Digital Utopia

  • I live in What's a Chicago?
  • I was born on July 28
  • I am Batman
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Best regards, Skire (talk) 06:54, October 26, 2013 (UTC)

Brother Gerard dialogueEdit

How did you alter that dialogue page from Brother Gerard? Don't tell me you did it all by hand, did you? That's a monk's work. You can change other dialogue files from Fo3 add-ons, but leave everything out that's not normal conversation. It saves you so much work. (so until DLC03WQ03Megaton in the example of Gerard). Everything below it is generic. We have done it previous by bot, but the user doing it for us doesn't have time for it. Would be nice if you could take a look at it. Jspoel Speech Jspoel 18:38, August 4, 2014 (UTC)

I don't know how you do those dialogues but I for one am not complaining :) Though everything generic is not really needed, like also the mezzable dialogue text. But keep up the good work! I'll start uploading a few other add on dialogues now, since you seem to be able to get them converted somehow. Jspoel Speech Jspoel 19:27, August 4, 2014 (UTC)
Thanks for converting all those dialogues! I'm really pleased that we have someone with advanced bot knowledge. I figure you must have programmed it to be able to do it this fast. I'll get to work on the other FO3 add-on dialogues tomorrow. Jspoel Speech Jspoel 02:09, August 5, 2014 (UTC)

First off, sorry for taking so long to reply! It would be nice if there was some kind of notification when a user's talk page was edited. :p

Yes, it definitely is a script - I ran across one of the unformatted pages, and used a couple of completed ones (namely, the one for Elder Lyons, and Ulysses), as a reference, to create a PHP script that would dump an output in wiki format. To save myself a bit of scripting effort, while reducing the chance of errors, I'm kinda using Excel as a middle man, to export the data to a MySQL table, which the script uses to pull the data. Since I didn't know the demand for the dialogue pages, it was good enough for the time. However, since completion of these is obviously a goal, I can work on making the process a bit more automated.

Regarding the generic entries - I need a bit of clarification. You said, above that I should leave out everything on Brother Gerard's page, after DLC03WQ03Megaton, but most of the examples I've seen, includes the greeting topic, as well as other general lines. So I'm a bit confused over what should stay, or go, and for whom. Beyond that - it would be a great help if there was some way of determining what should be skipped via the dialogue output itself - as it would save a fair bit of time if I could just output what needs to be added in the first place, without having to go back and edit out the unnecessary ones. Digital Utopia (talk) 07:06, August 5, 2014 (UTC)

I just now see your answer. You gave it on your own user talkpage and I didn't get the notice of it it (below right corner: New message pop-up appears). Today I removed almost everything generic from the new dialogues. What you see from now on is what you can convert. So that's to make things easier. What I mean by generic is everything you see re-appearing in files and is always the same, like PLAYERFIREWEAPON etc. and most or all stuff in Conversation and certainly Combat and Detection. This is really not interesting (I may remove some generic text from your converted dialogue). We want the unique dialogue. I noticed a little while back you left out the script notes. If it's in any way possible, those should be added between { } and emphasized in the response text. It gives the dialogues just that extra finesse and beauty. You can check Theo's dialogues for examples (f.e. plenty of examples in MQ01SarahLyons.txt. It's not essential, but it would be nice to have. Take a look at it, if you can do it, great, if not, it's also fine. I'm just glad we are at speed again with this project. Jspoel Speech Jspoel 23:01, August 5, 2014 (UTC)
Ah I gotcha. I was under the impression - perhaps wrongly, that those parts were already part of the response text - when they were there. Apparently, I was wrong. I'll see what I can do about rectifying that. And, no problem - really, I'm just glad I've found a way to contribute. Digital Utopia (talk) 23:27, August 5, 2014 (UTC)
Alright, as you've probably noticed I did make a couple of improvements to the script. First, as I'm sure Tribal Wisdom will appreciate, I removed the extra errant newline between the game tag and the Topics heading. Second, script notes are added (when they exist) between the ending of the response text, and the commented out file path. However, while that will be useful in the future, it doesn't help with the changes already made. But...I'm working on a script for that too. Digital Utopia (talk) 04:42, August 6, 2014 (UTC)
Great! I think the best option to include the script notes to already done pages, is to revert your most recent edit (undo button) and the redo it with the script you used for the last few dialogues from The Pitt where you included the script notes. I did some work on the Broken Steel dialogues where I removed everything generic and included the script notes manually. A few need to be completely rewritten (among which Griffon) and Vallincourt and Tristan need the script notes added. Good luck! Jspoel Speech Jspoel 17:48, August 6, 2014 (UTC)
Of course. Of all the most unique features of a wiki, I forgot about the revert! Thanks for the reminder. That being said, I'm not sure what you mean by completely rewritten - unless you mean (like Griffon) that they just need to be done? Regardless, I'll get started on the other addons Digital Utopia (talk) 17:57, August 6, 2014 (UTC)

The Front End

Let me know if you come across any that still need some help, I think I got them all. Had to go do some fancy shit to make getting the older versions, not make me want to bang my head against a concrete wall. Digital Utopia (talk) 23:18, August 6, 2014 (UTC)

( It's all been worth it, I can tell you that! This rather important project has been waiting for months to become in progress again and we're nearing completion. So my thanks. It's good to have a user like you on the team, with (advanced) programming skills. We're not done yet, though. If you check Special:WhatLinksHere/Template:Bot_rewrite (all pages with the bot rewrite template), there are over 50 pages left to convert (among which some important ones like Harold). I'll remove the garbage and you then you can convert them, ok? Jspoel Speech Jspoel 14:59, August 7, 2014 (UTC)

I see your converting everything left that has the bot rewrite template. I expected that you would only do the ones I prepared. Because now you're converting some dialogues that are rather useless. Look at KarenJohnson.txt. It's all generic, as it is a cut character. There are some more that are so minor, that they also don't have unique dialogue. But ok, no problem, probably not too much work for you. From now on you only have to do the ones I do, I'll probably delete the rest later on. Jspoel Speech Jspoel 16:01, August 7, 2014 (UTC)
Sorry. I'll hold off until you prepare everything. Just let me know when it's ready. Digital Utopia (talk) 16:09, August 7, 2014 (UTC)
If you see one appearing in recent changes, you can do that one, if you want. Just now I did MacCready. Jspoel Speech Jspoel 16:29, August 7, 2014 (UTC)

I, too, would like to express my deep thanks for your work on providing us with the dialogue files we so desperately aim for as an encyclopedia. Keep up the great work. :) ForGaroux Some Assembly Required! 23:05, August 5, 2014 (UTC)


Now this interesting. I noticed you increased the quality of the G logo by a great deal by vectorizing it. I'm ok working with Photoshop but I don't have experience with vectorizing. I'm very interested in seeing more of these logos improve in quality. If you see more and you can improve them, please do. I browsed you Twitter account which makes me believe you know your way around image processing programs and more. By any chance, can you work with the GECK, nifskope and Blender? Jspoel Speech Jspoel 18:39, August 7, 2014 (UTC)

I'll be happy to update them as I come across them - however, my ability is limited by the resolution and/or complexity of the original image. For example, the doe logo for Grandad's lost most of its detail due to the small size of the texture, so I just grabbed the logo directly off the texture, and used that. As far as the 3D stuff goes - I am fairly comfortable with GECK, have played with nifskope, and use the nif plugin for 3ds Max. Most of the mesh/texture assets for both FO3 and NV are already extracted from the archives with FO3Archive, just for convenience Digital Utopia (talk) 19:28, August 7, 2014 (UTC)
Ok, then I have question you may be able to answer. Do you have any idea how engraved cigarette lighter was created? I know that they used the dynamite nif render and removed the dynamite in Nifskope, leaving only the lighter. However, I can't get the lighter to animate (open the cap). Seems like they used Blender to make the cap flip but I can't make it happen. I'm curious how it's done. Jspoel Speech Jspoel 19:45, August 7, 2014 (UTC)
Sadly, it looks like one of the node types isn't supported by the max importer; so I had to export it from nifskope in dae format. Less than ideal, but good enough. The import has a dummy object named "##Cap" which is linked to the cap mesh, and is positioned at the hinge of the lighter. Simply rotating that dummy node in the appropriate direction will cause the cap to "open" at the hinge. Digital Utopia (talk) 20:42, August 7, 2014 (UTC)
I converted it, but which program do you use to open it? Can you give some instructions? I'm also asking because I'd like to have to weapon images where all the parts are pulled out and displayed seperately (cylinder, clip etc.). I have had some success using nifskope, but it does have some animation problems (like with the lighter). Jspoel Speech Jspoel 21:31, August 7, 2014 (UTC)
Oh, and I've done all dialogues, so you can convert them. Jspoel Speech Jspoel 21:33, August 7, 2014 (UTC)
The DAE extension is more properly known as Collada. Blender should have the option to import Collada files, so it should be just a matter of File->Import->Collada. Dulogo Digital Utopia (talk) 22:17, August 7, 2014 (UTC)

( Yes, I got that far. I imported it with Collada 1.4. But I'm getting a stripped, grey image and can't get colors in. How do you get those in and how do get to the dummy object. I don't have real experience with Blender. Jspoel Speech Jspoel 22:47, August 7, 2014 (UTC)

I'll check it out in blender in a little while, so I can give you a step by step. To get the colors, you'll likely need to assign the textures. and there should be some picker to pick individual objects from the scene. Like I said, I'll play with it in a bit, and give you more detailed steps. Dulogo Digital Utopia (talk) 23:34, August 7, 2014 (UTC)
Great. About the latest dialogues, there's a slight problem. You put the script note in front of the topic text instead behind it. Can you change it? (You can do it tomorrow or when you have time, already a very busy day for you I reckon). Jspoel Speech Jspoel 00:02, August 8, 2014 (UTC)
Ah, those aren't script notes - the ones in front. Those are actually part of the response text itself. I could extract that, and move it to the back, but then when there's a dialogue that does have script notes, it's going to be a bracket party at the end. But your call.Dulogo Digital Utopia (talk) 00:18, August 8, 2014 (UTC)
Ah, I see. Well, then you can leave it as it is. We're about ready! Not bad, a few days, all Fo3 add on dialogues done. Jspoel Speech Jspoel 00:52, August 8, 2014 (UTC)
I posted a tutorial of sorts on your talk page - I hope it helps! Dulogo Digital Utopia (talk) 04:25, August 8, 2014 (UTC)

Just a heads up Edit

Dear DU,

I actually had a few other things in mind, but I scraped them after I found how these others had no true reason few doing things, other then for their own self gain. I also have been trying to figure out how to make more of these things neutral, but so far have came up empty on how they all could be (with what we have so far I can honestly say without a doubt that its easier said, then done). So, I'll try to figure out how that could be possible (if it could be, really) and figure out more of them things structures and practices. I'm on now, if you have time to discuss this further in Steam. Take care and farewell.

Sincerely yours, TO7 TheOracle7 (talk) 18:49, August 7, 2014 (UTC) TheOracle7.

Now that I'm more awake, and less zombified - maybe I can explain things a little better. They don't necessarily have to be neutral - at least in the traditional sense. My main desire is to stay away from cardboard-cutout characters, such as Raiders, Fiends, or even the Regulators. While the Khans in NV were more or less peaceful in the game, it's that idea of wanting to survive the best way they know how - regardless of moral/legal/ethical faults. If the player character is going to want to join one of these groups, the player needs to be able to understand, and believe in their cause. But adding a group that literally stands for all that's good and just, is going to artificially pull players towards them - for no other reason than empirically being the "good guys". Just looking at Steam achievements: 6.7% of the players completed the game for the NCR, 5.4% for House, 4.9% for Independence, and only 3.1% for Caesar. And it should be obvious - when objectively viewing how these factions were portrayed in game, even with all their faults, why the NCR won out. Because they were portrayed as "the good guys". Digital Utopia (talk) 19:52, August 7, 2014 (UTC)
I figured as much, especially when you said: "adding a group that literally stands for all that's good and just, is going to artificially pull players towards them" Which is why I have decided to scrap TV for another group idea I have going, I'll tell you more when we're in Steam. Farewell and thanks for taking time out for a response.
P.S. I see that we both can't think straight at night, so if your schedule doesn't prevent you from doing this I suggest we both get to bed on time, so that both of us may think more clearly during the day (also, so we may cover more ground). Sincerely yours, TO7 TheOracle7 (talk) 20:37, August 7, 2014 (UTC) TheOracle7.

Hey, Edit

If you could keep me updated on that Forum as much as possible I'd really appreciate it, DU. TheOracle7 (talk) 23:14, August 7, 2014 (UTC) TheOracle7

I'll let you know once I get hosting up - which will likely be next Thursday. It'll take me a few hours probably to get everything set up with the host itself, but I should be able to get a forum up by the end of the day. Dulogo Digital Utopia (talk) 23:36, August 7, 2014 (UTC)

Progress on the lighterEdit

I'm having some problems. I went to the Outliner section, but didn't see a nifid_77-matrix and the parent dynamite_0.lib. Though I did manage to get those eye, pointer and camera. Clicked on the most below of the five, deleted the dynamite. I guess that takes care of removing the dynamite. Then you tell me to go back to the Outliner, I don't see a ##Cap. I'll add an image, also that you can see what I have on the screen and you can direct me to the three-multicolored lines icon, because I can't find it yet either. So here's the image: Lighter in Blender mesh. Jspoel Speech Jspoel 22:14, August 8, 2014 (UTC)

Well, that's interesting - for whatever reason, it appears that your Outliner doesn't show anything except for the buttons. I also noticed you're using Blender v2.49. Is there a particular reason for that, like plugin compatibility or something? If not, you might want to update to a newer version - if for no other reason, than my tutorial is based off of using 2.70, and well- here's what you should see: RMNMyyO-1-
Dulogo Digital Utopia (talk) 23:51, August 8, 2014 (UTC)

The LighterEdit

Ok, it took me some time, but I got the cap to open and the texture to appear. So there's progress. Now to figure out how to rotate the thing. I was thinking, you think you could help out getting some weapon images where the weapons are expanded? I mean cylinder, clip out of the weapon. I have to do so much imagery by myself here. I did most location images on the wiki, and all map marker and local maps. Now we speak of it, how did you manage that wonderful, extreme high res New Vegas map on your userpage? I reckon that must be 25,000 by 25,000 pixels if not more, if you'd make a normal image of it. Love to hear it. Jspoel Speech Jspoel 17:26, August 9, 2014 (UTC)

The only possible trouble with that exploded weapon idea, is that - in general, if the part isn't visible to the player, it's not going to have geometry. I mean, things like clips and cylinders should be complete, and most of the barrel will be complete on slide-action pistols; but on rifles for instance, only the visible portion of the barrel will be there. This is usually done to cut back on the number of polygons in an object, for performance reasons. I'll post a picture a little later to give you an idea of what I'm talking about, and we can go from there.
As for the map - yeah, you're about right! :p Highest zoom is technically 24,576 pixels including the "buffer" - with the map itself being 19,456 pixels. The buffer is there to make it so each zoom level is exactly double the previous one, while the full map area matches what you see in the world map in-game. The map was created via geck, with all non-ingame objects/markers hidden or deleted, in orthographic top-down mode, where the entire visible area was zoomed out to barely fit on the screen. From there, I took an app that captures a set region to the clipboard, and set it to capture the 213px x 213px selected cell, and pasted it into Photoshop. And repeated that process for each cell. From there, I resized the finished map so that each cell would be 256px, in order to make each tile on the map match up to the in-game cell. Finally, for the Google-style map, I resized the map for each zoom level, and used PHP to split the map up into tiles. Due to the high resolution of the largest zoom level, markers were placed via the 3D data from the GECK, for the map marker object itself, and then modified (if necessary) via the offset/scales shown in the World Spaces window.
While it did start off as an actual image - the problem with adding it to the wiki, is the same problem that prevents me from adding that map to the Special:Maps page. Namely, (insert meme here) the file size is too damn high! :P Wikia has a filesize limit of 10mb, and this map, at full zoom - is almost 25 times that limit. I did submit [feedback] to Wikia, about changing their Map creation wizard, so that it accepts multiple files for a single map; but that's about the best I could do. Dulogo Digital Utopia (talk) 18:39, August 9, 2014 (UTC)
Here's an example of what I was talking about - notice how a large amount of the barrel is missing, not to mention the interior of the frame? FGbtaPa-1-. Dulogo Digital Utopia (talk) 18:55, August 9, 2014 (UTC)

( It's great to have another admirer of the fine art of (extreme) high quality imagery present on the wiki! Beside me, I can remember 2 people in the past 4 years, GhostAvatar (he did all the Fo3/FNV weapons images here (think he used 3dMax, dual screen, also check this for example)) and Kryon78. Kryon and I did real-size FoT maps, some of them are 16,000 pixels. About your map, I was thinking the same thing, using the Maps extension for it. It's an extreme large image, but maybe just size it down a bit (to 12,000 or so) and use .jpg low quality format (4 or so) and you may get it down to 10 Mb. Sure would be nice to have it on the wiki. I hope Wikia can do something about the limit, but I wouldn't get my hopes up yet. Jspoel Speech Jspoel 19:07, August 9, 2014 (UTC)

About the expanded weapon images, I suppose we'd have to use Nifskope then. It does have some animation possibilities where you can eject the cylinder, clip and ammo. Jspoel Speech Jspoel 19:07, August 9, 2014 (UTC)
Oh, displaying it like that isn't a problem. Like I said the clip and ammo isn't a problem, it's just showing the individual parts of the weapon, as if it were an exploded diagram is. Showing that pistol with the slide back, or any other way you'd see...well, anything, as it can be shown in game, isn't an issue at all. Perhaps I just didn't understand what you meant at first.
It's more than just the size - I could probably get the 2nd highest zoom quality to work, if I jpeg artifact'd the hell out of it; but the entire implementation of that Maps plugin is just garbage. There's practically zero wiki integration into it at all. Even an image allows you to edit the page to add extra information, but for maps-nothing. All markers and popups have to be added by hand - with no transclusion, or wikified marker data supported. Which should, logically be able to be added in a map's page source. Maybe such a feature works well with that Game of Thrones map they're drooling over; but in a game world, where there's tons of actual data to be found, it falls way short. I've thought about creating my own wikimedia extensions, but I'm not sure how open wikia is to adding extensions they haven't already made available. I mean, proper wikified map extension, hell even a 3D extension wouldn't be out of the question to create - I've worked with more complicated plugins lol. But, there's not much point in it if it can't make this wiki better for it.
As for FoT maps go, haven't really played it; but - FO/FO2 on the other hand...well, I've had KboUhw5-1- dealings with those formats. One of these days I'll get around to making it work for all the FO2 maps, and have it get the images directly from the archive, but FO3/NV is a bit more...timely.Dulogo Digital Utopia (talk) 21:21, August 9, 2014 (UTC)

( Your Fallout mapper (read the name in the upper left corner) is interesting and made me browse a bit on the internet. I found the link to NMA and read your interaction with Sduibek, another programmer. I've had some contact with him here on the wiki. I tried to start your program but got a NET 4.0 error. After adding the "v" the error disappeared but the program still doesn't start. What I've used here is the Dims Fallout 2 mapper, primarily for getting the protos for all Fallout 2 characters and item/inventory. Didn't use it much for location images because the window is so small. For that I went in-game and used Ctrl-R and selected the map. I can't use the mapper though for Fallout 1 character protos, because it doesn't give the correct properties for characters there. In Fallout 2 it does. Do you know a solution for that? Then we can add the derived stats etcetera for the Fallout characters on the wiki pages. About the FNV map, I know the possibilities here are somewhat limited, but I'd still like that map (in reduced size). We now have a 1000*1000 pixels map, yours will always be better. Jspoel Speech Jspoel 14:46, August 10, 2014 (UTC)

