Fallout Mod: Randomizing every location...

Gauntlet

First time out of the vault
Okay first and foremost, I am not a modder, I dabble and dibble, Ive been able once upon a time to do skinning for warcraft III, but within normal editors I get to know them very well,

so I dont know how to use all the various tools well, but i have them all, I can make my own weapons critters and such, the Fallout 2 map editor I can play with a bit , its not easy for me though.

3rdly these are my questions:

1. How do I remove the various city locations such as Klamath from the world map and

2. how can I make them into special Random locations

3. How can I disable all of Fallout 2s story events, such as mind messages from Hakkunah the first encounter with horrigan and the like?

4. Where is radiation level changed in the map editor?


okay and 4thly the idea:

No story, sorry I know my mod capacities are limited, I dont have time or capacity to make a true new story, what I want to offer is this: You wake up ... you are a wanderer, the only city is the original one you start in, a small watershed , all other cities are special random encounters,

in this way A. each game will be different, B. New content can be constantly added to add more and more flavor.

The goal of the mod, to survive, nothing else,

random encounters will be made Very radioactive some at Glow like levels, meaning finding and getting anti-radiation items will be high on the list of many, as well as maybe making the geiger counter useful, also armors will be hard to find, meaning you may have to work as hard as you did for power armor in Fallout 1 just to get leather armor mk 2

my goal is to make each battle incredibly tough, and in this game style I forsee outdoorsmanship becoming all important..

okay so help and suggestion are very welcome, especially on the questions at the top.


Thanks much for those who reply
 
1. short answer.. in the city.txt file...
long answer... extract the file from the master.dat to ..(gamedir)\data , now open it and edit it so that the entries that read "start_state=on" are changed to "start_state=off"..
there you go, no more towns on the map..
some towns get put on the map as part of a quest, such as the quest to get the vertibird plans, from San Fran, or the S.A.D. quest in New Reno..
you'd have to edit the scripts to remove these..

2. extract and edit the worldmap.txt file and add them to the tables in a similar fasion to the existing special random entries.. ( i'll let you figure it out for yourself.. )

3. not sure.. probably something to do with the scripts.. try looking into the arroyo scripts to see if you can see some event timers being set up..

4. probably with spatial scripts on the map that do damage to the player when they trigger tham by stepping into the trigger range..
again have a look at the scripts
i found this line in the gecko pewer plant map script that radiates the player if you blow up the reactor...
Code:
 radiation_inc(dude_obj,10);
which presumably increases the rad count by 10..
the toxic goo in the klamath caves just does plasma damage when you step in it without boots on....
 
Thank you muchly, now to read up on script editing,

Thanks again- ps any ideas for this sort of mod, as in random possible encounters etc
 
Okay now for extracting the various Dat files, do I keep there files in the default folders of Master.Dat or do I take those out and put them in the general fallout 2 folder, minding that Fallout 2 folder has a data folder as does the contents of Master.dat should I overwrite?

Thanks

Another issue Ive had is that after modifying a little bit in the City Text and moddifing the Arroyo Map I find that the doors to the temple of trials are open, the tribal at the end is gone, and when I spawn intot he town there is no video and I have no jump suit meaning I cannot wear armor or carry a gun without a crash, this is very bad and why does this happen... all ive done to the mpa is get rid of all the ants and the first chest behind the elder has some equipment, all i did to the city.txt in both the patch directory and master directory was put start state to off for all locations BUT arroyo... so what gives anyone know?
 
Gauntlet said:
3. How can I disable all of Fallout 2s story events, such as mind messages from Hakkunah the first encounter with horrigan and the like?
I did some mucking around with this. A few things I found were:
  • To make the player wear the Vault Dweller suit, you need to play the "Get the Vault Suit" movie. I think the script command that plays that movie runs a few other things. I haven't dug far into it to determine if you can replace it with just one script command and avoid playing the movie.
  • The Frank Horrigan encounter seems to be the same in that messing with it is difficult. The best I could do was replace it with an encounter where it loads an empty map and PipBoy displays "You trip over some rocks in the desert". As opposed to sititng through the whole god-damned encounter again and again.
  • Disabling the "Get the GECK" quest is as easy as putting a GECK on the map and having the player pick it up. :) I think the "Get the GECK" quest is set right from the get-go too. Getting the GECK stops the movies from playing but note that it'll also do a map switch for "Arroyo" and repalce it with the "Dead Arroyo" map.
  • I'm pretty sure the first map of your game has to be called "artemple.map". The "tutorial stuff" is all hard-coded me thinks and so changing that may not be easy.
This is stuff I've only really scratched the surface on, I haven't dug far enough into them to find better solutionas as of yet, my goal at the time was just to whip up something that avoided most of the set game sequences so I could do some testing.

