SAVE.DAT files are archived data files that contain data for savegames. Everything about the player, party members, global variables, and state of the world map is stored here. The only thing not included is information about each town, which is stored in individual .SAV files. While they have the .DAT extension, they do not have the same format as other .DAT files. These files are found in \data\SAVEGAME\SlotXX
, XX representing the number of the save game.
As with various other Fallout data files, if you're viewing this in a Hex editor, make sure it's in "Big Endian" (non-PC) display format.
Introduction[]
Almost everything has been verified for the Mac version of Fallout 2; there may be some differences between this and the Windows version.
A little explanation of the data types:
- ASCII (C-style) strings end with a 0 byte - the hex value
0x0
, not the character '0'. So, if the length of an ASCII string is 32, it can contain 31 characters with0x0
at the end.
- ASCII (C-style) strings end with a 0 byte - the hex value
- Most numbers are written as four byte integers, in big-endian (most significant byte first) format. Negative numbers are stored in two's complement format (e.g. -1 is
0xFFFFFFFF
).
- Most numbers are written as four byte integers, in big-endian (most significant byte first) format. Negative numbers are stored in two's complement format (e.g. -1 is
- The data in a save.dat file is not written all at once, but in a series of separate functions. This can be seen when examining debug files (debug.log). When saving it has the following entries:
LOADSAVE: Save file header size written: XXXX bytes. LOADSAVE: Save function #X data size written: XXXX bytes. ...
where X is some number
This is done because different functions save different types of data (about quests, items, etc.). All the data is recorded sequentially. Therefore, to describe the file we divide the data into separate functions. There are 27 functions (not including the header). The numbering starts with zero.
Because parts of the data have variable sizes, it can be fairly difficult to find a particular part of the data. It is considerably easier with the help of the file description and looking in debug.log for the size of the right function.
Note: offsets for each function (beginning with the fourth) are shown relative to the end of the previous one.
Structure[]
Header[]
Size: 0x7563 (decimal 30051) bytes.
Offset | Size (bytes) | Description |
---|---|---|
0x00 | 0x18 | Value: 'FALLOUT SAVE FILE '
Description: SAVE.DAT file signature |
0x18 | 0x04 | Version of the game which made the save file. For example, for version 1.02 it is 00 01 00 02. |
0x1C | 0x01 | The letter 'R'. Ask the developers why. Could be 'R' for Release? |
0x1D | 0x20 | Player name. ASCII string, so the longest possible name is 31 characters. |
0x3D | 0x1E | Savegame name. ASCII string. |
0x5B | 0x02 | The day the game was saved. Realtime, not gametime. |
0x5D | 0x02 | The month. |
0x5F | 0x02 | The year. |
0x61 | 0x04 | Minutes + hours (24-hour format), realtime. E.g. if the time is 16:45, then it is 0x0000003D. (This is a bit odd, as 17:44 also gives 0x3D . Perhaps it was supposed to be two 2-byte numbers (0x0010, 0x002D for 16:45). It doesn't seem to be used in the game in any case.) |
0x65 | 0x02 | The in-game month; for example, June is 0x0006 . Used only for displaying on the load/save screen. |
0x67 | 0x02 | The in-game day, also used only for the load/save screen. |
0x69 | 0x02 | The in-game year, also used only for the load/save screen. |
0x6B | 0x04 | The in-game date. This field stores the time – the number of seconds since December 5th 2161 00:00:00 multiplied by 10 (the number of 'ticks'). [Fallout 1 starts at December 5th 2161] |
0x6F | 0x04 | Number of the map you are currently on (from maps.txt). First two bytes are map level, last two are map number. |
0x73 | 0x10 | Filename of the map you are currently on. I.e. if you are in the Arroyo temple, it is ARTEMPLE.sav. An ASCII string. |
0x83 | 0x7460 | This is a bitmap (bmp) image, with no header or palette. The palette is taken from master.dat or patch000.dat. Image size is 224x133. |
0x74E3 | 0x80 | This section is always filled with zeroes. |
Function 0 - Unused[]
Size: 0x00 (decimal 0) bytes. This function never writes anything.
Function 1 - Unknown[]
Size: 0x04 (decimal 4) bytes.