Yeah, at the time I was working on it - there was startup trouble, which was weird, because it started up fine for me, even in a windows xp virtual box. But in the midst of trying to troubleshoot, NMA was apparently going through some hosting trouble, where it was down for days at a time. Which is primarily why I moved on to different stuff. If I recall, most of the trouble seemed to stem from setting storage, trying to avoid using the registry. One of these days, I'll get to working on it again :p.
You do have a point about the map - I'll see what I can do about getting something useful. I've already started on Capital Wasteland as well. Ip3kiLL-1- DLC maps for both games will follow...eventually. Dulogo Digital Utopia (talk) 18:18, August 10, 2014 (UTC)
That Fallout 3 map is beautiful. You can't find a map anywhere on the internet with such detail. It'd make a lot of people happy to see it on the wiki, I'm sure! Hope you can find the time for it. Jspoel Speech Jspoel 19:04, August 10, 2014 (UTC)
Thanks! And that's only a quarter of the entire area! The completed portion spans from Nuka-Cola at the southwest, Megaton at the northwest, and just south of Canterbury at the northeast. I'm currently letting Photoshop choke on resizing an updated new vegas map - this one has the additional world spaces that fit correctly. That includes McCarran, Crimson Caravan, Westside, North Vegas, Vault 3, and Aerotech. Sadly, neither Freeside or the Strip itself will fit in the area provided for it on the world map. I've had some luck with Long 15 as well, but since the placement/orientation for Dry Wells is completely messed up, I'm skipping those two. Dulogo Digital Utopia (talk) 19:54, August 10, 2014 (UTC)

( I'm waiting in anticipation. I realize that Freeside, The Strip doesn't fit in the New Vegas map. Maybe a seperate map then for those two sections. Same thing with Washington; the interior of the city (Mall and surroundings) doesn't fit on your map (right?) because it's all interior/different world maps. Jspoel Speech Jspoel 20:03, August 10, 2014 (UTC)

I guess a link could be added in the popup for the relevant markers - for Freeside/Strip. The two sections of Freeside fit well, as does the interior for the Mormon Fort. Sadly, the map for the Strip is just fugly. Top of Gomorrah is missing, a big chunk out of the back areas of Lucky 38 & Ultra-Luxe. Courtyards for the Tops/Gomorrah can be made to fit, but that whole area looks like they half-assed it to hell and back. I've been playing around with the DC zones, trying to see if there's a nice way to handle that. But most of it has been trying to make sense of the World Space info. I thought I had it figured out, as I was able to get all the New Vegas map markers placed appropriately, using that same data. But for Fallout 3, the same math ends up putting the Marker for Lincoln Memorial in the middle of the Potomac! The weird thing is, that per the World Space data, the DC zone for The Mall, should be scaled an offset - but, placing the tiles exactly how they're shown in that zone's cell data, makes it line up perfectly with the Wasteland "dummy" meshes for the Washington Monument and the Capitol Building. Oh well, I'll figure it out eventually.
Alright, by resizing the original by 50% (8k pixels square), and using Optimized compression with a quality of 8, I finally got it under 10MB. It's processing it now. So it won't be conflicting with Energy X's map (when I get the Capital Wasteland one done), I'll be adding an (appropriate) "HD" to the end of the map title. Dulogo Digital Utopia (talk) 20:31, August 10, 2014 (UTC)


I've been a bit under the radar here these last few days, but I've not missed your work on the maps. They're magnificent and I want to extend my appreciation for putting the time in it. It certainly hasn't gone unnoticed and I very much like to see them be added to the wiki. I've seen some great Fallout 3 Washington interior maps and I take it you're still working on all of them. So when you are ready let me know and we'll find a nice place from them. Btw, I've restored your Megaton map, not sure why you deleted it. I'll hear from you, ok? Jspoel Speech Jspoel 22:31, August 16, 2014 (UTC)

Some maps pins don't have the infobox image. Do you know why that is? I thought it had to do with the redirect, but that's not it, I believe. Jspoel Speech Jspoel 23:21, August 16, 2014 (UTC)
There were a couple of reasons I told Energy X to go ahead and delete them. First, and most importantly - they can't be integrated into a page as well as a simple image. Embedding it into a page just shows a thumbnail (without markers) and a link. So you can't center it on a marker, or easily get the information you need without leaving the page - like they can do with the pip-boy screenshots.
The second, is the layout of the Maps page itself. There's only one way to view that page, and it uses giant, page-width thumbnails of the maps. Including more maps than can fit on the same page - just includes page links on the bottom. Since the default view is newest first, adding a lot of maps just pushes everything else down. So, with both shortcomings in mind, I think it's best to just stick with the most important maps, until Wikia actually makes this extension as useful as it could be.
Don't get me wrong - I'm a huge fan of game maps, and believe - with the right implementation, that such maps could be a very useful feature in the vast majority of pages on this wiki. Unfortunately, that implementation isn't there yet, so it's probably better to just wait for them to hopefully improve it.
As far as the images go...I have a theory, that may or may not be true...and as it turns out, I think I'm correct. The images will only load for the markers, if the infobox's image's file name is the same as the page it's on. The first thing I did was compare the infobox images between the popups that did show an image, and the ones that did not. I noticed that every one that did show was either named exactly how the page was, or was spaceless. (eg. Bonnie Springs' image was BonnieSprings.png, Goodsprings Cemetery, was named Goodsprings_Cemetery.png, etc.). Vault 19's image wasn't showing - and it's image name was FNV_Vault_19_Door. Similarly, Powder Ganger Camp North, also wasn't showing - and it's image name is PG_camp_north.jpg. So, to check my theory, I downloaded the Vault 19 infobox image, renamed it to "Vault_19.png", uploaded it, and edited the page to use it. Sure enough, as soon as I edited the marker, (so it would search for the image again), it showed up. Dulogo Digital Utopia (talk) 02:10, August 17, 2014 (UTC)
It looks like you too were on to something about the redirects though. Regardless of name, the image for Charleston (C/c)ave isn't showing. So, it seems Redirects confuse it. Shouldn't be surprised. At this point, it's surprising when something with the mapsdoes work properly. :p Dulogo Digital Utopia (talk) 02:34, August 17, 2014 (UTC)
First off, it seems that it's not necessary to have the exact name - but rather that it at least starts with it....or maybe it's just a bug, who knows at this point? Second, Capital Wasteland map is done, and up - I'll add markers to it, after getting it up on my site - as I can add markers via code, using the data in the GECK for accuracy, and then use that as a reference to place the markers on the wiki version. Basically similar to how I did Mojave. Finally - slightly off topic, but, any plans on giving those Fo/Fo2 MSG entries the table treatment? Dulogo Digital Utopia (talk) 02:45, August 18, 2014 (UTC)

( It seems that if the page doesn't have a redirect, it might just work with thumbnail images. Not ideal. Say, I restored those Fallout 3 maps and added them to Fallout 3 map and Fallout: New Vegas map. They're great, and they really need a place on the wiki for everyone to enjoy:) They way I placed them looks good I think. About those Fo1 and Fo2 dialogues, what do you have in mind? There would need to be seperation between what the player says and the one he talks to. It looks near impossible to me to get that automated and poured in a table. But if you have an idea, I'll be happy to hear it. Jspoel Speech Jspoel 01:10, August 19, 2014 (UTC)

That does look really nice! Hopefully, at some point - they allow for linking to, or centering on a marker, so a user could click on a link, and it would show a popup with the correct map, centered on the location. As far as the FO/FO2 dialogues - I was just thinking something simple, to just make it look nice. I noticed that they're all in the format of {ID}{?}{Message}, which could be simply parsed into a three-column table. Only thing really up in the air is what to do with the comments. Single line comments could be put into a header column (three column span), but the block comment that occasionally shows up at the top of the file would have to be handled differently...maybe as normal text under a page heading, right before the table itself. This is a quickly hammered out example of this. Just to make it a bit easier on the eyes.Dulogo Digital Utopia (talk) 03:51, August 19, 2014 (UTC)
Melchior just talks himself. Can you do 1 or 2 bigger ones? Like KILLIAN.MSG and NcKitty.msg? Killian has soundfiles (that's the code following the ID in his dialogue file) which also need a place. Maybe the ID numbers as an anchor. It's not that simple for many dialogues. It needs some thoughts and tryouts. Jspoel Speech Jspoel 23:51, August 19, 2014 (UTC)
Yeah, I just did that one by hand as a quick example. Ok, that's the sound file name, so that probably doesn't need its own column - at least until the sound files themselves are loaded. Perhaps in a comment, like the filenames on the Fo3/NV dialogues. The only really tricky part - are the commented (#) parts. That may have to be formatted on a case-by-case basis. For example, the comments on Melchior might work well enough like they are, but "Tell-me-abouts" would seem to fit better with a page heading (like "combat"/"conversation"/etc for the other ones). But the entries themselves won't be an issue. I'll play around with those two a bit, and reply back when I got something. But before that, I want to get to the bottom of these damn offsets/scales for world spaces. Dulogo Digital Utopia (talk) 16:22, August 20, 2014 (UTC)

( I'll wait in anticipation. Also for the world maps. It may cost you a lot of work, but they're among the top images of the entire wiki and I'm sure a lot of viewers will enjoy these unique maps. I'm also really looking forward to the add-on maps... Jspoel Speech Jspoel 16:35, August 20, 2014 (UTC)

Think I finally figured those damn markers out! I posted more details on my user page, mostly in case I forget, but the problem boiled down to the "size" of the child world space. The scale (in GECK) is applied to that world space's center, so if the size isn't correct (number of cells), then the center, and everything else will be off.
Regarding the world maps, I'm happy that others share my opinion about how cool they are :p I mean, hell - that's most of the reason I do stuff - because I think it would be cool, and hope others feel the same way. Thankfully, at least until FO4, the really tedious part is over - the child world spaces, and add-on worlds are comparatively tiny. Next step, as far as maps go, is the Strip & Freeside. Then, I'll start on the add-on worlds/child zones. Dulogo Digital Utopia (talk) 19:05, August 20, 2014 (UTC)
Freeside is up - at least what ever is left of it. Apparently Wikia is limiting the zoom. First, look at the map - then look at the [source]. Bastards! :p Dulogo Digital Utopia (talk) 15:42, August 21, 2014 (UTC)
Something must be wrong with your zoom. I can zoom in excellent here, even to one degree more than the off site image. Jspoel Speech Jspoel 15:55, August 21, 2014 (UTC)
Ah, much better - I guess it just takes a bit for the full zoom to become available. Dulogo Digital Utopia (talk) 16:00, August 21, 2014 (UTC)

Plik dialogueEdit

Digital, I have one more dialogue for you to go over with your bot. It's Plik's: DLC04FF06Host.txt. Nice Pitt map, another great one for the wiki. About your maps featuring on the news digest, Agent c hasn't put one up yet, so it may be that he doesn't have time for it. It will be for next weekend then. Jspoel Speech Jspoel 13:36, August 25, 2014 (UTC)

Yeah, I figured that would be happening - Jasper was talking about adding one yesterday. I'll take care of it (and done). Operation Anchorage will likely have to be split up into 2-3 separate maps. Despite the size of the world map for that area, half of that distance between the first part (cliffs) and the 2nd (HQ/Refinery) is pretty much blank on the actual map. So for usability, plus the advantage of higher detail, I think it'd be best to at least make one map for the cliffs (have to see if I can combine the cliffs/artillery areas), and another for the main area. Adams AFB (Broken Steel) and Point Lookout should be straightforward though. Dulogo Digital Utopia (talk) 13:45, August 25, 2014 (UTC)
Thanks for fixing that dialogue. OA plan looks fine to me. They're clearly 2 different areas, and being able to zoom in just that bit more doesn't hurt either. Jspoel Speech Jspoel 13:55, August 25, 2014 (UTC)
Not a problem - anytime! OA ended up having to be 3 areas, as there was no clear way to join the other two together. But - Anchorage is done, as well as the two remaining Broken Steel zones (Adams AFB & Relay Station). Working on Point Lookout now, and I think, just for the sake of rounding out the set, I'll finish off the Fallout 3 maps with Tranquility Lane. Dulogo Digital Utopia (talk) 10:21, August 26, 2014 (UTC)


Tranquility Lane is done and up, Point Lookout is done - But despite a day and a half, and several attempts, it's "Still being processed". I'll keep trying, and hopefully the 5th, 6th or 7th attempt will be the charm. In other news, Zion is almost finished. Dulogo Digital Utopia (talk) 11:03, August 27, 2014 (UTC)
Great. I'll put Tranquility Lane in place. I'll send Wikia a note about the "Still being processed" thing. Jspoel Speech Jspoel 13:58, August 27, 2014 (UTC)
Point Lookout worked on only the 5th try. And Zion Canyon is up as well. Dulogo Digital Utopia (talk) 15:39, August 27, 2014 (UTC)

( Nice. I added an external link for your FNV map. That one's still a notch better. A few add-on maps to go (and NV Square/Westside). Jspoel Speech Jspoel 17:37, August 27, 2014 (UTC)

Most of the separate areas from New Vegas are already on the Mojave map - including Westside and North Vegas Square. Freeside and The Strip were the only exceptions, because they wouldn't fit in the space provided. In fact, the only map that exists of something that did fit is Megaton. Unless your intention was to just have the higher resolution?
Thanks for adding the link - I just added to the Fallout 3 page because there were already links there, and it seemed a little presumptuous to start adding sections for linking to my own stuff. :p That being said, I started doing some digging around, wondering if there might be some way around these limitations, and that's when I came across the verbatim tag, and its interaction with pages in the WikiMedia namespace. It turns out, that if you put iframe code on such a page, you can use the verbatim tag, combined with that page name, to display pretty much any content whatsoever.
So I were to create a web page that was functionally similar to Wikia's maps, with the marker placement, and the filtering, and the article linking, using the actual maps/markers already seen on the maps on my site (plus the higher resolution versions of all the local/DLC maps where applicable) - not to mention any specific additional features that might come in handy, it could be displayed anywhere on the wiki. And if anything ever changes where those maps are no longer useful, there will still be the wikia maps I added to fall back on.
Of course, I'm just going off what I read. For obvious reasons I can't edit the pages needed to test it out myself; but I thought I'd throw the idea out there, as a possible alternative. Dulogo Digital Utopia (talk) 19:03, August 27, 2014 (UTC)
I added the Wikia maps to the news digest. Good to make a special note of it I think. We could do with a separate maps for Westside, Area is large enough I would say, similar to Washington world space maps. North Vegas Square is too small. I'm not sure I understand your verbatim tag story, but you can give it a try in a sandbox and we'll see how it works. If you need help with it (rights), I'll hear it. Can you also upload the local door map marker? That one is still missing in your zipfile and we need it for the Sierra Madre map. Jspoel Speech Jspoel 00:07, September 1, 2014 (UTC)
Well, the size of the area isn't really a big deal - after all, I added Tranquility Lane, and that's probably one of the smallest areas in the game. The big thing is that those two areas fit perfectly on the Mojave Wasteland world map at 100% scale. So, provided that the Mojave map is done with the same resolution, there would be zero difference, except for making it seamless with the rest of the world. However, the point remains right now - that the wikia maps limit the resolution further, on top of the "master" map (on my site) already being at a lower resolution (213px per cell, compared to 1026px per cell for the newer maps (locals, and DLC maps), so at least for the time being - those two maps will be useful. So as soon as I'm done with The Divide, I'll go ahead and make those. Speaking of which, all that's left on the Divide map is blending the sub zones in with the world map. Tiles are all captured, and zones are all placed appropriately.
The verbatim tag basically tells the wiki software not to parse anything between the tags. So, for instance, putting a normal page link between those tags, should basically just display the source of the page. Any HTML between those tags, would (normally) display as is; but on normal pages, certain tags will be canceled out, for the purpose of limiting damage by vandalism. For instance, you obviously don't want someone vandalizing a page with an iframe that contains a porn site - or other site that would violate the Wikia terms. The exception to that rule, is on pages in the MediaWiki namespace, which normal users don't have permission to edit. Now, I'm not asking for such permissions - but to show an example in my sandbox, I just need someone who does, to create a page in the MediaWiki namespace (i.e., with the following as content:
<iframe width="100%" height="600" src=""></iframe>
That should allow me to use the verbatim tag with that page, and the map on my site should show up my sandbox page, like the Wikia maps do. Keep in mind though, that this will just be a test - should it work out, I'll work on a page that's much more suitable/flexible for wiki purposes. Finally, I'll go ahead and add the door icon, as well as some category icons to that zip file and the photoshop file. I figure other notable things could be added to the map as well. I'll go ahead and take care of that first, as it shouldn't take long, and doesn't require the GECK. Oh, and thanks for the mention on the News Digest - hopefully, as far as at least the maps go, this is just a good start. :p Dulogo Digital Utopia (talk) 11:04, September 1, 2014 (UTC)
The markers zip file has been updated with the local door icon, as well as the icons from the hotkeys - with inverted transparency to match the world map icons. Dulogo Digital Utopia (talk) 13:09, September 1, 2014 (UTC)
Aaaand - I think that's all the maps now. Well, except for maybe the Fort World, but since that's basically only a single cell - I don't think that needs a map. I should be doing an upgrade on this machine within the next month or so, and when that happens, I should be able to pull off Mojave/Capital Wasteland maps at the same resolution as, well - everything else. Which will amount to, for instance, a Mojave Wasteland map that will measure in at about 78,000 pixels each direction. Dulogo Digital Utopia (talk) 00:27, September 2, 2014 (UTC)
I don't think that anyone in the entire history of Wikia ever mentioned (or dare mention) 25,000 pixel images and now you're talk 3 times that. It's mindboggling. The maps are good now. You already did some smaller ones. I had a slight problem with the local door icon; it wasn't entirely transparent and of slightly different color. You can see it on the Sierra Madre map when you compare the door and unmarked icon. You also uploaded other hotkey icons, I can't quite determine the purpose of these icons for the maps. I can create that Mediawiki namespace page for you and put the code in. What name should I give it? NewVegasMap? Then you can so some experimenting. Now we're talking rights, are you interested in patroller rights? You won't do much with it I think, but it's the required step up if you want to become an admin later on (then you can edit mediawiki yourself). Let me know, all right? And thanks for all the hard work and the time the put in the maps. Jspoel Speech Jspoel 00:47, September 2, 2014 (UTC)
Yeah - that was my screwup. I picked the wrong type of png to export to. I fixed the Sierra Madre one, and fixed icons will be uploaded shortly. The hotkey icons might not be useful quite yet - even with the massive size of the maps, the markers are still too large. But eventually, I thought it would be nice to have more categories than just locations - pointing out locations of various items, maybe even NPCs, quest objectives, etc. I added those - because well, they were already designed ahead of time - unlike other icon types that will have to be created. So, long story short - none of them have to be used right now, but they're there if something fits. As for the page, that name is fine, and for Patroller, I'd be honored. Just let me know if there's any extra responsibilities that go with it, and I'll do my best. Once this thing works, it'll be a little while before it needs editing again - in fact, at that time, it really should be the final step. First comes work on the page itself, and then comes some testing with flexibility and templates, using a test wiki I have set up on my own host. Hopefully that way, there shouldn't be any surprises by the time it's ready for here. Just let me know when you have that page set up, and I'll let you know if it worked. Dulogo Digital Utopia (talk) 02:38, September 2, 2014 (UTC)