Someone else will have to dig deeper to find out if it is possible to remove this stuff completely. I did have the idea of writing my own tutorial on how to do your own World Map and disable a lot of this stuff but my ability to write it all depends on what free time I have. Evil Munchkins have been stealing all my available time as of late.

Your mod sounds like an interesting idea too. Good luck.
 
DarkUnderlord said:
I'm pretty sure the first map of your game has to be called "artemple.map". The "tutorial stuff" is all hard-coded me thinks and so changing that may not be easy.
Just a reminder as this was discussed on DaC: the only way to change this is to edit the Fallout2.exe and it's pretty easy - albeit I like to keep the original exe as much as possible. Given you want to change it, simply name your first map as artempl.map. Doesn't really matter to the player since he doesn't see the map names. The only reason you might want to keep the file is if you plan on using it in your own mod without any changes which is rather unlikely.
 
THis has been useful thank u, ill be writing back soon with more questions after a little testing...
 
An isue has come up, using Datman Light ive extracted Critter.dat Master.dat and Patch000.dat now each has been extracted to a folder titled as Master.dat patch000.dat respectively...

now what this means is I have multiple data folders and map folders and 2 city.txt files.... but when I simply emptied the contents of critters master and patch into the flalout 2 folder and let overwriting occured the Fallout 2 mapper program stopped working.... what is the proper extraction layout, and what city.txt, and other such files should I modify...

lastly does anyone run into a error where Arroyo temple has the doors preopened and detonated also the vault suit video is lacking... unkown cause as i have not edited the scripts....
 
Gauntlet said:
[a bunch of characters following one another in a weird pattern]
Hey... why don't you try to read my "How the engine finds files" thread? huh? Here's a link in case you missed the sticky.

Of course I write a 1000 word report on how FO2 finds files with a 500word addendum but people don't read it.

Maybe I should make a shorter version.
 
well im happily reading it now, however I do not remember Nor do I see the quote you just mentioned, ive virtually only written in this particular thread... maybe I missed it... im sorry but I dont think i ever said that.
 
Gauntlet said:
[...]however I do not remember Nor do I see the quote you just mentioned, ive virtually only written in this particular thread... maybe I missed it... im sorry but I dont think i ever said that.
I guess you don't read the press often... When an editor adds a comment or makes the text clearer, he'll traditionally put the comment in square brackets, usually also in italics.

So now in addition to knowing what to do with those folders/files, you also learned something about press editing!
 
Mod Progress Report:

1. Successfully rid world of maps (except for Arroyo)

2. Replaced Frank encounter with a map where you run across a skelenton dressed in the blue suit, a shovel is nearbye and 3 graves, you can assume it was a vault dweller who buried all of his friends at some point and then he himself died. (with no one to bury him) you can find a few items, not much...

3. Put some start equipment behind the elder, not much, leather jacket 10mm pistol.

4. Still have massive screwups when dealing with temple of trials... note to self, Learn to script dummy.

5. Next step is to randomize cities as special encounters... if proves to currently be too hard Ill simply add some new random encounter towns... non special encounter...

Tis all, just outletting to those interested.,
 
It would be good if you could eliminate the 13 year time limit. Without the car you'll eat up a lot of time wandering the wastes. Until you find your first town you'll also burn a lot of time resting to heal.
 
Exellent idea.

If possibe, add in multiple elements in each city that can be randomized, such as gangs and muggers, and set it up so each city will be differnt each time you play.
 
Red: Couldn't a program be written to change the date info in the save game file?

I played a test game following Gauntlet's Survival idea as closely as possible. I wanted to see what impact the 13 year limit would have on this style of game.

First let me say it was an interesting and fun way to play. After leaving the village I never visited any towns. I only made it to level 9 before running out of time. Of course in Gauntlet's mod you will get to a higher level than I did. That will vary depending on which towns you find though. It still seems that getting slayer/sniper with enough time to enjoy them will be hard. I'll never understand why such a stupid thing (13 year t.l.) was ever put into the game.
 
Yes, setting the game time should be possible. Never saw a patch that did it though (and in a normal game this could screw things up).

The game uses "ticks"; 10 ticks per second (wonder if the game is actually running at ~10fps too, anyhoo..) 10*60(s)*60(h)*24(d)*365(y) = 4099680000; now an unsigned long is 2^32 = 4294967296... This means that the game stops around 13 years to avoid looping back to 0 (and avoid bugs and possibly crashes, not to mention having to explain this whole logic of time travel)
 
Is there a way to make the game think that you have allready won, and have it START in sanfran at the tanker, with the continue y/n option like you get when you win ?
 
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