Hacking Fallout 1 Level Cap

Discussion in 'Fallout General Modding' started by Skynet, Jul 2, 2005.

  1. Skynet

    Skynet Mildly Dipped

    Jun 5, 2003
    Re: Are energy weapons necessary? (Fallout 1)

    BTW, could it be possible to increase the level cap by hacking the .exe file?
  2. Silencer

    Silencer Night Watchman Staff Member Admin

    Nov 7, 2003
    Split from the Tech & Gameplay forum. (Modding talk)
  3. Wild_qwerty

    Wild_qwerty Sonny, I Watched the Vault Bein' Built!

    Feb 2, 2004
    Yes, it shoudl be possible to make and exe hack, for starters we would need to know what the current xp cap is. from there it migth be possible to remove it (to a point)
  4. InTheOnlineAsbestosSuit

    InTheOnlineAsbestosSuit Look, Ma! Two Heads!

    Jun 27, 2005
    Isn't F1's cap 21 levels? I seem to remember thats what it was.
  5. Nonagon

    Nonagon Still Mildly Glowing

    Jul 8, 2006
    (Continuing from the other thread)

    Okay well, I've come up with this(see exp. table):


    If you notice the pattern on the table, the required experience points to get to level 22 is most likely 231,000.

    Where it usually shows your required experience to level up at level 21, there is only a "--" indicating no more leveling up.(minus quotes)

    and I have a picture of the first '15' that appears in the hex sheet from Falloutw.exe(tell me if I need a different hex program btw, i'm not sure if this is the proper program for the job):

  6. BlueTooth

    BlueTooth First time out of the vault

    May 16, 2007
    Hex workshop is much better. And 231,000 is 03 86 58 in hex.

    Windows Scientific calc would have done the calcs for you.
  7. Wild_qwerty

    Wild_qwerty Sonny, I Watched the Vault Bein' Built!

    Feb 2, 2004
    I've used that hex editor before and its okay (its free :) )

    Anyway, how many entires for "15" do you find? Have you looked for 210,000 (33450 in hex)?

    As Bluetooth said, if you use the windows calculator and place it into scientific mode you can make th econversions really quickly

  8. Nonagon

    Nonagon Still Mildly Glowing

    Jul 8, 2006
    There are quite a few, and I was wondering how I might find the right one. Would there be something around it that indicates the # is for the level cap?
  9. Wild_qwerty

    Wild_qwerty Sonny, I Watched the Vault Bein' Built!

    Feb 2, 2004
    I'm not sure, you might find something else nearbye that looks like it belongs with the character sheet.
  10. Nonagon

    Nonagon Still Mildly Glowing

    Jul 8, 2006
    Well, I've looked and looked and I'm pretty sure it's not in the executable file. Would it be anywhere else?
  11. ravachol

    ravachol First time out of the vault

    Jul 16, 2006
    Trying to find the value by searching it in an hex editor won't do it (unless being very lucky).
    First, you should try to see how the game reacts (can you still earn xps after level 21? if so, can the xps go above the theorical ammount for level 22 but just don't level up).
    It's pretty clear that this limitation is hardcoded but to crack it, you have to look into the code (the scripts functions that give xps should be a good start).
    One a side note, if you look for values with an hex editor, you should reverse the bytes order (the x86 processors are little-endian) and look for 1, 2 or 4 bytes (for example, to look for 231000: 58 86 03 00).

  12. Kanhef

    Kanhef Vault Dweller

    Sep 2, 2007
    Sorry for the thread necromancy, but if you're still working on this, there's another thing to look for. The amount of experience needed to reach each level will all be stored in the same place. So try to find them (1000, 3000, 6000, 10,000, etc) close together. There's a small chance they used the difference to get from one level to the next (1000, 2000, 3000, 4000, etc), so you could try searching for that as well.
  13. Wild_qwerty

    Wild_qwerty Sonny, I Watched the Vault Bein' Built!

    Feb 2, 2004
    Good thinking :)
  14. Neo Decoy

    Neo Decoy First time out of the vault

    Sep 26, 2005
    This is purely theoretical (you will see why during the post)

    But a while ago i created a work around for the HP cap(for a boss)

    Which basicly once their life was under 100 of 999 it would reset their health to 999 and set a LVAR to 1 - upto a max LVAR level then the HP would be lowered as normal until death.

    Now what you ''MAY'' be able todo is script (into the player) a setting that sets once their level reach's cap, clear their exp, set their lvl to 1 and re-run through them - but there are inherent problems with this too - as such as the lower amount of exp required, so you would need to code in a exp divider that reduces the amount of exp incoming - which would be an entire project by itself.

    But for someone who dosnt edit exe's(like me) it is a possibility...

    on the other hand i think ill just keep working on my torque engine mod :P no hard-coded work arounds needed haha.