Offset | Size (bytes) | Description |
---|---|---|
0x7563 | 0x04 | Unknown |
Function 2 - GVARS[]
Size: variable. In Fallout 2 v1.02d it is 0x0AE0 (decimal 2784) bytes.
Offset | Size (bytes) | Description |
---|---|---|
0x7567 | 0x04 * NG | An array of global variables (GVAR). NG is the number of GVARs in vault13.gam . |
Function 3 - Maps[]
Size: variable.
Offset | Size (bytes) | Description |
---|---|---|
0x8047 | 0x04 | The number of open maps. Also the number of *.sav files in the save folder. |
0x804B | variable | The size of the next field varies depending on the number of opened maps. It is a list of file names of maps which have already been visited when the game is saved. These are ASCII strings, each ending with a 0x00 byte. |
after map list | 0x04 | The size of AUTOMAP.DB - the temporary file game creates while playing in the data\maps and removes after. |
Function 4 - GVARS[]
Size: variable. In Fallout 2 v1.02d it is 0x0AE0 (decimal 2784) bytes.
This is an exact duplicate of Function #2. It's not known why this was done.
Offset | Size (bytes) | Description |
---|---|---|
0x00 | 0x04 * NG | An array of global variables (GVAR). NG is the number of GVARs in vault13.gam . |
Function 5 - Player and inventory[]
Size: variable. This appears to be in the same format used for objects on maps.
Offset | Size (bytes) | Description |
---|---|---|
0x00 | 0x04 | 0x0,0x0,'FP' [0x00004650] - these characters are always here. Also, they appear only once in the file. They're followed by a list of the player's characteristics. |
0x04 | 0x04 | Player's coordinates on the map. |
0x08 | 0x04 | Unknown |
0x0C | 0x04 | Unknown |
0x10 | 0x04 | Unknown |
0x14 | 0x04 | Unknown |
0x18 | 0x04 | Unknown |
0x1C | 0x04 | Player's facing: 0 - northeast 1 - east 2 - southeast 3 - southwest 4 - west 5 - northwest |
0x20 | 0x04 | Player FID number (appearance). Changes depending on what armor is worn. [0100000B] is the jumpsuit. Note that the engine will always change this value back to what you are wearing, so it's pointless to edit it here. |
0x24 | 0x04 | Unknown, usually 0x60002420. The last byte has some interesting properties. Setting the 0x10 bit puts the player in a permanent, always-successful sneak mode. Setting the 0x08 bit will draw the player under other critters and scenery. Setting the last byte to 00 will turn off the player light source. |
0x28 | 0x04 | Which level of the map the player is on. |
0x2C | 0x04 | Unknown |
0x30 | 0x18 | Unknown - Light distance and intensity? Some of it have to to with lighting up the player. |
0x48 | 0x04 | Number of items in inventory. |
0x4C | 0x18 | Unknown. |
0x64 | 0x04 | Bit field. Each bit indicates a crippled body part: 0x0001 - eyes 0x0002 - right arm 0x0004 - left arm 0x0008 - right leg 0x0010 - left leg 0x0080 - dead |
0x68 | 0xC | Unknown |
0x74 | 0x04 | Current hitpoints. |
0x78 | 0x04 | Radiation level. |
0x7C | 0x04 | Poison level. |
0x80 | variable | A list of items in inventory. |
Function 6 - Player stats[]
Size: 0x0178 (decimal 376) bytes.
This section has the same format as PRO files for critters, starting at offset 0x30 in the PRO file.
