These are mostly my experiences so far using the Proto Manager.
@Mr.Stalin Feedback:
- It seems not possible to simple run down the lists using arrow keys (as you can in F2wedit), well you can, but it won't show any values (
). Having the option to open several windows for comparison is cool, but a quick info window that pops up when browsing would be cool, too. Perhaps with only a few numbers to check the basic stats of an item. (like a pop up list on the left showing: weapon name, dmg, AP, range, weapon type (animate code), damage type, attack types, rounds, caliber, max ammo, weapon perk and perhaps if one/two handed. And similar for armour and drugs.) Perhaps not a big deal, but it would be convenient.
- Second, the search function doesn't cycle, for example, searching for Cassidy will not go through all 5 incarnations, instead you have to reselect the search field before pressing enter again. Which doesn't matter with items, but is inconvenient with critters (like scorpions). So it would be nice if the Manager could stay in the search function when pressing enter.
- And the skill order in the ProtoManager (for critters) is Melee Weapons – Unarmed. While in-game it is Unarmed – Melee Weapons. This switch around can cause errors when not paying attention to it, and switching it back to the order used in-game would avoid problems (i.e. Small Guns, Big Guns, Energy Weapons, Unarmed, Melee, Throwing etc.).
New feature:
- It would be nice if the critter section could switch between Fo1 & Fo2 formula for the base value. Like a switch button. The only difference between Fo1 & Fo2 are:
Small Guns Fo1: 35+AG Fo2: 5+(AG*4)
Big Guns Fo1: 10+AG Fo2: AG*2
Energy Weapons Fo1: 10+AG Fo2: AG*2
Unarmed Fo1: 65+((ST+AG)/2) Fo2: 30+((ST+AG)*2)
Melee Weapon Fo1: 55+((ST+AG)/2) Fo2: 20+((ST+AG)*2)
Throwing Fo1: 40+AG Fo2: AG*4
First Aid Fo1: 30+((PE+IN)/2) (mind the bug) Fo2: (PE+IN)*2
Doctor Fo1: 15+((PE+IN)/2) Fo2: PE+IN+5
Sneak Fo1: 25+AG Fo2: (AG*3)+5
Lockpick Fo1: 20+((PE+AG)/2) PE+AG+10
Steal Fo1: 20+AG Fo2: AG*3
Traps Fo1: 20+((PE+AG)/2) Fo2: PE+AG+10
Science Fo1: 25+(IN*2) Fo2: IN*4
Repair Fo1: 20+IN Fo2: IN*3
Speech Fo1: 25+(CH*2) Fo2: CH*5
Barter Fo1: 20+(CH*2) Fo2: CH*4
Gambling Fo1: 20+(LK*3) Fo2: LK*5
Outdoorsman Fo1: 5+((EN+IN)/2) Fo2: (EN+IN)*2
Errors:
-The mods I had trouble with were MegaMod (opening anything spawns an error message (too many lst entries?), but then it works).
-And Fallout Fixt (scrambled weapon perks). Which is odd as ProtoManager 1.1.4 does not have that problem with vanilla Fo1. In addition, F2wedit does not have that problem with Fixt perks either.
Those scrambled perks are:
Alcoholic should be Long Range
Long Range should be Accurate
Accurate should be Penetrate and
Penetrate should be Knockback
Knockback should be Power Armor (+30% Rad. resistance)
Perhaps ProtoManager can find a fix? For example, F2wedit works fine with both mods. I looked at the perk.msg files in both Fo1 & Fixt and all the numbers in Fixt are the same only the order changed to: 164 Alcoholic, 159 Long Range, 160 Accurate, 161 Penetrate, 162 Knockback, 163 Power Armour. And Combat Armour has been named Alcoholic and moved up. So apparently ProtoManager doesn't check for the number, but the order and starts with “164 Alcoholic” instead “159 Long Range” and so on, resulting in all perks being one off.
Anyway, these were the points I came across.
P.S.:
For anyone who is interested, the files ProtoManager needs are:
- Location of Game folder (This requires nothing but critter.dat and master.dat)
- Location of MOD folder (This is data/art/critters (lst & ...AA frms), data/art/inven (lst & frms), data/art/items (lst & frms), data/proto/critters (lst & pro), data/proto/items (lst & pro), data/scripts (lst), data/text/english/game (perk, pro_crit, pro_item, pro_misc, proto) (and it may need some other stuff I've missed and haven't noticed yet.) (Btw, the “art section” can be ignored, but it won't show any graphics then, which makes orientating more difficult).
If using F2wedit: In addition to what ProtoManager needs it also needs the .exe (Fo1 or Fo2) and stat.msg (data/text/english/game) and it seems best to put all (but especially the exe) in one folder (the one with the data).
Anyway, that's how I set up a folder (master & critter), with subfolders for all mods, to be read by ProtoManagers. The reason I do this is: First, to avoid (accidentally) messing with my installs (mostly in regard to pressing buttons (i.e. editing/creating files). However, as far as I can tell, the readers don't change anything by default (only F2wedit appears to make a save of pro_item at the end of every session)), second as it's more convenient when resetting the config (I only need to adjust the data path), and last as it was necessary to extract some files from the master.dat (sometimes the Manager can't find the files when the master.dat or data/text folders are not set to “English”).
