Questions about scripting
You can get the jumpsuit and pipboy by playing this vsuit.mve movie.
It is hardcoded in Fallout2.exe at offset 000f1b5c
You have there list of all movies, you get the pip boy if you play 4 th movie from begining(standart vsuit.mve but you can change it to another if you want )
000F1B5C 6970 6C6F 676F 2E6D 7665 0000 696E 7472 iplogo.mve..intr
000F1B6C 6F2E 6D76 6500 0000 656C 6465 722E 6D76 o.mve...elder.mv
000F1B7C 6500 0000 7673 7569 742E 6D76 6500 0000 e...vsuit.mve...
000F1B8C 6166 6169 6C65 642E 6D76 6500 6164 6573 afailed.mve.ades
000F1B9C 7472 6F79 2E6D 7665 0000 0000 6361 722E troy.mve....car.
000F1BAC 6D76 6500 6361 7274 7563 6369 2E6D 7665 mve.cartucci.mve
000F1BBC 0000 0000 7469 6D65 6F75 742E 6D76 6500 ....timeout.mve.
000F1BCC 7461 6E6B 6572 2E6D 7665 0000 656E 636C tanker.mve..encl
000F1BDC 6176 652E 6D76 6500 6465 7272 6963 6B2E ave.mve.derrick.
000F1BEC 6D76 6500 6172 7469 6D65 7231 2E6D 7665 mve.artimer1.mve
000F1BFC 0000 0000 6172 7469 6D65 7232 2E6D 7665 ....artimer2.mve
000F1C0C 0000 0000 6172 7469 6D65 7233 2E6D 7665 ....artimer3.mve
000F1C1C 0000 0000 6172 7469 6D65 7234 2E6D 7665 ....artimer4.mve
000F1C2C 0000 0000 6372 6564 6974 732E 6D76 6500 ....credits.mve
It is hardcoded in Fallout2.exe at offset 000f1b5c
You have there list of all movies, you get the pip boy if you play 4 th movie from begining(standart vsuit.mve but you can change it to another if you want )
000F1B5C 6970 6C6F 676F 2E6D 7665 0000 696E 7472 iplogo.mve..intr
000F1B6C 6F2E 6D76 6500 0000 656C 6465 722E 6D76 o.mve...elder.mv
000F1B7C 6500 0000 7673 7569 742E 6D76 6500 0000 e...vsuit.mve...
000F1B8C 6166 6169 6C65 642E 6D76 6500 6164 6573 afailed.mve.ades
000F1B9C 7472 6F79 2E6D 7665 0000 0000 6361 722E troy.mve....car.
000F1BAC 6D76 6500 6361 7274 7563 6369 2E6D 7665 mve.cartucci.mve
000F1BBC 0000 0000 7469 6D65 6F75 742E 6D76 6500 ....timeout.mve.
000F1BCC 7461 6E6B 6572 2E6D 7665 0000 656E 636C tanker.mve..encl
000F1BDC 6176 652E 6D76 6500 6465 7272 6963 6B2E ave.mve.derrick.
000F1BEC 6D76 6500 6172 7469 6D65 7231 2E6D 7665 mve.artimer1.mve
000F1BFC 0000 0000 6172 7469 6D65 7232 2E6D 7665 ....artimer2.mve
000F1C0C 0000 0000 6172 7469 6D65 7233 2E6D 7665 ....artimer3.mve
000F1C1C 0000 0000 6172 7469 6D65 7234 2E6D 7665 ....artimer4.mve
000F1C2C 0000 0000 6372 6564 6974 732E 6D76 6500 ....credits.mve
- Red
- Hero of the Glowing Lands
- Posts: 2085
- Joined: Wed May 15, 2002 11:58 am
- Location: Nowhere (important anyway)
- Contact:
OK, I made sure that was it. I stripped EVERYTHING from the arroyo script, except for start, map_enter_p_proc and map_update_p_proc. map_update was lett as is since it doesn't affect anything, start was already empty, and everything but play_gmovie(VSUIT_MOVIE); was removed from it.
I slapped that into a totally empty map which I specified to use that script (test1.int), and it worked as expected, playing the movie.
Once the movie was finished, I was standing -- with the vault suit.
For the picky, CheckPartyMemberNeerDoor was added - as with all scripts who pass through normal compilation. I'm aiming to remove that from any scripts I compile given it's not essential (it shouldn't be... should only be used either in door scripts, or NPC+PC scripts... but not ALL DAMN SCRIPTS).
I slapped that into a totally empty map which I specified to use that script (test1.int), and it worked as expected, playing the movie.
Once the movie was finished, I was standing -- with the vault suit.
For the picky, CheckPartyMemberNeerDoor was added - as with all scripts who pass through normal compilation. I'm aiming to remove that from any scripts I compile given it's not essential (it shouldn't be... should only be used either in door scripts, or NPC+PC scripts... but not ALL DAMN SCRIPTS).
...
-
- SDF!
