Fallout 2 mod Need some help for critter edit and sfall setting

Wis

First time out of the vault
Hi everyone,
I recently got into modding the game and i have a couple of questions:

- How exactly can you edit NPCs inventory and find their ID number when those critters are placed on the map?
Lets say I want to find the v15 raiders to add a stimpak in their inventory, is this done via script, map editor or is there a txt file similar to worldmap.txt for those particular npcs?


- Secondly I saw on SFall that you could change the XP table but the way to do it is hard for me to understand.
If i want to set a level cap to 30 for example.


;Uncomment and set to a comma delimited list of numbers to use a custom xp table.
;Players level is capped once the highest specified level is reached
;XPTable=50,100,200

This is confusing, what exactly do I have to uncomment?
If I need a level cap of 2 i need to do like this?

;XPTable=0,1000,3000 or like this ;XPTable=1000,3000 ?
 
- How exactly can you edit NPCs inventory and find their ID number when those critters are placed on the map?
Lets say I want to find the v15 raiders to add a stimpak in their inventory, is this done via script, map editor or is there a txt file similar to worldmap.txt for those particular npcs?
If you want to give everyone a stimpak, you can use the mapper to edit their inventory, or edit their common script (BCGenGrd) to tell the game spawning one in their inventory if they don't have one.


- Secondly I saw on SFall that you could change the XP table but the way to do it is hard for me to understand.
If i want to set a level cap to 30 for example.

;Uncomment and set to a comma delimited list of numbers to use a custom xp table.
;Players level is capped once the highest specified level is reached
;XPTable=50,100,200

This is confusing, what exactly do I have to uncomment?
If I need a level cap of 2 i need to do like this?

;XPTable=0,1000,3000 or like this ;XPTable=1000,3000 ?
By "uncomment" it means removing the leading semicolon (which is a standard for INI files), so it should be like:
Code:
;Uncomment and set to a comma delimited list of numbers to use a custom xp table.
;Players level is capped once the highest specified level is reached
XPTable=1000,3000
This will set a level cap of 3.
 
yeah i figured for the mapper, it's a very useful tool.

Thank you for the sfall info!
 
Actually i have another question about critter editing if you do not mind:


I want to figure how you can edit their base critical chance, I saw you can edit critters in the mapper but once modified it refuses to save the changes saying the critter cannot be modified from here, could not save.

I am using also cubik's critter editor but there is no option for modifying this statistic. Any ideas?
 
Try changing the luck skill - luck of 10 = 10% critical chance. Beyond 10% might require scripting.
 
Try changing the luck skill - luck of 10 = 10% critical chance. Beyond 10% might require scripting.

No i let vanilla values for that if the difficulty is up they automatically have a significant bonus crit chance.

I was wondering also where is the crit table? Cant find it anywhere. Anyone knows the name of the crit table and values and also where it is located?
 
I want to figure how you can edit their base critical chance, I saw you can edit critters in the mapper but once modified it refuses to save the changes saying the critter cannot be modified from here, could not save.
To be able to edit protos with the Mapper there are a few extra steps you need to take. You can read about it here. Steps 3 and 4 are probably what you are looking for, and pay attention to step 14 or you'll loose your edited proto.

I was wondering also where is the crit table? Cant find it anywhere. Anyone knows the name of the crit table and values and also where it is located?
The critical hits table is stored inside the Fallout2.exe file. You can check out the values and stuff from here.

You can override the crit table with sfall, but then you also need to add a "CriticalOverrides.ini" fille to your fallout 2 install folder.
If you download the Sfall modderspack, you can find a templet of that ini file in "config_files" folder.
As I've never played around with the critical hits table I can't really help more than that.
 
To be able to edit protos with the Mapper there are a few extra steps you need to take. You can read about it here. Steps 3 and 4 are probably what you are looking for, and pay attention to step 14 or you'll loose your edited proto.

I abandonned this idea because i still cannot save a proto and its really beginning to be messy with everything i installed so i stick to cubik's editor, anyway i'm still unable to save it says "error saving proto" so i give up, the instruction arent clear to me enough.

The critical hits table is stored inside the Fallout2.exe file. You can check out the values and stuff from here.

You can override the crit table with sfall, but then you also need to add a "CriticalOverrides.ini" fille to your fallout 2 install folder.
If you download the Sfall modderspack, you can find a templet of that ini file in "config_files" folder.
As I've never played around with the critical hits table I can't really help more than that.

If you could provide a link for this Sfall editor i would be grateful, i only found a SSa script editor when googling it. I just want to reduce a bit dmg mult values.

I have another question again:
I tinkered a bit with the ai file to change chances for critters to make aimed shots and generally boosted their weapon skills in compensation and in the process noticed this PLAYER AI category.
What i would like to do is making the player react like a tribal when hit or attacking, so i added those lines:

[Player AI]
(...)
chance=100
(...)
body_type=Primitive
(...)
general_type=Primitive

But in game when i tested the player character stay muted. The default lines point toward the correct values of primitive warrior in the combatai.msg. Do you know of a way to make this work? Is there something i am missing?

Still with AI.txt how can i change the color of a text displayed in battle?
I think one of those lines are concerned:
color=58
font=101
What are the codes for green and blue colors?
 
I abandonned this idea because i still cannot save a proto and its really beginning to be messy with everything i installed so i stick to cubik's editor, anyway i'm still unable to save it says "error saving proto" so i give up, the instruction arent clear to me enough.
I'd suggest using hex editor to edit some flags/stats (reference) that didn't show up in Cubik's editor or using sfall global script.