Offset | Size (bytes) | Description |
---|---|---|
0x00 | 0x04 | Unknown |
0x04 | 0x04 | 0x07 = Tabs flags. Bitmask: 0x01 - Sneak, 0x02 - Radiated, 0x08 - Level, 0x10 - Addict. |
0x08 | 0x04 | Base strength. |
0x0C | 0x04 | Base perception. |
0x10 | 0x04 | Base endurance. |
0x14 | 0x04 | Base charisma. |
0x18 | 0x04 | Base intelligence. |
0x1C | 0x04 | Base agility. |
0x20 | 0x04 | Base luck. |
0x24 | 0x04 | Base hitpoints. |
0x28 | 0x04 | Base action points. |
0x2C | 0x04 | Base armor class. |
0x30 | 0x04 | Unused. In define.h, it was unarmed damage, but that is commented out. |
0x34 | 0x04 | Base melee damage. |
0x200 | 0x04 | Base carry weight. |
0x3C | 0x04 | Base sequence. |
0x40 | 0x04 | Base healing rate. |
0x44 | 0x04 | Base critical chance. |
0x48 | 0x04 | Base critical hit table roll modifier. |
0x4C | 0x04 | Base damage threshold (normal) |
0x50 | 0x04 | Base damage threshold (laser) |
0x54 | 0x04 | Base damage threshold (fire) |
0x58 | 0x04 | Base damage threshold (plasma) |
0x5C | 0x04 | Base damage threshold (electrical) |
0x60 | 0x04 | Base damage threshold (EMP) |
0x64 | 0x04 | Base damage threshold (explosive) |
0x68 | 0x04 | Base damage resistance (normal) |
0x6C | 0x04 | Base damage resistance (laser) |
0x70 | 0x04 | Base damage resistance (fire) |
0x74 | 0x04 | Base damage resistance (plasma) |
0x78 | 0x04 | Base damage resistance (electrical) |
0x7C | 0x04 | Base damage resistance (EMP) |
0x80 | 0x04 | Base damage resistance (explosive) |
0x84 | 0x04 | Base radiation resistance |
0x88 | 0x04 | Base poison resistance |
0x8C | 0x04 | Player's starting age (i.e. at the beginning of the game). |
0x90 | 0x04 | Player's gender. 0 is male, 1 (or non-zero) is female |
Attention: Here are bonuses to basic statistics, starting with strength. For example, if you have strength 6 and are wearing Advanced Power Armor, 4 is recorded here, and 6 in base strength. Penalties can be given with negative numbers. | ||
0x94 | 0x04 | Bonus to strength |
0x98 | 0x04 | Bonus to perception. |
0x9C | 0x04 | Bonus to endurance. |
0xA0 | 0x04 | Bonus to charisma. |
0xA4 | 0x04 | Bonus to intelligence. |
0xA8 | 0x04 | Bonus to agility. |
0xAC | 0x04 | Bonus to luck. |
0xB0 | 0x04 | Bonus to maximum hit points. |
0xB4 | 0x04 | Bonus action points. |
0xB8 | 0x04 | Bonus AC. |
0xBC | 0x04 | Unused. In define.h, it was unarmed damage, but that is commented out. |
0xC0 | 0x04 | Bonus melee damage. |
0xC4 | 0x04 | Bonus carry weight. |
0xC8 | 0x04 | Bonus sequence. |
0xCC | 0x04 | Bonus healing rate. |
0xD0 | 0x04 | Bonus critical chance. |
0xD4 | 0x04 | Bonus to critical hit table rolls. |
0xD8 | 0x04 | Bonus to damage threshold (normal). |
0xDC | 0x04 | Bonus to damage threshold (laser). |
0xE0 | 0x04 | Bonus to damage threshold (fire). |
0xE4 | 0x04 | Bonus to damage threshold (plasma). |
0xE8 | 0x04 | Bonus to damage threshold (electrical) |
0xEC | 0x04 | Bonus to damage threshold (EMP) |
0xF0 | 0x04 | Bonus to damage threshold (explosive). |
0xF4 | 0x04 | Bonus to damage resistance (normal). |
0xF8 | 0x04 | Bonus to damage resistance (laser). |
0xFC | 0x04 | Bonus to damage resistance (fire). |
0x0100 | 0x04 | Bonus to damage resistance (plasma). |
0x0104 | 0x04 | Bonus to damage resistance (electrical). |
0x0108 | 0x04 | Bonus to damage resistance (EMP). |
0x010C | 0x04 | Bonus to damage resistance (explosive). |
0x0110 | 0x04 | Bonus to radiation resistance. |
0x0114 | 0x04 | Bonus to poison resistance. |
0x0118 | 0x04 | Bonus to age. |
0x011C | 0x04 | Additional gender. Apparently sex-change operations are still available in the post-nuclear world. |
0x0120 | 0x04 * 0x12 | Skills; value is the number of points over the base (from primary stats, traits, and perks). |
0x0168 | 0x04 | Proto ID (-0x0400) |
0x016C | 0x08 | Unknown |
0x174 | 0x04 | Value is X, where 0x1450+X is the the line describing that type of critter in Proto.msg . |
Function 7 - Kill counts[]
Size: 0x4C (decimal 76) bytes.
