Mapper crash trying to edit Sentry Robot (77.pro)

Glovz

Vault Dweller
Modder
Has anyone else experienced a mapper crash when trying to edit the Sentry Robot? I believe its 77.pro - even the fuck critter editing utility does not recognize the file.

Edit:
I just had it happen with the Weaker Brahmin as well.
 
I'm having a similar problem editing the Fire Gecko Pelt in F2wedit. That proto was added by killap's unofficial patch. The issues may be related, so I thought I'd post it here instead of making a new thread.
 
The critters proto files numbered: 77 and 114 has smaller size (412) instead 416 as all Fallout2 critters proto files.

@encinodude
what version of F2wedit do you use? I just tested this Fire Gecko Pelt in newest v1.30 and all work fine.
What kind of error is displayed when you try edit this proto?
 
@Cubik2k
Any idea how to fix 77 and 114?

It might not be worth it, but if there was something simple to do then I might consider it.
 
This is simple, just add four bytes with value "0" at the end of this files.
(this will be eight zeros because byte has two)

I hope you understand me.
 
Cubik2k said:
@encinodude
what version of F2wedit do you use? I just tested this Fire Gecko Pelt in newest v1.30 and all work fine.
What kind of error is displayed when you try edit this proto?

The error is in Polish and crashes the editor. The version I was using was 1.29, which I downloaded from NMA a few days ago. Maybe if I used 1.30 things may pan out differently.
 
I'm still getting the error with 1.30. This time it's in English: Can not unpack file "art/inven/msuomig.frm" from master.dat"
 
Cubik2k said:
This is simple, just add four bytes with value "0" at the end of this files.
(this will be eight zeros because byte has two)

I hope you understand me.
I understand but do not know how to do this. This would be done with a hex edit I presume, but this still does not help me to know how.
 
encinodude said:
I'm still getting the error with 1.30. This time it's in English: Can not unpack file "art/inven/msuomig.frm" from master.dat"

This error is possible if you do not have the file pelt3.frm in "data/art/inven" directory.
I do not know why you have the file named "msuomig.frm"???

I uploaded fixed version of F2wedit and the editor will not crash during this error but I do not know what the editor will do in future if there will be not any neccessary file.

Glovz said:
I understand but do not know how to do this. This would be done with a hex edit I presume, but this still does not help me to know how.

Use some hex editor, i.e. I use Hexwork.
Set the file attribute to your *.pro file as "archive".
Open this file in hexeditor and you will see some numbers.
Go to the end of the file, and insert eight zero's like this:
Code:
0000 0000
Save the file, make backup earlier if you want, close the hex-editor and set the "read-only" attribute to your pro file.
Thats all, good luck :)
 
I don't have any files named msuomig.frm in the folder. The problem is that the editor keeps trying to call on that file to display the image, which makes no sense unless the PRO is corrupted.
 
How do you know that the 533.pro file is corrupted? 533.pro is proto file for Fire Gecko Pelt.
The editor keeps trying to call "frm" file because the "pro" file is exists.
The bug in F2wedit is that the proto file is not loaded at all. I just tested this and I see thta this should be fixed in future.

I have propos: try to reinstall killap's patch and all will be ok.
 
Alright, I managed to solve the problem by putting a dummy msuomig.frm file into the folder so F2wedit would read it. I can't find any trace of a msuomig.frm in the game's master.dat or anywhere for the matter, interestingly. This may be something to do with killap's unofficial patch, as I haven't installed any other mods that would replace the inven.lst. Not that that should stop anyone from downloading it since it seems to be the best thing since hand lotion was invented.
 
An update on the cause of my situation. My inven.lst was messed up due to the Graphics Upgrade mod. It's got nothing to do with the F2wedit or killap's patch/expansion.
 
Glovz said:
Cubik2k said:
This is simple, just add four bytes with value "0" at the end of this files.
(this will be eight zeros because byte has two)

I hope you understand me.
I understand but do not know how to do this. This would be done with a hex edit I presume, but this still does not help me to know how.

But I know how to do this. I will do it and PM you when I am done.

EDIT: Here's how you do this.

First, get hold of the proto files you want to edit, and make sure they're not write protected. I assume you know how to use Fallout DatExplorer.

Google and download a program called XVI32. It's a hex editor. Spooky stuff.

Open the proto file with XVI32. Use these pages
http://www.nma-fallout.com/content.php?page=fo-modding-fo-items-guide
http://www.nma-fallout.com/content.php?page=fo-modding-fo-list-itemlist
http://www.nma-fallout.com/content.php?page=fo-modding-fo-critters-guide
to figure out what offsets you want to edit and what values you want to give them. Put the file in its correct game directory and make sure it's write protected. There you go.
 
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