If you could provide a link for this Sfall editor i would be grateful, i only found a SSa script editor when googling it. I just want to reduce a bit dmg mult values.
There's no "sfall editor" for those external INI files AFAIK. You can check the CriticalOverrides.ini included in modderskpack to lower critical damage multipliers.
 
Ok i found it finally but im still in need of info on that text for player any clues?
 
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Yeah ive found a download link for these tools they work a wonder thank you.

I already saw this article believe me ive searched everywhere before positng here.

Now i have another question about the customcrit table:
tell me if the code is right basically i want to keep the original messages but i want to set the crit table for men the same as the player because in vanilla player is more resilient to crit.

e2_StatCheck=2
e2_StatMod=-3
e2_FailureEffect=0x01000000
e2_Message=6501 ; This is an index into the msg file, not a string
e2_FailMessage=6503
e3_DamageMultiplier=5 ; Fourth level critical
e3_EffectFlags=0x00080000, 0x02000000
e3_StatCheck=2
e3_StatMod=-3
e3_FailureEffect=0x01000000
e3_Message=6503 ; This is an index into the msg file, not a string
e3_FailMessage=6503

my question is about those failure effect strings, are they correct? It is not precised how to exactly write them if there are multiple effect to i have to separate them with a space, a coma?

when i finish the [c_00_0] section do i have to enter a particular code or do i do it like this:

[c_00_0]
[c_38] ; The entries for the 'men' critter type
Enabled=1 ; Tell sfall that we want to modify this table
Part0=1 ; Tell sfall that we want to modify the head entries
; If we had set 'Enabled=2' then sfall will assume you want to modify all
; parts, and will not check the PartX entries

[c_00_0] ; The entries for the head table of the men critter type.
(blabla until e5)
Part1=1
[c_00_1]
(and so on) ?
 
I abandonned this idea because i still cannot save a proto and its really beginning to be messy with everything i installed so i stick to cubik's editor, anyway i'm still unable to save it says "error saving proto" so i give up, the instruction arent clear to me enough.

Read this and follow the instructions. A working mapper makes life very much easier. Just install F2 on your C: drive otherwise the mapper wont work.

C:Fallout2\
 
Read this and follow the instructions. A working mapper makes life very much easier. Just install F2 on your C: drive otherwise the mapper wont work.

C:Fallout2\

I have Fallout 2 and the Mapper on my D drive and they work. Granted, I just re used my old hard drive in my new PC, but the mapper works fine like this. I can even copy/paste the entire Fallout 2 folder (with mapper and modding tools) into other drives and it works, IIRC. Not sure why, or how, but it can be done.
 
my mapper works well too on d drive, i can edit maps, change script to critter on the map, save them and implement them into the game.

I have just an issue with creating a new proto. I tried the F.U.C.K program, despite having a trojan alert in it is working well for editing existing proto but it wont let me create a new one 'The option create a new proto from scratch dont let you select any frm so idk how it was suppose to work in the first place.

Secondly when the mapper saves a map it saves it in his own directory, for proto it takes directly the info into the vanilla .dat files so even if add lets say punk girl frms into data/critters, this wont change anything.

And about this patch 000 renamming, the mapper needs it so how am i suppose to do without this file since it wont start at all.

Im sorry but the explanations in the wiki are not very beginner friendly =/.

If someone who managed to make new proto with custom FRMs could explain here how he proceeded step by step it would be much appreciated. If I succeed making one Ill probably make a more friendly tuto.
 
And about this patch 000 renamming, the mapper needs it so how am i suppose to do without this file since it wont start at all.

The Mapper does not need it at all. Direct your "critter_patches" and "master patches" to your games "data" folder (ie critter_patches=D:\Games\Fallout2\data).

IIRC, the art for critters goes into DATA\Art\critters and the protos goes into DATA\Proto\Critters. Both those folders need to get a critters.lst file (not the same one). If you don't have critters.lst files already, you need to extraxt them from the original .dat files. Critters.lst for the protos are in Master.dat and the other one for the art is in Critter.dat.
 
The Mapper does not need it at all. Direct your "critter_patches" and "master patches" to your games "data" folder (ie critter_patches=D:\Games\Fallout2\data).

IIRC, the art for critters goes into DATA\Art\critters and the protos goes into DATA\Proto\Critters. Both those folders need to get a critters.lst file (not the same one). If you don't have critters.lst files already, you need to extraxt them from the original .dat files. Critters.lst for the protos are in Master.dat and the other one for the art is in Critter.dat.

I have extracted the mapper in a separate directory, renamed fallout 2 into fallout2, i have tried renaming the patch000, i have tried not putting directory of patch in mapper.cfg. I have all the .lst files in correct directories.
I have set up the dev folder correctly.
Same result:
"Error saving prototype"

Edit: Apparently after search Fallout2 Dir had to be in the root , it saves well now but the mapper doesnt create proto, only one .txt file and a .dat file named "target.dat"
 
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Apparently after search Fallout2 Dir had to be in the root , it saves well now but the mapper doesnt create proto, only one .txt file and a .dat file named "target.dat"

The Mapper puts the .pro files in ...where you installed the game\DATA\Proto\Critters.
After you have created a proto, you need to go there and make it write protected (if you don't, the game will delete it when you start fallout2.exe).

In the Fallout2\dev\proto\critters folder, you get a text version of the proto file, which can be useful to have when scripting, or use as a reference when hex editing.

If you get a blank .txt file something is wrong with your games DATA folder structure, or you have a missing or write protected critter.lst file.
 
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