Offset | Size (bytes) | Description |
---|---|---|
0x00 | 0x04 * 0x13 | Count of killed critters, same order as on the character sheet. |
Function 8 - Tag skills[]
Size: 0x10 (decimal 16) bytes.
Offset | Size (bytes) | Description |
---|---|---|
0x00 | 0x04 * 0x04 | Tag skills; -1 if unused. |
Function 9 - Perks[]
Size: 0x02C8 (decimal 712) bytes.
Offset | Size (bytes) | Description |
---|---|---|
0x00 | 0x04 * 0xB2 | Perks. Note that some have an effect only when they are taken, so changing values here may not do anything. |
Function 10 - Party[]
Size: variable. In Fallout 2 v1.02d it is 0x3058 (decimal 12376) bytes.
Offset | Size (bytes) | Description |
---|---|---|
0x00 | 0x04 * 0x77 * NP | Where NP is the number of party members from party.txt . Contains 119 (0x77) values for each party member. |
Function 11 - Combat[]
Size: 0x04 (decimal 4) when not in combat; variable when in combat.
Offset | Size (bytes) | Description |
---|---|---|
0x00 | 0x04 | Combat status. (02 - not in combat; 03 - in combat) |
*0x04 | 0x10 | Unknown. |
*0x14 | 0x04 | Unknown. |
*0x18 | 0x04 | Number of NPC at the current map level, including party members, plus a player at the beginning of the battle (or perhaps corpses are counted too). |
*0x1С | 0x04 | Perhaps player's ID. |
*0x20 | 0x04*NR | NR from offset 0x18. Perhaps this array indicates the turn order of NPCs and player. |
*0x20+0x4*NR | 0x10*NR | Unknown. |
Data marked * only present when in combat.
Function 12 - Party AI[]
Size: variable.
Offset | Size (bytes) | Description |
---|---|---|
0x00 | variable | Records about party members from "AI.TXT". The number of records varies. The organization of these records is unclear: they can be duplicated, or disappear in later savegames. A description of them is given below. Each record is 0xB4 bytes long, so the size is a multiple of that. |
Function 13 - Experience and level[]
Size: 0x14 (decimal 20) bytes.
Offset | Size (bytes) | Description |
---|---|---|
0x00 | 0x04 | Number of skill points; should be less than 100. |
0x04 | 0x04 | Level. |
0x08 | 0x04 | Experience. |
0x0C | 0x08 | Unknown. |
Function 14 - Unused[]
Size: 0x00 (decimal 0) bytes. This function never writes anything.
Function 15 - Traits[]
Size: 0x08 (decimal 8) bytes.
Offset | Size (bytes) | Description |
---|---|---|
0x00 | 0x04 * 0x02 | Traits; -1 if unused. |
Function 16 - Unknown[]
Size: 0x04 (decimal 4) bytes.
Offset | Size (bytes) | Description |
---|---|---|
0x00 | 0x04 | Unknown |
Function 17 - Preferences[]
Size: 0x50 (decimal 80) bytes.