Alternatively, you can also copy the entire game/mod, but I like to keep it clean. Besides it can get tricky to set up mods that have their own dat file in addition to the original one (like FoRes or CE). I tried and I couldn't do it. So I extracted the files myself.
@Mr.Stalin Feedback:
- It seems not possible to simple run down the lists using arrow keys (as you can in F2wedit), well you can, but it won't show any values (

- Second, the search function doesn't cycle, for example, searching for Cassidy will not go through all 5 incarnations, instead you have to reselect the search field before pressing enter again. Which doesn't matter with items, but is inconvenient with critters (like scorpions). So it would be nice if the Manager could stay in the search function when pressing enter.
- And the skill order in the ProtoManager (for critters) is Melee Weapons – Unarmed. While in-game it is Unarmed – Melee Weapons. This switch around can cause errors when not paying attention to it, and switching it back to the order used in-game would avoid problems (i.e. Small Guns, Big Guns, Energy Weapons, Unarmed, Melee, Throwing etc.).
New feature:
- It would be nice if the critter section could switch between Fo1 & Fo2 formula for the base value. Like a switch button. The only difference between Fo1 & Fo2 are:
Small Guns Fo1: 35+AG Fo2: 5+(AG*4)
Big Guns Fo1: 10+AG Fo2: AG*2
Energy Weapons Fo1: 10+AG Fo2: AG*2
Unarmed Fo1: 65+((ST+AG)/2) Fo2: 30+((ST+AG)*2)
Melee Weapon Fo1: 55+((ST+AG)/2) Fo2: 20+((ST+AG)*2)
Throwing Fo1: 40+AG Fo2: AG*4
First Aid Fo1: 30+((PE+IN)/2) (mind the bug) Fo2: (PE+IN)*2
Doctor Fo1: 15+((PE+IN)/2) Fo2: PE+IN+5
Sneak Fo1: 25+AG Fo2: (AG*3)+5
Lockpick Fo1: 20+((PE+AG)/2) PE+AG+10
Steal Fo1: 20+AG Fo2: AG*3
Traps Fo1: 20+((PE+AG)/2) Fo2: PE+AG+10
Science Fo1: 25+(IN*2) Fo2: IN*4
Repair Fo1: 20+IN Fo2: IN*3
Speech Fo1: 25+(CH*2) Fo2: CH*5
Barter Fo1: 20+(CH*2) Fo2: CH*4
Gambling Fo1: 20+(LK*3) Fo2: LK*5
Outdoorsman Fo1: 5+((EN+IN)/2) Fo2: (EN+IN)*2
Errors:
-The mods I had trouble with were MegaMod (opening anything spawns an error message (too many lst entries?), but then it works).
-And Fallout Fixt (scrambled weapon perks). Which is odd as ProtoManager 1.1.4 does not have that problem with vanilla Fo1. In addition, F2wedit does not have that problem with Fixt perks either.
Those scrambled perks are:
Alcoholic should be Long Range
Long Range should be Accurate
Accurate should be Penetrate and
Penetrate should be Knockback
Knockback should be Power Armor (+30% Rad. resistance)
Perhaps ProtoManager can find a fix? For example, F2wedit works fine with both mods. I looked at the perk.msg files in both Fo1 & Fixt and all the numbers in Fixt are the same only the order changed to: 164 Alcoholic, 159 Long Range, 160 Accurate, 161 Penetrate, 162 Knockback, 163 Power Armour. And Combat Armour has been named Alcoholic and moved up. So apparently ProtoManager doesn't check for the number, but the order and starts with “164 Alcoholic” instead “159 Long Range” and so on, resulting in all perks being one off.
Anyway, these were the points I came across.
P.S.:
For anyone who is interested, the files ProtoManager needs are:
- Location of Game folder (This requires nothing but critter.dat and master.dat)
- Location of MOD folder (This is data/art/critters (lst & ...AA frms), data/art/inven (lst & frms), data/art/items (lst & frms), data/proto/critters (lst & pro), data/proto/items (lst & pro), data/scripts (lst), data/text/english/game (perk, pro_crit, pro_item, pro_misc, proto) (and it may need some other stuff I've missed and haven't noticed yet.) (Btw, the “art section” can be ignored, but it won't show any graphics then, which makes orientating more difficult).
If using F2wedit: In addition to what ProtoManager needs it also needs the .exe (Fo1 or Fo2) and stat.msg (data/text/english/game) and it seems best to put all (but especially the exe) in one folder (the one with the data).
Anyway, that's how I set up a folder (master & critter), with subfolders for all mods, to be read by ProtoManagers. The reason I do this is: First, to avoid (accidentally) messing with my installs (mostly in regard to pressing buttons (i.e. editing/creating files). However, as far as I can tell, the readers don't change anything by default (only F2wedit appears to make a save of pro_item at the end of every session)), second as it's more convenient when resetting the config (I only need to adjust the data path), and last as it was necessary to extract some files from the master.dat (sometimes the Manager can't find the files when the master.dat or data/text folders are not set to “English”).
Alternatively, you can also copy the entire game/mod, but I like to keep it clean. Besides it can get tricky to set up mods that have their own dat file in addition to the original one (like FoRes or CE). I tried and I couldn't do it. So I extracted the files myself.