Vault-Tec Version History

0.29.2 - 2025-09-12

  • Fixed a limit on player options in DialogueConverter, it would crash when thw player option count reaches 21, that was due to the player options array being declared as an array of 21 elements so that limit has now been increased to 100.
  • Updated contact information in the about box and installer.
  • Official website for the tool has been launched at http://fdc.saunagames.fi

0.29.1 - 2025-03-03

  • Added splash screen, image generated with Leonardo.ai
  • Added new custom code editor for player option conditions. This was done for the upcoming SSL2FMF converter which is still under construction.
  • NodeTreeView plugin caused a crash on exit, should be fixed now since I moved the memory deallocation code to the RunPlugin procedure.
  • Added global font size to preferences for setting different font sizes, a preview of the changed font is also displayed.
  • Increased size of the dialogue editor window, also making it scalable.
  • Increased size of the node editor and player option editor windows

0.29.0 - 2025-02-10

  • Added VCL styles for the both plugins and the main program. Crashing issues related to the VCL style manager have been fixed by using the newer IDE. In Delphi 10.3 Rio there was an exception thrown at program exit that was probably due to a bug in the style manager.
  • VCL Style selector implemented. The new style is applied after pressing OK in the preferences dialog.
  • Added a Delphi project group for easier recompiling of all plugins with the latest interface version.
  • Created a new application icon for the program, with ChatGPT's image generation capabilities (Dall-E 3)
  • Installer: fixed invalid program icon link in the installer that pointed to the old fmfdlg.exe
  • Installer: fixed problem with file access in default location. Thanks to ChatGPT for providing the solution.
  • New app icon for DialogueConverter.exe, courtesy of ChatGPT
  • Source code for the tool now included in the installer. To compile you need the following components: JCL, JVCL, DelphiWebScript, Synedit, Graphics32
  • Ported code to compile with Delphi 12 which is a more modern IDE. All previous functionality is preserved successfully. This source code is located in src\Source D12 (if source code is installed).
  • Removed plugin Utility_RenameNodes.dll, you can now use the helper script Rename Nodes to NodeXXX instead. This was due to access violations of the host application occurring on exit.

0.28.0 - 2018-06-18

  • 11 Years later...
  • Renamed the program to Fallout Dialogue Creator
  • Conditions editor was not refreshing values correctly
  • Miscellaneous fixes
  • Autoupdate functionality completely removed, due to not having a proper place to store the update information.
  • Plugin deinit code fixed so that no exceptions occur in the debugger. A simple call to FreeLibrary was missing and now it all works nicely.

0.27.1 - 2007-09-25

  • FIXED:
  • Fixed default node checkbox not being cleared after
  • adding a new node.
  • Dumb player option generator script now copies
  • conditions also.
  • Deleting a skill check now also resets the link
  • state of the player option
  • + some other minor fixes.

0.27.0 - 2006-03-10

  • ADDED: DialogueConverter.EXE
  • This is a standalone application to convert scripts for use in the game. This app replaces the Script Exporter plugin, which became unusable due to a post-deinitialization failure when exiting the dialogue tool. (It does export the dialogue but does not unload cleanly) I haven't found the cause of the code that causes the dialogue tool to crash so I was forced to come up with a workaround.
  • ADDED: FMFSSLC.EXE
  • This simple commandline tool is a one-in-all script compiler that performs the preprocessing steps without the need for p.bat
  • It calls the ScriptCompiler.DLL library to perform the compile process.
  • REMOVED: Export_ScriptOutput.dll (reason: buggy non-fixable code)
  • Fixes
  • From the issue tracker ( http://modtools.djunique.org/mantis )
  • 0000048: [Main application] Skill check name changes not followed
  • up in relevant nodes.
  • The skill name changes were previously not reflected in the nodes they were linked to, now they are remapped automatically.
  • 0000046: [Main application] Player option settings intelligence check problems
  • Player option editor was partially broken after moving some controls around in the form. All's fixed now.
  • 0000051: [Main application] "This is the text for the NPC line" tooltip can be obtrusive
  • Removed some annoying tooltip text.
  • 0000047: [Main application] 'Is dialogue start node?' tagged 'on' by default
  • Nodes were flagged as start nodes when cloning or creating a new node. This was due to some missing initialization code.
  • 0000049: [Main application] Link names in skill check 'OnSuccess' and 'OnFailure' boxes do not change when node names are altered.
  • Skill check target nodes were not remapped previously, which lead to access violations.
  • 0000054: [Feature requests] Reaction-sensitive player options displayed as per the Empathy perk
  • The player option list items change their colors according to the reaction set to them. (red=Bad reaction, blue=Good reaction, Dark Gray=Neutral Reaction)
  • 0000055: [Feature requests] Variable notes exported a la dialogue node designer notes? (djunique)
  • Variable notes can now be included to the converted SSL scripts.
  • 0000056: [Main application] Autosave problem
  • There might be a bug in the dialogue tool. When I click (from the pulldown menu) File -> Save Dialogue it does not save to the initial loaded file, but it might to the last auto save file. Which is different to many other standard MSoft apps
  • This was just a stupid mistake. Now the autosave feature also saves the changes to the initially loaded/saved file.
  • Dialogue tool made open source under the GPL v2 license.