Offset | Size (bytes) | Description |
---|---|---|
0x00 | 0x04 |
game_difficulty values: 0 (easy), 1 (normal), 2 (hard) default: 1 |
0x04 | 0x04 |
combat_difficulty values: 0 (wimpy), 1 (normal), 2 (rough) default: 1 |
0x08 | 0x04 |
violence_level values: 0 (none), 1 (minimal), 2 (normal), 3 (maximum blood) default: 3 |
0x0C | 0x04 |
target_highlight values: 0 (off), 1 (on), 2 (targeting only) default: 2 |
0x10 | 0x04 |
combat_looks values: 0 (off), 1 (on) default: 0 |
0x14 | 0x04 |
combat_messages values: 0 (brief), 1 (verbose) default: 1 |
0x18 | 0x04 |
combat_taunts values: 0 (off), 1 (on) default: 1 |
0x1C | 0x04 |
language_filter values: 0 (off), 1 (on) default: 0 |
0x20 | 0x04 |
running values: 0 (normal), 1 (always) default: 0 |
0x24 | 0x04 |
subtitles values: 0 (off), 1 (on) default: 0 |
0x28 | 0x04 |
item_highlight values: 0 (off), 1 (on) default: 1 |
0x2C | 0x04 |
combat_speed values: 0 (normal) - 50 (fastest) default: 0 |
0x30 | 0x04 |
player_speedup (affect player speed) values: 0 (off), 1 (on) default: 0 |
0x34 | 0x04 |
text_base_delay values: 1.0 (fastest) - 6.0 (slowest) default: 3.5 (normal) |
0x38 | 0x04 |
master_volume values: 0 (off) - 32767 (loudest) default: 22281 |
0x3C | 0x04 |
music_volume values: 0 (off) - 32767 (loudest) default: 22281 |
0x40 | 0x04 |
sndfx_volume values: 0 (off) - 32767 (loudest) default: 22281 |
0x44 | 0x04 |
speech_volume values: 0 (off) - 32767 (loudest) default: 22281 |
0x48 | 0x04 |
brightness values: 1.0 (normal) - 1.18 (brightest) default: 1.0 |
0x4C | 0x04 |
mouse_sensitivity values: 0.5 (normal) - 2.5 (fastest) default: 1.0 |
A 'text_line_delay' variable also exists, but doesn't seem to be stored here.
The Mac version has a "1" value between speech volume and brightness; its meaning is unknown.
Function 18 - Character window[]
Size: 0x05 (decimal 5) bytes.
Offset | Size (bytes) | Description |
---|---|---|
0x00 | 0x04 | Level. When you enter the character window, this level becomes equal to the level from Function 13, and you get skill points (LevelFromFunction13-LevelFromFunction18) * SpPerLevel. |
0x04 | 0x01 | Indicates if you have any outstanding perks you may have saved for later. |
Function 19 - World map[]
Size: variable. In Fallout 2 v1.02d it is 0x0AE0 (decimal 2784) bytes.
The contents of this function are the same as worldmap.dat.
Offset | Size (bytes) | Description |
---|---|---|
0x00 | 0x8 | Unknown |
0x08 | 0x04 | Current position on world map (X coordinate) |
0x0C | 0x04 | Current position on world map (Y coordinate) |
0x10 | 0x14 | Unknown |
0x24 | 0x04 | Number of the map the car is on. |
0x28 | 0x04 | Amount of fuel in the car (maximum is 80,000). |
0x2C | 0x04 | The number of cities (from city.txt) |
0x30 | 0x654 | City information (from city.txt). The number of records matches the number of cities (49). |
0x684 | 0x04 | Number if tiles on the world map (from worldmap.txt) |
0x688 | 0x04 | Value of num_horizontal_tiles (from worldmap.txt) |
0x68C | 0xD20 | Data for world map 'fog'. All 840 squares (each tile is 7x6 squares; there are 20 tiles) have corresponding 4-byte values: 0x00 - hidden, 0x01 - partly visible, 0x02 - visible. |
0x13AC | 0x04 | The number of Special Encounters (373). |
0x13B0 | 0x117C | Records of Special encounters. |
Function 20 - Unused[]
Size: 0x00 (decimal 0) bytes. This function never writes anything.
Function 21 - Video Archives[]
Size: 0x11 (decimal 17) bytes.
Offset | Size (bytes) | Description |
---|---|---|
0x00 | 0x11 |
First two bytes are iplogo and intro, and the last is for credits. None of these show up in the Video Archives screen. The rest each add a video entry to the Video Archives in the Pipboy. 00 is OFF and 01 is ON. |
Function 22 - Skill use[]
Size: 0xD8 (decimal 216) bytes.
Offset | Size (bytes) | Description |
---|---|---|
0x00 | 0x48 | Unknown; there's space for all 18 skills, but only First Aid and Doctor matter |
0x48 | 3 * 0x04 | The times of the last three uses of the First Aid skill. Stored in 'ticks' since the start of the game. |
0x54 | 3 * 0x04 | The times of the last three uses of the Doctor skill. |
0x60 | 0x78 | Unknown |
Function 23 - Party[]
Size: variable.