Patroller rightsEdit

I've given you patroller rights (you'll see -Rollback- at the end of an edit in Recent Changes, let's you revert in one click). Now (with continued activity) it's possible to apply for adminship in 2 months. With your tech skills (also with the bot) you can go a long way here, so for you it's just an inbetween step I think. No real responsibilities, if you keep up the activity that would be great, maybe check RC once in a while for no-good-doers. I've given the maps for other uses than location pins a thought as well. Perhaps for holodisks, other notable loot or terminals. Terminal I'm going to start adding to the normal local maps though; it's useful. Problem is that most notable loot is inside locations, not out in the open. Well, we'll see. I added that mediawiki page, its name is Mediawiki:MojaveWastelandMap. If you want the Capital Wasteland map as well, let me know. About the maps you've done, it's great, but is it possible to do the Mothership Zeta map? I know it's all interiors, but they do connect. Probably you'd get at least 2 maps because it has different levels. Maybe you can find a workaround. Would be nice to have. Jspoel Speech Jspoel 10:01, September 2, 2014 (UTC)

First off, it worked! So that's a promising first step. As far as the markers go - one, a fixed version has been uploaded, and is available in that link. Two, yeah, that was kinda my intention as well - eventually, to be able to pinpoint other notable items/people that might exist on these exterior maps. Might be useful for even things like some of the collection challenges, like the nostalgia one in The Divide, etc. I'll just have to play around with some designs, to get markers that share the same general style, as the ones already added. As far as Zeta goes, I'll see what I can do. It does bug me a bit that it's the only map that's missing - I just have to figure out some way of doing it so that it's both useful and looks nice. Just off the top of my head - I'm thinking one map for the Waste disposal, one for the Space walk, one for the main area including Engineering core, the Holding cells and the three areas that contain the generators, and likely a final one for the Bridge (Mothership Zeta). Dulogo Digital Utopia (talk) 11:23, September 2, 2014 (UTC)


Alright, Space Walk has been added; but I'm running into what appears to be a pretty frequent problem where the exit from one cell is a different orientation than the entrance to another. Now, the easiest way to address this, of course - would be to just add each individual cell/area as its own map. Another option would be to attempt to rotate these areas so they all connect - which may work, provided that these areas don't overlap; but it could also make things more confusing for the viewer, as the orientation would no longer match its orientation in game. Finally, I could place the cells that should all connect on the same map, laid out roughly where they should be, and use arrows to "connect" the cells together - with one end at the exit, and the other at the entrance. It wouldn't be quite as cool as it would if all the cells could be connected; but it should be just as easy to follow along. Dulogo Digital Utopia (talk) 11:18, September 3, 2014 (UTC)
The orientation has to be kept intact, turning is not a good idea. Go with your last option, and use arrows to connect the maps. Make it rougly match. I have used the same tactic with arrows for some local maps. Jspoel Speech Jspoel 11:51, September 3, 2014 (UTC)
Look what I found. It can help you determine the layout. Mothership Zeta map. Good luck! Jspoel Speech Jspoel 12:15, September 3, 2014 (UTC)
Thanks for the image! It was useful to at least get a general idea of the layout. After getting the cells themselves assembled, I started laying everything out - only to realize that, thanks to the imagespaces for the cells (read: color/brightness post processing), the background would be very multi-colored, and basically look horrible. So I started playing around with ways of removing the background, to come up with a mask that would leave only the actual objects visible. I finally managed to create a special imagespace, that together with removing all lighting/FX objects, would give me a single-color background, without any blur or shadow at the edges. So I basically went through and did that for all the cells, successfully removing the background.
Once that was done, I went back to laying everything out, working on grouping together the cells that would "physically" connect (i.e. through a door, as opposed to a teleporter), and this is how it's set up

Sub Level

  • Waste Disposal
  • Maintenance Level

Main Level

  • Cryo Lab
  • Cryo Storage
  • Cargo Hold
  • Hangar
  • Engine Room
  • Engineering Core
  • Holding Cells
  • Steamworks
  • Robot Assembly
  • Decompression Chamber
  • Research Lab


  • Observation Deck
  • Biological Research
  • Experimentation Lab
  • Weapons Lab

Death Ray

  • Death Ray Hub
  • Death Ray Control

Living Quarters/Bridge

  • Living Quarters
  • Bridge

The last section obviously doesn't directly connect with each other; but since those were the only two remaining cells, and the Bridge is nowhere near large enough to get its own map, I figured I'd just put those two together. Dulogo Digital Utopia (talk) 03:45, September 4, 2014 (UTC)

I'm happy with that. You can load it up to the wiki whenever you're ready! Jspoel Speech Jspoel 10:27, September 4, 2014 (UTC)
All the Zeta maps are up, save for the main area. Three attempts on that one, the first before adding the Labs, and are still stuck on "still being processed". So as soon as Wikia lets me, I'll add that one as well. Dulogo Digital Utopia (talk) 12:48, September 5, 2014 (UTC)
Marvellous. These maps are great assets! Say, you can take a breather if you want after all this hard work. But after seeing your Zeta maps I got a new idea... How about creating maps for the Vaults interiors? :) Let it go through your mind, ok? Jspoel Speech Jspoel 15:30, September 5, 2014 (UTC)
Sounds good. I'll have to play around with the GECK some more to see if there's a better way of doing it. Since the Vaults especially, are known for having multiple overlapping floors in the same cell, A simple top-down map would be only slightly more useful than the in-game local map. Dulogo Digital Utopia (talk) 15:43, September 5, 2014 (UTC)

( I was working on the Living Quarters/Bridge map but the connecting arrow is missing. Can you add it? Jspoel Speech Jspoel 23:10, September 5, 2014 (UTC)

Discovered an error. Cargo hold and Research lab are upside down. People won't recognize it from the local map anymore. Can you flip them around? Jspoel Speech Jspoel 23:38, September 5, 2014 (UTC)
I see the problem. Just a case of semantics, but the trouble boils down to that they're not rotated. This goes for Death Ray control as well. These maps have a "NorthMarker" which apparently tells the game to rotate the cell so that this marker is facing north. I'll work on on fixing this. As far as the arrow goes - there's no connecting arrow between the Living Quarters and Bridge, because those two cells don't directly connect. The only way to reach either of those cells is via teleporter; but since the Bridge is way too small to warrant its own map, I just put them together. Dulogo Digital Utopia (talk) 13:58, September 6, 2014 (UTC)
A new version of both the Main Level, and Death Ray maps have been added, with the orientation of those three cells fixed. Dulogo Digital Utopia (talk) 19:28, September 6, 2014 (UTC)

Updated mapsEdit

I've updated the map addresses in the mediawiki pages. Looks good, with that infobox image and the first piece of text on the page (skipping the quote). Would be something for the Wikia maps to have... I caught an error though. All links in the pop-up link back to your own map site ( instead of our wiki. Only the see more page its links is correct. Jspoel Speech Jspoel 17:02, September 12, 2014 (UTC)

Reading your message again, I'm not sure I read it correctly, but were you planning to add small world space maps (Chevy Chase, Dupont Circle, Freeside etc.) to your site? I don't intend to link to those on the wiki though. The CW and MW maps are the only 2 ones as they are exceptionally detailed, far more than we have here. The small world space maps we have here are much more zoomed in and they are good as they are. I don't want to make it an overkill of maps. Jspoel Speech Jspoel 17:16, September 12, 2014 (UTC)
First off, I fixed that link issue. Apparently in the process of changing which part was parsed (originally I was using the Layout section), I accidentally deleted the line that changes the links from relative (i.e. /wiki/Page_Name) to absolute ( Should work for both maps now. As for the small world space maps, this wouldn't require any additional changes on the wiki's end. The idea is to simply use regions on the main world map (CW/MW) like the green squares that previously appeared on the CW map, that when clicked, will show a (large) popup that will contain the appropriate map within it. That way anybody viewing the Capital Wasteland map, would be able to see the various DC areas, etc. without having to go to a different page - and the same goes of course, for MW and The Strip/Freeside. Dulogo Digital Utopia (talk) 18:34, September 12, 2014 (UTC)
A better example of what I'm talking about, now that I've got it worked out: BCuigGZ-1- I'll push them live, as soon as I finish the regions/maps for Mojave. DulogoDigital Utopia (talk) 11:14, September 16, 2014 (UTC)
Looks great, Sean! (read your name in the image). I figured it would be something like that. We'll wait for it then. Jspoel Speech Jspoel 21:51, September 16, 2014 (UTC)


Dear DU,

I've sent you a update to your Steam account about my stuff, hope you read it. Also, that one site wouldn't pop up for some odd reason, kept saying "page cannot be displayed" (not sure if the site's down or what, though I will try to check on it again in the very near future). Take care and farewell.

Sincerely yours, TheOracle7. TheOracle7 (talk) 08:24, September 13, 2014 (UTC)

Yeah, sorry about not letting you know sooner. I forgot to renew my domain name, so I had to get a different one. Just replace the "net" with "org" in the address, and it should work fine.Dulogo Digital Utopia (talk) 18:39, September 13, 2014 (UTC)

Russian wikiEdit

Is it ok if I tell our Russian sister wiki ( they can add the maps you created for our wiki, also to their Russian Fallout wiki? Unwritten policy is that we let them have everything they can use (like all my images). Tried it, only thing they have to do is add the code; they don't even have to upload the map. Jspoel Speech Jspoel 18:12, September 14, 2014 (UTC)

Oh, by all means, they're more than welcome to any and all of it. If they're interested, and want to translate the locations/page names, I'll be happy to make a localized version of the big versions I'm hosting. Dulogo Digital Utopia (talk) 09:51, September 15, 2014 (UTC)
Sounds great! I'd suggest uploading blank CW and MW maps to their wiki and let them add the location names. Can you get in contact with User:Alex6122 from the Russian wiki and User:Alessio79 from the German wiki about it? They are admins there. Both wikis (biggest sister wikis) have the maps feature enabled. Jspoel Speech Jspoel 17:13, September 15, 2014 (UTC)
When you create a map, Wikia adds the map to their templates. So anybody who wants to use those can, without needing to upload anything else. I'll give instructions on how to do that on those admin pages, as well as a link to a text file with the location names, and the relative pages as well, in case anybody wants to translate them, to use the ultra-high resolution MW/CW maps from my site. Dulogo Digital Utopia (talk) 19:10, September 15, 2014 (UTC)
I forgot I'm an admin at the German wiki as well :) So I can handle the German part, you can send those instructions to me. Jspoel Speech Jspoel 19:28, September 15, 2014 (UTC)
Well then, that's convenient :D. Alright then, pretty simple.
  • Click on the "Create Map" button, and a window will pop up
  • Choose "Create a Custom Map, and then another window will pop up, showing a bunch of map thumbnails
  • Use the search field in the upper right corner of that window, and search for the map template* you want to use.
  • From there it will give you the option to name the map, and will prompt you to add at least one category (marker type). Unfortunately this is mandatory before it will create the map - which is why most of the maps originally just had a "Default" category. But, if you want - you can just add the correct types at that point as well, with the [markers].
  • After this, the map should be ready.
*Most of the map templates have the exact same name as what I gave to each map, the only exceptions to this is when I made a mistake (you can't delete templates), or Wikia was having that problem with getting stuck on processing them. So, if there's more than one template with a similar name, always go with the one that either has something extra at the end (i.e. (NV), (HD)), or the (largest) number at the end. Unfortunately, I don't think there's a way to get the template name that the maps are using, so a few of them might require a bit of trial and error.
As far as the non-wikia maps go, I put [this] spreadsheet up on Google Docs. Left hand column is the location how it appears in the tooltip, and at the top of the popup, while the right column is the page name for that location. At the bottom is a list of the locations used in the filter panel. So I just need someone to translate those, both in language, and to the local wiki's entry for those locations (i.e. 188_trading_post > 188-Handelsposten), and I can plug those in, and give you a localized link to use for MediaWiki. The spreadsheet is set to allow anybody with a link to edit - so anybody who wants to help with the translations can. Dulogo Digital Utopia (talk) 20:10, September 15, 2014 (UTC)

( I added the maps to the german wiki and make a start. Can you add the green monument map marker for the Capital Wasteland to the Marker zipfile? That one is missing. Jspoel Speech Jspoel 21:13, September 15, 2014 (UTC)

Sure, zipfile's been updated. Should I pass on the instructions to Alex's Talk page on Dulogo Digital Utopia (talk) 21:50, September 15, 2014 (UTC)
Please do. He'll be happy with your post, I'm sure. Jspoel Speech Jspoel 21:54, September 15, 2014 (UTC)

NIFskope imageEdit

That's a great image, in nif-format so you can see it from all angles! But what are your plans with it? It's only possible to links such an image external and you probably know by now we are very careful with external links as they are not under our control and something may happen with it, go down, change of content or promotion of other websites, which is not allowed by Wikia (I think). If you do have plans that direction, we would have to seriously discuss it on Nukapedia. Jspoel Speech Jspoel 22:43, September 22, 2014 (UTC)

Well, right now I'm just working on parsing the format, and figuring out the information to have it display correctly. I've been using progressively more complex models as I've gone on, hopefully culminating in armor/characters. So, I have a ways to go yet. :)
As for Wiki plans - I completely agree about the external hosting. :) Honestly, I think it would be better suited for an actual extension. Granted, I'd have to get Wikia to install it, but from there, everything else is pretty wiki-friendly. Model data can be stored as text, while textures are nothing more than normal .png images. I figure, as long as I make sure that the actual viewer is kept as unspecific as possible, and I make sure it fits in well with Wikia's sites, it might be useful enough to get Wikia to agree to make it available. DulogoDigital Utopia (talk) 23:39, September 22, 2014 (UTC)
Yes, Wikia adding an extension to make it possible would be ideal. By the way, are you also still working on the Vault interior maps? The Zeta maps were a great succes, and I'd be happy to see the ones from the vaults here. Jspoel Speech Jspoel 23:43, September 22, 2014 (UTC)
Yeah, still planning on doing those - at this point I think I have Vault 101 mostly done. I'll get back to them within the next couple of days. DulogoDigital Utopia (talk) 00:30, September 23, 2014 (UTC)
Alright, so - before my little "vacation", I created my own wikia site, for the purpose of playing around with ideas for this one. Primary focus was to see if it were possible to seamlessly integrate the model viewer into an item page, with just using standard wiki features. Just pages, images, and some javascript. Today I got a chance to actually play around with it, and it seems like it's going to work. Basically, the idea is - that if there's a "model" entry in the infobox params, and the user's browser supports WebGL, clicking on the main image will show the model, instead of the picture, in the same popup. The model itself will be stored, in text format, as a page, and the textures will be uploaded like any other image. While I still have the model itself to convert to the format, you can see a little demonstration of how it would work here. At this point, you should just see a black background - but that's just because there's no model yet.DulogoDigital Utopia (talk) 21:02, December 1, 2014 (UTC)

( Nice to hear from you again! I do see a black background with nothing else at this point. I hope you can make it work; if there's more progress I'll be happy to know it. If you can, we're probably the first wiki that has it (going by the plasma rifle example able to rotate in every direction). On another note, I created a few more dialogues, if you can convert those that would be great. Jspoel Speech Jspoel 21:32, December 1, 2014 (UTC)


You have been picked for this week's Hole VIP commentator. Leave your reply below so I can paste it in the blog. This week the fight features Ranger Stella vs. Masticator vs. Garl Death-Hand! Energy X 19:36, October 6, 2014 (UTC)

Dialogue filesEdit

Hi! Haven't seen you here in a while. You must be busy in real life I assume. I've just uploaded an important dialogue file, MrNewVegas.txt which I'd like to see put in a nice format. Can you do it? Also a few others that need conversion (check the pages that links to {{Bot rewrite}}. And maybe if you find some more spare time 1 or 2 Vault maps? Jspoel Speech Jspoel 23:59, October 17, 2014 (UTC)

Digital, the high-res maps you created on your own site, don't work anymore. I've removed the link for now. You've let the lease expire I guess. Would be nice to hear from you, it's been too long. Jspoel Speech Jspoel 15:24, October 27, 2014 (UTC)
Okay, all the dialogues should be up to date now. And as it appears you've noticed, the maps are working again. I was attempting to add an additional, non Fallout map, and ran into the file/folder limit on my hosting. In order to address that, I attempted to store the map tiles in a zip; but doing so caused me to run into the script executions limit (it ran a php script to retrieve the tile from the zip). Which is likely why it broke. So I decided to skip that other map for now, and go back to the original method. In addition I renabled caching, as well as using my host's free CloudFlare support, so hopefully it should perform even better.
Been a little busy with updating a couple of my WoW-related utilities for the changes that came with the new expansion, as well as fulfilling a year old promise to make Mac versions (which required getting OS X back up and running). I've got a couple of projects left to do; but since they don't really have a time frame, I'll be stopping in to at least look for new messages. DulogoDigital Utopia (talk) 08:14, November 1, 2014 (UTC)
I see. Well, good to hear from you and knowing you'll check messages. I may create a few more dialogues and they look much better converted. Thanks for the ones you did now. Good luck with your projects! Jspoel Speech Jspoel 18:39, November 1, 2014 (UTC)
Thanks! And just let me know when you get more dialogues ready, and I'll get them formatted. DulogoDigital Utopia (talk) 14:42, November 2, 2014 (UTC)

Merry Christmas and a happy new yearEdit

I would like to use the Christmas-wishes-tradition to thank those around me who kept this wiki and daily life more fun for me during the past year. Everything just seems so normal and evident that we are here almost every day, yet it's very worthwhile to consider for a moment how wonderful it is to have all of you around me, making editing and being on chat a lot more enjoyable. I would also like to use this opportunity to wish a happy and healthy new year for you and everyone around you, with perseverance in tough times, but most of all, with wonderful moments among enjoyable friends and family. Merry Christmas, and a very happy new year in which all your wishes may come true! - Greets Peace'n Hugs (talk) (blog) 17:51, December 25, 2014 (UTC)


Hello Utopia, its almost finished but I can't finish it due to headache. If by any chance you could go online, can you finish this if possible. Thanks and Merry Christmas! ------Cassie I can see you. 05:50, December 26, 2014 (UTC)

I've done a few more dialogues, you know where to find them. Happy New Year! Jspoel Speech Jspoel 14:02, December 26, 2014 (UTC)
All taken care of. :) And a (belated) Merry Christmas, and a Happy New Year, to both of you! DulogoDigital Utopia (talk) 00:11, December 27, 2014 (UTC)

Bot stuffEdit

Yo, could you do me a favor and have a bot add linkable numbers down the side of all Fallout 3/NV dialog transcripts? It would help make citations easier. JASPER//"Do you like hurting other people?"UserRichard 19:40, December 27, 2014 (UTC)

Sure, can you link me to an example to work off of? DulogoDigital Utopia (talk) 00:38, December 28, 2014 (UTC)
Here ya go. JASPER//"Do you like hurting other people?"UserRichard 00:41, December 28, 2014 (UTC)
Thanks, I see what you mean now. I'll whip something up tonight. One question though, is there any spam protection on this wiki? Like a limit on number of page edits in a given time, for a single IP/account? Because if there are, I'm going to have to compensate for that. As it stands, it makes little sense to go back to the original source, just to reformat it with the numbers, so I'd like to just automatically go down the list in each dialogue category, and edit the existing ones in place. However, that would result in a flood of edits in a very short time, if I don't put some kind of delay in. DulogoDigital Utopia (talk) 02:45, December 28, 2014 (UTC)
I've given you bot rights, that should help. Now your bot edits will be hidden from normal recent changes and it shouldn't be considered spam. After you've done your magic, I'll remove them again, to see your normal edits again. Jspoel Speech Jspoel 11:39, December 28, 2014 (UTC)
Okay - Script is coming along nicely. At this point it will log me in, load a page up in edit mode, parse the text, add the column, add the linkables, and publish it. There's a small bit of error checking as well, as it will check to see if the last column header isn't labeled "#" before doing anything. Next step is collecting the page names themselves, and then finally, I'll give it a test run on one of the smaller dialogue categories. DulogoDigital Utopia (talk) 13:51, December 28, 2014 (UTC)

