Fallout 2 utility BIS Mapper | The easiest way of testing my own scripts

Femic

First time out of the vault
Hi all,

I manipulated some scripts delivered with the BIS Mapper and now I want to try if they work.
When I want to assign a critter a maniupalted script unfortunately I cannot choose any scripts in the BIS Mapper. It seems the Mapper gets all scripts out of the master.dat file lying in my Fallout2 folder.
Do I really need to create a new master.dat any time I want to test a manipulated script?
Isn't there an easier way?

Thank you and kind regards.
 
Did you define the script correctly in the scripts.lst file? The mapper reads files from there.

I have never repacked the master.dat file ever. In fact, I'm not packing any .dat files.
 
Thanks for your quick answer.

I did a fresh GOG install of Fallout2 and my folder structure looks like this:
Fallout 2
|-->data
|-->art
|-->critter.dat
|-->data //empty
|-->maps
|-->SAVEGAME
|-->scripts //empty
|-->sound
|-->worldmap.dat

I read that I need to write my scripts name into the script.h and script.lst files located in 'Fallout2\Data\Script\HEADERS' and 'Fallout2\Data\Script\' folder.
But I cannot manage to find them anywhere.
 
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You have to extract scripts.lst file from your Master.dat file.
If you don't have scripts.h in your \headers\ folder, then I don't know where you got your scripts from.
 
I got the scripts in ssl format from the 'BIS mapper patched (+complementary ressources).rar'.
I've got the scripts.h in the \headers\ folder delivered with the BIS Mapper but not in the regular Fallout2 installation.

My mapper2.cfg looks like this:
[debug]
mode=environment
output_map_data_info=0
show_load_info=0
show_script_messages=0
show_tile_num=0

[mapper]
default_f8_as_game=1
fix_map_inventory=0
fix_map_objects=0
ignore_rebuild_errors=0
librarian=0
override_librarian=0
rebuild_protos=0
run_mapper_as_game=0
save_text_maps=0
show_pid_numbers=0
sort_script_list=1
use_art_not_protos=0

[preferences]
brightness=1.000000
combat_difficulty=1
combat_looks=0
combat_messages=1
combat_speed=0
combat_taunts=1
game_difficulty=1
item_highlight=1
language_filter=0
mouse_sensitivity=1.000000
player_speedup=0
running=0
subtitles=0
target_highlight=2
text_base_delay=3.500000
text_line_delay=1.399994
violence_level=3

[sound]
cache_size=448
device=-1
dma=-1
initialize=1
irq=-1
master_volume=22281
music=1
music_path1=F:\GOG Galaxy\Games\Fallout 2\data\sound\music\
music_path2=F:\GOG Galaxy\Games\Fallout 2\data\sound\music\
music_volume=22281
port=-1
sndfx_volume=22281
sounds=1
speech=1
speech_volume=22281

[system]
art_cache_size=261
cdlock=
color_cycling=1
critter_dat=F:\GOG Galaxy\Games\Fallout 2\critter.dat
critter_patches=F:\GOG Galaxy\Games\Fallout 2\data
cycle_speed_factor=1
executable=mapper
free_space=0
hashing=1
interrupt_walk=1
language=english
master_dat=F:\GOG Galaxy\Games\Fallout 2\master.dat
master_patches=F:\GOG Galaxy\Games\Fallout 2\data
scroll_lock=0
splash=1
times_run=1
 
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Mapper doesn't care about .ssl and .h files. It only wants .int. If it can't find your new .ssl file, then it's not correctly defined.
 
I found the problem. I didn't compile the .ssl file into a .int file.
Now I compiled it and put the .int file into the \Fallout 2\data\scripts folder.
The mapper is now able to find the script.

I guess I unerstood now. The scripts.h does only concern the compiler. So the compiler knows what scripts to compile.

In fact, I'm not packing any .dat files.
Didn't you pack 'shattered_eng.dat'? ;)

Thanks for your help.
 
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