0.26.0-beta - 2005-11-25

  • Fixed dumb player option checkbox remaining checked after adding a new player option. This is a very old issue and wasn't fixed until now.
  • Nodes can now be flagged as start nodes so that they are filtered in the starting conditions editor.
  • NPC text can now be edited in the player option editor directly.
  • NPC text for female PC is visible in the preview, if it differs from the male PC text.
  • Fixed custom procedure count not being reset on subsequent reloads.
  • Added item names to condition list and the corresponding "Player has item" condition type.
  • .fmf parser now automatically eliminates duplicate custom procedures on load.
  • tuned up the starting condition editor.
  • added autosave function. The dialogue is backed up to a new file periodically to help prevent data loss in case of a crash. The autosave period can be set in the preferences.
  • Fixed issues with variable conditions. Now they should be saved out properly. Also incorrect variable names in conditions are reported if found.
  • Other quirks with the condition editor have also been resolved.
  • added a built-in help system for help in specific areas of the tool. Note that not all areas have help yet, only the most critical ones have been explained as thoroughly as possible. More documentation is added over time.
  • Condition editor shows variable description as a hint, if the description is not empty, to make it easier to determine which variable to use in the condition.

0.25.4 - 2005-08-28

  • Roll VS Skill checks support added.
  • Now you can set multiple variable properties at once excluding variable name and notes. Neat if you need to convert a bunch of variables to local ones etc.
  • Redesigned start condition editor to allow multiple conditions per dialogue start node.
  • Skill checks implemented in the built-in dialogue engine.
  • Properly implemented variable checking in
  • Added a new (experimental) plugin: Skill Check Tool. This plugin speeds up skill check assignment by scanning through the player option notes, looking for specific keywords and determining parameters based on them. The recommended format for this would be:
  • "Difficult speech check. If failed, go to FailureNode instead."
  • This can be specified anywhere in the notes. The skill and the modifier
  • is autodetected. Valid difficulty keywords are:
  • * Easy = 0
  • * Moderate = -5
  • * Difficult = -10
  • * Hard = - 10
  • * Very difficult = -20
  • * Insanely difficult = -50
  • * Impossible = -80
  • The success node will be determined by the current node link,
  • so always link to the success node before using this plugin.
  • Fixed access violations in the player option editor when creating a new node directly.
  • Enabled support for using the dialogue tool with the 'Open With...' option in Windows Explorer.
  • Float nodes can now remain empty.
  • Variable list can now be rearranged.
  • Fixed a fatal mistake with the Script registering plugin: The index of the new script in scrname.msg was always 102+<scriptcount> when it should have been 101+<scriptcount>.
  • Added detailed HTML help file (ScriptFunctions.chm) of available helper script functions. Scrapped ScriptFunctions.html as obsolete and difficult to navigate.
  • Fixed incorrect nodes being deleted from the node list.
  • The autocomplete list now includes nodes, float nodes and variables as well. It is updated whenever changes are made to any of these.
  • When coming back from editing a node, the node list refreshes without clearing first so that
  • the selected item retains its focus.
  • New stat fields added:
  • Armor Class
  • Max Carry Amount
  • Healing Rate
  • Maximum Hit Points
  • Current Hit Points
  • Current Radiation Level
  • Current Poison Level
  • Also variable checking for player options has been added.
  • NOTE: These have not been added to the player data record yet so if a player option contains a condition with one of these fields, it will always evaluate to true.
  • Fixed floater nodes being called after dialogue system initiation in generated scripts.
  • Variables can now be defined as local variables, which makes them become LVAR_<varname> defines in the SSL script.
  • Added support for entering custom code to node procedures, also complete custom procedures can be specified for branched linking. (if a player option needs to link to a different node on certain conditions, for example) These aren't supported in the dialogue engine yet either but I'll try to come up with some sort of an SSL parser+interpreter.
  • Scripts can be compiled with various automatically generated debug output, for example printing a nodes name at the beginning to see where the dialogue is at. Also a dump of local variables can be thrown to the beginning.
  • Added designer notes for variables [request by Stevie D]
  • Added possibility to register import plugins in the open dialog. This requires the plugin to export two functions: GetFilter and ImportData.
  • Fixed some issues with nodes being randomly hidden. This was due to the newly added "hidden" variable in the dialogue data structure which was not initialized properly.
  • Included new exception dialog using JCLDebug. (Added a little bit of sillyprogrammer humor there as well) Now exceptions are thrown nicely with stack traces and stuff. Don't be startled by the rather silly messages, though ;)
  • Text Exporter can now open the exported text file in an external program of your choice. To configure the plugin, go to Help->About, select Export_TXT.DLL from the plugin list and click the 'Configure' button which appears on the lower right corner of the window, next to the OK button.
  • Fixed some erroneous dialogue starting condition presets.