( Can you send me a message just before the test run on my personal talkpage: User talk:Jspoelstra? Then I'll know I've gotten a message and can track progress myself as well. Jspoel Speech Jspoel 14:17, December 28, 2014 (UTC)

Also did a few more dialogues. Jspoel Speech Jspoel 14:18, December 28, 2014 (UTC)
It's not quite there yet. [1] But you're probably working on that now. Jspoel Speech Jspoel 15:11, December 28, 2014 (UTC)
Yeah, had a bit of a problem with the "< >" in the text - should be sorted out now for Dead Money and Lonesome Road. Let me know if you catch anything else, otherwise I'll do some more later on today. DulogoDigital Utopia (talk) 15:55, December 28, 2014 (UTC)
Also, got the dialogues you put up to format done, and updated my formatter to include the linkable indicies. I'm going to finish up all the DLC dialogues with my script, and let it sit for a day or two, to see if anybody finds any issues with it - before tackling FO3/NV. Also, know of any way to do a mass rollback on any user within a given time period? DulogoDigital Utopia (talk) 02:33, December 29, 2014 (UTC)
Everything should be done now. And I mean Everything. New Vegas, Fallout 3, all DLCs. Let me know if you run across any issues, or anything that was missed.DulogoDigital Utopia (talk) 15:53, January 11, 2015 (UTC)

Golden BottlecapEdit

Hey Digital, you just may have missed our Nukapedian of the Year competition. We've chosen the user with the most positive influence in 2014, but also the best newcomer, and you have been given that award! So congratulations and well deserved. You've risen fast to stardom here, with your high quality maps and botwork. No one else can do that here, so it's been invaluable. Hope to see more of you in 2015! (You can add the image of the bottlecap to your userpage). Jspoel Speech Jspoel 15:01, January 2, 2015 (UTC)

Aw, thanks! The recognition is nice, but well - the user template I made for it on my userpage, explains it well enough. :p Back to "business" though - I'm assuming since I haven't gotten any messages, that the dialogue changes I made for the DLCs, haven't turned up any more issues? If that's the case, I'd like to continue with the main games put it to a real test. Also, check your talk page in a little while, that's not the only thing I've been working on ;) DulogoDigital Utopia (talk) 18:04, January 10, 2015 (UTC)

Nif modelsEdit

Impressive work, I've never seen anything quite like it on a wiki. But I do have a remark that's been lingering with me lately. As for the weapons, you give us a very nice option, but at the moment we already have very high quality weapon infobox images by GhostAvatar (he made those with dual screens), and I'm reluctant replacing those with nif images, which also appear to be of slightly lesser quality. They can't rotate and looked at from all angles, but personally I still favor them for the infobox. The nif models would be more something for the gallery as a quality image bonus. I'm also worried about possible view restrictions like with older browsers or that don't support WebGL. This is probably somewhat unexpected for you, but this would be a major change on important pages and I'm not comfortable with it for the infobox. I hope you understand. It is probably best to create a forum thread about it so it can be discussed by the community. Then everyone can say what they think about your work and plans, and not just me. Don't get me wrong, your work is great, but I can't give the green light for something if I have concerns for the wiki, being in a leader position. Jspoel Speech Jspoel 22:11, January 10, 2015 (UTC)

The conversion of the add-on dialogues went well as far as I can see, so you can convert the ones from the base games as well. Jspoel Speech Jspoel 22:18, January 10, 2015 (UTC)
I've talked it over with a few people, and if it's possible, we'd like to see 1 or 2 examples in a gallery here. We don't quite feel the infobox is the place for it. We also encountered a problem with a browser, that's something to look at as well. I hope you can make it work because there is certainly enthousiasm. You also mentioned animations, what kind of animations do you mean? Jspoel Speech Jspoel 00:20, January 11, 2015 (UTC)
After working with it a while, I tend to agree about the infobox. Generally speaking, when users see a thumbnail, they expect to see a larger picture, and not a completely different medium. My suggestion would be simply using a button that says "view in 3D", somewhere in the vicinity of the infobox. That's kinda what another wiki-ish site did. I'll play around with it some, and see if I can't get something that looks nice, without having to rearrange everything.
As far as the quality goes - that was only because I was using the default 3rd person textures, I've updated them with the 1st person textures - so you can check out the improvement if you wish. The improvement is certainly notable, considering the 1st person textures are about 4x the size as the default ones. Still not going to be quite as high quality as a static render, but should be pretty close to how it appears in game.
As far as WebGL support goes - that actually should already be handled. Unless I broke something while working on handling everything else - if the browser doesn't support WebGL, it should automatically default to simply showing the original image instead. If the button method is used, it could either be disabled or simply hidden if the browser has no support for it.
Finally, animations. I'm talking about the actual in-game animations for the models. Like firing, or the idle animation. For instance, I believe the Plasma Rifle in game, has animation on that green electrical effect in its barrel. Stuff like that. The data for the animation is already parsed, I just haven't gotten around to "translating" it to actually be used in the viewer yet. Eventually I'd like to extend this to clothing/NPCs as well - but that's a bit more complicated, especially with taking Facegen into account.
As I said, I'll play around a bit with the layout - and duplicate that PlasmaRifle page on my test site, with some suggestions to see what everybody thinks on the forums. I'd like to keep everything on the test site until everybody is in agreement to how things are going to be done. It'll take a little time to move everything over, and I don't want to have to frequently make adjustments as we all figure it out.
Lastly, as far as the dialogs go, I'll run the fallout 3 dialogues through the script tomorrowDulogoDigital Utopia (talk) 04:58, January 11, 2015 (UTC)


How about making a comment for the Hole? Just write a couple of sentences on which characters you support. This week, the Sigma Leader and ED-E battle the Mechanist and the RY-589 Ultimo bot! Energy X 00:25, January 14, 2015 (UTC)

Bot rightsEdit

I've removed your bot rights for now. We don't see your comments on the thread appear in recent changes, which is inconvenient. Maybe you can create a seperate bot-acount, then I'll give that one bot rights. Jspoel Speech Jspoel 00:37, January 14, 2015 (UTC)

Okay, I can do that - for some reason I'm not getting notifications for edits to my talk page. DulogoDigital Utopia (talk) 23:25, January 16, 2015 (UTC)
I've given your bot bot rights. Should work better now. Jspoel Speech Jspoel 23:47, January 16, 2015 (UTC)
Was it that obvious? :p DulogoDigital Utopia (talk) 00:17, January 17, 2015 (UTC)

Paradise FallsEdit

Digital, great to hear you're making good progress on the 3D weapon project. For diversity, I found one more relatively easy map I'd like to have on the wiki. Can you create the Paradise Falls map? Jspoel Speech Jspoel 16:27, January 26, 2015 (UTC)

Done. ;)
Sweet. I'll add a few markers and give it a good spot! Jspoel Speech Jspoel 18:39, January 26, 2015 (UTC)


Thanks for the OA dialogues. There are a few left that I created in the past weeks. Can you do those too? And can you create the Oasis map? It's not the most interesting one, but I still think it would be an improvement for the Oasis page.

About the 3D project, I noticed you can't use the 3D button twice on a page, for infoboxes that have two items, for instance armor and helmet. Is it possible to change that, or perhaps join them in a nif file and upload them as one file? Jspoel Speech Jspoel 12:49, February 15, 2015 (UTC)

Sure, I'll look em up on the BotRewrite link page. As far as the 3D thing goes, what I'll probably end up doing for that, is simply allow for more than one editor ID in the infobox parameter, and adding the view option(s) for additional items below the first's. I'll also be working out a way to combine multiple .nif files into one view - which will be necessary to show the glove part on the armor model, showing a character with a piece of armor on, and of course, showing a helmet with the body armor. I'm working on a small novel of a blog post, which summarizes the current status of the viewer, what I'm in the process of doing, and some future plans. DulogoDigital Utopia (talk) 13:59, February 15, 2015 (UTC)
Sound good to me! Can you take another look at ED-E's dialogue file? It didn't add the topic text in the column topic text /prompt. Jspoel Speech Jspoel 16:11, February 15, 2015 (UTC)
Presuming that you're talking about the companion commands, that's because Prompt overrides Topic Text. In the game, as well as the script. Unlike the other companions, you don't get the option to tell ED-E "It's time for us to part ways.", instead it appears as "<Companion Protocol::Terminate>". DulogoDigital Utopia (talk) 17:04, February 15, 2015 (UTC)
Regarding Oasis, I'll look into it - though, considering all the tree cover, I'm not sure what good it's going to do. DulogoDigital Utopia (talk) 07:44, February 16, 2015 (UTC)

Reformatting dialoguesEdit

Digital, I've received an offer from Теодорико from the Russian wiki on reformatting the dialogues. Some time ago I noticed a difference in the dialogues here and on the Russian wiki, primarily that they have all the Reputation and Skill requirements included en we don't. The GECK doesn't export those, so we are without. Theo tells me he uses a self-made program for it, that can also add all these requirements. That would be a great thing to have here as well. And appearantly, due to a bug, the GECK generally misses out on 10% of the exported dialogue. He can fix that too. Reformatting though means starting from scratch. As the creator of a lot of dialogue, that may not sink in that well with you. But it is an improvement, best to take this step, don't you agree? Jspoel Speech Jspoel 17:49, February 23, 2015 (UTC)

Well, I certainly agree on the improvement part, though I wish I knew about these issues in the first place. I would like to mention though, that their format uses a different linkable format - which would require additional changes to pages that currently link to dialogues, and they don't have the (commented out) link to the audio files. If he can alter his program to output the missing information, in the same format we use - and it doesn't require manually copying and pasting the output, then sure - by all means.
Otherwise, seeing as how I've already had to make a program that parses the ESM files (for the model viewer data), it shouldn't take very long to get the necessary data out. And once I have that data, I could probably redo every single F3/NV dialogue page in a matter of minutes. I mean, the only reason converting the dialogues took as long as it did, was because I had to fill in the blanks, wait for additional dialogues to be added, and occasionally modify the raw output to fit the required format. Not to mention, the work on tweaking the parser/output. With the raw data available on demand - without having to use the GECK, or page content, updated dialogue files could be done like the batch work I did with adding the linkables.
Either way, let me know - if it's the latter choice, an example of one of their dialogues that include the dialogues the bug in the GECK omitted, would be helpful. Also, speaking of ESM files - I have figured out how the armor addons work with the armor items, and got to the bottom of how the display flags work (i.e. what parts of the character to hide/override when showing armor). DulogoDigital Utopia (talk) 13:28, February 24, 2015 (UTC)
Well, if you can add the missing reputation- and skill requirement numbers, you could do it then. But I did notice some things over there that I'd like to see here. The order of the columns they have over there is slightly better I think. So first TOPIC, then #, TOPIC TEXT / PROMPT, RESPONSE TEXT and lastly EMOTION. If the # changes with the reformatting, I can check them with WhatLinksHere and correct it. And they have a nice infobox on the page, we should have that over here too. It looks more professional. And you will see that Theo has added accompanying text explaining the dialogue (also linking to other generic dialogues), at the top and at the bottom. I think it's all done by bot. That's about how I would like to see it on our wiki. You think you can all do that? If so, I'll ask Theo about that GECK bug thing. About the armor, that's great to hear. I figure you need some more time to try things out on your test wiki; when you think we can make a start here let us know, ok? Jspoel Speech Jspoel 22:42, February 24, 2015 (UTC)
Yeah, I did some brief investigating into how dialogues are stored in the ESM, and most of it seems pretty straightforward. I just need to look a bit more into it, to see how it's tied together to the NPC in question. Shouldn't take any more than a day or two. I agree on the appearance though - the infobox and the formatting/descriptions does make it look much nicer. The one thing I wonder though, is if we're going to use the formID like they have, as the linkable - if the EditorID (i.e. Topic) column isn't just redundant information, that really doesn't add any value to the reader. Maybe something like |Info|Requirement|Topic Text/Prompt|Response Text|Emotion|. I noticed that Thom currently has it so it truncates the editorID if it's too long, and just puts the full id in the tooltip, which is a good idea - but I can't really see where it actually helps. Thoughts? DulogoDigital Utopia (talk) 17:01, February 25, 2015 (UTC)
I want to keep the TOPIC column, it has useful information. It orders the dialogue, and has some checks. I feel we can do it exactly like the Russian wiki has, if you can do that. I'd also like to have the truncation for the TOPIC column, it adds a little more width for the dialogue columns. Jspoel Speech Jspoel 22:28, February 26, 2015 (UTC)

3D image projectEdit

Haven't seen you in a while, Digital. You're probably busy off wiki. I got the feeling you are close to perfecting the weapon 3D images on your test wiki so we can bring it over to here. How far is the progress? Jspoel Speech Jspoel 13:20, March 14, 2015 (UTC)

You must be very busy I suppose. Can you give me a sign you're reading this, and give an update on your plans/time? Jspoel Speech Jspoel 13:36, April 4, 2015 (UTC)
Sorry, busy last few months. But, craziness is mostly let up, and especially since a certain trailer hit a few days ago, I guess it's back to work.  :p I should be able to get the skeleton working, so the issues with the Scorched Power Armor will be fixed, within a week, hopefully sooner, rather than later.
At that point, everything that's loaded should look correct; but that's still not including a full set of gear. Currently it's only loading one Nif file per click, so that has to be changed. Obviously armor sets can have multiple nif files, so the viewer will have to be modified to allow that. Not to mention, loading the base character, and supporting the option to load the helm.
Just speculation at this point, but between the trailer, and Bethesda's track record, Fallout 4 is likely going to be using similar formats as Skyrim did. If we're really lucky, they'll use the exact same ones, which will speed up support, once they release the GECK. DulogoDigital Utopia (talk) 04:52, June 8, 2015 (UTC)
Good to hear from you, Digital, and that you have more time again for us. You can make a big difference on our wiki, so your time and expertise is well appreciated. Concerning the new game, one of the things I look most forward to, it your render of the Boston map. But of course, we still have also a 3D project running, which needs attention. When you're ready moving it to here, let know ok? Jspoel Speech Jspoel 21:19, June 8, 2015 (UTC)
Current priority is the 3D viewer - which I'll keep you updated on any changes, progress etc. Once Fo4, and its GECK is released, maps (esp. the main world map) will likely be the first thing I start on. DulogoDigital Utopia (talk) 22:03, June 10, 2015 (UTC)
Rigging has been added, fixing the Sierra power armor. Next, as far as features go - is support for multiple NIF files in a scene - so things like gloves and helmets/headwear can be shown with the armor, as well as even the generic character models (heads,hands,feet-etc). Also, creature models should also be supported, and both of these also need some more data from the ESM files to work.
As far as when it's ready to move here, other than adding a bit of polish to the 3D window (i.e. site branding for the background), it could technically be added at any time. I mean, regardless of what else I want to do, I can keep working on it on the test site, regardless if it's live here, or not. Whenever new features are completed on the test site, it can be updated here. That being said, it would probably be best to get the "ModelData" namespace added here, while working out any protection/permissions setups for that data. That way I can mirror them, and make sure the AssetLoader will work appropriately. Same goes for what namespaces/pages the two helper utilities will appear on. Currently they're in the MediaWiki namespace, but that might not be the best spot for them. So if they're going to be put somewhere else, I'd like to make the same change on the test site.DulogoDigital Utopia (talk) 17:04, June 13, 2015 (UTC)
Sorry for the late reaction but been busy with Fo4 and FoS; the project escaped my attention. So I need to ask Wikia to add the ModelData namespace to our wiki. I'll do that then. Anything else specific I need to ask them? Jspoel Speech Jspoel 22:01, June 19, 2015 (UTC)
No worries, I figured as much :p As far as I know, the namespace should be the only thing, as that's the only thing I've had to ask them for the test site. DulogoDigital Utopia (talk) 22:51, June 19, 2015 (UTC)

Fallout Wikia Maps Edit

Hello! I hope I'm not late) List of FO3 is now ready. FNV in the process. --Alex6122 © 02:12, June 10, 2015 (UTC)

Hey! Thanks for your help! I'll be sure to update what I can, when I get a chance, and give you a URL for embedding. DulogoDigital Utopia (talk) 22:22, June 10, 2015 (UTC)
FNV is now complete too. --Alex6122 © 14:00, June 11, 2015 (UTC)
Great! Fallout 3 map is nearly done, however there are a few things I missed that need to be translated. On the page, I've added the names for the sub areas (i.e. the names that show up when you move the mouse over the rectangles), below each game's section. In addition, there are a few words at the very end of the document that I forgot about as well (i.e. the Filter/Hide link in the upper left, as well as the "See more" link on the tooltip). Finally, I'm guessing that the URLs are supposed to be DulogoDigital Utopia (talk) 19:54, June 11, 2015 (UTC)
Done. --Alex6122 © 21:23, June 11, 2015 (UTC)
Alright, Fallout 3 map translation is done.. Don't mind my edits on the Vault, I was just trying to figure out if I could force wikia to use the infobox image for its thumbnail. For whatever reason, it works on the English site, but it's picking odd images, or none at all for the Russian one. Unless you know a good idea of how to do that, I guess grabbing it right from the page, rather than going through the API is the only solution. I'll update, when I get NV done. DulogoDigital Utopia (talk) 23:40, June 11, 2015 (UTC)
Scratch that above, I just went through and did it the "manual" way. DulogoDigital Utopia (talk) 00:00, June 12, 2015 (UTC)
Also, New Vegas is done.DulogoDigital Utopia (talk) 00:57, June 12, 2015 (UTC)
I found three mistakes and note their in doc. Also, I can not understand why the filters are not working, even in the English version. I'm the only one who has this problem? --Alex6122 © 01:09, June 12, 2015 (UTC)
Fixed the mixed up names on the Fallout 3 map, and fixed the filter issue with the New Vegas map - that was the only one it didn't work on, correct?DulogoDigital Utopia (talk) 02:31, June 12, 2015 (UTC)
Yeah, now it's fine, thanks. And, I hope, the last questions: 1. When I click on ru:Фоллз-Чёрч — восток, the crash tab; 2. In sub-locations is displayed instead of articles "undefined". --Alex6122 © 02:54, June 12, 2015 (UTC)
Both are fixed. #2 was just an oversight on my end when readjusting everything to handle multiple languages - I forgot that markers in the sub locations were handled separately from the main ones. #1 on the other hand, is because that page doesn't exist - so I just changed it to use the main Falls Church (Фоллз-Чёрч) page instead. DulogoDigital Utopia (talk) 05:02, June 12, 2015 (UTC)
Oh, ok, I've created redirect. I think it's better. --Alex6122 © 05:18, June 12, 2015 (UTC)
Ok, I changed it back to the original name/page, and it's working DulogoDigital Utopia (talk) 05:41, June 12, 2015 (UTC)
I can include it into a page or a link only? --Alex6122 © 00:33, June 14, 2015 (UTC)
Sure, feel free. That's basically how they did it here, put an iframe in a MediaWiki namespace page, and include it wherever. DulogoDigital Utopia (talk) 22:33, June 14, 2015 (UTC)
Excellent, but I just don't understand, is there significant differences from Wikia maps?
Well, there's plenty of differences - but how significant they are is a matter of opinion.
1) Significantly higher resolution - as Wikia maps only have a 10mb limit for the image size.
2) Better integration with the Wiki - adding a Wikia map to a page, just acts as a link to the full page, while this one can be embedded in the layout
3) Wikia maps require manually typing in the description for each marker, while this one automatically grabs a portion of the text from the page itself.
4) Support for "regions" - or the sub zones, without having to manually go to the map for the subzone, as Wikia maps has no way of linking within one map to another.
5) Wikia maps tend to have issues sometimes with showing page thumbnails in the popup, as it seems based on page thumbnails, and can have problems with redirects. This one doesn't - so long as the page exists.
Basically, other than the resolution - which was the size I originally made the map at, most of the features you see in this one were mainly based on what I felt a wiki-based map should have. I only wish I could integrate it even more. Unfortunately, the lack of file storage kinda limits that. :p DulogoDigital Utopia (talk) 01:42, June 15, 2015 (UTC)
It looks great. So what about the FNV? --Alex6122 © 09:37, June 25, 2015 (UTC)
Not sure I understand. New Vegas was ready as well. DulogoDigital Utopia (talk) 16:46, June 25, 2015 (UTC)
Thanks! Just on this page map was not working. --Alex6122 © 21:34, June 25, 2015 (UTC)
Ah, I see. It's because they included the page in the link for the NV one, while the Fallout 3 one is just the path. I'll let them know, thanks! DulogoDigital Utopia (talk) 01:44, June 26, 2015 (UTC)

