOT06\SAVE.DAT
Filename SAVEGAME\SLOT05\SAVE.DAT
Filename SAVEGAME\SLOT04\SAVE.DAT
Filename SAVEGAME\SLOT03\SAVE.DAT
Filename SAVEGAME\SLOT02\SAVE.DAT
Filename SAVEGAME\SLOT01\SAVE.DAT
Filename SAVEGAME\SLOT01\SAVE.DAT
Filename SAVEGAME\SLOT02\SAVE.DAT
Filename SAVEGAME\SLOT03\SAVE.DAT
Filename SAVEGAME\SLOT04\SAVE.DAT
Filename SAVEGAME\SLOT05\SAVE.DAT
Filename SAVEGAME\SLOT04\SAVE.DAT
Filename SAVEGAME\SLOT03\SAVE.DAT
Filename SAVEGAME\SLOT02\SAVE.DAT
Filename SAVEGAME\SLOT01\SAVE.DAT
Filename SAVEGAME\SLOT02\SAVE.DAT
Filename SAVEGAME\SLOT02\SAVE.DAT

LOADSAVE: Load name: B
LOADSAVE: Load file header size read: 30051 bytes.
Resetting sound system...done.

Scripts: [Game Reset]LOADSAVE: Load function #0 data size read: 0 bytes.
LOADSAVE: Load function #1 data size read: 4 bytes.
LOADSAVE: Load function #2 data size read: 3280 bytes.
LOADSAVE: in SlotMap2Game

MAP: Loading SAVED map.Loading background sound file wind2.ACM... finding background sound in 2nd path playing succeeded.

start: map_enter_p_proc for MODOC
global_var(GVAR_LOAD_MAP_INDEX) == 0
Check_Create_Car(24531,0)
sorry, can't place the car, the game's loadingOVERRIDE_MAP_START: x: 133, y: 117
end: map_enter_p_proc for MODOC
[Party Member 0]: None

Error: attempt to set_obj_visibility in load/save-game: scripts\zswsign.int!Loading sound file dogbark1.ACM...succeeded.

Gsound: playing ambient map sfx: dogbark1LOADSAVE: Load function #3 data size read: 243 bytes.
LOADSAVE: Load function #4 data size read: 3280 bytes.
LOADSAVE: Load function #5 data size read: 1480 bytes.
LOADSAVE: Load function #6 data size read: 376 bytes.
LOADSAVE: Load function #7 data size read: 76 bytes.
LOADSAVE: Load function #8 data size read: 16 bytes.
LOADSAVE: Load function #9 data size read: 0 bytes.
LOADSAVE: Load function #10 data size read: 12376 bytes.
LOADSAVE: Load function #11 data size read: 4 bytes.
LOADSAVE: Load function #12 data size read: 3420 bytes.
LOADSAVE: Load function #13 data size read: 20 bytes.
LOADSAVE: Load function #14 data size read: 0 bytes.
LOADSAVE: Load function #15 data size read: 8 bytes.
LOADSAVE: Load function #16 data size read: 4 bytes.
LOADSAVE: Load function #17 data size read: 80 bytes.
LOADSAVE: Load function #18 data size read: 5 bytes.
LOADSAVE: Load function #19 data size read: 12204 bytes.
LOADSAVE: Load function #20 data size read: 0 bytes.
LOADSAVE: Load function #21 data size read: 17 bytes.
LOADSAVE: Load function #22 data size read: 216 bytes.



[Party Members]:
PM: Laddie
PM: Bess
PM: Vic
PM: Davin
PM: Miria
PM: Sulik
Total Critter Count: 28

LOADSAVE: Load function #23 data size read: 316 bytes.
LOADSAVE: Load function #24 data size read: 236 bytes.
LOADSAVE: Load function #25 data size read: 16 bytes.
Loading background sound file 18modoc.ACM... finding background sound by copy playing succeeded.
LOADSAVE: Load function #26 data size read: 0 bytes.
LOADSAVE: Total load data read: 67728 bytes.
Loading sound file monitor.ACM...succeeded.
Loading sound file HMMETLIA.ACM...tyring HMXXXXIA.ACM succeeded (with alias).
Loading sound file monitor.ACM...succeeded.

A very active old man.Loading sound file monitor.ACM...succeeded.
Loading sound file monitor.ACM...succeeded.

You see Sulik.
Trunk_In_Party == 0
party_size == 3
true_party_size == 2
party_max_formula == 3
dude_at_max_party_size == 0
USED PARTY MEMBER OPTIONSLoading sound file ib2p1xx1.ACM...succeeded.

burst: 3Loading sound file ib2p1xx1.ACM...succeeded.
Loading sound file ib2lu1x1.ACM...succeeded.

burst: 3Loading sound file ib2p1xx1.ACM...succeeded.
Loading sound file ib2lu1x1.ACM...succeeded.

burst: 3Loading sound file ib2p1xx1.ACM...succeeded.
Loading sound file ib2lu1x1.ACM...succeeded.
Loading sound file ib2p1xx1.ACM...succeeded.
Loading sound file ib2lu1x1.ACM...succeeded.
Dialogue Reaction: Said Neutral
Loading background sound file 18modoc.ACM... finding background sound playing succeeded.
Loading sound file HMMETLIA.ACM...tyring HMXXXXIA.ACM succeeded (with alias).
Loading sound file ib1p1xx1.ACM...succeeded.
Loading sound file monitor.ACM...succeeded.
Loading sound file brdchir1.ACM...succeeded.

Gsound: playing ambient map sfx: brdchir1
Start Reaction == 0
Sex Appeal Bonus == 0
Karma Reaction Bonus == 0
Town Rep Bonus == 16
Good Person Reaction Bonus == 26
Slaver + Aligned Reaction == 26
Presence Reaction == 26
Childkiller Reaction == 26
Initial Reaction == 16
PartyMemberBackground == 3Choosing fidget 3 out of 3
Missing speech name: 10001
Missing speech name: 10008
Missing speech name: 10008
Missing speech name: 10009
Missing speech name: 10009
Missing speech name: 10002
Missing speech name: 10002
Missing speech name: 10007
Missing speech name: 10007
Missing speech name: 302
Missing speech name: 301

USED PARTY MEMBER OPTIONS
Loading current save-file version (2)Starting lipsynch speechEnding lipsynch systemChoosing fidget 1 out of 3

burst: 3Loading sound file ib2p1xx1.ACM...succeeded.
Loading sound file ib2lu1x1.ACM...succeeded.

burst: 3Loading sound file ib2p1xx1.ACM...succeeded.
Loading sound file ib2lu1x1.ACM...succeeded.
Choosing fidget 1 out of 3

burst: 3Loading sound file ib2p1xx1.ACM...succeeded.
Loading sound file ib2lu1x1.ACM...succeeded.
Choosing fidget 1 out of 3
Loading sound file ib2p1xx1.ACM...succeeded.
Loading sound file ib2lu1x1.ACM...succeeded.
Loading sound file ib2p1xx1.ACM...succeeded.
Loading sound file ib2lu1x1.ACM...succeeded.
Dialogue Reaction: Said Neutral
Loading background sound file 18modoc.ACM... finding background sound playing succeeded.
Loading sound file ib1p1xx1.ACM...succeeded.
Loading sound file monitor.ACM...succeeded.
Loading sound file ipickup1.ACM...succeeded.
Loading sound file iputdown.ACM...succeeded.
Loading sound file ipickup1.ACM...succeeded.
Loading sound file iputdown.ACM...succeeded.
Loading sound file ib1p1xx1.ACM...succeeded.
Loading sound file WRª1XXX1.ACM...succeeded.
Loading sound file ipickup1.ACM...succeeded.
Loading sound file iputdown.ACM...succeeded.
Loading sound file monitor.ACM...succeeded.
Loading sound file iaccuxx1.ACM...succeeded.
Loading sound file monitor.ACM...succeeded.
Loading sound file iaccuxx1.ACM...succeeded.
Loading sound file monitor.ACM...succeeded.
Loading sound file monitor.ACM...succeeded.
Loading sound file ib1p1xx1.ACM...succeeded.
Filename SAVEGAME\SLOT02\SAVE.DAT
Filename SAVEGAME\SLOT01\SAVE.DAT
Loading sound file ib1p1xx1.ACM...succeeded.
Filename SAVEGAME\SLOT01\SAVE.DAT

LOADSAVE: Backing up save slot files..

LOADSAVE: 20 map files backed up.

LOADSAVE: Save name: SAVEGAME\SLOT01\SAVE.DAT
LOADSAVE: Save file header size written: 30051 bytes.
LOADSAVE: Save function #0 data size written: 0 bytes.
LOADSAVE: Save function #1 data size written: 4 bytes.
LOADSAVE: Save function #2 data size written: 3280 bytes.

Saving ".SAV" map.MODMAIN.SAV saved.
AUTOMAP: Saving AutoMap DB index 18, level 0
LOADSAVE: Save function #3 data size written: 243 bytes.
LOADSAVE: Save function #4 data size written: 3280 bytes.
LOADSAVE: Save function #5 data size written: 1480 bytes.
LOADSAVE: Save function #6 data size written: 376 bytes.
LOADSAVE: Save function #7 data size written: 76 bytes.
LOADSAVE: Save function #8 data size written: 16 bytes.
LOADSAVE: Save function #9 data size written: 0 bytes.
LOADSAVE: Save function #10 data size written: 12376 bytes.
LOADSAVE: Save function #11 data size written: 4 bytes.
LOADSAVE: Save function #12 data size written: 3420 bytes.
LOADSAVE: Save function #13 data size written: 20 bytes.
LOADSAVE: Save function #14 data size written: 0 bytes.
LOADSAVE: Save function #15 data size written: 8 bytes.
LOADSAVE: Save function #16 data size written: 4 bytes.
LOADSAVE: Save function #17 data size written: 80 bytes.
LOADSAVE: Save function #18 data size written: 5 bytes.
LOADSAVE: Save function #19 data size written: 12204 bytes.
LOADSAVE: Save function #20 data size written: 0 bytes.
LOADSAVE: Save function #21 data size written: 17 bytes.
LOADSAVE: Save function #22 data size written: 216 bytes.
LOADSAVE: Save function #23 data size written: 316 bytes.
LOADSAVE: Save function #24 data size written: 260 bytes.
LOADSAVE: Save function #25 data size written: 16 bytes.
LOADSAVE: Save function #26 data size written: 0 bytes.
LOADSAVE: Total save data written: 67752 bytes.
Loading sound file monitor.ACM...succeeded.
Loading sound file ib1p1xx1.ACM...succeeded.
Filename SAVEGAME\SLOT01\SAVE.DAT
Filename SAVEGAME\SLOT02\SAVE.DAT
Filename SAVEGAME\SLOT03\SAVE.DAT
Loading sound file ib1p1xx1.ACM...succeeded.
Filename SAVEGAME\SLOT03\SAVE.DAT

LOADSAVE: Backing up save slot files..