  • The current node name can now be copied to clipboard when testing dialogue.
  • Completely revamped the about box to look a bit nicer.
  • It also lists all loaded plugins and information about them.
  • Fixed 'dumb player option' checkbox remaining checked after having set a player option as a dumb choice, then going back and editing a normal player option.
  • Added new plugin export function: PluginConfig, for
  • displaying a configuration dialog. This can be accessed from the plugin list in the about box by clicking on a plugin in the list. If the plugin has a configuration dialog box, a button with the label 'Configure' should appear.
  • Script Compiler DLL recompiled with code from TeamX's SSLC compiler to ensure correctness of binary script files (compiled with MSVC++ 6.0).
  • added flags for script variables (none, import, export)
  • Added new plugin: Utility_ScriptReg.DLL for registering scripts to your fallout 2 data files. NOTE: This only works if you have extracted the contents of patch000.dat to the data\ folder. Currently you can't delete scripts from the list using the plugin, this functionality will be worked out later so for now you'll have to do that manually.
  • The commandline compiler DDFC.EXE now supports direct script
  • compiling as well.
  • Added dialogue starting conditions editor. In the eventual stable release, this should be fully working with multiple conditions per starting condition and ability to run the dialogue using these to determine where to start from.
  • Currently they can only be set and saved/loaded from the fmf scripts and also exported with the script exporter
  • Also, the condition type list is incomplete.
  • Added a list of built in fallout script engine functions
  • for timed event code editor.
  • Bug tracker issues fixed:
  • #21: [Feature requests] Node filtering on bigger dialogues
  • #26: [Main application] Editing 'NPC Properties' does not trigger the quick save condition. (djunique)
  • #27: [Main application] Script variables leaking into other dialogues.
  • #24: [Main application] Pasting a node name into the 'Start Node' box causes an error message
  • #23: [Plugin SDK - C] Visual C++ refuses to compile the SDK example plugin
  • #22: [Main application] (Variable Editor) Default value check box not checked even if a variable has a default value
  • #18: [Main application] Designer notes for a player option disappear when clicking the 'link to new node' checkbox
  • #19: [Feature requests] Ctrl-S links to Save As, rather than quick-save
  • #17: [Main application] Dumb options shown incorrectly in dialogue transcripts
  • #16: [Main application] Script variables won't reset on subsequent dialogue loading
  • #14: [Feature requests] Add node name search functionality for the node filter
  • #9: [Main application] Calling EditFloatNode through a script causes access violation.
  • #10: [Main application] AddFloatNode causes Access Violation when called from the debug console.
  • #22: [Main application] (Variable Editor) Default value check box not checked even if a variable has a default value
  • Changed some SDK functions. GetDLG now returns the old format
  • dialogue, which contains only the dialogue nodes and global npc properties. The new format can be retrieved using GetDLGNew. See pluginfunc.pas for details.
  • Fixed some Script exporter bugs, now the default timed event is -1 if none is found so it won't crash when exporting.
  • Added code for deleting timed events, apparently I had forgotten to do so earlier.
  • Added missing variable sections for script templates where they were not present
  • Plugins compiled with SDK version 0.23 will now work with this release. For example, NodeViewer should work just fine.
  • Fixed a crash when going to open a dialogue after pressing cancel attempts to go to the dialogue editor window would fail with an access violation. This was because of some code in a completely wrong place.
  • Fixed tool quitting even if you press cancel when a dialogue has been changed.
  • Added some new scripting commands for adding float nodes and timed events:
  • see docs\ScriptFunctions.html for details.
  • Implemented direct script compilation for the script exporter. Preprocessor files (Watcom) are supplied with this installer.
  • The script compiler dll can be used in any other application as well. You'll have to pass the script through a preprocessor before calling CompileFile, though.
  • NOTE! The script ID must be registered (ie listed in scripts.lst, script.h & scrname.msg) in order for the compilation process to work.
  • Restructured SSL output a little bit:
  • moved node designer notes before the node procedure code block
  • added set_local_var(LVAR_Herebefore,1) statements to nodes with no player options.
  • Changed script template display to a descriptive text. Script templates are configured in ssltemplates/templates.cfg
  • Fixed a bug with cloned nodes: If you altered a cloned node and reached it during a dialogue test, an access violation occured.
  • Added floater nodes and a timed events editor.
  • About floater nodes
  • These nodes are special type of nodes that contain a batch of messages, usually some random stuff for the NPC to say.
  • They can be called from timed events, when dialogue is supposed to start (talk_p_proc), or set as an dialogue exit float line, ie npc says something after the player has finished talking to him/her.
  • Added support for user defined variables (Found in the node editor under the button "Script variables")
  • Added possibility to split a message in to several smaller fragments by placing a |-character anywhere in the npc text or player option text. The splitting occurs when the script is exported to SSL and the associated message file.

