viewing the system

ThaGuv

First time out of the vault
K so Im new here, hey.

This game is based on an RPG. there's a system to it. Im trying to figure out how to crack into the core files and VIEW this system. like is there ANY file that flat out lays out the system for the skills, weapons (i found the weapons and skills and such) i just need how to implement them. How it all adds up.

thanks in advance if you can help.
-Guv
 
Dude... there are like a whole slew of modding tools for Fallout 2 and Fallout Tactics (and even some for Fallout)

In fact, this WHOLE FORUM is about that :p

:look:


In fact you should really read the top post of this forum (the announcement)....
 
uhhhh... ok... thanks... i cant find the mod tool for tactics... is there one?

and you're SURE you dont know how to just VIEW the source stuff. i could care less about modding it. i just wanna get in and view the source and be able to read it about the system.
 
the mod tool for tactics comes with the game i believe.. well at least the scenario builder

also the mod tools in general allow you to view the data in the files. because the data is packed into some binary format.

there are a number of experienced modders for all three games around here, and I'm sure someone could point you in the correct direction WAY better than I can.
 
It would of helped if you had defined which game in the thread title. Or even your opening post. This thread covers modding all 3 Fallout PC games, as well as Fallout mods for other pc games.

I don't know what you mean by reading the system? From your sentence about viewing the source are you talking about looking at the code? If so your on your own, unless you can get into contact with some of the people who have produced save game editors etc.

Otherwise the FT Tools come with the 1.27 patch and are in the same folder as the game exe. The main files, the bos files are renamed uncompressed zip folders so you can open them with winzip or winrar.
 
right... fallout tactics... I got confused i guess

uhhh yeah cuz to tell you the truth what im doing is im trying to set up a fallout RPG d20 type system. and i know all of the fallout's are based loosely on a d20 system. so i was hoping there would be a way to see how each stat interacts with another... without going through and playing the game until i die. over and over (which i already do)

thanks i guess... where do you suggest i post a topic like this, where someone who may know the answer would find it?
 
Well if you look in the files section there's the bonus mission patch which also adds the rules for a table top warfare version of FOT. If you also read some of the forums before posting you'd of seen there's already several pnp rules of Fallout and FOT.

http://www.nma-fallout.com/forum/viewtopic.php?t=15229 for example.

If you don't want to use any of them as a basis, just clicking on each skill in the character screen of any of the Fallout PC games will show you the forumla used and connection to which stats, above the description of that skill.
 
yeah i got that much, the skills and their modifiers. but i was looking for like... attack and such... the rolls (there has to be a randomnizer in the program somewhere) and how the attack systems work.
 
well that's part of the core engine. probably written in C++ and compiled into an nice executable binary.

so unless you can disassemble the binary into at *least* assembler and understand that assembly code, you are not going to find out the original calculations.
 
yeah darn, i know basic C++... but im sure theres no way to decrypt that binary is there.... :(
 
ThaGuv said:
k would this work for FO2?? for viewing some sources?

http://www.nma-fallout.com/forum/dload.php?action=file&file_id=102

OK, well I still am unclear what exactly you want to accomplish, but if you want to see the how the randomizer works, etc, you ain't gonna find that unless you can understand assembly. The file (link) you found is to a program that extract the Fallout dat files which contain all the scripts, artwork, text files, maps, and so on. These files do not contain the specific information that you are looking for though. The script files that are found can be considered a main part of the "source" since they contain the code used in the operations of all the characters, maps, items, etc throughout the game.

The operations of skills, perks, etc (which I think is what you are trying to work with) are all hardcoded and cannot be edited without a hex editor and an understanding of assembly. As for looking at weapons, you can use a program to edit each weapon and change how much damage it does, what ammo it takes, what picture is associated with it, etc.

Honestly to get an understanding of Fallout you have to just experiment. Download all those files under the modding section, extract the master.dat, and begin to play around. I could spend hours explaining all that I have learned about Fallout but in the end it will most likely mean squat to you unless you yourself work with the files and see with your own eyes what is going on. That's where I started and I feel I progressed nicely.
 
alright thank you a lot killap

that was basically what i needed.. i have the weapon stuff.. i just needed to figure out how the weapons interact with the skills... and yeah, i typed all the skills how they work, that junk up. like Base + 23% + AG or w/e.

ehhhhhhhh i think we are gunna wind up making our own d20 system for this one :? shouldnt be too much work... the skills and stuff should be easy enough to work with...

thanks again.
 
have fun... i do find the original PnP rules a bit math heavy. i imagine it is probably trying to emulate the the original computer game engine as much as possible, not necessarily the best thing as the computer game can make all the rolls and math calculations accurately and quickly

but it's still a decent little reference IMO
 
As far as I know the Fallout gaming engine was originally supposed to be based on the G.U.R.P.S. (Generic Universal Role Playing System) by Steve Jackson, and according to the PnP gamers I know who've tried GURPS it's rather complex, far more complex than most other PnP RPGs. [However due to conflicts with Steven Jackson Games, Interplay had to 'create' their own system called S.P.E.C.I.A.L. - dunno what it stands for though, and you can bet it just modifies the GURPS enough so that it's not the same system.]

Based on the d100 system (i.e. 2d10s - one representing tens, one representing ones). Which is why skills are based on 100 percentile with modifiers applied. The basics of the combat system are laid out in the manual.

[if you want to change it to a d20 system, just divide the values by 5]

It's worthwhile to note that the complexity of GURPS [IMO] was such as to allow GMs [Game Masters] and players to modify ANY existing game system (AD&D, Shadowrun, Mechwarrior/Battletech, the White Wolf system, etc.) to GURPS and tailor the system to their liking. In my experience as a PnP player and gamemaster, it's far easier to simplify a complex system than it is to expand a simple system.

[Imagine how much easier it is to summarise a book than it is to summerise the summary of a book]

So in short, if you want to know the game mechanics behind the Fallout series take a look at GURPS. Though I bet most of it's on the site mentioned in the above posts.
 
hehe - steve jackson games didn't like the way the Fallout was going (too violent and adult oriented) - so they pulled out, Interplay came with up with their own system and plugged it into the game engine

SPECIAL = ST, PE, EN, CH, IN, AG, LK
 
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