Fallout in Fallout 2 Engine?

hackenberg

Heading for Lost Vegas
Has anyone considered taking everything from Fallout and putting it into the Fallout 2 engine? It would be really nice to get some control over Ian and the other minions.
 
It's the same engine, just slightly tweaked. It'd be interesting to see though - anyone know if just copying all the FO1 game assets to the FO2 folder would work if a few tweaks were made?
 
One problem is that FO2 is hardcoded to require that you start in a map with a certain name, the entrence to the temple of trials.

But that would be simple enough if you renamed the V13 cave I suppose.......


It would certainly befun to have.
 
Legality is a question here.

I think it's possible to leave out most protos and almost all FRMs though. They are mostly recycled or left untouched in Fallout 2.
The name of the starting village can be overwritten using a patch loader or modifying the EXE, I think.

Of course the talking heads and speeches would need to be put in again. They are not in the Fallout 2 DATs because of their size.
 
Ashmo said:
Legality is a question here.

I imagine that people who possess both Fallout games could install F2, then run the mod installer or whatever and have it extract all the neccessary data from the Fallout 1 CD.

I don't think modifying the .exe would be required for the starting map, but what about the Water Chip time limit (and others)? Are they hardcoded?
 
A new time limit could proably be established, with a good 'nuff programer.
If this was done, the locations left out would need to be added to the game.
 
I agree that the timmer would be the only problem, but if since it is the same engine the function is probably still there but just not used in FO2.

You could just use the FO boot patch thingie to start the game. It would be worth having a go at making it. You would probably need to conver the DAT files as FO1 uses a different format to FO2, or the easier way would be to:

1) Extract both FO1 DATs to the Data folder.
2) Use the FO2 boot loader to start at Vault 13.

From there on in it would be mainly tweaks etc... One of the main things to change would be the CNPCs as you would need to add options for combat controls to them.

Anyone out there want to give this a try?
 
Some files like City.txt(city info) and maps.txt(maps info) and worldmap.txt(encounters etc.) are not present in FO1, so you have to write them from scratch.
 
blow that for a joke! Then again if you use the find and replace option of word it shouldnt be too bad.

How did FO1 set the city location then?
 
I for one would REALLY like to play FO1 in the greatness that they added into FO2 like

highlghting tagets into green and yellow, controlling NPCs, using 'punch' and 'kick' instead of 'unarmed', the slightly changed GUI, the slight differences in the map, the possibility of putting the CAR into FO1 :D, ability to 'push' NPCs out of the way, and all that other stuff thats better in FO2, ot to mention modding be easier if it were ported to FO2 (i think)
 
So, the consensus is that it is possible then? Can anyone come up with a general list of what would need to be done to do it? I've got tons of time to kill at work, so if it's largely a matter of "find-and-replace" tasks I'll give it a try.
 
NinjaAssassin said:
I for one would REALLY like to play FO1 in the greatness that they added into FO2 like

highlghting tagets into green and yellow, controlling NPCs, using 'punch' and 'kick' instead of 'unarmed', the slightly changed GUI, the slight differences in the map, the possibility of putting the CAR into FO1 :D, ability to 'push' NPCs out of the way, and all that other stuff thats better in FO2, ot to mention modding be easier if it were ported to FO2 (i think)

You mean there were yellow highlights as well? I only remember red and green highlights.

...

Then again maybe my green deficiency might be part of the reason. Stupid half-colors.
 
Yellow highlights were for enemies that were behind walls/buildings I believe.

There was a perk (Friendly Foe) in FO to see allies in green rather than red. It would be a (slight) corruption of Fallout to highlight them differently without the perk. It's not big enough to make much difference tho'. After all, in FO, your allies were sometimes your biggest threat. :lol:
 
Step 1
I suspose the first step would be to extract the Fallout 1 DAT files as they are different to Fallout 2's. I suspose you could make new Fallout2 Dats, but it wouldbt be nessacary.


Step 2
jargo said:
Some files like City.txt(city info) and maps.txt(maps info) and worldmap.txt(encounters etc.) are not present in FO1, so you have to write them from scratch.

This would be the first real task, unless we could just extract this information from the fallout1.exe.


Step 3
NPCs need updating. I think the combat controls etc... would need to be added and the rest of hte NPC updated

Step 4
Scripts?????
 
The critter PROs would be a problem, as many or most are replaced in Fo2 (unlike the item PROs where there are only minor changes), and the formats aren't compatible. Ask TeamX if they'd like to come up with a FUCK equivalent for Fo1, and/or a file converter.

I'm sceptical about the project as a whole, but if someone wants to go ahead and try...
 
I think that Critter pro format from FO1 is almost the same like in FO2 . You need only to add 4 bytes at the end of every *.pro to make it in fallout 2 size.
(if i remember right)
 
Its been 3 years has anyone made any progress in the little project or a dent maybe?

I'm iterested in this and want to try man hand at it when i get a few mods under my belt.

Sorry if im grave digging didnt want to start a new topic.
 
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