Is there any tool specific for fallout 1?

Discussion in 'Fallout General Modding' started by Makenshi, Jan 14, 2011.

  1. Makenshi

    Makenshi Ahoy, ye salty dogs!

    Jul 28, 2006
    All right, I've had enough... i tried making Cubik's editor and FIME work with Fallout 1 (not together, of course) by following every instructions I received and/or could find, and it was a big loss of time. :x

    Is there any tool made for Fallout 1, specific to it? :?
     
  2. Cubik2k

    Cubik2k Where'd That 6th Toe Come From?
    Modder

    489
    Nov 22, 2005
    This is because FO1 master.dat and critter.dat files have another compression method as in FO2 files is used.

    F2wedit do not use FO1 compression method.


    To use my F2wedit editor for editing items proto files from FO1 you need to manually unpack neccesary files from FO1's master.dat:
    1) unpack proto\items\*.pro files with items.lst file
    2) unpack text\english\game\*.msg files
    3) unpack all files from critter.dat to \data\art\critters
    4) make "fake" fallout2.exe file in FO1 directory. This could be even empty text file named "fallout2.exe"

    Now you can use f2wedit and change or even add new items.

    If I skipped something in this tutorial please report me, I try answer soon.
     
  3. Makenshi

    Makenshi Ahoy, ye salty dogs!

    Jul 28, 2006
    To which folder should these be unpacked?

    Congratulations and thanks for your AWESOME editor, by the way. It's a life changer in Fallout 2!

    You ever step in Bahia, Brazil, the beer is on me! :drunk:
     
  4. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    Doesn't matter to what folder you unpack, as long as the edited files later will be in the data/proto/xy folder. Keep in mind that you have to set the files to read only too, if you don't have them packed into a dat file.
     
  5. Makenshi

    Makenshi Ahoy, ye salty dogs!

    Jul 28, 2006
    So when I edit a file they automaticaly go to this data/proto/xy folder? Or is it just an example? Sorry, I'm no pro moder, hehe.
     
  6. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    Just an example. Either you extract everything right from the beginning into /data/ folder or you move it later into the correct folder structure. In any way, you have to set all proto files that are not in the dat file to read only. Else they get deleted on game start.
     
  7. Cubik2k

    Cubik2k Where'd That 6th Toe Come From?
    Modder

    489
    Nov 22, 2005
    All unpacked files should have this structure:

    Files unpacked form critter.dat:
    \<Fallout1> \data\ART\CRITTERS\critters.lst
    \<Fallout1> \data\ART\CRITTERS\*.frm

    Files unpacked form master.dat:
    \<Fallout1> \data\ART\inven\inven.lst
    \<Fallout1> \data\ART\inven\*.frm
    \<Fallout1> \data\ART\items\items.lst
    \<Fallout1> \data\ART\items\*.frm

    \<Fallout1> \data\PROTO\items\items.lst
    \<Fallout1> \data\PROTO\items\*.pro

    \<Fallout1> \data\TEXT\ENGLISH\GAME\pro_item.msg

    Make fake "fallout2.exe" and put it in Fallout1 main directory
    \<Fallout1> \fallout2.exe

    As Lexx wrote, all *.pro files should be as read-only, howver, the f2wedit do it automatically as it has this option enabled as default.

    I tried to wrote a unit to unpack FO1 *.dat files, but hmm... failed :P


    All files should be unpacked to main directory of Fallout1, then you can use them in game as unpacked or pack them to *.dat file using FO1 dat-packer.

    If you used f2wedit to edit files in another path, you should manually delete f2wedit.ini file, and select new directory with FO1 files.
     
  8. Makenshi

    Makenshi Ahoy, ye salty dogs!

    Jul 28, 2006
    Can winrar unpack these files, or is there a specific program? Thanks for the patience guys, you're very nice!
     
  9. Cubik2k

    Cubik2k Where'd That 6th Toe Come From?
    Modder

    489
    Nov 22, 2005
    Look for FO1 dat-unpacker on NMA download. Those dat files have own file format.
     
  10. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Are you sure? I've never had that be an issue. (Referring to FO1)
     
  11. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Cubik I set up as you specified above, but when starting the program I just get I/O Error 131...

    EDIT: Here's screenshots. If I go to refresh->All, the item list at list shows up but then I get a system i/o error :(

    EDIT2: Requires scripts to be unpacked as well. So for future reference the user/modder should just extract everything from Critter.dat and Master.dat -- that should be good to work :clap:

    EDIT3: Worked once, now it's crashing with the same error again. GAH. The part it's freezing at now is "Checking language..." if that makes a difference.
     
  12. Cubik2k

    Cubik2k Where'd That 6th Toe Come From?
    Modder

    489
    Nov 22, 2005
    Well, I cant check this on my compputer now, sorry.

    Try another method:

    - make fresh install of FO2 (Fallout 2) with FO2 files "master.dat" and "critter.dat" (and patch000.dat if you use this file)
    - unpack all files from FO1 "master.dat" and "critter.dat"
    - copy all unpacked FO1 files to FO2 directory
    - delete "f2wedit.ini" file made by F2Wedit if you used it before (this file is created by f2wedit)
    - execute F2wedit and select FO2 directory and "fallout2.exe" file
    - now it should work, and you do changes to FO1 files

    It will use unpacked files, I hope. If there will be still some problems please report.