LOADSAVE: 16 map files backed up.

LOADSAVE: Save name: SAVEGAME\SLOT03\SAVE.DAT
LOADSAVE: Save file header size written: 30051 bytes.
LOADSAVE: Save function #0 data size written: 0 bytes.
LOADSAVE: Save function #1 data size written: 4 bytes.
LOADSAVE: Save function #2 data size written: 3280 bytes.

Saving ".SAV" map.MODMAIN.SAV saved.
AUTOMAP: Saving AutoMap DB index 18, level 0
LOADSAVE: Save function #3 data size written: 243 bytes.
LOADSAVE: Save function #4 data size written: 3280 bytes.
LOADSAVE: Save function #5 data size written: 1480 bytes.
LOADSAVE: Save function #6 data size written: 376 bytes.
LOADSAVE: Save function #7 data size written: 76 bytes.
LOADSAVE: Save function #8 data size written: 16 bytes.
LOADSAVE: Save function #9 data size written: 0 bytes.
LOADSAVE: Save function #10 data size written: 12376 bytes.
LOADSAVE: Save function #11 data size written: 4 bytes.
LOADSAVE: Save function #12 data size written: 3420 bytes.
LOADSAVE: Save function #13 data size written: 20 bytes.
LOADSAVE: Save function #14 data size written: 0 bytes.
LOADSAVE: Save function #15 data size written: 8 bytes.
LOADSAVE: Save function #16 data size written: 4 bytes.
LOADSAVE: Save function #17 data size written: 80 bytes.
LOADSAVE: Save function #18 data size written: 5 bytes.
LOADSAVE: Save function #19 data size written: 12204 bytes.
LOADSAVE: Save function #20 data size written: 0 bytes.
LOADSAVE: Save function #21 data size written: 17 bytes.
LOADSAVE: Save function #22 data size written: 216 bytes.
LOADSAVE: Save function #23 data size written: 316 bytes.
LOADSAVE: Save function #24 data size written: 260 bytes.
LOADSAVE: Save function #25 data size written: 16 bytes.
LOADSAVE: Save function #26 data size written: 0 bytes.
LOADSAVE: Total save data written: 67752 bytes.
Loading sound file monitor.ACM...succeeded.
Loading sound file monitor.ACM...succeeded.

A very active old man.
talk_p_procDialogue Reaction: Said Neutral
Dialogue Reaction: Said Neutral
Dialogue Reaction: Said Neutral
Loading sound file dogbark.ACM...succeeded.

Gsound: playing ambient map sfx: dogbarkLoading background sound file 18modoc.ACM... finding background sound playing succeeded.

brahmin seed state == 4
Saving ".SAV" map.MODMAIN.SAV saved.
AUTOMAP: Saving AutoMap DB index 18, level 0
Loading background sound file wind2.ACM... finding background sound in 2nd path playing succeeded.
OVERRIDE_MAP_START: x: 124, y: 97
[Party Member 0]: Chosen
[Party Member 1]: Sulik
[Party Member 2]: Vic



[Party Members]:
PM: Sulik
PM: Vic
Total Critter Count: 23


intextra::critter_add_trait: Adding Perk Awareness to Chosen
Script Error: scripts\obj_dude.int: op_critter_add_trait: perk_add_force failedPerk: 0
game_time_hour == 2258
countdown in ticks == 600Loading background sound file 18modoc.ACM... finding background sound playing succeeded.
Loading sound file MABROMAA.ACM...succeeded.
Loading sound file ib1p1xx1.ACM...succeeded.
Filename SAVEGAME\SLOT03\SAVE.DAT
Filename SAVEGAME\SLOT02\SAVE.DAT
Loading sound file ib1p1xx1.ACM...succeeded.
Filename SAVEGAME\SLOT02\SAVE.DAT

LOADSAVE: Backing up save slot files..

LOADSAVE: 20 map files backed up.

LOADSAVE: Save name: SAVEGAME\SLOT02\SAVE.DAT
LOADSAVE: Save file header size written: 30051 bytes.
LOADSAVE: Save function #0 data size written: 0 bytes.
LOADSAVE: Save function #1 data size written: 4 bytes.
LOADSAVE: Save function #2 data size written: 3280 bytes.

Saving ".SAV" map.MODBRAH.SAV saved.
AUTOMAP: Saving AutoMap DB index 20, level 0
LOADSAVE: Save function #3 data size written: 255 bytes.
LOADSAVE: Save function #4 data size written: 3280 bytes.
LOADSAVE: Save function #5 data size written: 1480 bytes.
LOADSAVE: Save function #6 data size written: 376 bytes.
LOADSAVE: Save function #7 data size written: 76 bytes.
LOADSAVE: Save function #8 data size written: 16 bytes.
LOADSAVE: Save function #9 data size written: 0 bytes.
LOADSAVE: Save function #10 data size written: 12376 bytes.
LOADSAVE: Save function #11 data size written: 4 bytes.
LOADSAVE: Save function #12 data size written: 3420 bytes.
LOADSAVE: Save function #13 data size written: 20 bytes.
LOADSAVE: Save function #14 data size written: 0 bytes.
LOADSAVE: Save function #15 data size written: 8 bytes.
LOADSAVE: Save function #16 data size written: 4 bytes.
LOADSAVE: Save function #17 data size written: 80 bytes.
LOADSAVE: Save function #18 data size written: 5 bytes.
LOADSAVE: Save function #19 data size written: 12204 bytes.
LOADSAVE: Save function #20 data size written: 0 bytes.
LOADSAVE: Save function #21 data size written: 17 bytes.
LOADSAVE: Save function #22 data size written: 216 bytes.
LOADSAVE: Save function #23 data size written: 316 bytes.
LOADSAVE: Save function #24 data size written: 696 bytes.
LOADSAVE: Save function #25 data size written: 16 bytes.
LOADSAVE: Save function #26 data size written: 0 bytes.
LOADSAVE: Total save data written: 68200 bytes.
Loading sound file monitor.ACM...succeeded.
Loading sound file ib1p1xx1.ACM...succeeded.
Filename SAVEGAME\SLOT02\SAVE.DAT
Filename SAVEGAME\SLOT03\SAVE.DAT
Filename SAVEGAME\SLOT04\SAVE.DAT
Loading sound file ib1p1xx1.ACM...succeeded.
Filename SAVEGAME\SLOT04\SAVE.DAT

LOADSAVE: Backing up save slot files..

LOADSAVE: 15 map files backed up.

LOADSAVE: Save name: SAVEGAME\SLOT04\SAVE.DAT
LOADSAVE: Save file header size written: 30051 bytes.
LOADSAVE: Save function #0 data size written: 0 bytes.
LOADSAVE: Save function #1 data size written: 4 bytes.
LOADSAVE: Save function #2 data size written: 3280 bytes.

Saving ".SAV" map.MODBRAH.SAV saved.
AUTOMAP: Saving AutoMap DB index 20, level 0
LOADSAVE: Save function #3 data size written: 255 bytes.
LOADSAVE: Save function #4 data size written: 3280 bytes.
LOADSAVE: Save function #5 data size written: 1480 bytes.
LOADSAVE: Save function #6 data size written: 376 bytes.
LOADSAVE: Save function #7 data size written: 76 bytes.
LOADSAVE: Save function #8 data size written: 16 bytes.
LOADSAVE: Save function #9 data size written: 0 bytes.
LOADSAVE: Save function #10 data size written: 12376 bytes.
LOADSAVE: Save function #11 data size written: 4 bytes.
LOADSAVE: Save function #12 data size written: 3420 bytes.
LOADSAVE: Save function #13 data size written: 20 bytes.
LOADSAVE: Save function #14 data size written: 0 bytes.
LOADSAVE: Save function #15 data size written: 8 bytes.
LOADSAVE: Save function #16 data size written: 4 bytes.
LOADSAVE: Save function #17 data size written: 80 bytes.
LOADSAVE: Save function #18 data size written: 5 bytes.
LOADSAVE: Save function #19 data size written: 12204 bytes.
LOADSAVE: Save function #20 data size written: 0 bytes.
LOADSAVE: Save function #21 data size written: 17 bytes.
LOADSAVE: Save function #22 data size written: 216 bytes.
LOADSAVE: Save function #23 data size written: 316 bytes.
LOADSAVE: Save function #24 data size written: 696 bytes.
LOADSAVE: Save function #25 data size written: 16 bytes.
LOADSAVE: Save function #26 data size written: 0 bytes.
LOADSAVE: Total save data written: 68200 bytes.
Loading sound file monitor.ACM...succeeded.
Loading sound file MABROMAA.ACM...succeeded.
Loading sound file iciboxx1.ACM...succeeded.
Loading sound file icombat1.ACM...succeeded.
Loading sound file icombat2.ACM...succeeded.
Loading sound file icombat1.ACM...succeeded.
Wild Dog is using Dog - Tough packet with a 0?hance to taunt
Wild Dog is using Dog - Tough packet with a 0?hance to taunt

game_time_hour == 2258
countdown in ticks == 555Wild Dog is using Dog - Tough packet with a 0?hance to taunt
Wild Dog is using Dog - Tough packet with a 0?hance to taunt
Wild Dog is using Dog - Tough packet with a 0?hance to taunt
Wild Dog is using Dog - Tough packet with a 0?hance to taunt
Wild Dog is using Dog - Tough packet with a 0?hance to taunt
Wild Dog is using Dog - Tough packet with a 0?hance to taunt
Wild Dog is using Dog - Tough packet with a 0?hance to taunt
Wild Dog is using Dog - Tough packet with a 0?hance to taunt

Sulik minHp = 30; curHp = 120
Vic minHp = 28; curHp = 54
Sulik minHp = 30; curHp = 120Loading sound file icombat2.ACM...succeeded.

