Can you download this archive, then:
1. Copy it to your fallout 2 directory
2. Unpack it
3. Run listfall.bat
4. Send me listfall.dat on my e-mail
It's possible that I will help you with your problem.
Extract dat2 archive into the folder with master.dat.
Type in command line:
dat2 x -r master.dat /art/cuts/*.*
Then extract into the folder /art/cuts/ mve2avi archive and type:
pm23 intro.mve
Use VrtualDub to recompress AVI with any MPEG codec.
>Cool ... is there documentation on exactly how perks and traits affect the stats?
It's easy to find out.
>Do effects (modifier amounts) of perks/traits get stored in protos as bonus, or are they runtime calculations in the engine.
NPC doesn't have traits or perks and player doesn't...
>Since I am matching what engine script calls report, I am confident my code is right. The formulae also match what is listed in the game
Fallout II Savegame cracker (fall2crk) use the same formulas, but it take into account Traits and Perks.
>It says barter flag 2c-2f above, but barter was missing. This address 2C-2F I would call Critter Flags rather than Barter Flags since barter is only one of them.
In TeamX documentation they called "Critter Flags" too. It's my mistake.
>Earlier I mentioned a problem with Light Intensity...
There is a great guy in Russian community, who combining the two maps (territories of FO1 and FO2) into one.
With the same cities, but new quests.
His name is Pavel.
>I really like your Fallout Cracker
His author is McFly. I just fixed some bugs.
About stats: it works in cracker, but the game don't allow to set them greater then 10.
And I didn't want to wound you. Sorry, if I did.
Original FO2 compiler source code. Based on Klingon Academy (KA) compiler sources. Author - Anchorite.
>So is there a plan in the works for making a fallout 1 character cracker?
No time . No plans.
/And why in character cracker 1.4 do the stats go up to 20
Cracker doesn't change...
>In the mapper, setting this to 50% writes 80000h...
Strange.
>Since multiples of these flags can be set on, must one use bitwise logic to check which flags are set?
Yes, of course.
>Changing the kill type writes the value at offset 19B. I think the kill type is 198-19B.
Yes...
TeamX is going ahead of whole world!
Wasteland Ghost a few time ago has updated the documentation of PRO format.
But TeamX is very silent organisation and the big problem is translation to english.
0C-0F - Light Distance in hexes ( 0-8 )
10-13 - Light Intensity (0x000XXXXX – number from 0...
Our unexcelled Anchorite for the last 4 months was researching the sources of KA compiler (the same as the Fallout compiler).
The results of research are:
1. FO2 script compiler. BIS compiler, with bugfixes. No DOS4GW needed. Sources.
2. FO1 script compiler. Sources see above.
3. FO1 and FO2...