- Posts: 17
- Joined: Tue May 06, 2003 3:26 pm
- Location: Somewhere in france
to have the pipboy at the start you have to patch:
UK version 75 to EB at offset 875C1
FR version 75 to EB at offset 876E1
US version 75 to EB at offset 87411
replace all hmwarr to hmjmps an hfprim to hfjmps to have the vsuit
since it's a little crappy to do this, i'll se if i can make a memory patch
UK version 75 to EB at offset 875C1
FR version 75 to EB at offset 876E1
US version 75 to EB at offset 87411
replace all hmwarr to hmjmps an hfprim to hfjmps to have the vsuit
since it's a little crappy to do this, i'll se if i can make a memory patch
Gents, this is pretty heavy stuff (well, for me) but is there any chance one of you could lay on a layman-simple 'how to give the hero character the Vault Suit and Pip-boy by default at the start of the game' tutorial in the usual FAQ suggestion thread at the top of the forum when you're done? Would be appreciated - I can't imagine anyone making a total conversion will want anything like the Temple of Trials at the start of their mod, so it would be a useful addition to our SCROLLS OF KNOWLEDGE!!
Basicaly you HAVE to play the VSUIT_MOVIE ( see arvillag script for example ) to get the vault suit and pipboy, unless you want to alter the fallout exe, which you are not allowed to do ( or are, but not allowed to send it to anyone else.. ) for copyright reasons..
to have your character look like s/he's in the vaultsuit then you just need to change the hero frm's for tribal to the hero frm's for the Vaultsuit.. although this would simply be cosmetic.. ( not sure if the armour stats are different between tribal and vault suit.. ?? ) and would not get you the pipboy..
The game also automatically plays the elder intro movie ("come in chosen one... ")
so you're stuck with that too unless you know anyone who can make CG movies and convert them to the right format..???
to have your character look like s/he's in the vaultsuit then you just need to change the hero frm's for tribal to the hero frm's for the Vaultsuit.. although this would simply be cosmetic.. ( not sure if the armour stats are different between tribal and vault suit.. ?? ) and would not get you the pipboy..
The game also automatically plays the elder intro movie ("come in chosen one... ")
so you're stuck with that too unless you know anyone who can make CG movies and convert them to the right format..???
I dont want to look like some wild russian pirate, stealing from BIS, but IMHO copyright issues a little outdated now, plus - we dont get any profit from it and do it with good means (no virus or trademark profanation). So little exe modification can be tolerated. (Its a very painful question though )Basicaly you HAVE to play the VSUIT_MOVIE ( see arvillag script for example ) to get the vault suit and pipboy, unless you want to alter the fallout exe, which you are not allowed to do ( or are, but not allowed to send it to anyone else.. ) for copyright reasons..
Such a interesting thing like a wearing armor by your party members was done 1,5 years ago by one russian programmer (oow, those mystery russian programmers from old myths 8) ), but it was never released because of copyright issues... such a pity, isnt it?
About MVE - great ABel currently working on AVI->MVE encoder, and already has functioning prototype, but it not released yet. Tune on news frequency of TeamX.ru.
In this world there are two kinds of people, my friend...those with Power of Moon Prism, and those who dig. You dig.
- Red
- Hero of the Glowing Lands
- Posts: 2085
- Joined: Wed May 15, 2002 11:58 am
- Location: Nowhere (important anyway)
- Contact:
As an added bonus to indeed being a copyright issue, it "breaks" the normal game... So whoever supplies a "patch" should make sure to backup the original fallout2.exe (or leave it there altogether and use your "pathed" exe to run your mod... which is actually a quite clever solution - wonder if we could patch it so that it looks for patch002.dat first instead of patch000.dat so that it would use that one instead? This way some mods could coexist with the official original game).
...
May be it must be done in "loader" form, when Fallout exe patches "on the fly", when our patch load it into memory.
Anyway, exe modification can add many very useful functions, include new script commands.
Anyway, exe modification can add many very useful functions, include new script commands.
In this world there are two kinds of people, my friend...those with Power of Moon Prism, and those who dig. You dig.
-
- SDF!
- Posts: 17
- Joined: Tue May 06, 2003 3:26 pm
- Location: Somewhere in france
I've made a small loader, it patches the prog in memory to give the pipboy and have the suit: <a href="www.ifrance.com/foloader/loader.exe">here</a>
-
- SDF!
- Posts: 17
- Joined: Tue May 06, 2003 3:26 pm
- Location: Somewhere in france
<a href="http://www.ifrance.com/foloader/loader.exe">Here</a> sorry... bad copy/paste
-
- SDF!
- Posts: 17
- Joined: Tue May 06, 2003 3:26 pm
- Location: Somewhere in france
To make that you don't need to change fallout.exe file.Such a interesting thing like a wearing armor by your party members was done 1,5 years ago by one russian programmer (oow, those mystery russian programmers from old myths 8) ), but it was never released because of copyright issues... such a pity, isnt it?
I make such mod about 2 months ago (its name is b- team) and it works.
I make new wersion in this week.
If youn want, you can dwnload Friendly klint mod from
http://strony.wp.pl/wp/jargo3/ he olsow change armor.
I think that memory patch don't break copyright law (he do not modyfi exe file)
Adding new script's commands would be grat but hard to do
- Red
- Hero of the Glowing Lands
- Posts: 2085
- Joined: Wed May 15, 2002 11:58 am
- Location: Nowhere (important anyway)
- Contact:
Who cares about that old russian mod for party memebers: 1) wasn't released and b) broke the exe... For all we know he might hve send people touched up pictures... I like to SEE things to beleive them.
Jargo's mod on the other hand works perfectly and didn't require any exe hacking...
Making memory patches is perfectly legit, except if it's specifically to subvert copy-protection - which in this case it isn't.
Jargo's mod on the other hand works perfectly and didn't require any exe hacking...
Making memory patches is perfectly legit, except if it's specifically to subvert copy-protection - which in this case it isn't.
...