Portal image slidersEdit

Knowing you have skills in css programming, can you take a look at the following issue:

We have a problem with our slider portal images (you can see it on Portal:Fallout: New Vegas for example). Each image further up the slider moves down a bit progressingly. Wikia personnel tells me it's the following code in the MediaWiki:Common.css causing it:

/* Main content and tables */
@media screen{
.WikiaArticle :link{
   position: relative;
   z-index: 1;

Particularly the relative part. I've tried myself but there isn't an easy (enough) fix. Jspoel Speech Jspoel 13:11, June 10, 2015 (UTC)

Sure, I'll play around with it and see if I can't get it to behave. DulogoDigital Utopia (talk) 19:55, June 11, 2015 (UTC)
My thanks! Jspoel Speech Jspoel 20:00, June 11, 2015 (UTC)
Great, it works. The black bars at the top are now gone! Think I'm going to stretch a few images though that don't quite have the right ratio. Jspoel Speech Jspoel 20:25, June 11, 2015 (UTC)
Yeah, I noticed that. Sadly it's an extension, so it can't be customized. It would be nice if it at least centered the image. DulogoDigital Utopia (talk) 22:48, June 11, 2015 (UTC)
.wikiaPhotoGallery-slider-body :link {
    position: inherit;

Adding that to Common.css should do the trick. DulogoDigital Utopia (talk) 20:15, June 11, 2015 (UTC)

By coincidence the German wiki is adding the sliders as we speak. The code doesn't work there yet though, and I added the same code. Does it miss anything? Jspoel Speech Jspoel 22:57, June 11, 2015 (UTC)
Was a cache thing. It's ok now. Jspoel Speech Jspoel 23:05, June 11, 2015 (UTC)

Input on file names Edit

I started that forum on file names. I know you have some things you specifically need, so please leave your ideas on Forum:File naming conventions. The Gunny  UserGunny chevrons 02:21, June 21, 2015 (UTC)


I asked for the ModelData namespace and to be sure it's done correct Wikia directed me to

We can go for the defaults, and just one namespace, right? Jspoel Speech Jspoel 20:04, June 22, 2015 (UTC)

This is the exact request I sent them for the test site:

I would like to request the custom namespace "ModelData" for my wiki at

Should the new namespace be visible in search results by default?

Should the new namespace have subpages?
Not necessary.

What should the talk namespace be called?
The default will be fine.

Hope this helps DulogoDigital Utopia (talk) 20:13, June 22, 2015 (UTC)
The ModelData namespace has been added to the wiki! Jspoel Speech Jspoel 04:08, June 23, 2015 (UTC)
Nice! I'm currently working like a madman to get this thing all cleaned up and ready to go. :p Oh, I also got a new idea for the load screen, based off the Fallout 4 Pip-Boy load screen. Make it a bit more visual, than just boring text. Most notably the part with the Vault Boy. DulogoDigital Utopia (talk) 04:10, June 25, 2015 (UTC)

Fallout ShelterEdit

Fallout Shelter for the Android is just released, with some new creatures/robots. Can you provide us with the updates source files like you did with the first release? There are also some new dialogue files to convert. Jspoel Speech Jspoel 15:19, August 14, 2015 (UTC)

Here's a dump - converted to png, of all the images in Fallout Shelter v1.1 The files that begin with "atlas" will probably be the most useful, but feel free to dig through the lot, for anything else. DulogoDigital Utopia (talk) 10:27, August 25, 2015 (UTC)
Can you upload the asset files from update 1.2? We have found a few outfits, but maybe there's more we can use. Are you coming back when Fallout 4 is released? There will probably a lot you could do for us, with maps and dialogues etc. Jspoel Speech Jspoel 17:22, October 20, 2015 (UTC)
I'll look into it, unfortunately there's not a really good way to just get new stuff, as they're all stored as one big image. But I'll upload a new batch in the next day or two.
I'm back-ish. Bought Fallout 4, currently in the middle of my first playthrough, but I'm going to be moving in the next couple of weeks, so I might not have much time until next month. Also, going to need to wait for the F4 GECK to do any maps/dialogue - but I'm certainly looking forward to it. Good news, at least as far as maps go, there doesn't seem to be really any sub-areas so far, so the whole map can be done as one.
Model Viewer is postponed indefinitely, thanks to Wikia's latest "security" changes regarding JavaScript. I can't make any changes until they add their "review" system, and even after that, it'll just put a huge roadblock in making any updates, to any of the systems. From now on I guess I'll just stick to more...generic additions. DulogoDigital Utopia (talk) 10:03, November 12, 2015 (UTC)

( Good to hear from you again. I look forward to the map(s). I can't properly open the file you made a link to on your forum. It loads one page and gives an error for loading more. Can you take a look at it? Jspoel Speech Jspoel 16:57, November 15, 2015 (UTC)

It's an xlsx file, Google shows an error because it's too big to show. you'll have to download it (button at the top) and view it in Excel or some other spreadsheet program that supports the format. DulogoDigital Utopia (talk) 17:32, November 15, 2015 (UTC)

Stuff From F4Edit

Hey DU.

I know its probably too early for this without any mod tools being available... but I figured if anyone had figured out a way yet, you'd probably know of it.

I'm basically looking for an image of the front of the "Green Monster" (Scoreboard and wall) from Diamond City. In game screenshots I don't think are going to work for what I want to do, as they'll be too much in the way, or I'll have to do a composite shot, which I'd like to avoid.

Do you know if its possible to pull an image out of the game files of the front yet? Agent c (talk) 13:37, November 27, 2015 (UTC)

Yeah it's certainly possible to get everything out of the game files (there's been a few ba2 extractors already, including mine). However, there's no model viewer yet (not even Nifskope), so the results would be far worse than a screenshot - even a composite one. But I can try playing around with the console to get the stuff out of the way. DulogoDigital Utopia (talk) 17:32, November 27, 2015 (UTC)
At any rate - here is the color texture - I'll reply again if I get something better. DulogoDigital Utopia (talk) 20:13, November 27, 2015 (UTC)
Obviously, I'm also interested in the game's resources, images coming from nif/dds files. But like you say, nifs can't be opened. I also found new file formats can't do anything with. I hope you can make progress. Any chance you could upload the location icons (map markers)? There are many new ones. Jspoel Speech Jspoel 23:38, November 27, 2015 (UTC)
Yeah, map markers should be in one of the interface flash (.swf) files, as they were in Skyrim. I should have a .swf decompiler around here somewhere for that. I'll also be investigating the .nif files more - to see if I can't get something figured out, as the Nifskope github hasn't had any activity in 2 years.DulogoDigital Utopia (talk) 00:20, November 28, 2015 (UTC)
Uh, on that note, who broke the location template? Why is the map marker on a second line, instead of in the upper-right corner? At any rate - I was right. All map markers, SPECIAL/Perk images, and quest images (i.e. the animation that shows when you get/complete a quest) are all Flash. Which means, they're all vector art, and can be any desired size/color, without loss of quality. That's the good news. The bad news is, I can't just send over a dump, because it's going to take some extra conversion to get them into a format that can be (easily) used on the wiki. For the map markers, I can just assume they'll be the same size/color as the existing ones (and, in my opinion, we really should be using all Fo4 markers for Fo4 locations, even if we have previous NV/Fo3 icons).
For the other stuff - perk/quest/SPECIAL graphics, I'll need to know how you guys want to use them. Since these are all low/bi-color images, a gif format can be used to preserve the animations, without loss of quality, if desired. Main Perk/SPECIAL graphics can be used from the level up screen, so they're colorized; but other perks, as well as quests will be single colored. So we can get animation, and better quality than the existing images, however they won't be multi-colored. I'll work on getting the map markers converted, and packaged up a little later today - should be done some time this evening. DulogoDigital Utopia (talk) 17:16, November 28, 2015 (UTC)

Thanks DU, I might be able to work with that. Agent c (talk) 00:26, November 28, 2015 (UTC)

Hey DU, with the colour texture, I don't suppose you have it in a higher res at all? its turning out to be most useful... Agent c (talk) 18:37, January 1, 2016 (UTC)


Great work those images, I'm very pleased with them! I have to use a simple image editor like Paint though to open them, Photoshop didn't work. Do you have an by any chance an overview of filenames where you've taken the icons from or do I have to name them? Jspoel Speech Jspoel 00:14, November 30, 2015 (UTC)

Sorry about that - for whatever reason, it gave them the wrong extension. I fixed that, as well as renamed the markers. Try downloading again. DulogoDigital Utopia (talk) 02:08, November 30, 2015 (UTC)
I added the images to the map. It was a lot of work, but it does look a lot better now. I'm missing a few icons though. You can see which ones if you click on the top entry Locations on the Fallout 4 map. Are you able to get those from somewhere? And I was also wondering if you could get the terminal entries..., and perhaps the location cell names/IDs. We have a few people working on that now and it's costing them a lot of time. Jspoel Speech Jspoel 19:09, December 1, 2015 (UTC)
I wish I knew it was supposed to be for the map - and, that there even was a map made already, as I could've saved you some time. You did a nice job making the icons look like the ones I made for the Fallout 3 map. But...they only look like that in the first place, because that's how they look in Fallout 3. Don't worry though, I'll go ahead and make Fallout 4 style markers and update the map. I updated the .zip file again, this time with all markers, both in wiki page location icon style, and map marker style. They're not named, but I already added them to the map (and applied them to the ones that were missing ones), so if needed you can go with that. I also didn't include the undiscovered versions of the icons. Because they're probably not needed anyway.
CELL dump (formID, EditorID and name (if applicable)) from the massive ESM dump I posted a couple of weeks ago, can be found here. As far as terminal entries go, I'll have to acquaint myself with how they were set up in Fallout 3, before being able to parse the ESM. I'll take a look though, to see what I can figure out.DulogoDigital Utopia (talk) 02:19, December 2, 2015 (UTC)
Oh, I must have missed or forgotten about it. I'll start adding them then. Can you update the map that last bit? Three aren't properly done yet. And can you upload the missing black/white location icons? The ones from the Libertalia downwards on the Fallout 4 map. Then I can use them on location pages. Jspoel Speech Jspoel 12:52, December 2, 2015 (UTC)
That was thanks to yet another bug of Wikia's maps, and changes not sticking. I fixed it again. The zip I originally linked you on your talk page should also have the missing icons now for the location pages. No worries about the ESM dump, that thing was massive and hard to browse. I'll probably continue splitting it up into separate spreadsheets for each tag. Not sure if you read my forum reply yet, but I'll start updating the Fallout 4 perks/special images - with better quality ones. Though, not quite as large as the link I posted. :p DulogoDigital Utopia (talk) 13:06, December 2, 2015 (UTC)

( I read the forum and posted a reply. That's unbelievable how large you can get it and not lose sharpness. Now you can see not all flags have the Irish colors! About the location cell spreadsheet, it's just the interior cells right? Can you get hold of the exterior cells as well? Jspoel Speech Jspoel 13:11, December 2, 2015 (UTC)

hmm. Exterior cells must be stored differently then. Let me see how they're stored in Fo3, and see if I can't figure it out. DulogoDigital Utopia (talk) 15:18, December 2, 2015 (UTC)

Terminal entriesEdit

Our terminal pages aren't that bad... Right at the top you have a table of contents and you can click a primary header to get to the terminal you want and see where it is. I wouldn't go for seperating the terminal pages for one location page, they'd be getting spread to thin and now you can browse the other terminals at the same time. I don't really see what the purpose of adding a terminal ID would be, you can't do anything with it as far as I can see. About the html example, can you create that template? Then I can try it out and see how it works on a page. Need a little more to go on. Jspoel Speech Jspoel 23:38, December 3, 2015 (UTC)

Alright, I'll turn it into a template, and maybe make up a few pages to give a better example of what I'm talking about. DulogoDigital Utopia (talk) 01:39, December 4, 2015 (UTC)
Okay, so - created a template, and wrote up a quick doc here. Main reason I showed the html version, was because it was easier to rough out an example of how a single terminal entry would appear to the visitor. Each menu item will expand to what would appear on the next "screen" of the terminal, to mimic the terminal's behavior in-game, and thus make it more enjoyable to read through than a mountain of visibly flat text.
As far as the EditorID goes, it's for similar reasons why we currently use the EditorID for the titles of dialogue pages. It's a unique name that can avoid conflicts, and can be used for multiple NPCs that share the same dialogues, without having to create extra pages or duplicate content. In the case of Terminals, the latter is especially common - for example On this page alone, the same terminal content is used for both the Terminal located in New Urban Apparel and the one in Boutique Le Chic. Not surprisingly, both terminals share the same content ID.
One potential solution is to handle terminals like we do with the dialogue pages. Instead of a specific "terminal entries" page for a location, simply add it as a table on that location's page, with links to the appropriate terminal content. Then, on the terminal content pages, assign them to the appropriate game/DLC category for terminal entries. Here's a visual example of what I'm talking about. A header named "Terminals", with name/link, hack difficulty, location, and descriptions in a table. The link of course, going to the appropriate terminal content.
Now, I wouldn't call the terminal content styling complete right now - the welcome text should probably be centered, and since (unlike dialogues) the terminal content has its own form/baseID, name, base hack difficulty, and appearance, it could possibly have an infobox as well. This is more of an example to show what I'm talking about, and what - at least in my opinion, would look/work better. DulogoDigital Utopia (talk) 20:00, December 4, 2015 (UTC)
You mean with other perk pages, the perk images for the companion perks I presume? Can you upload an example? I'd like to have them as you can see it on the Warmonger page. Transparent and white. With the Fallout 3 and Fallout: New Vegas game perk files you can play some trickery to get them like that. Quest images similar. (Though I'm thinking about the colored ones from the Survival Guide but I don't think we can use those). About the terminals you'll have to forgive me, but I think it becomes too technical. You're thinking a bit too much as a programmer here I feel. It needs to be simple, straight to the point, immediate visibility and access to all entries straight away in my opinion. I still like it more the way it is, it's also more easy to add content for a common user with the old format. It may use a little touchup, but this is a bit too ambitious. Jspoel Speech Jspoel 22:11, December 5, 2015 (UTC)

Perk iconsEdit

I don't know if I was supposed to see it already, but it looks like you've pulled it of again, this perk icon is beautiful! Those are the kind we want, also for all other pages that have icons, like armor, weapons, ammo an most other items. Great work. Jspoel Speech Jspoel 02:13, December 6, 2015 (UTC)

Good to see you appear in recent changes today, haven't seen you for a while. We've made some progress on the quests and their icons, I've uploaded all of them in black and white. I was wondering, since you made the Liberty Reprimed icon so nice in color, could you do the same for the faction side quest icons, like:File:Icon Fo4 side quest.png, File:Icon Fo4 BoS quest.png, File:Icon Minutemen quest.png, File:Icon Railroad quest.png and File:Icon Institute quest.png? Would look better on the pages. Jspoel Speech Jspoel 19:41, January 12, 2016 (UTC)
Yeah, they're on my list - we moved over the holidays, so I've been pretty busy lately with unpacking and organizing the new place. I should get some time to work on that this weekend though. DulogoDigital Utopia (talk) 16:03, January 13, 2016 (UTC)
Moving certainly takes up a lot of time. Hope you settle soon! Jspoel Speech Jspoel 16:06, January 13, 2016 (UTC)
I'm seeing your avatar in recent changes. I still have a request for you pending, about the faction side quest icons. Are you able to work on that for us? Jspoel Speech Jspoel 19:01, February 27, 2016 (UTC)
Coloring really isn't my strong point, if I don't have a reference to work off of. So my goal was to find a way to make it so others can color, without loss of quality, difficulty, or cost of special software. Keeping it as vector art really wasn't going to work. Not only would I have to manually separate each individual shape so it could be colored, but there's no way to create that nice smooth black outline.
So, the solution is to export it as a png with a ridiculous resolution (8000px), with that outline already in place. At that resolution you can use the paint bucket tool in Photoshop or Paint.Net, and it will fill right up to the outline. Then, once the coloring is done, it could be sized down to a normal size, and used as the infobox image. Obviously Photoshop costs money, but Paint.Net is completely free, and can be found here. Of course, there are other image editing programs out there - so as long as using the fill tool doesn't leave a white border between the outline and the fill, that would be fine too.
Tomorrow I'm going to start preparing these these high resolution exports, package them up, upload them, and post a link to the zip file. Then everybody and anybody can take a crack at coloring them. It's just strongly recommended that they resize it down to around 1920x1080 max, to reduce page loads, and maybe even so they can upload it in the first place (not sure what wikia's max size is for images). DulogoDigital Utopia (talk) 06:00, March 3, 2016 (UTC)
Here is a zip filled with all the quest graphics, at a large enough size to allow coloring with the paint bucket/fill tool, of any halfway decent image editor. They're already at the same size ratio as 1920x1080 to make scaling down easier. DulogoDigital Utopia (talk) 04:31, March 4, 2016 (UTC)

( Thanks. Though I asked just for the five side quest faction icons for the reason you mention. We don't have a reference for the colors (what did you use for Blind Betrayal?) and I had in mind to keep all main quest icons as they are. Could you do those 5 icons? I don't see them in the zipfile. And Fallout Shelter received a large update, can you upload the new sourcefiles like you did before? We have a lot of pets already but there should be plenty more, items etc. Jspoel Speech Jspoel 15:22, March 5, 2016 (UTC)

I basically just used the perk sheet as a reference for the colors, as both power armor and (of course) the Vault Boy is featured on that page. Faction Quest Icons are included in that zip, among the faction quests, (/Faction Vault Boys/<faction>), with the name of "Faction_VB_<faction name>.png". Additional color reference can be gathered from here, which has some decent sized achievement images. here is at least the major graphics from the latest Fallout Shelter update. Not sure if there's more useful stuff, as the tool I've been using keeps crashing on the other assets files. But it looks like there's Fallout 4 related NPCs/weapons and pets. DulogoDigital Utopia (talk) 16:42, March 6, 2016 (UTC)

Happy new year!Edit

I would like to use the Christmas/New Year-wishes-tradition, though I'm a week late, to thank those around me who kept this wiki and daily life more fun for me during the past year. Everything just seems so normal and evident that we are here almost every day, yet it's very worthwhile to consider for a moment how wonderful it is to have people like you around me, making editing and being on chat a lot more enjoyable. I would also like to use this opportunity to wish a happy and healthy new year for you and everyone around you who is dear to you. I hope you'll have a great and healthy new year in which all your wishes may come true! - Greets Peace'n Hugs (talk) (blog) 00:06, January 6, 2016 (UTC)