Offset | Size (bytes) | Description |
---|---|---|
0x00 | 0x04 | Number of NPCs in the party |
0x04 | 0x04 * CP | Where CP is the number of party members. Unknown |
0x? | 0x12 * (CP-1) | Where CP is the number of party members - (CP-1) excludes the player (party member 0). Unknown |
Function 24 - Event queue[]
Size: variable.
Offset | Size (bytes) | Description |
---|---|---|
0x00 | variable | Unknown |
Function 25 - Interface[]
Size: 0x10 (decimal 16) bytes.
Offset | Size (bytes) | Description |
---|---|---|
0x00 | 0x04 | Description: The state of the user interface. Similar to the functions (game_ui_disable | game_ui_enable), but unlike them it does not prevent loading and saving games.Values: 0x01 - enabled; 0x0 - disabled |
0x04 | 0x04 | Description:State of the player panel (with the weapon 'button', pip-boy, etc.)
Values: 0x01 - enabled; 0x0 - disabled |
0x08 | 0x04 | 0x0B = Active hand slot, 00 for slot 1, 01 for slot 2. Rest unknown. |
0x0C | 0x04 | State of the combat panel (open/closed). |
Function 26 - Unused[]
Size: 0x00 (decimal 0) bytes. This function never writes anything.
Inventory item format[]
This appears to be the same format as items on maps. (This is correct for the Mac version of FO2; the PC version may be slightly different.)
Offset | Size (bytes) | Description |
---|---|---|
0x00 | 0x04 | The quantity of this item. |
0x04 | 0x04 | Always 0. |
0x08 | 0x04 | Location of item. Necessarily always -1 (in inventory) |
0x0C | 0x04 | Always 0. |
0x10 | 0x04 | Always 0. |
0x14 | 0x04 | Unknown, 0 for most objects. Only non-zero for some items with special/quest uses. (E.g. poison tank, rubber boots, tool). |
0x18 | 0x04 | Unknown, like field 0x14, only nonzero for items with special uses. |
0x1C | 0x04 | Unknown, always 0. |
0x20 | 0x04 | Unknown, usually 0. For plant spikes, this is 1, and for sharpened poles, 2. |
0x24 | 0x04 | Item's on-ground image. |
0x28 | 0x04 | A bitfield: 0x01000000 indicates the item is held in the right hand, 0x02000000 - in the left hand, and 0x04000000 - worn (as armor). Use of other bits is unknown. |
0x2C | 0x04 | 0, 1, or 2. Map level, which is irrelevant since it's in inventory. |
0x30 | 0x04 | Object ID. |
0x34 | 0x04 | Always -1. |
0x38 | 0x04 | For Roentgen Rum and Gamma Gulp Beer, this is 0x00000001, for all others 0. |
0x3C | 0x04 | For Roentgen Rum and Gamma Gulp Beer, this is 0x00010000, for all others 0. |
0x40 | 0x04 | Always 0. |
0x44 | 0x04 | Script ID; -1 for none. |
0x48 | 0x04 | Always -1. |
0x4C | 0x04 | Usually 0; for containers it is the number of items in the container. The enclosed items are the ones immediately following it. |
0x50 | 0x04 | Unknown. Non-zero only for containers. |
0x54 | 0x04 | Unknown. Non-zero only for containers. |
0x58 | 0x04 | Always 0. |
0x5C | 0x04 | Many uses. For weapons, the number of loaded rounds. For ammunition, the number of rounds in the 'top' package (the one that is partly full). Number of charges for geiger counters/motion sensors. May be a script ID in some cases, like 0x44. For everything else, it is usually -1 or 0xCCCCCCCC. Not present for armor, containers, or drugs. |