You see a wild dog.Loading sound file ib1p1xx1.ACM...succeeded.
Loading sound file HMMETLID.ACM...tyring HMXXXXID.ACM succeeded (with alias).
Loading sound file HMMETLJC.ACM...tyring HMXXXXJC.ACM succeeded (with alias).

You see a wild dog.
You see a wild dog.
You see a wild dog.Loading sound file ib1p1xx1.ACM...succeeded.

LOADSAVE: Backing up save slot files..

LOADSAVE: 21 map files backed up.

LOADSAVE: Save name: SAVEGAME\SLOT04\SAVE.DAT
LOADSAVE: Save file header size written: 30051 bytes.
LOADSAVE: Save function #0 data size written: 0 bytes.
LOADSAVE: Save function #1 data size written: 4 bytes.
LOADSAVE: Save function #2 data size written: 3280 bytes.

Saving ".SAV" map.MODBRAH.SAV saved.
AUTOMAP: Saving AutoMap DB index 20, level 0
LOADSAVE: Save function #3 data size written: 255 bytes.
LOADSAVE: Save function #4 data size written: 3280 bytes.
LOADSAVE: Save function #5 data size written: 1480 bytes.
LOADSAVE: Save function #6 data size written: 376 bytes.
LOADSAVE: Save function #7 data size written: 76 bytes.
LOADSAVE: Save function #8 data size written: 16 bytes.
LOADSAVE: Save function #9 data size written: 0 bytes.
LOADSAVE: Save function #10 data size written: 12376 bytes.
LOADSAVE: Save function #11 data size written: 492 bytes.
LOADSAVE: Save function #12 data size written: 3420 bytes.
LOADSAVE: Save function #13 data size written: 20 bytes.
LOADSAVE: Save function #14 data size written: 0 bytes.
LOADSAVE: Save function #15 data size written: 8 bytes.
LOADSAVE: Save function #16 data size written: 4 bytes.
LOADSAVE: Save function #17 data size written: 80 bytes.
LOADSAVE: Save function #18 data size written: 5 bytes.
LOADSAVE: Save function #19 data size written: 12204 bytes.
LOADSAVE: Save function #20 data size written: 0 bytes.
LOADSAVE: Save function #21 data size written: 17 bytes.
LOADSAVE: Save function #22 data size written: 216 bytes.
LOADSAVE: Save function #23 data size written: 316 bytes.
LOADSAVE: Save function #24 data size written: 696 bytes.
LOADSAVE: Save function #25 data size written: 16 bytes.
LOADSAVE: Save function #26 data size written: 0 bytes.
LOADSAVE: Total save data written: 68688 bytes.

Error: Couldn't find LoadSave Message!
You see a wild dog.
game_time_hour == 2258
countdown in ticks == 505computing attack...
sequencing attack...
Loading sound file WAG1XXX1.ACM...succeeded.
Loading sound file WHG1FXX1.ACM...succeeded.
Loading sound file MADDOGAO.ACM...succeeded.
Wild Dog is using Dog - Tough packet with a 0hance to taunt
running attack...

You see a wild dog.
You see a wild dog.computing attack...
sequencing attack...
Loading sound file WAG1XXX1.ACM...succeeded.
Loading sound file WHG1FXX1.ACM...succeeded.
Loading sound file MADDOGZA.ACM...succeeded.
running attack...

Player gains 5 Karma Points.
Added 2 to Town Rep
current dogs status == 9Loading sound file icombat1.ACM...succeeded.
Wild Dog is using Dog - Tough packet with a 0Ùhance to taunt
Wild Dog is using Dog - Tough packet with a 0Ùhance to taunt
Wild Dog is using Dog - Tough packet with a 0Ùhance to taunt
Wild Dog is using Dog - Tough packet with a 0Ùhance to taunt
Wild Dog: FLEEING: I'm Hurt!Wild Dog is using Dog - Tough packet with a 09hance to taunt
Wild Dog is using Dog - Tough packet with a 0Ùhance to taunt
Wild Dog is using Dog - Tough packet with a 0Ùhance to taunt
Wild Dog is using Dog - Tough packet with a 0Ùhance to taunt
Wild Dog is using Dog - Tough packet with a 0Ùhance to taunt

Vic minHp = 28; curHp = 54
Brahmin minHp = 70; curHp = 35Brahmin: FLEEING: Can't possibly Hit Target!
>>>NOTE: Brahmin had extra AP's to use!<<<
Brahmin minHp = 70; curHp = 35
game_time_hour == 2258
countdown in ticks == 505
>>>NOTE: Brahmin had extra AP's to use!<<<
Brahmin minHp = 70; curHp = 35
>>>NOTE: Brahmin had extra AP's to use!<<<
Brahmin minHp = 70; curHp = 35
>>>NOTE: Brahmin had extra AP's to use!<<<
Sulik minHp = 30; curHp = 120Sulik is using PARTY SULIK CUSTOM packet with a 35%hance to taunt
Sulik said message 40132
Loading sound file icombat2.ACM...succeeded.
Loading sound file ib1p1xx1.ACM...succeeded.

LOADSAVE: Backing up save slot files..

LOADSAVE: 21 map files backed up.

LOADSAVE: Save name: SAVEGAME\SLOT04\SAVE.DAT
LOADSAVE: Save file header size written: 30051 bytes.
LOADSAVE: Save function #0 data size written: 0 bytes.
LOADSAVE: Save function #1 data size written: 4 bytes.
LOADSAVE: Save function #2 data size written: 3280 bytes.

Saving ".SAV" map.MODBRAH.SAV saved.
AUTOMAP: Saving AutoMap DB index 20, level 0
LOADSAVE: Save function #3 data size written: 255 bytes.
LOADSAVE: Save function #4 data size written: 3280 bytes.
LOADSAVE: Save function #5 data size written: 1480 bytes.
LOADSAVE: Save function #6 data size written: 376 bytes.
LOADSAVE: Save function #7 data size written: 76 bytes.
LOADSAVE: Save function #8 data size written: 16 bytes.
LOADSAVE: Save function #9 data size written: 0 bytes.
LOADSAVE: Save function #10 data size written: 12376 bytes.
LOADSAVE: Save function #11 data size written: 492 bytes.
LOADSAVE: Save function #12 data size written: 3420 bytes.
LOADSAVE: Save function #13 data size written: 20 bytes.
LOADSAVE: Save function #14 data size written: 0 bytes.
LOADSAVE: Save function #15 data size written: 8 bytes.
LOADSAVE: Save function #16 data size written: 4 bytes.
LOADSAVE: Save function #17 data size written: 80 bytes.
LOADSAVE: Save function #18 data size written: 5 bytes.
LOADSAVE: Save function #19 data size written: 12204 bytes.
LOADSAVE: Save function #20 data size written: 0 bytes.
LOADSAVE: Save function #21 data size written: 17 bytes.
LOADSAVE: Save function #22 data size written: 216 bytes.
LOADSAVE: Save function #23 data size written: 316 bytes.
LOADSAVE: Save function #24 data size written: 696 bytes.
LOADSAVE: Save function #25 data size written: 16 bytes.
LOADSAVE: Save function #26 data size written: 0 bytes.
LOADSAVE: Total save data written: 68688 bytes.

Error: Couldn't find LoadSave Message!Loading sound file icombat1.ACM...succeeded.
Wild Dog is using Dog - Tough packet with a 0Ùhance to taunt
Wild Dog is using Dog - Tough packet with a 0Ùhance to taunt
Wild Dog is using Dog - Tough packet with a 0Ùhance to taunt
Wild Dog is using Dog - Tough packet with a 0Ùhance to taunt
Wild Dog is using Dog - Tough packet with a 0Ùhance to taunt
Wild Dog: FLEEING: I'm Hurt!Wild Dog is using Dog - Tough packet with a 0Ùhance to taunt
Wild Dog is using Dog - Tough packet with a 0Ùhance to taunt
Wild Dog is using Dog - Tough packet with a 0Ùhance to taunt

Vic minHp = 28; curHp = 54
Brahmin minHp = 70; curHp = 35Brahmin: FLEEING: Can't possibly Hit Target!Brahmin is using SCARED BRAHMIN packet with a 0Ñhance to taunt

Brahmin minHp = 70; curHp = 35Brahmin: FLEEING: Can't possibly Hit Target!
>>>NOTE: Brahmin had extra AP's to use!<<<
Brahmin minHp = 70; curHp = 35Brahmin: FLEEING: Can't possibly Hit Target!Brahmin is using SCARED BRAHMIN packet with a 0Ñhance to taunt

Brahmin minHp = 70; curHp = 35
game_time_hour == 2258
countdown in ticks == 455
Brahmin minHp = 70; curHp = 35
Brahmin minHp = 70; curHp = 35
Sulik minHp = 30; curHp = 120Sulik is using PARTY SULIK CUSTOM packet with a 35%hance to taunt
Loading sound file icombat2.ACM...succeeded.

game_time_hour == 2258
countdown in ticks == 405Loading sound file ib1p1xx1.ACM...succeeded.
Loading sound file icibcxx1.ACM...succeeded.

LOADSAVE: Load name: 4
LOADSAVE: Load file header size read: 30051 bytes.
Resetting sound system...done.

Scripts: [Game Reset]LOADSAVE: Load function #0 data size read: 0 bytes.
LOADSAVE: Load function #1 data size read: 4 bytes.
LOADSAVE: Load function #2 data size read: 3280 bytes.
LOADSAVE: in SlotMap2Game

MAP: Loading SAVED map.Loading background sound file wind2.ACM... finding background sound in 2nd path playing succeeded.
OVERRIDE_MAP_START: x: 124, y: 97
[Party Member 0]: None

game_time_hour == 2258
countdown in ticks == 455Loading sound file dogbark.ACM...succeeded.