Map markerEdit

Thanks for adding the Mechanist lair map marker and some great quest icons! I was wondering about the nif files I'm seeing in Fo4 Edit. Is there already a possibility to view them somehow? Jspoel Speech Jspoel 22:57, March 24, 2016 (UTC)

No problem, I can handle 5 quests easy enough :p As far as nif files go, the latest developer version of Nifskope can view Fallout 4 models (scroll to bottom of page for the link). Probably the best/only option until the G.E.C.K. is released next month. DulogoDigital Utopia (talk) 06:28, March 25, 2016 (UTC)

Shelter iconsEdit

Are you able to dig up a few more Shelter icons? Junk-CraftTime isn't the best quality, maybe you can find better quality and more of these types of icons. More of this type: Junk-CraftingOnly Jspoel Speech Jspoel 19:36, March 26, 2016 (UTC)

Updated Junk-CraftTime, and uploaded the icon sheet FS Menu HD. DulogoDigital Utopia (talk) 00:38, March 27, 2016 (UTC)
Ok, thanks for those icons. Changing those weapon workshop icons with the number in the picture is a good idea. Makes the visibility better. Can you create those icons, with all the possible numbers in it, and a template? Jspoel Speech Jspoel 23:01, March 27, 2016 (UTC)
Sorry to take so long getting back to you - I never got the notification. But yeah, I've already started on a template - just have to finish it up. I'll give you a link when it's ready DulogoDigital Utopia (talk) 10:43, March 30, 2016 (UTC)
Here's the template: w:c:du-fallout:Template:ItemCount. I also wrote up a doc for it as well, which should explain everything as easily as possible. DulogoDigital Utopia (talk) 11:46, March 30, 2016 (UTC)

Fallout 4 dialogue filesEdit

Digital, would you be able to extract the Fallout 4 dialogue files for us? It is now possible with the Creation Kit. It's a major task but it would be a great asset for the wiki. If you can, could you create an example in a sandbox, so we can finetune it. Jspoel Speech Jspoel 14:04, April 28, 2016 (UTC)

I'll take a look when I can - currently working on making the map right now DulogoDigital Utopia (talk) 18:12, April 30, 2016 (UTC)
Digital Utopia Commonwealth map WIP
Oh right. That's a priority too! Jspoel Speech Jspoel 18:18, April 30, 2016 (UTC)
Wikia's maps thing is broken again - giving me a "Not Found" error after hitting next on the page that has you name the map/template. DulogoDigital Utopia (talk) 11:07, May 24, 2016 (UTC)

Bug Policy Proposals and Changes Edit

Hi there, I just wanted to notify all special rights holders of the new Bug policy proposals that are being put up for vote in the forums. If you have a free moment, please make sure to go in and vote. Forum:Bug Policy proposals and changes. ---bleep196- (talk) 19:53, June 19, 2016 (UTC)

NW iconsEdit

I see some activity on your end. Can you upload the new icons from Nuka-World? Jspoel Speech Jspoel 18:05, September 6, 2016 (UTC)

How's your available time? Having the Fo4 dialogues is also still on the list from the things to do. Jspoel Speech Jspoel 18:08, September 6, 2016 (UTC)

Merry Christmas and (a bit too early to wish it already, but I'll do it already anyway) a Happy New Year!Edit

I would like to use the Christmas/New Year-wishes-tradition, to thank those around me who kept this wikia and daily life more fun for me during the past year. Everything just seems so normal and evident that we are here almost every day, yet it's very worthwhile to consider for a moment how wonderful it is to have people like you around me, making editing and being on chat a lot more enjoyable. I would also like to use this opportunity to wish a happy and healthy new year for you and everyone around you who is dear to you. I hope you'll have a great and healthy new year in which all your wishes may come true! - Greets Peace'n Hugs (talk) (blog) 02:29, December 24, 2016 (UTC)

Welcome Back! Edit

Hey, long time no see, ey? So, welcome back I guess, last time I actually saw you here was in late autum or so last year. It's wonderful to see one of the best patrollers returning back to the wiki again. Me and many others would love to see you return to editing here again, there are still a bunch of unique projects around and maintenance that needs to be made here on the wiki. Especially images and maps to, I've seen your work that you've done here, especially the maps you've made. Anyway, welcome back! We hope to see more of you around here! Best regards, JackiBackiBoy Fighter Jet (talk) 11:40, February 21, 2017 (UTC)

Well, I wouldn't say I'm back per se - I haven't really had the time to pick up/work on much lately. Though, as in this case, I will fix any issues I come across in the process of visiting.
That said, I'm going to be honest here. Wikia itself has left a bad taste in my mouth, so it might be better for me to just go off and do my own thing, rather than subject myself to the time, effort and stress required to deal with their buggy and subpar projects, as well as having to work around their nonsensical and hamfisted methods implemented in the name of "security".
I've just gotten to the point where I want to give my Fallout model viewer another try - this time using my own host, so I don't have to risk Wikia pulling the rug out from under me again. Once I have the time to work on and finish that, I'll reevaluate my feelings about Wikia, and the prospect of working within the confines of their incompetence again. Or maybe, I'll just create my own Fallout wiki, where I can add features as I see fit.
Don't get me wrong - I only have had the best of experiences working with the staff and members of this wiki, and although private hosting would benefit me, I can understand the unwillingness to do so from both a financial, and exposure standpoint. In fact, if I do return, this would be the only reason to do so. Yet, my disappointment over what this site could be, if it wasn't for Wikia's meddling, may prove too much to bear.
At any rate, I wish you all the best. I'm happy I could at least do something to make this site better than it was. I've just never been one to handle limits well, and having to limit my imagination to make this site even better, or finding myself repeatedly bashing my head against some arbitrary ceiling, would suck out whatever joy there is to be found. DulogoDigital Utopia (talk) 02:13, March 9, 2017 (UTC)
I see now the reason why you became inactive. I read disappointment and frustration, understandable when I think of the 3D models which I thought were ready to implement after a lot of work, then at the last moment it stopped dead in its tracks, probably for technical reasons then. If you find a bit of motivation back again for working on Fallout stuff, could you keep us informed of your progress if you think we can use it? You appear to be a professional and we can use people like you. I still have sort of a personal request (and I'm sure the community will like it as well), could you take a look at the Fallout 4 map once more (you once showed some progress with it)? I really loved the Fallout 3 and Fallout: New Vegas map, wonderful assets, as would be the one for Fallout 4. Jspoel Speech Jspoel 00:27, March 10, 2017 (UTC)
I believe I left a reply to one of your posts on my talk page, saying that I tried uploading The Commonwealth map, back when I first created the high resolution one, but it didn't work. I just tried it this morning again, and it uploaded, but was very small. Tried one more time to create a map from the template, and finally it worked. I've also uploaded Diamond City, and The Island. All of these were done shortly after the CK was created, so it was just a matter of resizing (when necessary) to get under their stupid 10MB limit, and dealing with their creation process. I'll try to get an updated marker pack put together in the next couple of days, but I'm not sure when I'll get the time to do a Nuka World map, as I haven't gotten a chance to make it from the CK yet.
The 3d model project was originally hampered by Wikia blocking all editing/creating of JavaScript pages, but even now there's a "review" process - where all JavaScript creation/updates have to be submitted and reviewed by Wikia before they are allowed to go live. Furthermore, they seemed to have blocked HTML in some fashion. I was able to get around it to an extent to at least get the viewer functional again (the drop-down looks like crap though),but the utility apps are broken. While I may be able to get around this, these drastic changes have made me wary of continuing, lest they finally make a change that I can't find a way around. So I think it's just better to cut my losses, and work on the project in an environment that isn't subject to the whims of such a unpredictable entity. Maybe, once it's done, I can at least package it up into an extension, and at least try to see if Wikia will add it. DulogoDigital Utopia (talk) 02:13, March 13, 2017 (UTC)


Thanks for all your hard work again, I counted a grid of 60 by 60 cells for the Commonwealth map alone making it 3600 cells to go through. The maps are looking great, like you say you are hampered by the 10MB size limit, and that's probably also a reason why we can't zoom in somewhat more. Are you planning to create a high-resolution map on your own site like you did with FO3 and FNV, which we can link to here? For now, I added your maps to the Fallout 4 map page. Jspoel Speech Jspoel 22:16, March 13, 2017 (UTC)

No problem. Yeah, that's exactly why - just like the Capital Wasteland and Mojave Wasteland, I had to make the map smaller in size, to get under that 10MB limit. I do have a full resolution version of the Commonwealth map on my site, but all that's currently finished is the map itself, the markers (missing the one for Nuka World), and the mouse-over text styling. The display filter still needs to be updated to the Fo4 pip-boy style, and Commonwealth markers, so it's functional. While the "See More" link on the marker popups seem to be working, it's not pulling the synopsis from the page - so I'll have to look into that as well. DulogoDigital Utopia (talk) 05:35, March 14, 2017 (UTC)
Looks wonderful! An enjoyment to watch. I have encountered a few snags though now I'm into the maps again. Turns out the functionality/support of the Special:Maps has been canceled by Wikia end of last year, and though you can upload a map, pins can't be placed anymore. The alternative now appears to be Special:MapEditor, but I can't figure out how it works. I posted a message to Wikia to explain it, waiting for that now. Back to your ultra-high res map, at the time you created the New Vegas and Fallout 3 high-res maps, it could be added to our wiki using a mediawiki special page MediaWiki:MojaveWastelandMap for New Vegas and then coding it verbatim on the map page, but even I can't get access to such a page anymore, for example Mediawiki:CommonwealthMap. Can't edit the MojaveWasteland and CapitalWasteland mediawiki pages either anymore). I'll have to ask permission now from Wikia I suppose. Jspoel Speech Jspoel 15:03, March 14, 2017 (UTC)
Whatever they're trying to do with that Map Editor, it currently looks like a giant mess. As far as the MediaWiki pages go, that appears to be another one of their "security" measures, that I ran into when trying to salvage my viewer - hopefully they'll edit it for you - otherwise *shrug*. Honestly, I'm not just tired of dealing with Wikia, but I'm also starting to get tired of complaining about them. lol
At any rate, I got both The Commonwealth and The Island full rez maps have been fixed and had their filters updated/restyled. I still have to add the POI/Marker for the NukaWorld transit, but otherwise those are done. I'll see if I can work on the NukaWorld map tonight. DulogoDigital Utopia (talk) 17:23, March 14, 2017 (UTC)
I just got an answer from Wikia. Maps has been abandoned due to security reasons; the new one doesn't work for custom maps outside Google maps. So that doesn't work for us at the moment. I'll ask them if they can create MediaWiki:CommonwealthMap, MediaWiki:TheIslandMap and MediaWiki:NukaWorldMap for us. I know what to put in the first two mediawiki pages because I have the links; what link will you be using for the Nuka-World map? Then I can tell Wikia what to put in those mediawiki pages in case I can't edit them myself. Jspoel Speech Jspoel 18:01, March 14, 2017 (UTC)
lol figures. Wonder how long it's going to be before editing normal pages is disabled for "security". As for a URL for NukaWorld, just take The Island's URL, and replace "farharbor" with "nukaworld". I'll try to keep it simple. DulogoDigital Utopia (talk) 01:46, March 15, 2017 (UTC)
Nuka-world is done.DulogoDigital Utopia (talk) 19:36, March 23, 2017 (UTC)

Nuka-World mapEdit

Great! Looks wonderful once more! I'll add them to our map page, though we will have to find an alternative for the Mediawiki/Verbatim option, because Wikia told me that, due to security reasons (what else) they won't grant my request of adding the Mediawikipages I asked for. They even want to phase out Verbatim all together and told me to look for a JS/CCC solution. Is that something you would be able to do something with? Otherwise, something that will work is add a placeholder map image (small version of your map) and link it directly to your high-resolution maps site.

Another question, now the map are almost done (maybe Goodneighbor and per-War Sanctuary can still be done), would you be willing to look into the Fallout 4 dialogue files for us? It is second on my wishlist of large projects we are needing (programmer) experts for. I've done DLC06Clem.txt as an example, but obviously it's not readable this way and the dialogue should be converted into a table format. It is different compared to previous because the PC also has lines now. If you can, I'll spread the word around and I'm pretty sure I can muster up a few users to help uploading the raw dialogue files. Jspoel Speech Jspoel 19:57, March 23, 2017 (UTC)
Well, to be honest - the verbatim thing wasn't necessarily the best way, just the easiest at the time. I mean, provided I can load the tiles from my site, there's nothing standing in the way of actually making the map part of a page, instead of stuck in an iframe. Of course, if I can't get cross-site scripting to work, well - then like you said, the only thing left would be simply linking to the page.
Goodneighbor is already part of the map - unlike Diamond City, that world space fit seamlessly with its location in the Commonwealth worldspace. Since the Fallout 4 maps are all done at the same resolution as the Fo3/FNV sub-maps, you're not going to get any more detail out of a separate map.
Pre-war Sanctuary on the other hand, will be done at some point. On the subject of maps, are we treating the two "hidden" locations in Nuka-world (Moonshiner's camp & Nuka-world Airfield) as cut content? These places physically exist in the game, but their markers are disabled - so they'll never appear in-game (even with using the tmm console command). So from the player's perspective, these are unmarked locations, despite the fact that they do have markers.
As far as dialogue goes, I just started a full dump via the CK - if it works without error, I should be able to do something with it. Otherwise I'll have to work on something to extract them directly from the ESMs.DulogoDigital Utopia (talk) 21:03, March 24, 2017 (UTC)
How are you able to find the airfield and the moonshiner's camp? How does it work with the hidden markers? If you can find the airfield and camp physicially on the map then they can become unmarked locations. Good to hear you already started working on the dialogue, if you make progress I'll be glad to hear it. I've created a placeholder for the Commonwealth map, clicking on it directs to your site. Jspoel Speech Jspoel 23:33, March 25, 2017 (UTC)
In the CK, if you find the Marker object, right click, and pick "Use Info" from the menu, it will give you a list of every marker being used. double-clicking on a marker in that list, will show the marker in the render window, and select it in the cell view. Of course, editing the instance in the Cell View will show you the name of the marker/location, as well as what icon is used. Those two locations are disabled - which isn't unheard of - the same thing happens with Vault 75/Maiden Middle School - it's just that usually a script will enable it as part of a quest, or exploration. In this case, there's no script to enable them. But, if you manually enable these markers via the console, then they work just like any other. So they're unmarked locations, but do actually have their own markers.
I'll have to manually extract the dialogue from the ESMs - the dump worked, but the Topic field only shows the FormID, and not the actual Topic. The Emotion field seems to be missing as well - though I'm not sure whether that data exists in Fo4. I'd imagine it would have to - but, it's not in the export. I'll look into it more on Monday/Tuesday when I have a couple days off of work.
In the meantime, I've started playing around with getting the maps to show up in the wiki. It looks like it should work nicely. but there's still some bugs to squish, before I start working on ways to make it more wiki-friendly. I've started by copying over The Fallout 4 Map page and just shoving the map itself there instead of the link. In order to actually see anything, you'll have to go to a JavaScript page and enter "Test Mode". That's the only way to see JavaScript changes without first submitting them to Wikia for review, and waiting for them to accept it. DulogoDigital Utopia (talk) 00:15, March 26, 2017 (UTC)
Are you making any progress with converting the dialogue files for Fallout 4? Jspoel Speech Jspoel 16:42, April 22, 2017 (UTC)
Still up to my ears in map stuff - making good progress, but still have a ways to go until I can get to writing the actual code.
1) Create application specifically designed for map making - reducing the time it takes to make a primary map (i.e. Capital Wasteland, Mojave Wasteland, Commonwealth) from several days to a matter of hours.
2) All Fallout 3/New Vegas main maps, dlc maps and child maps have been updated to a standard resolution (1021px X 991px per game cell)
3) Above child maps have all been accurately positioned/scaled in relation to relevant pip-boy map/captured map
4) Pip-boy maps have all been scaled/positioned in relation to captured map.
5) All scaling/positioning done via getting player's position on the actual pip-boy map texture, in relation to in-game position - accuracy to one thousandths of a percent.
1) Complete modifications to Fallout 4 map screen to display pip-boy map coordinates - to get same data used in #5 for Fallout 3/New Vegas
2) Redo Commonwealth & Far Harbor primary and child maps to bring them up to standard.
3) Repeat #3 and #4 of the "Done" list for Fallout 4, DLC maps.
4) Create path outlines of all child maps, to be used instead of rectangles, to better show their size/shape on parent maps. This will not only make things look nicer, but it will make it easier to click on the desired area, in areas where multiple child areas are in close proximity (i.e. Freeside, DC area).
5) Process all maps to pad and create tiles.
In general, all this is to put me in a good spot to play around with some pretty cool possibilities that come with actually hosting the code itself here. Obviously how much of that makes it here depends on what you guys think, but I'll definitely have a bunch of examples to show off.
I will try to find some time to do some work with the dialogue, but it could still be a while. That kind of work requires a lot of uninterrupted concentration, which I typically only get on my days off. Due to one guy going on vacation, I had only one day off this week, and won't get another day off until the 13th. DulogoDigital Utopia (talk) 01:30, May 6, 2017 (UTC)

3D Model View Edit

Hello Digital! I recently managed to create a 360 degree view image of Sanctuary Hills in Fallout 4, I managed to make it compatible with 360 degree / 3D Viewing tools and it works on basically any CSS / HTML based website, but the main goal is to add this 360 degree image to this wiki. I tried using the standard script used for displaying this 360 view image on the wiki, but it isn't compatible. I then started to ask around in chat, forums etc. To find out what needs to be done. I didn't get any answer to this question, but what I did get from the chat was a 3D model viewer created by you on the Fallout Test site.

The 3D model used on the page I was on was a Plasma rifle from FNV. I also got a link to a forum about this project. I read the whole thing through but I didn't understand how it could work on the test site but not the main one? On your talk page someone asked you about this a couple of months back, and you said that the project is unfortunately dead due to Wikia's decision to require their approval on each javascript addition or edit.

This is one hell of a project and I understand that, but how did you manage to implement this view model on the test site then? And what was needed in order to do this, javascript modifications? And would this 3D model work on locations like Sanctuary too? My main question is how this exactly was accomplished on the test site, and if it's possible on the main wiki. If not, what is needed for the 3D model to function properly? I can't seem to understand how this was possible on the test site but not the main wiki. It doesn't make any sense to me.