0x60 | 0x04 | For weapons, the type of ammunition it uses; -1 if it needs no ammo. Only present for weapons. |
City record format[]
Offset | Size (bytes) | Description |
---|---|---|
0x00 | 0x04 | City coordinate (X) |
0x04 | 0x04 | City coordinate (Y) |
0x08 | 0x04 | State of the city on the world map (accessible or not) |
0x0C | 0x04 | City button on world map (accesssible or not) |
0x10 | 0x04 | Number of entrances |
0x14 | 0x04 * number of entrances | entrance_X=On/Off |
Special encounter record format[]
Offset | Size (bytes) | Description |
---|---|---|
0x00 | 0x04 | Encounter Table number |
0x04 | 0x04 | enc_X (number in the Encounter Table) |
0x08 | 0x04 | Already encountered (or not) |
Party member AI record format[]
Offset | Size (bytes) | Description |
---|---|---|
0x00 | 0x04 | packet_num |
0x04 | 0x04 | max_dist |
0x08 | 0x04 | min_to_hit |
0x0C | 0x04 | min_hp |
0x10 | 0x04 | aggression |
0x14 | 0x04 | hurt_too_much |
0x18 | 0x04 | secondary_freq |
0x1C | 0x04 | called_freq |
0x20 | 0x04 | font |
0x24 | 0x04 | color |
0x28 | 0x04 | outline_color |
0x2C | 0x04 | chance |
0x30 | 0x04 | run_start |
0x34 | 0x04 | run_end |
0x38 | 0x04 | move_start |
0x3C | 0x04 | move_end |
0x40 | 0x04 | attack_start |
0x44 | 0x04 | attack_end |
0x48 | 0x04 | miss_start |
0x4C | 0x04 | miss_end |
0x50 | 0x04 | hit_head_start |
0x54 | 0x04 | hit_head_end |
0x58 | 0x04 | hit_left_arm_start |
0x5C | 0x04 | hit_left_arm_end |
0x60 | 0x04 | hit_right_arm_start |
0x64 | 0x04 | hit_right_arm_end |
0x68 | 0x04 | hit_torso_start |
0x6C | 0x04 | hit_torso_end |
0x70 | 0x04 | hit_right_leg_start |
0x74 | 0x04 | hit_right_leg_end |
0x78 | 0x04 | hit_left_leg_start |
0x7C | 0x04 | hit_left_leg_end |
0x80 | 0x04 | hit_eyes_start |
0x84 | 0x04 | hit_eyes_end |
0x88 | 0x04 | hit_groin_start |
0x8C | 0x04 | hit_groin_end+1 |
0x90 | 0x04 | area_attack_mode |
0x94 | 0x04 | best_weapon |
0x98 | 0x04 | distance |
0x9C | 0x04 | attack_who |
0xA0 | 0x04 | chem_use |
0xA4 | 0x04 | run_away_mode |
0xA8 | 0x04 | Unknown |
0xAC | 0x04 | Unknown |
0xB0 | 0x04 | Unknown |
List of skills[]
0x00: Small Guns 0x01: Big Guns 0x02: Energy Weapons 0x03: Unarmed 0x04: Melee Weapons 0x05: Throwing 0x06: First Aid 0x07: Doctor 0x08: Sneak 0x09: Lockpick 0x0A: Steal 0x0B: Traps 0x0C: Science 0x0D: Repair 0x0E: Speech 0x0F: Barter 0x10: Gambling 0x11: Outdoorsman
List of critter types[]
0x00: Men 0x01: Women 0x02: Children 0x03: Super mutants 0x04: Ghouls 0x05: Brahmin 0x06: Radscorpions 0x07: Rats 0x08: Floaters 0x09: Centaurs 0x0a: Robots 0x0b: Dogs 0x0c: Manti 0x0d: Deathclaws 0x0e: Plants 0x0f: Geckos 0x10: Aliens 0x11: Giant ants 0x12: Big Bad Boss
List of perks[]
Note: Starred (*) perks change other stats when they are chosen in-game, and have no effect in and of themselves. Daggers (†) indicate special perks that are used by the engine and not normally seen on the character screen.