Gsound: playing ambient map sfx: dogbarkLOADSAVE: Load function #3 data size read: 255 bytes.
LOADSAVE: Load function #4 data size read: 3280 bytes.
LOADSAVE: Load function #5 data size read: 1480 bytes.
LOADSAVE: Load function #6 data size read: 376 bytes.
LOADSAVE: Load function #7 data size read: 76 bytes.
LOADSAVE: Load function #8 data size read: 16 bytes.
LOADSAVE: Load function #9 data size read: 0 bytes.
LOADSAVE: Load function #10 data size read: 12376 bytes.
LOADSAVE: Load function #11 data size read: 492 bytes.
LOADSAVE: Load function #12 data size read: 3420 bytes.
LOADSAVE: Load function #13 data size read: 20 bytes.
LOADSAVE: Load function #14 data size read: 0 bytes.
LOADSAVE: Load function #15 data size read: 8 bytes.
LOADSAVE: Load function #16 data size read: 4 bytes.
LOADSAVE: Load function #17 data size read: 80 bytes.
LOADSAVE: Load function #18 data size read: 5 bytes.
LOADSAVE: Load function #19 data size read: 12204 bytes.
LOADSAVE: Load function #20 data size read: 0 bytes.
LOADSAVE: Load function #21 data size read: 17 bytes.
LOADSAVE: Load function #22 data size read: 216 bytes.



[Party Members]:
PM: Sulik
PM: Vic
Total Critter Count: 23

LOADSAVE: Load function #23 data size read: 316 bytes.
LOADSAVE: Load function #24 data size read: 696 bytes.
Loading sound file iciboxx1.ACM...succeeded.
Loading sound file icombat1.ACM...succeeded.
LOADSAVE: Load function #25 data size read: 16 bytes.
Loading background sound file 18modoc.ACM... finding background sound playing succeeded.
LOADSAVE: Load function #26 data size read: 0 bytes.
LOADSAVE: Total load data read: 68688 bytes.

Error: Couldn't find LoadSave Message!Loading sound file icombat1.ACM...succeeded.
Loading sound file icombat2.ACM...failed because there are already 4 active effects.
Loading sound file ib1p1xx1.ACM...succeeded.
Loading sound file HMMETLJD.ACM...tyring HMXXXXJD.ACM succeeded (with alias).
Loading sound file HMMETLIC.ACM...tyring HMXXXXIC.ACM succeeded (with alias).
Loading sound file ib1p1xx1.ACM...succeeded.
Loading sound file ib1p1xx1.ACM...succeeded.

You see a wild dog.
You see a wild dog.
You see a wild dog.computing attack...
sequencing attack...
Loading sound file WA¦2XXX1.ACM...succeeded.
Loading sound file WH¦2FXX1.ACM...succeeded.
Loading sound file MADDOGZA.ACM...succeeded.
Loading sound file MADDOGZA.ACM...succeeded.
Loading sound file MADDOGZA.ACM...failed because there are already 4 active effects.
Loading sound file MADDOGZA.ACM...failed because there are already 4 active effects.
running attack...

Player gains 5 Karma Points.
Added 2 to Town Rep
current dogs status == 8
Player gains 5 Karma Points.
Added 2 to Town Rep
current dogs status == 7
Player gains 5 Karma Points.
Added 2 to Town Rep
current dogs status == 6
Player gains 5 Karma Points.
Added 2 to Town Rep
current dogs status == 5
game_time_hour == 2258
countdown in ticks == 455Loading sound file ib1p1xx1.ACM...succeeded.
Loading sound file ipickup1.ACM...succeeded.
Loading sound file iputdown.ACM...succeeded.
Loading sound file ib1p1xx1.ACM...succeeded.
Loading sound file WR¦1XXX1.ACM...succeeded.
Loading sound file ipickup1.ACM...succeeded.
Loading sound file iputdown.ACM...succeeded.
Loading sound file ib1p1xx1.ACM...succeeded.
Loading sound file WRG1XXX1.ACM...succeeded.
Loading sound file ipickup1.ACM...succeeded.
Loading sound file iputdown.ACM...succeeded.
Loading sound file ipickup1.ACM...succeeded.
Loading sound file iputdown.ACM...succeeded.
Loading sound file ipickup1.ACM...succeeded.
Loading sound file iputdown.ACM...succeeded.
Loading sound file ib1p1xx1.ACM...succeeded.
Loading sound file ib1lu1x1.ACM...succeeded.
Loading sound file ib1p1xx1.ACM...succeeded.

LOADSAVE: Backing up save slot files..

LOADSAVE: 21 map files backed up.

LOADSAVE: Save name: SAVEGAME\SLOT04\SAVE.DAT
LOADSAVE: Save file header size written: 30051 bytes.
LOADSAVE: Save function #0 data size written: 0 bytes.
LOADSAVE: Save function #1 data size written: 4 bytes.
LOADSAVE: Save function #2 data size written: 3280 bytes.

Saving ".SAV" map.MODBRAH.SAV saved.
AUTOMAP: Saving AutoMap DB index 20, level 0
LOADSAVE: Save function #3 data size written: 255 bytes.
LOADSAVE: Save function #4 data size written: 3280 bytes.
LOADSAVE: Save function #5 data size written: 1480 bytes.
LOADSAVE: Save function #6 data size written: 376 bytes.
LOADSAVE: Save function #7 data size written: 76 bytes.
LOADSAVE: Save function #8 data size written: 16 bytes.
LOADSAVE: Save function #9 data size written: 0 bytes.
LOADSAVE: Save function #10 data size written: 12376 bytes.
LOADSAVE: Save function #11 data size written: 492 bytes.
LOADSAVE: Save function #12 data size written: 3420 bytes.
LOADSAVE: Save function #13 data size written: 20 bytes.
LOADSAVE: Save function #14 data size written: 0 bytes.
LOADSAVE: Save function #15 data size written: 8 bytes.
LOADSAVE: Save function #16 data size written: 4 bytes.
LOADSAVE: Save function #17 data size written: 80 bytes.
LOADSAVE: Save function #18 data size written: 5 bytes.
LOADSAVE: Save function #19 data size written: 12204 bytes.
LOADSAVE: Save function #20 data size written: 0 bytes.
LOADSAVE: Save function #21 data size written: 17 bytes.
LOADSAVE: Save function #22 data size written: 216 bytes.
LOADSAVE: Save function #23 data size written: 316 bytes.
LOADSAVE: Save function #24 data size written: 732 bytes.
LOADSAVE: Save function #25 data size written: 16 bytes.
LOADSAVE: Save function #26 data size written: 0 bytes.
LOADSAVE: Total save data written: 68724 bytes.

Error: Couldn't find LoadSave Message!
game_time_hour == 2258
countdown in ticks == 455Loading sound file icombat1.ACM...succeeded.
Wild Dog is using Dog - Tough packet with a 0¹hance to taunt
Wild Dog: FLEEING: I'm Hurt!Wild Dog is using Dog - Tough packet with a 0¹hance to taunt
Wild Dog is using Dog - Tough packet with a 0¹hance to taunt
Wild Dog is using Dog - Tough packet with a 0¹hance to taunt

Vic minHp = 28; curHp = 54
Brahmin minHp = 70; curHp = 35Brahmin: FLEEING: Can't possibly Hit Target!Brahmin is using SCARED BRAHMIN packet with a 0±hance to taunt

Brahmin minHp = 70; curHp = 35Brahmin: FLEEING: Can't possibly Hit Target!
>>>NOTE: Brahmin had extra AP's to use!<<<
Brahmin minHp = 70; curHp = 35Brahmin: FLEEING: Can't possibly Hit Target!Brahmin is using SCARED BRAHMIN packet with a 0±hance to taunt

Brahmin minHp = 70; curHp = 35Brahmin: FLEEING: Can't possibly Hit Target!Brahmin is using SCARED BRAHMIN packet with a 0uhance to taunt

Brahmin minHp = 70; curHp = 35
Brahmin minHp = 70; curHp = 35
Brahmin minHp = 70; curHp = 35
Sulik minHp = 30; curHp = 120Sulik is using PARTY SULIK CUSTOM packet with a 35hance to taunt
Loading sound file icombat2.ACM...succeeded.

You see a wild dog.
You see a wild dog.
You see a wild dog.Loading sound file ib1p1xx1.ACM...succeeded.

LOADSAVE: Backing up save slot files..

LOADSAVE: 21 map files backed up.

LOADSAVE: Save name: SAVEGAME\SLOT04\SAVE.DAT
LOADSAVE: Save file header size written: 30051 bytes.
LOADSAVE: Save function #0 data size written: 0 bytes.
LOADSAVE: Save function #1 data size written: 4 bytes.
LOADSAVE: Save function #2 data size written: 3280 bytes.

Saving ".SAV" map.MODBRAH.SAV saved.
AUTOMAP: Saving AutoMap DB index 20, level 0
LOADSAVE: Save function #3 data size written: 255 bytes.
LOADSAVE: Save function #4 data size written: 3280 bytes.
LOADSAVE: Save function #5 data size written: 1480 bytes.
LOADSAVE: Save function #6 data size written: 376 bytes.
LOADSAVE: Save function #7 data size written: 76 bytes.
LOADSAVE: Save function #8 data size written: 16 bytes.
LOADSAVE: Save function #9 data size written: 0 bytes.
LOADSAVE: Save function #10 data size written: 12376 bytes.
LOADSAVE: Save function #11 data size written: 492 bytes.
LOADSAVE: Save function #12 data size written: 3420 bytes.
LOADSAVE: Save function #13 data size written: 20 bytes.
LOADSAVE: Save function #14 data size written: 0 bytes.
LOADSAVE: Save function #15 data size written: 8 bytes.
LOADSAVE: Save function #16 data size written: 4 bytes.
LOADSAVE: Save function #17 data size written: 80 bytes.
LOADSAVE: Save function #18 data size written: 5 bytes.
LOADSAVE: Save function #19 data size written: 12204 bytes.
LOADSAVE: Save function #20 data size written: 0 bytes.
LOADSAVE: Save function #21 data size written: 17 bytes.
LOADSAVE: Save function #22 data size written: 216 bytes.
LOADSAVE: Save function #23 data size written: 316 bytes.
LOADSAVE: Save function #24 data size written: 720 bytes.
LOADSAVE: Save function #25 data size written: 16 bytes.
LOADSAVE: Save function #26 data size written: 0 bytes.
LOADSAVE: Total save data written: 68712 bytes.