If we got this 3D model to work on the main wiki it would be one hell of an awesome feature, the number of visitors on the wiki would most likely increase massively. I want this 3D viewer to work, use it on locations, objects, weapons, consumables etc. Would you be willing to help us with this once more? Thanks, best regards JACKIBOY (talk) 10:58, April 11, 2017 (UTC)
Wow. Where to begin? Well, buckle up, this is going to be a novel. First off, it's important to mention that the test site isn't technically affiliated with this site. I started it myself, so I could have a playground to test out ideas and projects, while having full admin rights. Granted, those ideas and projects are intended for this site, but it was something I started on my own, without any blessings from the staff here. Or, basically why the URL is "du-fallout" - my own fallout wiki playground. :p The reason it works (well, kinda) on the test site, is because there's a whole crapton of additional JavaScript and JSON on that site, that isn't here. Why isn't it here? Because it wasn't quite finished. There was no real point in copying it over, until everything was loading and displaying correctly.
The 3D model project was originally started over a year ago, with the goals of integrating a 3d model viewer into the main site, while allowing full infobox support so editors could add this feature to pages at will. It also included a couple of apps for searching for EditorIDs, as well as uploading assets to the wiki, for use. In addition the viewer itself would show any missing textures or models that still needed to be added, for a particular EditiorID. I not only wanted this thing to work, but I wanted it to adopt the spirit of its destination. I mean, a wiki depends on the community, so this should as well. Generally speaking, the only thing left to do at that point was to continue increasing support for the different types of NIF files (creatures, armor, characters, etc), addressing shader/draw order issues, and of course, supporting animation.
What happened to it? Wikia happened to it. The most devastating change they made at the time, was the temporary lockdown of all JavaScript editing, in the name of "security" - until they could get their submit for review system up and running. The second change, and the reason why it was completely broken until fairly recently, was that they started blocking some degree of HTML use on certain pages. I never really figured out the rhyme and reason to it, but I was at least able to get the "View in 3D" button back, by injecting it with JavaScript. The apps on the other hand, are non functional, until I can get around to rebuilding them so they play nicely with Wikia's new limits.
Honestly, I wish you were around when it was still fully operational, the whole system was a sight to behold. Since I obviously couldn't upload the actual NIF models, and DDS textures, I had to make use of the only "storage" I had available - pages. Upon upload, each file was converted into (a modified) base64 text encoding, and could be stored across multiple pages. When the viewer loads models/textures, it loads up the necessary pages - assembles the page content, decodes them into binary, and continues on as if it was loading ordinary files. So, needless to say, it pretty much killed all my motivation when I had to abandon it - and even now, the prospect of having to get around another senseless Wikia roadblock just pisses me off all over again.
That being said - I've not entirely abandoned the idea all together. I still am very interested in making a model viewer that supports Fallout 3, New Vegas, and now, Fallout 4. I, and at least a good percentage of the staff agrees, it would be an awesome addition. But it's kinda on the back burner until I tend to another project that actually is on the main site: My maps. Wikia no longer allows content to be added via verbatim tags, so it's impossible to add my high resolution Commonwealth map to the wiki, in the way that the Capital Wasteland, and Mojave Wasteland maps were added. To make matters worse, Wikia is pretty much abandoning their support/development/fixing of their Maps service - which makes adding pins impossible to the maps I've uploaded to that. So I basically get to design my own maps "extension". Which will include JavaScript here, and my hosted map tiles.DulogoDigital Utopia (talk) 17:11, April 11, 2017 (UTC)


Unexpectedly (for me anyway) we have made some progress in the dialogues for Fallout 4. User:Sakaratte has been able to use some sort of semi-automatic way to convert the dialogues. With some tweaking we've come to this format: User:Sakaratte/Sandbox. Looks good this way. I've asked him to put it on hold some 2 weeks ago because I read you were planning to convert it soon and guessed your botwork can do it fast once you get it going. I hope you get around to it on an overseeable term. Anyway, I believe the sandbox format is good, it's sorted on SCENE. I can't imagine a bot can split it in so many sections, but we'll do that manually then. Jspoel Speech Jspoel 15:58, May 23, 2017 (UTC)

I'd recommend that you stick as close as possible to the Fallout 3/New Vegas dialogue layout, instead of just tossing in random fields/values haphazardly. As it stands, what you linked to me is a confusing mess with little redeeming value. DulogoDigital Utopia (talk) 08:47, May 24, 2017 (UTC)
Dialogue in the sandbox looks fine to me, In Fallout 4 the dialogue system is different, and the Survivor has his own dialogue, so it's only logical the table needs some changes compared to the previous two games. Especially the faction quests are good to have in sections. Keep in mind that the example in the sandbox is from X6-88, a character with much dialogue, and for the many smaller characters there are less dialogue sections. Also, X6-88 has a seperate companion interaction section that only companions have. But if you have a better suggestion though, we can always look at that. I do like to start now with the dialogues, game is now 1,5 years underways and we still lack these rather important files. I hope you're able to start with them before the end of the month. I'll leave this talkpage request open for a week and hope you can respond in that time. Otherwise I plan to ask Sakaratte to make a start with the important character dialogues after that. Jspoel Speech Jspoel 17:12, June 18, 2017 (UTC)
My apologies, at the time of the reply I had made a lot of progress with getting the dialogue out of the ESMs, with every intention on showing an example - but for the last few weeks, and for the foreseeable future, I've been working 6 days a week, leaving me with no time to work on...well, anything really.
That said, the main focus for the other two games, was first, the topic id, which corresponds to the related quest (even dialogue related quests), the topic and/or player's dialogue, and the response from the NPC in question. All of these are still relevant with Fallout 4. In fact, the only things that seem to be different is the lack of an "Emotion" section, as well as a more prevalent number,and length of script notes.
The problem with the X6-88 dialogue, is that the "Dialogue After" section is frankly unnecessary, and just makes things more confusing to read through. I mean, we don't really care, for example, what Danse has to say - as X6-88 isn't talking to Danse, and Danse isn't talking to X6-88 - he's talking to the player. So the Dialogue Before (the player's dialogue) and the Response Text (X6-88's dialogue) should be on X6-88's dialogue page, while the dialogue in "Dialogue Before" and "Dialogue After" should be on Danse's dialogue page. That way we have a simple speech/response pair. Or, in the case where the NPC initiates the conversation, there would be the Topic instead. Yes, they have added "scenes" now, as the in-game dialogue is a bit more complex, but topic ids are still used, and the way we do dialogue pages (per NPC), fits better with the topic ids anyway.
Now, I realize what I'm suggesting is damn near impossible to do with the dialogue dumps - it would require extracting it out of the ESM, where the various entries can be linked together in different ways. I'm also not asking, or expecting anybody to wait for me to have the time to continue working on it either. Unfortunately, unless you can find someone else to automate everything, you'll be stuck either manually adding them, or waiting for me in one way or another. I think what you have there is at least better than nothing, and the best you're probably going to get via dumps alone - when I do have the time off, I'll continue working on it, and show the results when I have them. DulogoDigital Utopia (talk) 13:21, June 19, 2017 (UTC)
I understand your busy schedule in real-life, and your spare time is scarce and valuable for other things. But I'd like to make a start with it before summer vacation arrives so we'll have something new for the visitors to read. I've asked Sakaratte for instructions and see if we can make a sort of headstart with the major characters. When you'll have time again, let us know and personally I wouldn't have too much of a problem with it if everything gets rewritten with your bot for better readability, once you get everything working. But I feel at this point we need to make progress concerning the dialogue files. Jspoel Speech Jspoel 17:22, June 24, 2017 (UTC)
Oh, I completely understand the need for them, and I certainly don't expect anybody to wait around for me to find the time. DulogoDigital Utopia (talk) 01:26, June 25, 2017 (UTC)

Fallout 4 map typos / errors / fixes? Edit

Hello! first of all i want to say that i love your fallout 4 map. second i excuse for my english, and third incomming wall of text!

I found some errors when clicking on a few of the map icons, mostly are capitalization errors of some letter on words compared to the wiki articles name. i belive some of those make not only the link be broken, but also some give a error not loading the info inside the box that open when a icon on the map is clicked

I am very confident that i did survey 99% (if not all) of the icons on the fallout4 map at your website ( ) the results are this list of errors on some:

Case sensitive problems must be easy to fix by changing capitalization of this location names on the map


Crossed out locations are solved so a few remaining need to be solved on map

Name on Map/link / content displayed when i click on the icon if any / (current wiki page that should point to)

  • Sentinel Site / "en" dir="ltr" class=""> / (Should link to current wiki page "Sentinel site") capitalization on wiki changed when it was deleted by "Energy_X" when Moved to "Sentinel site")
  • Cambridge Hardware Store / "en" dir="ltr" class=""> / (Should link to current wiki page Cambridge hardware store") capitalization on wiki changed when it was deleted by Energy_X when Moved to "Cambridge hardware store"
  • Lil' Gentry Playground / "en" dir="ltr" class=""> / (Should link to current wiki page "Lil' Gentry playground") capitalization on wiki changed when it was deleted by Energy_X when Moved to "Lil' Gentry playground"
  • Decayed Reactor Site / "en" dir="ltr" class=""> / (Should link to current wiki page "Decayed reactor site") capitalization on wiki changed when it was deleted by Energy_X when Moved to current wiki page "Decayed reactor site"
  • Boston Police Rationing Site / "en" dir="ltr" class=""> / (Should link to current wiki page "Boston Police rationing site") capitalization on wiki changed when it was deleted by Energy_X when Moved to "Boston police rationing site"; also capitalization on wiki changed when it was "Boston police rationing site" was later deleted by Jspoelstra when moved to current wiki page "Boston Police rationing site")
  • Forgotten Church / {"en" dir="ltr" class=""> / (Should link to current wiki page "Forgotten church") deleted by Energy_X when Moved to "Forgotten church" without leaving a redirect (all other church wiki pages use capital C on Church but not this one)
  • RobCo Sales & Service Center / "en" dir="ltr" class=""> / (Should link to current wiki page "RobCo sales & service center")
  • Wilson Atomatoys Factory / "en" dir="ltr" class=""> / (Should link to current wiki page "Wilson Atomatoys factory")
  • L Street Bathhouse / "en" dir="ltr" class=""> / (Should link to current wiki page "L Street bathhouse")
  • Dorchester Heights Monument / "en" dir="ltr" class=""> / (Should link to current wiki page "Dorchester Heights monument")
  • Gorski Cabin / "en" dir="ltr" class=""> / (Should link to current wiki page "Gorski cabin")
  • Rook Family House / "en" dir="ltr" class=""> / (Should link to current wiki page "Rook family house")
  • Gibson Point Pier / "en" dir="ltr" class=""> / (Should link to current wiki page "Gibson Point pier")
  • Lexington Apartments / "en" dir="ltr" class=""> / (Should link to current wiki page "Lexington apartments")
  • South Fens Tower / "en" dir="ltr" class=""> / (Should link to current wiki page "South Fens tower")
  • Jimbo's Tower / "en" dir="ltr" class=""> / (Should link to current wiki page "Jimbo's tower")
  • Marlborough House / "en" dir="ltr" class=""> / (Should link to current wiki page "Marlborough house")
  • Footbridge Camp / "en" dir="ltr" class=""> / (Should link to current wiki page "Footbridge camp")
  • Valenti Station / "en" dir="ltr" class=""> / (Should link to current wiki page "Valenti station")
  • Raider Drug Den / "en" dir="ltr" class=""> / (Should link to current wiki page "Drug den")
  • The Gwinnett Restaurant / "en" dir="ltr" class=""> / (Should link to current wiki page "Gwinnett restaurant")

This links work (capitalization is correct) but info displayed when clicking on the icon have kind of problems (no image and no data or usual "en" dir="ltr" class=""> error as when capitalization is actually wrong)

  • Poseiden Energy Turbine #18-F / / (link works)
  • Weatherby Savings & Loan / "en" dir="ltr" class=""> / (link works)
  • NH&M Freight Depot / "en" dir="ltr" class=""> / (link works)
  • Mass Gravel & Sand / "en" dir="ltr" class=""> / (link works)

This is not about capitalization but other name/link problems vs the wiki page names

  • Nahant Sherrif's Department / "en" dir="ltr" class=""> / (Should link to current wiki page "Nahant Sheriff's Department")
  • Hubris Comics / "en" dir="ltr" class=""> / (Should link to current wiki page "Hubris Comics (Fallout 4)" but currently links to "Hubris Comics" disambiguation page instead)
  • Factory / blank data (Should link to current wiki page "Factory (Fallout 4)" but currently links to "Factory" disambiguation page)
  • Tower Apartments / "en" dir="ltr" class=""> / (Should link to current wiki page "Beacon Hill apartments") location ingame name "Apartments" game's cellname "BeaconHillApartments" (interior); BeaconHillApartmentsExt02
  • Apartment / / (Should link to current wiki page "Hoarder's aparment" but currently links to "Apartment" disambiguation page)

this have no page to link to

  • Vault 81 Atrium / "en" dir="ltr" class=""> / (no article on wiki exist, it's actually a part of Vault 81 that has a diferent icon on your map near the "atrium" one) no reason for that "Vault 81 Atrium" icon to exist IMHO since "Vault 81" covers that area too.
  • Navy Yard / "en" dir="ltr" class=""> / (does not exist a page on the wiki for that place, wiki says that the page with that name was Deleted by "Jspoelstra" because "location does not exist")

I hope this help you find and fix this small errors on your amazing fallout 4 map, the rest of the map afaik is working as intended. --Holakc (talk) 09:47, July 23, 2017 (UTC)

I solved the locations that are crossed out. Latest news, Wikia removed the map feature, and now we lost all the maps you created for it. See Forum:Fallout_4_location_page_is_broken. I've asked Wikia if they recover the original files for us, but I'm not sure if they can. If you still have them on your harddrive, that would be great. If you do, can you upload them, or store them on OneDrive or similar, so someone can upload them from there? Jspoel Speech Jspoel 13:31, July 23, 2017 (UTC)
Thank you Jspoel, now just very few left for digital to fix, i also created a redirect on "Footbridge Camp" to "Footbridge camp" that seems to have also fixed that one, and one from "Raider Drug Den" to "Drug den".--Holakc (talk) 22:07, July 23, 2017 (UTC)
Okay, sorry about the delay, I'll try to get to these tonight. DulogoDigital Utopia (talk) 00:27, September 24, 2017 (UTC)
Wikia recovered the files for us, I already uploaded them again as normal images. Jspoel Speech Jspoel 00:33, September 24, 2017 (UTC)
Must've forgotten about this. Fixed the info/image failures on the ones due to special chars (#,&), and fixed the ones that point to the disambiguation pages (i.e. Hubris, and Factory). Speaking of Factory, the "powers that be" need to make up their minds on how they want me to handle map markers that aren't visible to the player. Because every marker on my map comes directly from Creation Kit/ESM data, so whether it be "Apartment" or "Factory" or "Navy Yard" or "Vault 81 Atrium", these are all actual locations, that can be seen in game, just by enabling them, or their parent. I mean, I have no issue going through and removing everything that isn't normally visible to the player - that's not an issue. But if you want so-called unmarked locations, these markers, and their names, should be taken as your primary source. Meaning, yes - Navy Yard exists, and it's Tower Apartments, not Beacon Hill Apartments. Cell names should never be taken as a primary source for name, as there are quite a few cases, through Fallout 3, on, of locations being renamed after cell names were set. So unless there's artwork on the apartment itself that says "Beacon Hill Apartments" proving the cell name isn't just a generic label for the apartments in Beacon Hill, then their name is Tower Apartments DulogoDigital Utopia (talk) 11:04, November 10, 2018 (UTC)

Wikia's forced addition of videos to the wikiEdit

Hello, I realise you may not have edited the wiki, or even visited us in a while. We do miss you, and I apologise for contacting you with a request for help… but we do need it, and there’s not much you need to do to help us.

As you may be aware, Wikia/Fandom have added a number of videos to pages on the wiki that they have self authored. Although the consensus view so far seems to be that these are not to our standards, I encourage you to view these for yourself and make up your own mind.

You can find a link to all the videos, and a petition I would like you to consider here. If you believe that these videos do not meet our standards, detract from the wiki, and should be removed, I encourage you to vote yes on this petition. You are of course welcome to vote no if you do not believe this is the case.

Thank you for your consideration. Agent c (talk) 21:19, September 7, 2017 (UTC)

Please make contactEdit

Left a message for you on Test site, your twitter, your blog... We really need to talk to you on a matter of urgency. Can you please make contact. Agent c (talk) 23:13, September 19, 2017 (UTC)

Sorry again, for inadvertently becoming so hard to get a hold of. I sent a DM to Nukapedia on Twitter, with an answer, and gave a couple of more...reliable methods to contact me, should such a situation ever happen in the future. DulogoDigital Utopia (talk) 00:39, September 24, 2017 (UTC)

Fallout 3 location iconsEdit

The location icons of the Fallout 3 map are broken on your personal site, and consequently, for our wiki. Can you fix this problem? Jspoel Speech Jspoel 19:23, November 23, 2017 (UTC)

DoneDulogoDigital Utopia (talk) 08:34, November 29, 2017 (UTC)
Thanks! Jspoel Speech Jspoel 16:59, November 29, 2017 (UTC)

Collegiate admin buildingEdit

Can you add a map marker for Collegiate administration building on your map? Also, a few posts ago there was a request of updating several map markers, that hasn't been done yet. If you have the time, could you take a look at that as well? (For example Hubris Comics. Jspoel Speech Jspoel 13:42, December 3, 2017 (UTC)

Re-addedDulogoDigital Utopia (talk) 11:37, November 10, 2018 (UTC)

Springvale school Edit

I see this. Could someone want to close school? --ExplorerSmaily (talk) 18:45, June 18, 2018 (UTC)

Remnants of the school's message board, done pre-war. Bolded letters are what is shown in game, normal letters I added to fill in the blanks. Common practice in the US, to advertise events, and inform of days where there will be no classes. These days of course, they tend to use electronic message boards. Like so DulogoDigital Utopia (talk) 11:44, November 10, 2018 (UTC)

Please get in touch Edit

Please get in touch with me. This is XunAmarox. I sent you a message on Nexus forums, and Reddit twice. I've been trying to get a hold of you on Discord - you seem to auto-reject friend requests and I can't message you without being one. I mentioned you in the Nexus channel, but no response. I can't DM you on Twitter because you don't follow me. You're a hard person to get a hold of, I'll give you that. I'm messaging you to ask you for permission to use your Fallout 4 map resources for the DLC areas. TiffyWiki (talk) 06:12, July 10, 2018 (UTC)


Hi, I'd love to contribute to your Fallout Maps project and I'd like to exchange some PMs. Would that be possible? I have some ideas I'd love to experiment with with your maps as a starting point. --Xevidroid (talk) 10:16, August 22, 2018 (UTC)

Get in touch pleaseEdit

Digital, I received a request from Xevidroid about getting in touch with you, he has some interesting ideas concerning your maps. Can you please respond to him? Jspoel Speech Jspoel 13:30, August 24, 2018 (UTC)

  • Sorry about that, I confused him with the other guy who was inquiring about the maps back in July. Didn't mean to ignore him. I'm always interested in hearing ideas - I'd be even more interested if I could find someone to help me get past an issue I'm stuck on, in regards to my own ideas with the maps, but hey - beggars can't be choosers. DulogoDigital Utopia (talk) 08:43, August 27, 2018 (UTC)
Good to hear from you. Please contact him on Xevdroid. Or maybe he'll see this and contact you. Jspoel Speech Jspoel 12:40, August 27, 2018 (UTC)
I replied to that message on his user page as well - just in case DulogoDigital Utopia (talk) 04:05, August 28, 2018 (UTC)

Fallout 76 resourcesEdit

Digital, do you know by any chance how to get access to the Fallout 76 source files, so they can be viewed with an editor, just like the Creation Kit does with Fallout 4? I'm using the BAE extractor right now but the meshes cant be read by Nifskope and I'm not getting good results from the texture files. Only assets I got were the quest files that I uploaded a while a ago. Do you now of a proper Fallout76.esm editor? Jspoel Speech Jspoel 19:15, November 10, 2018 (UTC)

I just bought the game, and downloading now. I can't imagine there would be too much difference from Fallout 4, but with apps like NifSkope and FO4Edit, any difference would cause them to fail to load something. It looks like the people behind FO4Edit are working on, and partially support Fallout 76. I'll poke around a bit myself - hopefully the changes are minor, and the NIFs can be "converted" so they'll load in the Fallout 4 CK.
Obviously, as I pointed out in Discord earlier, I'm basically going to have to do that anyway, with the goal of importing Fallout 76's worldspace into Fallout 4. Since I doubt they're going to release a CK for it, and the only way I'm going to make a Fallout 76 map - short of attempting to create my own viewer, is by being able to view it in the editor. DulogoDigital Utopia (talk) 23:13, November 10, 2018 (UTC)
As far as textures go anyway, they appear to load fine. Just make sure you have a dds viewer that supports all the ATI/AMD types, and of course, the latest BAE.
They're still using the same normal map type as in Fallout 4, as opposed to Skyrim's - but it looks like there's a new "l" type texture, that presumably stores all the lighting related info (i.e. replaces the "s" type.)DulogoDigital Utopia (talk) 00:03, November 11, 2018 (UTC)
I've extracted all the textures with BAE v0.11 but they show up black with just a bit of color, see the image. I'd love the have the perk magazine images, but all I get is this black image. Do you know what's wrong? Jspoel Speech Jspoel 00:10, November 11, 2018 (UTC)

Backwoodsman Get off My Lawn

Get BAE v0.11. From what I see though, perks are gonna have to be done like they were in Fallout 4 - meaning decompile them from the swf file. I'll see if I can dump them.
Then the problem is with your dds plugin/viewer. I'm dumping all the stuff for the perks/SPECIAL, will upload it when it's done.DulogoDigital Utopia (talk) 09:00, November 11, 2018 (UTC)

DulogoDigital Utopia (talk) 01:14, November 11, 2018 (UTC)

Nifs are odd looking - at least 2 additional string tables, and are several thousand bytes larger than the exact same model in Fallout 4. I'll have to look into the format further to hopefully see what's going on. DulogoDigital Utopia (talk) 00:44, November 11, 2018 (UTC)
Took a closer look at said NIF files, a few things to note on differences...
  • There's an extra exportInfo field in the header - this alone will automatically break NifSkope.
  • BSEffectShaderProperty and BSLightingShaderProperty have been chopped down to only 12 bytes. This makes sense, as starting with (at least) Fallout 4, the game uses .BGSM files for that same info, making it redundant.
  • BSTriShape is 24 bytes larger. I'll have to compare the two to find out where and why.
  • The most notable difference between the two files, is the bhkPhysicsSystem node, which has increased from 3700 bytes to 11488 bytes. This won't really have any effect in NifSkope, as it just stores all the data in this node as raw data, so it doesn't actually parse it. No idea if the CK parses it/uses it though.
  • BSShaderTextureSet is about 37 bytes smaller - Appears to be mostly because the relative paths are now relative to the "textures" folder, as opposed to the "data" folder - thus shorter filenames.
DulogoDigital Utopia (talk) 09:00, November 11, 2018 (UTC)

( That Backwoodsman image looks great, thanks! I look forward to you uploading the textures! (What can I do to view those textures myself properly in Photoshop?). I've tried the Xedit program you linked me to, but it can't find the ini file and doesnt load anything. Also tried the Fo4Edit, also gives an error for not finding the plugin list. Jspoel Speech Jspoel 17:06, November 11, 2018 (UTC)Strange, once it worked I remember.