0x00: Awareness 0x01: Bonus HtH Attacks 0x02: Bonus HtH Damage* 0x03: Bonus Move 0x04: Bonus Ranged Damage 0x05: Bonus Rate of Fire 0x06: Earlier Sequence* 0x07: Faster Healing* 0x08: More Criticals* 0x09: Night Vision 0x0A: Presence 0x0B: Rad Resistance 0x0C: Toughness* 0x0D: Strong Back* 0x0E: Sharpshooter 0x0F: Silent Running 0x10: Survivalist 0x11: Master Trader 0x12: Educated 0x13: Healer 0x14: Fortune Finder 0x15: Better Criticals* 0x16: Empathy 0x17: Slayer 0x18: Sniper 0x19: Silent Death 0x1A: Action Boy* 0x1B: Mental Block (FO1 only) 0x1C: Lifegiver 0x1D: Dodger* 0x1E: Snakeeater 0x1F: Mr. Fixit 0x20: Medic 0x21: Master Thief 0x22: Speaker 0x23: Heave Ho! 0x24: Unimplemented, DO NOT USE! (Friendly Foe in FO1) 0x25: Pickpocket 0x26: Ghost 0x27: Cult of Personality 0x28: Scrounger (FO1 only) 0x29: Explorer 0x2A: Flower Child (FO1 only) 0x2B: Pathfinder 0x2C: Animal Friend (FO1 only) 0x2D: Scout 0x2E: Mysterious Stranger 0x2F: Ranger 0x30: Quick Pockets 0x31: Smooth Talker 0x32: Swift Learner 0x33: Tag!* 0x34: Mutate!* 0x35: Nuka-Cola Addiction 0x36: Buffout Addiction 0x37: Mentats Addiction 0x38: Psycho Addiction 0x39: Radaway Addiction 0x3A: Weapon Long Range† 0x3B: Weapon Accurate† 0x3C: Weapon Penetrate† 0x3D: Weapon Knockback† 0x3E: Powered Armor† 0x3F: Combat Armor† 0x40: Weapon Scope range† 0x41: Weapon Fast reload† 0x42: Weapon Night sight† 0x43: Weapon Flameboy† 0x44: Armor Advanced I† 0x45: Armor Advanced II† 0x46: Jet Addiction 0x47: Tragic Addiction 0x48: Armor Charisma† 0x49: Gecko Skinning 0x4A: Dermal Impact Armor 0x4B: Dermal Impact Assault Enhancements(*) 0x4C: Phoenix Armor Implants 0x4D: Phoenix Assault Enhancements(*) 0x4E: Vault City Inoculations 0x4F: Adrenaline Rush 0x50: Cautious Nature 0x51: Comprehension 0x52: Demolition Expert 0x53: Gambler 0x54: Gain Strength 0x55: Gain Perception 0x56: Gain Endurance 0x57: Gain Charisma 0x58: Gain Intelligence 0x59: Gain Agility 0x5A: Gain Luck 0x5B: Harmless 0x5C: Here and Now* 0x5D: HtH Evade 0x5E: Kama Sutra Master 0x5F: Karma Beacon 0x60: Light Step 0x61: Living Anatomy 0x62: Magnetic Personality 0x63: Negotiator 0x64: Pack Rat* 0x65: Pyromaniac 0x66: Quick Recovery 0x67: Salesman 0x68: Stonewall 0x69: Thief 0x6A: Weapon Handling 0x6B: Vault City Training 0x6C: Alcohol Raised Hit Points 0x6D: Alcohol Raised Hit Points II 0x6E: Alcohol Lowered Hit Points 0x6F: Alcohol Lowered Hit Points II 0x70: Autodoc Raised Hit Points 0x71: Autodoc Raised Hit Points II 0x72: Autodoc Lowered Hit Points 0x73: Autodoc Lowered Hit Points II 0x74: Expert Excrement Expeditor 0x75: Weapon Enhanced Knockout† 0x76: Jinxed
(*) - The charisma loss from the assault implants is applied when you get them, but is not part of the perk.
List of traits[]
0x00: Fast Metabolism 0x01: Bruiser 0x02: Small Frame 0x03: One Hander 0x04: Finesse 0x05: Kamikaze 0x06: Heavy Handed 0x07: Fast Shot 0x08: Bloody Mess 0x09: Jinxed 0x0A: Good Natured 0x0B: Chem Reliant 0x0C: Chem Resistant 0x0D: Sex Appeal (In Fallout 1 this was Night Person) 0x0E: Skilled 0x0F: Gifted -1: (none)
TeamX document[]
Copy of original document (in russian)