Error: Couldn't find LoadSave Message!
You see a wild dog.computing attack...
sequencing attack...
Loading sound file WA¦2XXX1.ACM...succeeded.
Loading sound file WH¦2FXX1.ACM...succeeded.
Loading sound file MADDOGZA.ACM...succeeded.
Loading sound file MADDOGZA.ACM...succeeded.
Loading sound file MABROMZA.ACM...failed because there are already 4 active effects.
Loading sound file MADDOGZA.ACM...failed because there are already 4 active effects.
running attack...

Player gains 5 Karma Points.
Added 2 to Town Rep
current dogs status == 4
Player gains 5 Karma Points.
Added 2 to Town Rep
current dogs status == 3
current brahmin status == 9
Somebody Died and I don't know why! Run!!!
Somebody Died and I don't know why! Run!!!
Player gains 5 Karma Points.
Added 2 to Town Rep
current dogs status == 2Loading sound file ib1p1xx1.ACM...succeeded.
Loading sound file icibcxx1.ACM...succeeded.

LOADSAVE: Load name: 4
LOADSAVE: Load file header size read: 30051 bytes.
Resetting sound system...done.

Scripts: [Game Reset]LOADSAVE: Load function #0 data size read: 0 bytes.
LOADSAVE: Load function #1 data size read: 4 bytes.
LOADSAVE: Load function #2 data size read: 3280 bytes.
LOADSAVE: in SlotMap2Game

MAP: Loading SAVED map.Loading background sound file wind2.ACM... finding background sound in 2nd path playing succeeded.
OVERRIDE_MAP_START: x: 124, y: 97
[Party Member 0]: None

game_time_hour == 2258
countdown in ticks == 405Loading sound file dogbark1.ACM...succeeded.

Gsound: playing ambient map sfx: dogbark1LOADSAVE: Load function #3 data size read: 255 bytes.
LOADSAVE: Load function #4 data size read: 3280 bytes.
LOADSAVE: Load function #5 data size read: 1480 bytes.
LOADSAVE: Load function #6 data size read: 376 bytes.
LOADSAVE: Load function #7 data size read: 76 bytes.
LOADSAVE: Load function #8 data size read: 16 bytes.
LOADSAVE: Load function #9 data size read: 0 bytes.
LOADSAVE: Load function #10 data size read: 12376 bytes.
LOADSAVE: Load function #11 data size read: 492 bytes.
LOADSAVE: Load function #12 data size read: 3420 bytes.
LOADSAVE: Load function #13 data size read: 20 bytes.
LOADSAVE: Load function #14 data size read: 0 bytes.
LOADSAVE: Load function #15 data size read: 8 bytes.
LOADSAVE: Load function #16 data size read: 4 bytes.
LOADSAVE: Load function #17 data size read: 80 bytes.
LOADSAVE: Load function #18 data size read: 5 bytes.
LOADSAVE: Load function #19 data size read: 12204 bytes.
LOADSAVE: Load function #20 data size read: 0 bytes.
LOADSAVE: Load function #21 data size read: 17 bytes.
LOADSAVE: Load function #22 data size read: 216 bytes.



[Party Members]:
PM: Sulik
PM: Vic
Total Critter Count: 23

LOADSAVE: Load function #23 data size read: 316 bytes.
LOADSAVE: Load function #24 data size read: 720 bytes.
Loading sound file iciboxx1.ACM...succeeded.
Loading sound file icombat1.ACM...succeeded.
LOADSAVE: Load function #25 data size read: 16 bytes.
Loading background sound file 18modoc.ACM... finding background sound playing succeeded.
LOADSAVE: Load function #26 data size read: 0 bytes.
LOADSAVE: Total load data read: 68712 bytes.

Error: Couldn't find LoadSave Message!Loading sound file icombat1.ACM...succeeded.
Loading sound file icombat2.ACM...failed because there are already 4 active effects.

game_time_hour == 2258
countdown in ticks == 405
You see a wild dog.Loading sound file ib1p1xx1.ACM...succeeded.

You see a wild dog.Loading sound file ib1p1xx1.ACM...succeeded.
computing attack...
sequencing attack...
Loading sound file WA¦2XXX1.ACM...succeeded.
Loading sound file WH¦2FXX1.ACM...succeeded.
Loading sound file MADDOGZA.ACM...succeeded.
Loading sound file MADDOGZA.ACM...failed because there are already 4 active effects.
Loading sound file MABROMZA.ACM...failed because there are already 4 active effects.
Loading sound file MABROMAO.ACM...failed because there are already 4 active effects.
running attack...

Player gains 5 Karma Points.
Added 2 to Town Rep
current dogs status == 4
Player gains 5 Karma Points.
Added 2 to Town Rep
current dogs status == 3
current brahmin status == 9
Somebody Died and I don't know why! Run!!!
Somebody Died and I don't know why! Run!!!
It's a brahmin. It has two heads.Loading sound file ib1p1xx1.ACM...succeeded.
Loading sound file icibcxx1.ACM...succeeded.

LOADSAVE: Load name: 4
LOADSAVE: Load file header size read: 30051 bytes.
Resetting sound system...done.

Scripts: [Game Reset]LOADSAVE: Load function #0 data size read: 0 bytes.
LOADSAVE: Load function #1 data size read: 4 bytes.
LOADSAVE: Load function #2 data size read: 3280 bytes.
LOADSAVE: in SlotMap2Game

MAP: Loading SAVED map.Loading background sound file wind2.ACM... finding background sound in 2nd path playing succeeded.
OVERRIDE_MAP_START: x: 124, y: 97
[Party Member 0]: None

game_time_hour == 2258
countdown in ticks == 405Loading sound file mabromaa.ACM...succeeded.

Gsound: playing ambient map sfx: mabromaaLOADSAVE: Load function #3 data size read: 255 bytes.
LOADSAVE: Load function #4 data size read: 3280 bytes.
LOADSAVE: Load function #5 data size read: 1480 bytes.
LOADSAVE: Load function #6 data size read: 376 bytes.
LOADSAVE: Load function #7 data size read: 76 bytes.
LOADSAVE: Load function #8 data size read: 16 bytes.
LOADSAVE: Load function #9 data size read: 0 bytes.
LOADSAVE: Load function #10 data size read: 12376 bytes.
LOADSAVE: Load function #11 data size read: 492 bytes.
LOADSAVE: Load function #12 data size read: 3420 bytes.
LOADSAVE: Load function #13 data size read: 20 bytes.
LOADSAVE: Load function #14 data size read: 0 bytes.
LOADSAVE: Load function #15 data size read: 8 bytes.
LOADSAVE: Load function #16 data size read: 4 bytes.
LOADSAVE: Load function #17 data size read: 80 bytes.
LOADSAVE: Load function #18 data size read: 5 bytes.
LOADSAVE: Load function #19 data size read: 12204 bytes.
LOADSAVE: Load function #20 data size read: 0 bytes.
LOADSAVE: Load function #21 data size read: 17 bytes.
LOADSAVE: Load function #22 data size read: 216 bytes.



[Party Members]:
PM: Sulik
PM: Vic
Total Critter Count: 23

LOADSAVE: Load function #23 data size read: 316 bytes.
LOADSAVE: Load function #24 data size read: 720 bytes.
Loading sound file iciboxx1.ACM...succeeded.
Loading sound file icombat1.ACM...succeeded.
LOADSAVE: Load function #25 data size read: 16 bytes.
Loading background sound file 18modoc.ACM... finding background sound playing succeeded.
LOADSAVE: Load function #26 data size read: 0 bytes.
LOADSAVE: Total load data read: 68712 bytes.

Error: Couldn't find LoadSave Message!Loading sound file icombat1.ACM...succeeded.
Loading sound file icombat2.ACM...failed because there are already 4 active effects.
Loading sound file ib1p1xx1.ACM...succeeded.

You see a wild dog.Loading sound file ib1p1xx1.ACM...succeeded.
computing attack...
sequencing attack...
Loading sound file WA¦2XXX1.ACM...succeeded.
Loading sound file WH¦2FXX1.ACM...succeeded.
Loading sound file MADDOGAP.ACM...succeeded.
Wild Dog is using Dog - Tough packet with a 0?hance to taunt
Loading sound file MADDOGZA.ACM...succeeded.
Loading sound file MABROMZA.ACM...failed because there are already 4 active effects.
running attack...

Player gains 5 Karma Points.
Added 2 to Town Rep
current dogs status == 4
current brahmin status == 9Loading sound file ib1p1xx1.ACM...succeeded.
Loading sound file icibcxx1.ACM...succeeded.

LOADSAVE: Load name: 4
LOADSAVE: Load file header size read: 30051 bytes.
Resetting sound system...done.

Scripts: [Game Reset]LOADSAVE: Load function #0 data size read: 0 bytes.
LOADSAVE: Load function #1 data size read: 4 bytes.
LOADSAVE: Load function #2 data size read: 3280 bytes.
LOADSAVE: in SlotMap2Game

MAP: Loading SAVED map.Loading background sound file wind2.ACM... finding background sound in 2nd path playing succeeded.
OVERRIDE_MAP_START: x: 124, y: 97
[Party Member 0]: None

game_time_hour == 2258
countdown in ticks == 405Loading sound file mabromaa.ACM...succeeded.