Also looking forward to the map you're planning to create. Now the local maps have gone we possible can use your map for local maps. Jspoel Speech Jspoel 17:07, November 11, 2018 (UTC)
The Intel Texture Works plugin for Photoshop has support for the newest formats. Probably want to remove the Nvidia plugin (I'm assuming that's the one you're currently using), first.
How are you planning on showing the perks? Do you just want the images themselves, or do you want them on the card?
To get xEdit to work you've got to do the following
  1. Run Fallout 76 (it needs the Bethesda Launcher to update registry settings)
  2. Download the latest beta version of xEdit
  3. Unzip it to where you want it
  4. Rename "SSEEdit.exe" to "FO4Edit.exe"
  5. Create a shortcut, and put it wherever you'd like
  6. Right click on the shortcut and choose "Properties"
  7. On the new window, in the "Shortcut" tab, in the "Target" text box, add " -fo76" (without quotes, but with the space) at the end of what's inside it. (e.g. F:\Documents\SSEEdit.3.3.3a.Beta\FO4Edit.exe -fo76)
  8. Hit OK to close the window.
  9. Start FO4Edit via the shortcut.
As far as Nifs go, I did a mass test to check for differences between all files that exist in both games - the most major changes are in actors and armor, where even the number of blocks are different. Static objects such as architecture, and props, have the fewest number of changes. Next steps are to continue looking into changes between the same block types (amusingly even some Fallout 4 nifs have that extra "exportInfo" field, which also breaks NifSkope), and see what blocks they removed, and what new ones they replaced them with. Because the characters/armor etc, have fewer blocks in Fallout 76, then they did in Fallout 4. In order to be able to convert these, I may have to translate new block types to their old equivalents.
I'd like the images on the card, as they are now (though you might create two examples of the same perk so I can see what you mean). I'll take a look at the editor tomorrow, it's already late here. Thanks for looking into this! Jspoel Speech Jspoel 22:40, November 11, 2018 (UTC)
Ok, I'll work on assembling the cards. The other option is pretty self explanatory - the same way we've done all the previous perk imagesDulogoDigital Utopia (talk) 22:57, November 11, 2018 (UTC)
Almost forgot. If it's possible, can you screencap cards with their Level requirement (if they have one)? Like Dead Man Sprinting has Level 8. Jspoel Speech Jspoel 23:31, November 11, 2018 (UTC)
I installed your texture plugin and it worked! Uploaded a few magazine images. Also got the Fallout 76 browser working. Jspoel Speech Jspoel 22:40, November 12, 2018 (UTC)
Great! I've been working on the cards - still need to play around to get them looking perfect. Most notably the title text is a bit off. and I still have to work on getting the perk images centered. As you can see here (best viewed in Chrome) the position of the perk image is off - vertically, and the "static" frame (i.e. the image shown when the card isn't animated) isn't the same one as shown on the page currently. I guess, I can always grab different frames of the animated version as needed, if there are any that are better. DulogoDigital Utopia (talk) 12:11, November 13, 2018 (UTC)
The textfont also seems to be a bit smaller, which makes the text harder to read. Can you get the text like it's on the image to the left? Uploaded an image where both are visible, you can see the difference. Is it also possible to make the image a bit larger in size? Jspoel Speech Jspoel 18:16, November 13, 2018 (UTC)
FO76 Picklock comparison
Yeah, I'm working on a different method, you can see progress at the same link. (Again, Chrome on desktop will look best) First method was manually placing the different parts into the image, new method is using/modifying the exported svg file itself, and converting that into an image. The top card is svg - all that's left in that regard is adjusting the position of the required level text. The bottom one is the actual image - which still needs some work. Basically, converting the svg to an image doesn't work when using external svg snippets, which is why the Vaultboy and the rank ribbon is missing on the image - the rest (card background, description background) have already been addressed. Of course, the text layout in the image, for the description, is also a bit messed up, but I'll see what I can do about that once the rest is fixed. DulogoDigital Utopia (talk) 01:53, November 15, 2018 (UTC)
Updated the Picklock page image - think I have a pretty accurate, and dynamic setup. Next thing is gathering all the perkcard/perk data, so they can be generated on demand, by either editorid or baseid. Or would you rather me just whip up some kind of form so you can type the info in manually, and get the image? Oh, and if you want to be able to pick from the animation frames (instead of the static version of the card), to get the image like I replaced, let me know - should be able to plug that in without much issue, though it will take a bit of time to gather up all those animation frames. DulogoDigital Utopia (talk) 15:43, November 15, 2018 (UTC)
I'm a bit lost, not sure what you mean/imagine with your latest post. Can you give me some examples of the options? Jspoel Speech Jspoel 19:15, November 15, 2018 (UTC)
Ok. Right now, in the JavaScript for the page I linked earlier, are the following variables:
                var special="per"
                var perkTitle="Picklock";
                var sampleText="Gain +1 lockpicking skill, and the lockpicking 'sweet spot' is 10% larger.";
                var starMask="1";
                var points="1";
                var level="5";
                var perkImg="Picklock"
Each one covers a feature of the card. If I change "special" to "agi", and I hit refresh on the page, the card will have all the colors/designs of an agility card. If I change "perkImg" to "AquaBoy", the card will have that VaultBoy, etc. In other words, by just changing these values, I can generate every perk card in the game. But as is, only I can do it. To make it so you, or anybody else can do it, I need to expose these options in some way.
One possible way is to go through the ESM, gather all the necessary info from the Perk Cards and Perks, add it to the JavaScript, so all someone has to do is choose the Perk Card by name, and select the rank (if applicable), and it will spit out the appropriate image. Downside is, this will take a bit of time to gather that info, upside - is every choice will be something that exists in game, so there's no chance of someone picking the wrong value for something, and say - have a Dead Man Sprinting card with 5 ranks, and a Strength background, or something.
The other possibility - which will take less time, but have little to no error checking, is to just tack on a page with some form fields. Select the SPECIAL, Perk image, etc, from a drop-down box, type in the title, description, etc. in text boxes, hit the "Submit" button, and it will spit out a perk card based on what was entered. However, the plus side is, that it's a lot more future-proof, allowing you to generate any card, with any information, regardless of any changes Bethesda makes. So long as it doesn't require a new background or Vault Boy of course.
Since you have that Fallout 76 browser working, and I assume you want these high-res perk cards done as soon as possible, and you're likely going to be the main person to use it, I'm assuming the 2nd option would be OK, but I'd like to know what you think.
As far as animations frames go - the perk cards appear in two ways: Animated, and not. So the backgrounds and all the perk images, have a "static" (non animated) image, as well as the collection of frames that define the animation. For example, the version of the Picklock image (FO76_Picklock.png) I replaced (With Vault Boy holding up the lock), was taken from the animated version of the card. I could make it possible to choose from the animation frames as well as the static image, but it'll take some time to gather all those individual frames. I mean, we're talking around 250 different perk cards here. DulogoDigital Utopia (talk) 23:06, November 15, 2018 (UTC)
We'll try that second option then I think (first I'll have to see how it work though). I'd like to choose from animation frames but if it's too much work we can first try static images (if I understand all this correctly). Main thing is images should be as close to the original possible (still a bit worried if the text is displayed like on the images we have now). Jspoel Speech Jspoel 21:13, November 16, 2018 (UTC)
Another question, do you by chance have any idea where this image comes from? Must be hidden somewhere in the resources. I know there are more of these kind of images. Jspoel Speech Jspoel 21:15, November 16, 2018 (UTC)
OK, should get the form done by the morning. As far as text goes, File:PerkCardLayout.png|this shows how close it is to the in-game layout. The current Dead Man Sprinting image, scaled up to the size of the generated version, and overlaid at about 50% opacity. If there was a major difference, you'd see "ghosting", minor differences will just appear blurry, and anything dead on will, of course, appear clear. I'm not sure how the image used right now for the perk was taken or processed, but you can see a slight upward warping at the two ends of the top line of the description text. Note especially how you can see the top of the current version's "S" in "Sprint" over the generated one, yet, the middle of that line is at least dead-on vertically.
As for that image, you can find it here: /data/textures/setdressing/photos/ And yeah, there are several more photos in that folder. DulogoDigital Utopia (talk) 01:20, November 17, 2018 (UTC)


Thru-Hiker perk compare

Is it possible the change the typefont and thickness (bolder) of the letters? You can see the difference in the image I uploaded (note that the text starts lower on the original and "reduced" is on the second line). To the left is an original, to the right is yours from the perk builder. Jspoel Speech Jspoel 20:12, November 22, 2018 (UTC)

That's because whatever browser you're using isn't loading the correct font. What browser are you using?
Font Testing
DulogoDigital Utopia (talk) 01:31, November 23, 2018 (UTC)
I think I see the problem. I have times new roman as the standard font in chrome. But changing it, I can see it picks up that new font when working with the card builder. So what font have you set in Chrome? I can change it to that font and it should be good. Jspoel Speech Jspoel 13:34, November 23, 2018 (UTC)
Perhaps you can give me all your font settings (there are several). Jspoel Speech Jspoel 13:37, November 23, 2018 (UTC)
Weird, mine's set to the default (TNR,TNR,Arial, and Consolas). Oddly, in the image I can see that it picks up Roboto Condensed alright, but not the other one. Also oddly, I actually had the opposite problem at first - let me see if I can do the same to Chowderhead, and see if that fixes anything. DulogoDigital Utopia (talk) 14:29, November 23, 2018 (UTC)
Okay, try it now. Might have to clear the cache first by hitting Ctrl+F5. DulogoDigital Utopia (talk) 14:38, November 23, 2018 (UTC)

( Look almost perfect, uploaded the compare image again. The starting height is still a bit off (can you push it down a bit?) But if it's not possible I'll take it. Jspoel Speech Jspoel 14:49, November 23, 2018 (UTC)

Should be at least a little closer now. I didn't realize they centered the description vertically. If it's still too high, I could try bottom aligning it. DulogoDigital Utopia (talk) 15:25, November 23, 2018 (UTC)
It makes no difference on my end anyway. Still a bit too high. Try bottom-aligning then I think. Jspoel Speech Jspoel 17:31, November 23, 2018 (UTC)
Right. I was just seeing things. Should actually be middle-aligned now (also, see updated pic above). DulogoDigital Utopia (talk) 22:45, November 23, 2018 (UTC)
Works like a charm now, thanks! Just noticed some blue map markers on an image. Are you able to get them for us? Then we can use them on the location pages. Jspoel Speech Jspoel 19:47, November 24, 2018 (UTC)
Spotted a slight glitch. When the header has a certain length (14 positions), like Expert Slugger and Starched Genes, it is fully filled with the letters, making the text a bit stretched (you can compare them with the old versions). Also with 3 lines, the bottom line doesn't display long letters (like the g and p). See the Iron Fist image. Maybe you can still fix that? Jspoel Speech Jspoel 21:41, November 24, 2018 (UTC)

( If the first thing happens, try reloading the page. I'll see if I can get it to behave though. It should only happen if you start out with a longer title, and then go to a shorter one. I'll also look at the description. DulogoDigital Utopia (talk) 06:25, November 25, 2018 (UTC)

Okay, Text should no longer stretch, it should only shrink if the title is too long. Description text area has had its height increased, and should no longer chop off "tails". DulogoDigital Utopia (talk) 06:53, November 25, 2018 (UTC)

Broken mapEdit

There seems to be a problem with your map site, it can't be reached anymore. Can you take a look at it? Also curious if you see possibilities to create an Appalachia map or if that is something for the future. Jspoel Speech Jspoel 18:32, December 23, 2018 (UTC)

Sadly, my site is down for a couple more days - should be up again in the early hours of the 26th, once I get paid. The Appalachia map will have to wait until either a CK is released for FO76, or someone figures out the new terrain format. Terrain data is now stored in an external file, instead of in worldspace cells, in the ESM like they are in previous Bethesda games.
On the plus side, I'm pretty sure I can now import any worldspace from any other Bethesda game into Fallout 4 - but that's not exactly very useful. DulogoDigital Utopia (talk) 21:26, December 24, 2018 (UTC)
Thanks for the answer. Somewhat related, I've found a program where you can get a lot of data [2]. Earlier on you gave me pointers to rework Fo4Edit but I'm getting string errors and can't really use it. With this Nexus program I can get the notes data and terminal entries among other things but I'm still looking how to get the holotape data. Would you have any idea how to get to it? Jspoel Speech Jspoel 21:51, December 24, 2018 (UTC)
Holotape audio is done similarly to dialogue. The tape entry itself references a scene. Quests reference one or more scenes, and the scene (presumably) references the actual dialogue. For Holotapes, in Fallout 4, all of their scenes were linked to a single quest (EDID: HolotapesQuest) - I assume FO76 would do something similar. So it's not exactly easy to get to. I mean, getting all the dialogue text is easy enough - just dump the STRINGS files. But you'd have to match that up manually to the related NPC/Holotape. DulogoDigital Utopia (talk) 02:20, December 25, 2018 (UTC)

Fallout 4 mapEdit

Hey Digital, your maps are down. Are you able to get them up again? Jspoel Speech Jspoel 18:04, January 31, 2019 (UTC)

Back upDulogoDigital Utopia (talk) 23:22, February 3, 2019 (UTC)


Looks great, but we'd rely on a source outside the wiki. We've had similar problems with your maps not working and are depending on you to maintain it. So I'm a bit careful right now. How does it work, how do you create those panoramas? Jspoel Speech Jspoel 23:18, March 4, 2019 (UTC)

Nah, external site is only because I didn't want to have to deal with fandom's JavaScript approval on my test wiki just to show you. Only reason maps are hosted externally, is due to the tens of thousands of images required for each map. Each panorama consists of only a single image, which can easily be hosted on the wiki.
DU PanoramaTest
Creation requires setting the fov to 100, hiding the UI, then taking 20 screenshots while using the player.setangle console command. each of the 4 angles around the z-axis (north, east, west, south), for 5 angles (-90, -45, 0, 45, 90) around the x axis (looking up/down), and then using panorama software to stitch them together into what you see above.
Considering I basically just threw this together in the morning, there are a couple of improvements I'd like to still make to the creation process, if you're interested. Ideally, I'd like to make it as quick and easy as possible by writing an app that could be used to handle the rotations/screenshot capturing, as well as create the final image. The first part is pretty straightforward - I should be able to easily send console commands, directly access the game's camera and capture the screen. For the panorama making itself, I'll have to see if there are any libraries for this purpose. DulogoDigital Utopia (talk) 01:04, March 5, 2019 (UTC)8
Oh, that changes things, if the image can be uploaded to the wiki. Though we can't rotate anymore I take it, like in your test image. I did already experiment with it myself in the past like the Big MT. I wasn't aware of the setangle parameter at the time, so I did the angle by guessing. Still didn't come out that bad. I wonder about your app, is that something you can use in-game then? Note: I tried it myself, created 20 images on Vault 111, but it didn't work with photomerge. Tried all layouts, some were wrong or crashed. Jspoel Speech Jspoel 16:26, March 5, 2019 (UTC)
Yeah, a special viewer is required - the site I linked to has a viewer that one can incorporate into pages. But it would require JavaScript, so Fandom would have to approve. Making the panorama image itself from screenshots requires a special tool to "stitch" the images together. And I'm currently looking for a free one that produces good results. I tried PhotoMerge (in Photoshop) first, but it seems to have an issue with making the ends seamless. PTGui and AutoPano Pro/Giga instantly assemble my test images perfectly, but I've been having trouble (so far) finding free software/code that produces the same results.
Ideally the app I was talking about would be standalone, but would access the game's memory (similar to how a game trainer works), to automatically handle the appropriate camera movement, and capture the images. Ideally it would also be able to create the final panoramic image as well. Goal being that one could run the app, start Fallout 3/NV/4 , go to where they wanted a panorama, hit a hotkey, and let the app do the rest. DulogoDigital Utopia (talk) 22:23, March 5, 2019 (UTC)
Update: Promising results. First, I've discovered that one of those non-free panorama apps has the ability to export its data, which can be used in the free ones to get the same result. So worst case scenario I can provide said data - as long as all panoramas should have the same shots (same angles), with a fov of 100 and a resolution of 1920x1080, they should all work with that same data. Still, the goal would be to include the panorama creation within my app. Second, I made a test app that, upon pressing a hotkey, will change the angles of the view to all 20 positions, by directly changing it in game memory. Next steps would be taking screen captures at those angles, and then creating the panorama using the data I mentioned. I'd also like to be able to change the FOV, and hide/show the UI via game memory, just to make the process as simple and straightforward as possible. DulogoDigital Utopia (talk) 01:59, March 7, 2019 (UTC)


Your site is down again, we can't see the maps from there. Can you take a look at it? Jspoel Speech Jspoel 15:10, May 11, 2019 (UTC)

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