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Posted: Tue May 06, 2003 7:24 pm
by Jargo
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
Posted: Tue May 06, 2003 10:21 pm
by Red
Would be easyer to include a new bogus (and ideally empty, or close...) mve in patch000.dat instead of hacking the exe...
Well, no, it wouldn't be easyer per say, but it would be more legal AND nicer for the end user if you did that. Since hacking the EXE would b0rk the normal game.
Posted: Tue May 06, 2003 11:10 pm
by ColJack
so basically, ANYTHING in the patch000.dat overrides it's master.dat counterpart???
all of the scripts and pro's??
AND the .txt files??? usefull for those of us doing sequels....
Posted: Wed May 07, 2003 12:12 am
by Red
Yup, that's the whole idea of the patch000.dat...
Posted: Wed May 07, 2003 4:17 am
by Red
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).
Posted: Wed May 07, 2003 4:41 am
by Red
More tests: change both cfg and mve to 0 byte files... Makes a neverending black screen. Though escapable with a simple press of Esc...
We'll need something better then that... And the IPLY movie won't do (though better then nothing I guess).
Posted: Wed May 07, 2003 10:48 am
by backstabber
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
Posted: Wed May 07, 2003 12:33 pm
by Red
Um, dude, do you have to do BOTH these things? Or just one?
I sure hope for you it's just one.
Posted: Wed May 07, 2003 8:50 pm
by ColJack
depends on whether you can get the pipboy any other way?
the 2 files to replace are just the male and female hero frames..
Posted: Wed May 07, 2003 9:37 pm
by Jargo
hey, it works fine
I olsow have found something.
At offset
00107D13 0000 0000 0061 7276 696C 6C61 672E 6D61 .....arvillag.ma
00107D23 7000 0000 0000 p.....
you can change starting map (first map loaded after game start)
and you can change it to another map(normal is artemple.map )
Posted: Wed May 07, 2003 9:49 pm
by Stevie D
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!!
Posted: Wed May 07, 2003 10:22 pm
by ColJack
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..???
Posted: Thu May 08, 2003 12:16 am
by TryKos
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..
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
)
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.
Posted: Thu May 08, 2003 2:26 am
by Red
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).
Posted: Thu May 08, 2003 2:49 am
by TryKos
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.
Posted: Thu May 08, 2003 6:32 am
by backstabber
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>
Posted: Thu May 08, 2003 6:33 am
by backstabber
Posted: Thu May 08, 2003 6:56 am
by backstabber
oh! and for changing patch000's name, it seems to work, you have to replace the patch%03d.dat string with wathever you want...
Posted: Thu May 08, 2003 7:03 am
by Jargo
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?
To make that you don't need to change fallout.exe file.
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
Posted: Thu May 08, 2003 12:14 pm
by Red
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.