Gsound: playing ambient map sfx: mabromaaLOADSAVE: Load function #3 data size read: 255 bytes.
LOADSAVE: Load function #4 data size read: 3280 bytes.
LOADSAVE: Load function #5 data size read: 1480 bytes.
LOADSAVE: Load function #6 data size read: 376 bytes.
LOADSAVE: Load function #7 data size read: 76 bytes.
LOADSAVE: Load function #8 data size read: 16 bytes.
LOADSAVE: Load function #9 data size read: 0 bytes.
LOADSAVE: Load function #10 data size read: 12376 bytes.
LOADSAVE: Load function #11 data size read: 492 bytes.
LOADSAVE: Load function #12 data size read: 3420 bytes.
LOADSAVE: Load function #13 data size read: 20 bytes.
LOADSAVE: Load function #14 data size read: 0 bytes.
LOADSAVE: Load function #15 data size read: 8 bytes.
LOADSAVE: Load function #16 data size read: 4 bytes.
LOADSAVE: Load function #17 data size read: 80 bytes.
LOADSAVE: Load function #18 data size read: 5 bytes.
LOADSAVE: Load function #19 data size read: 12204 bytes.
LOADSAVE: Load function #20 data size read: 0 bytes.
LOADSAVE: Load function #21 data size read: 17 bytes.
LOADSAVE: Load function #22 data size read: 216 bytes.



[Party Members]:
PM: Sulik
PM: Vic
Total Critter Count: 23

LOADSAVE: Load function #23 data size read: 316 bytes.
LOADSAVE: Load function #24 data size read: 720 bytes.
Loading sound file iciboxx1.ACM...succeeded.
Loading sound file icombat1.ACM...succeeded.
LOADSAVE: Load function #25 data size read: 16 bytes.
Loading background sound file 18modoc.ACM... finding background sound playing succeeded.
LOADSAVE: Load function #26 data size read: 0 bytes.
LOADSAVE: Total load data read: 68712 bytes.

Error: Couldn't find LoadSave Message!Loading sound file icombat1.ACM...succeeded.
Loading sound file icombat2.ACM...failed because there are already 4 active effects.
Loading sound file ib1p1xx1.ACM...succeeded.
Loading sound file ib1p1xx1.ACM...succeeded.

You see a wild dog.computing attack...
sequencing attack...
Loading sound file WA¦2XXX1.ACM...succeeded.
Loading sound file WH¦2FXX1.ACM...succeeded.
Loading sound file MADDOGZA.ACM...succeeded.
running attack...

Player gains 5 Karma Points.
Added 2 to Town Rep
current dogs status == 4Loading sound file ib1p1xx1.ACM...succeeded.
Loading sound file icibcxx1.ACM...succeeded.

LOADSAVE: Load name: 4
LOADSAVE: Load file header size read: 30051 bytes.
Resetting sound system...done.

Scripts: [Game Reset]LOADSAVE: Load function #0 data size read: 0 bytes.
LOADSAVE: Load function #1 data size read: 4 bytes.
LOADSAVE: Load function #2 data size read: 3280 bytes.
LOADSAVE: in SlotMap2Game

MAP: Loading SAVED map.Loading background sound file wind2.ACM... finding background sound in 2nd path playing succeeded.
OVERRIDE_MAP_START: x: 124, y: 97
[Party Member 0]: None

game_time_hour == 2258
countdown in ticks == 405Loading sound file dogbark1.ACM...succeeded.

Gsound: playing ambient map sfx: dogbark1LOADSAVE: Load function #3 data size read: 255 bytes.
LOADSAVE: Load function #4 data size read: 3280 bytes.
LOADSAVE: Load function #5 data size read: 1480 bytes.
LOADSAVE: Load function #6 data size read: 376 bytes.
LOADSAVE: Load function #7 data size read: 76 bytes.
LOADSAVE: Load function #8 data size read: 16 bytes.
LOADSAVE: Load function #9 data size read: 0 bytes.
LOADSAVE: Load function #10 data size read: 12376 bytes.
LOADSAVE: Load function #11 data size read: 492 bytes.
LOADSAVE: Load function #12 data size read: 3420 bytes.
LOADSAVE: Load function #13 data size read: 20 bytes.
LOADSAVE: Load function #14 data size read: 0 bytes.
LOADSAVE: Load function #15 data size read: 8 bytes.
LOADSAVE: Load function #16 data size read: 4 bytes.
LOADSAVE: Load function #17 data size read: 80 bytes.
LOADSAVE: Load function #18 data size read: 5 bytes.
LOADSAVE: Load function #19 data size read: 12204 bytes.
LOADSAVE: Load function #20 data size read: 0 bytes.
LOADSAVE: Load function #21 data size read: 17 bytes.
LOADSAVE: Load function #22 data size read: 216 bytes.



[Party Members]:
PM: Sulik
PM: Vic
Total Critter Count: 23

LOADSAVE: Load function #23 data size read: 316 bytes.
LOADSAVE: Load function #24 data size read: 720 bytes.
Loading sound file iciboxx1.ACM...succeeded.
Loading sound file icombat1.ACM...succeeded.
LOADSAVE: Load function #25 data size read: 16 bytes.
Loading background sound file 18modoc.ACM... finding background sound playing succeeded.
LOADSAVE: Load function #26 data size read: 0 bytes.
LOADSAVE: Total load data read: 68712 bytes.

Error: Couldn't find LoadSave Message!Loading sound file icombat1.ACM...succeeded.
Loading sound file icombat2.ACM...failed because there are already 4 active effects.
Loading sound file ib1p1xx1.ACM...failed because there are already 4 active effects.
Loading sound file HMMETLID.ACM...failed because there are already 4 active effects.
Loading sound file HMMETLHC.ACM...failed because there are already 4 active effects.

You see a wild dog.computing attack...
sequencing attack...
Loading sound file WAª1XXX1.ACM...succeeded.
Loading sound file WHª1FXX1.ACM...succeeded.
Loading sound file MADDOGAP.ACM...succeeded.
Wild Dog is using Dog - Tough packet with a 0?hance to taunt
running attack...

You see a wild dog.
You see a wild dog.computing attack...
sequencing attack...
Loading sound file WAª1XXX1.ACM...succeeded.
Loading sound file WHª1FXX1.ACM...succeeded.
Loading sound file MADDOGAP.ACM...succeeded.
Wild Dog is using Dog - Tough packet with a 0?hance to taunt
running attack...

You see a wild dog.
You see a wild dog.computing attack...
sequencing attack...
Loading sound file WAª1XXX1.ACM...succeeded.
Loading sound file WHª1FXX1.ACM...succeeded.
Loading sound file MABROMAO.ACM...succeeded.
Brahmin is using SCARED BRAHMIN packet with a 0?hance to taunt
running attack...

game_time_hour == 2258
countdown in ticks == 405Loading sound file ib1p1xx1.ACM...succeeded.
Loading sound file icibcxx1.ACM...succeeded.

LOADSAVE: Load name: 4
LOADSAVE: Load file header size read: 30051 bytes.
Resetting sound system...done.

Scripts: [Game Reset]LOADSAVE: Load function #0 data size read: 0 bytes.
LOADSAVE: Load function #1 data size read: 4 bytes.
LOADSAVE: Load function #2 data size read: 3280 bytes.
LOADSAVE: in SlotMap2Game

MAP: Loading SAVED map.Loading background sound file wind2.ACM... finding background sound in 2nd path playing succeeded.
OVERRIDE_MAP_START: x: 124, y: 97
[Party Member 0]: None

game_time_hour == 2258
countdown in ticks == 405Loading sound file gntlwind.ACM...succeeded.

Gsound: playing ambient map sfx: gntlwindLOADSAVE: Load function #3 data size read: 255 bytes.
LOADSAVE: Load function #4 data size read: 3280 bytes.
LOADSAVE: Load function #5 data size read: 1480 bytes.
LOADSAVE: Load function #6 data size read: 376 bytes.
LOADSAVE: Load function #7 data size read: 76 bytes.
LOADSAVE: Load function #8 data size read: 16 bytes.
LOADSAVE: Load function #9 data size read: 0 bytes.
LOADSAVE: Load function #10 data size read: 12376 bytes.
LOADSAVE: Load function #11 data size read: 492 bytes.
LOADSAVE: Load function #12 data size read: 3420 bytes.
LOADSAVE: Load function #13 data size read: 20 bytes.
LOADSAVE: Load function #14 data size read: 0 bytes.
LOADSAVE: Load function #15 data size read: 8 bytes.
LOADSAVE: Load function #16 data size read: 4 bytes.
LOADSAVE: Load function #17 data size read: 80 bytes.
LOADSAVE: Load function #18 data size read: 5 bytes.
LOADSAVE: Load function #19 data size read: 12204 bytes.
LOADSAVE: Load function #20 data size read: 0 bytes.
LOADSAVE: Load function #21 data size read: 17 bytes.
LOADSAVE: Load function #22 data size read: 216 bytes.



[Party Members]:
PM: Sulik
PM: Vic
Total Critter Count: 23

LOADSAVE: Load function #23 data size read: 316 bytes.
LOADSAVE: Load function #24 data size read: 720 bytes.
Loading sound file iciboxx1.ACM...succeeded.
Loading sound file icombat1.ACM...succeeded.
LOADSAVE: Load function #25 data size read: 16 bytes.
Loading background sound file 18modoc.ACM... finding background sound playing succeeded.
LOADSAVE: Load function #26 data size read: 0 bytes.
LOADSAVE: Total load data read: 68712 bytes.

Error: Couldn't find LoadSave Message!Loading sound file icombat1.ACM...succeeded.
Loading sound file icombat2.ACM...failed because there are already 4 active effects.
Loading sound file ib1p1xx1.ACM...succeeded.
Loading sound file HMMETLID.ACM...tyring HMXXXXID.ACM succeeded (with alias).
Loading sound file HMMETLHC.ACM...failed because there are already 4 active effects.

You see a wild dog.computing attack...
sequencing attack...
Loading sound file WAª1XXX1.ACM...succeeded.
Loading sound file WHª1FXX1.ACM...succeeded.
Loading sound file MADDOGAP.ACM...succeeded.
Wild Dog is using Dog - Tough packet with a 0?hance to taunt
running attack...

