New ammo - game crash.

Mulligun

Still Mildly Glowing
Hello.
I've created a new ammo using f2wedit. Now, when i try to start a new game an error: occurs:

I've noticed that there is sth. wrong with pro_item.msg file. f2wedit added a new 2 lines of the ammo descriptions to the file. When i manually delete that two new description lines from pro_item.msg the game runs without any problems.
 

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I use mr stalin Falllout 2 proto manager to create new protos, it add new descriptions in the pro_item or pro_crit on it's own as well, and I never have problems with it. You should try with this tool.
Or you could add yourself the new descriptions, but why bother if a tool does it. If your game crash with the lines added by f2wedit, it seem likely there is a wrong formating afterwards. Duplicate lines number, missing bracket, this kind of things.
 
I just made test, adding new ammo doesn't crash game. Function of adding new ammo does: add new line to items.lst, add *.pro file, add two lines to pro_item.msg. All is made good, the game starts ok.
Make an ammo and show screenshot from f2wedit. Maybe you miss something.
 
I use mr stalin Falllout 2 proto manager to create new protos, it add new descriptions in the pro_item or pro_crit on it's own as well, and I never have problems with it. You should try with this tool.
Or you could add yourself the new descriptions, but why bother if a tool does it. If your game crash with the lines added by f2wedit, it seem likely there is a wrong formating afterwards. Duplicate lines number, missing bracket, this kind of things.

Is it possible to create infinite ammos with Fallout2 ProtoManager ???

If yes, how ?
 
Is it possible to create infinite ammos with Fallout2 ProtoManager ???

If yes, how ?

To make expansion of existing ammo like more powerful shotgun shells or 223. AP ammo is easy.

When you like to make completely new caliber it will be harder.

I make new ammo with the Fwedit tool
And include that ammo in world with fallout mapper.
 
F2wedit is now compatible with Fallout 2 Restoration project updated v12 ?

Because before when i use this tool with Fallout 2 older RPU to edit critters it give me black screen and i cannot exit the map/area, i cannot advance in the game
 
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F2wedit is now compatible with Fallout 2 Restoration project updated v12 ?

Because before when i use this tool with Fallout 2 older RPU to edit critters it give me black screen and i cannot exit the map/area, i can advance in the game

I use it with restoration project and haven't problems with it.

This Tool is not for Critters to edit, only for the Items you ask for ammo why you say now critters .
 
I use it with restoration project and haven't problems with it.

This Tool is not for Critters to edit, only for the Items you ask for ammo why you say now critters .

Sorry wrong term ^^ Yes i mean "Items", this why i switched to Fallout2 ProtoManager, before i used F2wedit to edit ammos and weapons and it give me the bug i talked in my precedent message with RPU v9

You use F2wedit with RPU v12 ?
 
Sorry wrong term ^^ Yes i mean "Items", this why i switched to Fallout2 ProtoManager, before i used F2wedit to edit ammos and weapons and it give me the bug i talked in my precedent message with RPU v9

You use F2wedit with RPU v12 ?

Ok what you exactly done, had you edit the old weapons and ammo or tried to make new ones. When you make new weapons or ammo you must write them to items list,and you need a picture which is fit for fallout or you will have errors.

Yes i use this and the mapper without problems yet.
 
Ok what you exactly done, had you edit the old weapons and ammo or tried to make new ones. When you make new weapons or ammo you must write them to items list,and you need a picture which is fit for fallout or you will have errors.

Yes i use this and the mapper without problems yet.

I edited the old weapons and ammos (weapons with only burst mode for exemple)

You use which version of F2wedit ?
If there is no more problem/bug like in RPU v9 i can give another try to F2wedit ^^
 
I edited the old weapons and ammos (weapons with only burst mode for exemple)

You use which version of F2wedit ?
If there is no more problem/bug like in RPU v9 i can give another try to F2wedit ^^

I use f2wedit 1.4.11.30 there is no bug i have change every items stats, and create new items without any problem and i have tested many times.
 
I checked, i have the same version as you : F2wedit v.1.4.11.30

I will try to edit weapons with the last RPU v12 and see what happen ^^

 
I tried

It give me the same bug... I go to The Den : black screen, the player can move but is blocked in the area, i cannot exit the map/area, i cannot advance in the game
 
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I tried

It give me the same bug... I go to The Den : black screen, the player can move but is blocked in the area, i cannot exit the map/area, i cannot advance in the game

Have you changed the map with the mapper? have you installed other mods?
And what exactly you changed in the weapons and ammo?

I will go to The Den with my changes and test it another time, but i dont thing that will be a problem.

Edit: i have test it go to the den all things ok.. Then i start new game and go to arroyo ok then Klamath ok and The Den ok.
 
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No i just edited items, i never used/changed the mapper

I have Fallout 1in2 mod, but it did the same without this mod i installed recently

Changes:
- Weapons (to only burst mode, min max dmg, range, quantity of ammo)
- Ammos (the quantity, price and weight)

If i edit the exact the same things with Fallout2 ProtoManager it work well, i never had a problem with Fallout RPU

If i use F2wedit to edit items it always broke/bug the game
 
I'm trying to create a new ammo type using F2 Proto Manager(1.2.0) in F2 with RP. The editor assigns a new id for my ammo - 00000532. I'm using F2 with RP and in rp.dat file there is ALREADY a pro with 00000532 id! So my question is how to make the editor to take into account the extra RP dat files including pro files not to overlap/mess up things?
 
I'm trying to create a new ammo type using F2 Proto Manager(1.2.0) in F2 with RP. The editor assigns a new id for my ammo - 00000532. I'm using F2 with RP and in rp.dat file there is ALREADY a pro with 00000532 id! So my question is how to make the editor to take into account the extra RP dat files including pro files not to overlap/mess up things?

00000532 is normally the Sam Pritchard Map.

You can change the id.you go into folder proto then items and there is items.lst.
 
No i just edited items, i never used/changed the mapper

I have Fallout 1in2 mod, but it did the same without this mod i installed recently

Changes:
- Weapons (to only burst mode, min max dmg, range, quantity of ammo)
- Ammos (the quantity, price and weight)

If i edit the exact the same things with Fallout2 ProtoManager it work well, i never had a problem with Fallout RPU

If i use F2wedit to edit items it always broke/bug the game

Ok then use the proto manager,i dont like this Tool

F2wedit is better.
 
00000532 is normally the Sam Pritchard Map.

You can change the id.you go into folder proto then items and there is items.lst.
so just rename the *.pro file to some unique name? And this won't crash the game etc such manual editing?
 
Ok then use the proto manager,i dont like this Tool

F2wedit is better.

My experience with this two tools to edit items is that :
F2wedit is more complete, you can do more complex things
Fallout2 ProtoManager is more simple and safe to avoid problems
 
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