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  1. Robert B

    Town Map Art

    Ugh, I forgot I need to count from zero in identifying the line numbers in the Interface.lst file. That's why I was getting the wrong FRM files. Thanks @Lexx
  2. Robert B

    Town Map Art

    So in the context of working on my new mod, I determined that I wanted to create new Town Map Art. This is the graphical screen that shows up when you are entering a town, so you can click on the entrance you want. In doing some exploration, I can see how the town_map_idx variable is used to...
  3. Robert B

    Fallout 2: Shattered Destiny

    http://fallout.midian-games.com is getting redirected. You may want to review your link.
  4. Robert B

    BIS Mapper Best Practice

    Thank you for the clarification @Lexx, I'll switch over to using 621 and 622 wall blocks to close the gaps in the architecture. For the exterior of the map, I'll continue to use SAI blocks.
  5. Robert B

    Roof Artifact...

    Sounds logical. Okay, I'll get rid of them. I'm now thinking this is just a FO1 artifact. Thanks for brainstorming the answer with me @Lexx. It really helps.
  6. Robert B

    Roof Artifact...

    Understood @Lexx , I'll review/update. Any thought's on why the End of Group tile is showing up in game? Or is that the reason?
  7. Robert B

    Roof Artifact...

    So in working on building my new Shady Sands location, I went ahead and modeled my approach on the existing FO1 map content. The issue is that I'm getting the roof End of Group tile showing up in game, rather than it showing the corner piece like it should. Am I taking the wrong approach or is...
  8. Robert B

    BIS Mapper Best Practice

    So guys, in using the BIS Mapper, I've noticed a lot of holes where the player can slip through the walls; even though there is no visible gap. Is it best practice to place SAI blocks under all the walls as you build or do you just plug holes with them as you notice player behavior?
  9. Robert B

    Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

    You're correct this is probably not the right forum thread for this idea; but I LIKE IT! It's a good one.
  10. Robert B

    Fallout 2 mod How-To Journal: Creation of the Mod "Innocence Lost"

    Hmmm... Alright, I was sincerely hoping for some additional input on the fist section; but I guess we're ready to move on to the next stage. The first section was just "figuring out first how to mod" and I tried to provide my own experience, draw out the opinions of others and share the...
  11. Robert B

    Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

    I just noticed the YK42B Pulse rifle appears to be broken. You can arm yourself with it; but not fire. EDIT: Never mind. Did a reload from an older save and it works. Strange glitch though... Edit2: Ah, figured it out. It's the crippled limb logic! Can't believe I made it all the way to...
  12. Robert B

    Fallout 2 mod How-To Journal: Creation of the Mod "Innocence Lost"

    I don't know if you've noticed, but the intention of this thread is to document the major tasks and activities that go into creating a replacement mod for fallout 2. Up until now, I've only given you information on how to get in and modify existing maps, scripts and graphics. The reason for...
  13. Robert B

    Fallout 2 mod How-To Journal: Creation of the Mod "Innocence Lost"

    What else is there to mod? Well, you can modify the worldmap, items and critters. (I haven't learned where/how to edit objects yet but we'll include that in this thread when I do...) For attributes of items and critters, I use Cubik's Critter and Items Editors. They're two tools that are...
  14. Robert B

    Fallout 2 mod How-To Journal: Creation of the Mod "Innocence Lost"

    Alright, so we have one of the biggest topics to discuss now... Scripting... aka using the programming language of FO2. It can seem onerous to learn; but in FO2 it isn't that bad. We have a whole host of references available to use and you'll need them. So what are the big concepts? Well...
  15. Robert B

    Fallout 2 mod How-To Journal: Creation of the Mod "Innocence Lost"

    Hey @Lexx I'm unsure on the file path requirements. I just documented what I had to do to get it to work. I could be over thinking it. Good idea on how to keep mod files together. I'm documenting the approach I used; there are clearly other (perhaps better) ways.
  16. Robert B

    Fallout 2 mod How-To Journal: Creation of the Mod "Innocence Lost"

    Alright, it's on to modding with either the BIS Mapper from NMA downloads or as suggested by @NovaRain to use the BIS Mapper and then patch it. I'm not going to give you detailed instructions on how to use the mapping tools. They all include some remedial instructions on making changes. What...
  17. Robert B

    Fallout 2 mod How-To Journal: Creation of the Mod "Innocence Lost"

    Another good option. So you can use @NovaRain 's BIS Mapper hi res patch on the standard BIS Mapper that I provided the link to on NMA. You can also use relative paths in the config file.
  18. Robert B

    Fallout 2 mod How-To Journal: Creation of the Mod "Innocence Lost"

    Good idea on using killap's patch but I received a warning on the download from fileplanet. https://www.fileplanet.com/210600/210000/fileinfo/Fallout-2---Unofficial-Killap's-Patch Let's just call that an optional step you can perform prior to doing the *.dat extract. I could be getting (yet...
  19. Robert B

    Fallout 2 mod How-To Journal: Creation of the Mod "Innocence Lost"

    So can we mod yet??? Um, well, yes... ...but right now we're just set up to mod scripts (remember the sfall's modders pack and the script editor?). That has quite the learning curve and isn't as immediately satisfying as modding what we call "maps". Maps represent the various locations you...
  20. Robert B

    Fallout 2 mod How-To Journal: Creation of the Mod "Innocence Lost"

    So, you've spent anywhere from a few minutes to a few weeks playing with sfall configuration parameters. You're off to a good start! Now we get into some more interesting stuff. I know you want to change "real" stuff in FO2, not just parameters, and we're getting closer to that objective. So...
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