You see a wild dog.computing attack...
sequencing attack...
Loading sound file WAª1XXX1.ACM...succeeded.
Loading sound file WHª1FXX1.ACM...succeeded.
Loading sound file MADDOGAP.ACM...succeeded.
Wild Dog is using Dog - Tough packet with a 0?hance to taunt
running attack...

You see a wild dog.computing attack...
sequencing attack...
Loading sound file WAª1XXX1.ACM...succeeded.
Loading sound file WHª1FXX1.ACM...succeeded.
Loading sound file MADDOGAP.ACM...succeeded.
Wild Dog is using Dog - Tough packet with a 0?hance to taunt
running attack...
Loading sound file icombat1.ACM...succeeded.
Wild Dog is using Dog - Tough packet with a 0¹hance to taunt

>>>NOTE: Wild Dog had extra AP's to use!<<<Wild Dog is using Dog - Tough packet with a 0¹hance to taunt
computing attack...
sequencing attack...
Wild Dog is using Dog - Tough packet with a 0ahance to taunt
Loading sound file MADDOGAQ.ACM...succeeded.
Loading sound file MADDOGZQ.ACM...succeeded.
Loading sound file HMMETLAP.ACM...tyring HMXXXXAP.ACM succeeded (with alias).
running attack...

>>>NOTE: Wild Dog had extra AP's to use!<<<Wild Dog: FLEEING: I'm Hurt!Wild Dog is using Dog - Tough packet with a 0¹hance to taunt
computing attack...
sequencing attack...
Wild Dog is using Dog - Tough packet with a 0ahance to taunt
Loading sound file MADDOGAQ.ACM...succeeded.
Loading sound file MADDOGZQ.ACM...succeeded.
Loading sound file HMMETLAP.ACM...tyring HMXXXXAP.ACM succeeded (with alias).
running attack...
Wild Dog is using Dog - Tough packet with a 0¹hance to taunt

Vic minHp = 28; curHp = 54computing attack...
sequencing attack...
Vic is using PARTY VIC CUSTOM packet with a 25-hance to taunt
Loading sound file WA›1XXX1.ACM...succeeded.
Loading sound file WH›1FXX1.ACM...failed.
Loading sound file MADDOGZB.ACM...succeeded.
running attack...

current dogs status == 4
>>>NOTE: Vic had extra AP's to use!<<<
Brahmin minHp = 70; curHp = 35
Brahmin minHp = 70; curHp = 35Brahmin: FLEEING: Can't possibly Hit Target!Brahmin is using SCARED BRAHMIN packet with a 0±hance to taunt

Brahmin minHp = 70; curHp = 35
Brahmin minHp = 70; curHp = 35Brahmin: FLEEING: I'm Hurt!
Brahmin minHp = 70; curHp = 35Brahmin: FLEEING: I'm Hurt!Brahmin is using SCARED BRAHMIN packet with a 0hance to taunt

game_time_hour == 2258
countdown in ticks == 405
Brahmin minHp = 70; curHp = 35Brahmin: FLEEING: Can't possibly Hit Target!
>>>NOTE: Brahmin had extra AP's to use!<<<
Brahmin minHp = 70; curHp = 35Brahmin: FLEEING: I'm Hurt!
Sulik minHp = 30; curHp = 120Sulik is using PARTY SULIK CUSTOM packet with a 35hance to taunt
Loading sound file icombat2.ACM...succeeded.

You see a wild dog.Loading sound file ib1p1xx1.ACM...succeeded.

LOADSAVE: Backing up save slot files..

LOADSAVE: 21 map files backed up.

LOADSAVE: Save name: SAVEGAME\SLOT04\SAVE.DAT
LOADSAVE: Save file header size written: 30051 bytes.
LOADSAVE: Save function #0 data size written: 0 bytes.
LOADSAVE: Save function #1 data size written: 4 bytes.
LOADSAVE: Save function #2 data size written: 3280 bytes.

Saving ".SAV" map.MODBRAH.SAV saved.
AUTOMAP: Saving AutoMap DB index 20, level 0
LOADSAVE: Save function #3 data size written: 255 bytes.
LOADSAVE: Save function #4 data size written: 3280 bytes.
LOADSAVE: Save function #5 data size written: 1480 bytes.
LOADSAVE: Save function #6 data size written: 376 bytes.
LOADSAVE: Save function #7 data size written: 76 bytes.
LOADSAVE: Save function #8 data size written: 16 bytes.
LOADSAVE: Save function #9 data size written: 0 bytes.
LOADSAVE: Save function #10 data size written: 12376 bytes.
LOADSAVE: Save function #11 data size written: 492 bytes.
LOADSAVE: Save function #12 data size written: 3420 bytes.
LOADSAVE: Save function #13 data size written: 20 bytes.
LOADSAVE: Save function #14 data size written: 0 bytes.
LOADSAVE: Save function #15 data size written: 8 bytes.
LOADSAVE: Save function #16 data size written: 4 bytes.
LOADSAVE: Save function #17 data size written: 80 bytes.
LOADSAVE: Save function #18 data size written: 5 bytes.
LOADSAVE: Save function #19 data size written: 12204 bytes.
LOADSAVE: Save function #20 data size written: 0 bytes.
LOADSAVE: Save function #21 data size written: 17 bytes.
LOADSAVE: Save function #22 data size written: 216 bytes.
LOADSAVE: Save function #23 data size written: 316 bytes.
LOADSAVE: Save function #24 data size written: 756 bytes.
LOADSAVE: Save function #25 data size written: 16 bytes.
LOADSAVE: Save function #26 data size written: 0 bytes.
LOADSAVE: Total save data written: 68748 bytes.

Error: Couldn't find LoadSave Message!
You see a wild dog.Loading sound file ib1p1xx1.ACM...succeeded.
Loading sound file HMMETLHD.ACM...tyring HMXXXXHD.ACM succeeded (with alias).
Loading sound file HMMETLIC.ACM...tyring HMXXXXIC.ACM succeeded (with alias).

You see a wild dog.
You see a wild dog.computing attack...
sequencing attack...
Loading sound file WA¦1XXX1.ACM...succeeded.
Loading sound file WH¦1FXX1.ACM...succeeded.
Loading sound file MABROMAP.ACM...succeeded.
Brahmin is using SCARED BRAHMIN packet with a 0?hance to taunt
running attack...

You see a wild dog.Loading sound file ib1p1xx1.ACM...succeeded.
Loading sound file icibcxx1.ACM...succeeded.
Loading sound file WR›1XXX1.ACM...failed.

LOADSAVE: Load name: 4
LOADSAVE: Load file header size read: 30051 bytes.
Resetting sound system...done.

Scripts: [Game Reset]LOADSAVE: Load function #0 data size read: 0 bytes.
LOADSAVE: Load function #1 data size read: 4 bytes.
LOADSAVE: Load function #2 data size read: 3280 bytes.
LOADSAVE: in SlotMap2Game

MAP: Loading SAVED map.Loading background sound file wind2.ACM... finding background sound in 2nd path playing succeeded.
OVERRIDE_MAP_START: x: 124, y: 97
[Party Member 0]: None

game_time_hour == 2258
countdown in ticks == 355Loading sound file mabromaa.ACM...succeeded.

Gsound: playing ambient map sfx: mabromaaLOADSAVE: Load function #3 data size read: 255 bytes.
LOADSAVE: Load function #4 data size read: 3280 bytes.
LOADSAVE: Load function #5 data size read: 1480 bytes.
LOADSAVE: Load function #6 data size read: 376 bytes.
LOADSAVE: Load function #7 data size read: 76 bytes.
LOADSAVE: Load function #8 data size read: 16 bytes.
LOADSAVE: Load function #9 data size read: 0 bytes.
LOADSAVE: Load function #10 data size read: 12376 bytes.
LOADSAVE: Load function #11 data size read: 492 bytes.
LOADSAVE: Load function #12 data size read: 3420 bytes.
LOADSAVE: Load function #13 data size read: 20 bytes.
LOADSAVE: Load function #14 data size read: 0 bytes.
LOADSAVE: Load function #15 data size read: 8 bytes.
LOADSAVE: Load function #16 data size read: 4 bytes.
LOADSAVE: Load function #17 data size read: 80 bytes.
LOADSAVE: Load function #18 data size read: 5 bytes.
LOADSAVE: Load function #19 data size read: 12204 bytes.
LOADSAVE: Load function #20 data size read: 0 bytes.
LOADSAVE: Load function #21 data size read: 17 bytes.
LOADSAVE: Load function #22 data size read: 216 bytes.



[Party Members]:
PM: Sulik
PM: Vic
Total Critter Count: 23

LOADSAVE: Load function #23 data size read: 316 bytes.
LOADSAVE: Load function #24 data size read: 756 bytes.
Loading sound file iciboxx1.ACM...succeeded.
Loading sound file icombat1.ACM...succeeded.
LOADSAVE: Load function #25 data size read: 16 bytes.
Loading background sound file 18modoc.ACM... finding background sound playing succeeded.
LOADSAVE: Load function #26 data size read: 0 bytes.
LOADSAVE: Total load data read: 68748 bytes.

Error: Couldn't find LoadSave Message!Loading sound file icombat1.ACM...succeeded.
Loading sound file icombat2.ACM...failed because there are already 4 active effects.

You see a wild dog.computing attack...
sequencing attack...
Loading sound file WAª1XXX1.ACM...succeeded.
Wild Dog is using Dog - Tough packet with a 0?hance to taunt
running attack...

You see a wild dog.Loading sound file ib1p1xx1.ACM...succeeded.
Loading sound file icibcxx1.ACM...succeeded.
Loading sound file WR›1XXX1.ACM...failed.

LOADSAVE: Load name: 4
LOADSAVE: Load file header size read: 30051 bytes.
Resetting sound system...done.

Scripts: [Game Reset]LOADSAVE: Load function #0 data size read: 0 bytes.
LOADSAVE: Load function #1 data size read: 4 bytes.
LOADSAVE: Load function #2 data size read: 3280 bytes.
LOADSAVE: in SlotMap2Game

MAP: Loading SAVED map.Loading background sound file wind2.ACM... finding background sound in 2nd path playing succeeded.
OVERRIDE_MAP_START: x: 124, y: 97
[Party Member 0]: None

game_time_hour == 2258
countdown in ticks == 355Loading sound file gntlwind.ACM...succeeded.

Gsound: playing ambient map sfx: gntlwindLOADSAVE: Load function #3 data size read: 255 bytes.
LOADSAVE: Load function #4 data size read: 3280 bytes.
LOADSAVE: Load function #5 data size read: 1480 bytes.
LOADSAVE: Load function #6 data size read: 376 bytes.
LOADSAVE: Load function #7 data size read: 76 bytes.
LOADSAVE: Load function #8 data size read: 16 bytes.
LOADSAVE: Load function #9 data size read: 0 bytes.
LOADSAVE: Load function #10 data size read: 12376 bytes.
LOADSAVE: Load function #11 data size read: 492 bytes.
LOADSAVE: Load function #12 data size read: 3420 bytes.
LOADSAVE: Load function #13 data size read: 20 bytes.
LOADSAVE: Load function #14 data size read: 0 bytes.
LOADSAVE: Load function #15 data size read: 8 bytes.
LOADSAVE: Load function #16 data size read: 4 bytes.
LOADSAVE: Load function #17 data size read: 80 bytes.
LOADSAVE: Load function #18 data size read: 5 bytes.
LOADSAVE: Load function #19 data size read: 12204 bytes.
LOADSAVE: Load function #20 data size read: 0 bytes.
LOADSAVE: Load function #21 data size read: 17 bytes.
LOADSAVE: Load function #22 data size read: 216 bytes.



[Party Members]:
PM: Sulik
PM: Vic
Total Critter Count: 23

LOADSAVE: Load function #23 data size read: 316 bytes.
LOADSAVE: Load function #24 data size read: 756 bytes.
Loading sound file iciboxx1.ACM...succeeded.
Loading sound file icombat1.ACM...succeeded.
LOADSAVE: Load function #25 data size read: 16 bytes.
Loading background sound file 18modoc.ACM... finding background sound playing succeeded.
LOADSAVE: Load function #26 data size read: 0 bytes.
LOADSAVE: Total load data read: 68748 bytes.

Error: Couldn't find LoadSave Message!Loading sound file icombat1.ACM...succeeded.
Loading sound file icombat2.ACM...failed because there are already 4 active effects.

You see a wild dog.computing attack...
sequencing attack...
Loading sound file WAª1XXX1.A
 
Re: pig rats

Nekid said:
what do I need to change so I can edit the critters past dead horrigan?

If you want to mess around with editing protos, then use a dat extractor like dat2 or datexplorer to extract the contents of FO2XP-M.DAT (master) into your data directory.

One thing you will notice is that I left "spaces" in between types of items (rifles etc) so that more of each type can be added without messing everything up again order wise. So basically there are blank protos that are not used, and their name is "unused".

Also, an advance warning, we added new ammo types that did not exist, and the mapper couldn't handle editing of protos for weapons that use those new ammo. The changes were all done in a hex editor for those items that used a new ammo type. The fugly workaround, if something needed to be changed, was to temporarily set the ammo type to a valid one (ie 223, 10mm, etc), then the editor in the mapper would allow changing the other stats, and after the changes were made, I went back into hexadecimal (yay!) and changed the codes back to their new (unsupported by mapper2) values. I have probably spent weeks in total just editing those damn protos in hex. If you get to the point where you want to edit weapons and/or sounds, I have some reference material that lists the hex values for new ammo types. and the various sound codes we used for new weapons. I will upload them to a server soon.

WARNING: If you extract the dat files and make changes in the mapper, then start the actual game engine, unless those proto files are changed to READ ONLY permission they will be DELETED by the engine. Conversely, if the protos are read-only, the mapper will not let you edit them.

I highly recommend that you do this:

1) Never launch fallout2.exe or mapper2.exe directly, instead launch them from a batch file.

2) In the batch file that starts the fallout2, add an attrib command that sets them to read only like this:

attrib +R /S /D C:\FO2XP\data\proto\*.*

3) In the batch file that starts the mapper, do the opposite

attrib -R /S /D G:\FO2XP\data\proto\*.*

This way you never forget and don't get burned ....

I was rusty with this stuff and got burned again for the LAST time last week (which is when I added those attrib commands). I worked on a map for probably 16 hours. went to create a new scenery object, placed it on the map, and tried to save. The mapper went berserk because I had read-only permissions. My map file was totally corrupted. Fortunately I had set this option in mapper2.cfg

save_text_maps=1

The map file was totally hosed but the text file had all the contents. I turned on debugging in the mapper and did the 'rebuild all maps' option. This rebuilds from the .txt file if it exists. It failed to rebuild my map due to error with that new item that couldn't save previously, BUT the debug.log showed me which item it was failing on (it failed on several). I was able to delete those objects from the .txt file one by one (each time trying to rebuild) until it finally was clear of all errors. I almost gave up and lost 16 hours of work but was able to recover.

If you're doing anything serious ALWAYS have debug turned on in both mapper and game, always have the save_text_maps=1 set in mapper2.cfg, and make backups of your data directory frequently. If you don't .... you will be bit ... and lose your work at some point. I still have backups of the last 4 versions of FO2XP leading up to alpha7-7, and I have the latest 4 versions of my new mod backed up also. As of tomorrow they will also be archived on a second hard drive. To lose all of this would be painful ....


EDIT: A couple of other things to note:

1) If you start with the original game and want to add new protos, you can avoid those unable to save errors by copying the original protos into your data directory, along with the .lst files. I think the reason it chokes is because it wants to EDIT the proto.lst file (for example critters.lst *the PROTO one not the art one). But if its in a DAT file it seems to freak out. what it will do is when you add something past that last horrigan critter, is add a new line with the new proto number in the .lst file 0000464.pro or whatever.

2) You need to create the \Fallout2\dev tree. See the FAQ if you don't know what I mean. Unfornately it MUST be called Fallout2 and it MUST be at the ROOT level of that drive. Strangely you don't even need to have the game there. Obviously it was hardcoded in the mapper. When you edit a proto, it will write .txt files in there ... interesting to look at. You can see all the stats and stuff in plain text.
 
errors

Wow! thanks alot for all the tips :D makes my life mucho easier!

For extraction: You can make the mapper point to any directory you want can't you? So it doesn't necesarrily have to be in the \data\ folder eh?

Got my bats set up; that should be included in your MOD FAQ :) Also, a note about spaces just generally being a bad idea for Fallout 2 modding. (I've got spaces in my names but I've got it working; messy nevertheless)

For your edit 1) not quite sure what you are trying to say there. You mean to unpack the proto's from the master.dat, with the lst files and dump them into the \data\ folder?

for your edit 2) not that newb to have started asking questions without having the mapper set up perfectly(enough that i have successfully added new weapons of my own, and scripted items) :)

I got it setup.

Code:
master_dat=E:\Games\FO2 DAT\master.dat
master_patches=E:\Games\fo2 dat\fo2xp\fo2xp-m.dat
that is my line in my mapper2.cfg (fo2xp-m.dat is a directory which I have unpacked the .dat file into)
Code:
master_dat=E:\Games\fo2 dat\MASTER.DAT
master_patches=E:\Games\fo2 dat\FO2XP\Data
that is the line in fo2xp.cfg

When I run the mapper, any item that is past the original f2 items has the name None and description none. I can edit them fine, caliber shows as <error> in some cases. When I put the items on a map though, save it and run it using the actual game engine...there is no problem. The name and descriptions are as they should be. When ran in the mapper, I get the <none> and "you don't notice anything special about this item" description.

Critters are fine up to horrigan and some of the expanded ones...but same problem with names and some when I try to edit them I get the above assertion error.
 
Re: errors

Um wait so did you just post a solution to all the crashes? A bit unclear what i need to do sorry.

Does anyone experience items disapearing in inventory?

And a funny discovery, items seem to randomly spawn in those little pouches that can be found.

mw
 
Re: errors

Nekid said:
For extraction: You can make the mapper point to any directory you want can't you?

Yes

Nekid said:
For your edit 1) not quite sure what you are trying to say there. You mean to unpack the proto's from the master.dat, with the lst files and dump them into the \data\ folder?

You can make a patch to the game three different ways. One is to simply put the changed files in the \data directory. In there would be subdirectories to the various categories (art,proto,etc). Sorry I forgot to mention that if you do this you must change the master_patches= in both mapper2.cgf and fallout2.cfg to point there (in this case it's master_patches=c:\fo2xp\data). Another way is to put the changes in a dat file (in the fo2xp I have separate dat files for master patches and critter patches because the critter patches are just art that doesn't change frequently). The third way to patch is just put all your changes into PATCH000.DAT file. The engine is hardcoded to look for this file for patches.

A note on the above. I used FO2LC (loader creater) to make a loader called fo2xp.exe (this is launched rather than fallout2.exe). FO2LC allows me to specify a patch dat file name (in this case FO2XP-M.DAT and a config file name (in this case FO2XP.CFG).

Nekid said:
for your edit 2) not that newb to have started asking questions without having the mapper set up perfectly

I was referring to this:
http://modguide.nma-fallout.com/#AreaMap006

Nekid said:
Code:
master_dat=E:\Games\FO2 DAT\master.dat
master_patches=E:\Games\fo2 dat\fo2xp\fo2xp-m.dat
that is my line in my mapper2.cfg (fo2xp-m.dat is a directory which I have unpacked the .dat file into)
Code:
master_dat=E:\Games\fo2 dat\MASTER.DAT
master_patches=E:\Games\fo2 dat\FO2XP\Data
that is the line in fo2xp.cfg

Just make sure the master_patches= is set to the same directory to wherever you extracted the contents of FO2XP-M.DAT.

Nekid said:
When I run the mapper, any item that is past the original f2 items has the name None and description none. I can edit them fine, caliber shows as <error> in some cases. When I put the items on a map though, save it and run it using the actual game engine...there is no problem.

Something is not quite configured properly.

Nekid said:
Critters are fine up to horrigan and some of the expanded ones...but same problem with names and some when I try to edit them I get the above assertion error.

The names are stored in the files pro_crit.msg, pro_item.msg, etc.
 
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