0.23 - 2005-04-13

  • Finetuned dialogue history save routine to automatically create the history folder if it doesn't exist. Also additional error checking is made.
  • Player character setup added. A very basic condition testing happens, such as INT, gender and SPECIAL stats+skills. Also putting <PC> anywhere in the text (node text or player option) will cause it to be replaced with the player's name when testing dialogue.
  • NOTE: Multiple conditions will currently only be grouped with the 'and' operator. More supported operators coming later.
  • Condition checking can also be disabled from the preferences if you wish to do so.
  • Fixed current node label being hidden permanently if you started a dialogue test and loaded another dialogue. Now the dialogue stops first and then proceeds to the file open dialog.
  • Added new Helper Script: "Reset gender flags to 0" for dialogues that seem to have screwed up gender flags (ie all options are female only)
  • Added a label to show number of hidden options in a node during dialogue test.
  • Added showing of player option conditions in the player option notes text box.
  • Help file is now called externally, rather than being shown using the HTML Help ActiveX control. Downside to this is it won't be closed when the application closes, but at least it's no longer preventing you from selecting the application in the task bar.
  • Reorganized preferences screen a bit.
  • Added export function to retrieve the player character for use with plugins. When the player character has been edited, the tool calls PluginUpdate so you can retrieve the character data again to update it.
  • Added new export plugin: Text exporter (EXport_TXT.dll)
  • Fixed gender flags, reaction and intelligence check not being reset to their default for a new player option.
  • Script exporter now writes the msg references to the SSL file to make it easier to figure out which line is what.
  • Fixed help file integration being broken due to moving to another location.
  • Fixed player option count being reset after adding a node in certain situations. (e.g. If you add a player option in a new node and link to a new node using the create node button, the player options would disappear after returning from the node editor)
  • Added commandline DDF compiler. To get DDF output, uncheck the "Export script directly" checkbox. For easier access of the commandline tool, add {fmfinstall}\bin (where fmfinstall is your dialogue tool installation folder) to your path env variable.
  • Fixed DDF parser not accepting escaped quotation marks such as \" (This is the intermediate file that is produced before the SSL + MSG file)
  • A few new scripting commands. See doc\ScriptFunctions.html for details.
  • Added some hints for some controls (such as the node editor and the player option editor) to clarify their purpose.
  • Plugin SDK updated to interface version 0.23

0.21 - 2005-04-02

  • Fixed NPC properties not being reset when another dialogue without them is loaded (This was due to the fact that the other dialogue doesn't contain those fields in the script)
  • Fixed some issues with node editing. When adding a new node, creating another node on the fly while editing player options (by pressing the create node-button) would cause an access violation. (At least on my current build)
  • Fixed error checking on load when nodes are missing completely.
  • Changed Dialogue validator to not fix null node names.
  • MAJOR FIX: Fixed numerous memory leaks at various places. Now everything should be stable. Also added some code to free dialogue pointers to avoid memory leaks.
  • New config options: "Enable run-time dialogue editing" [default=TRUE]
  • Added 'enter combat' option for dialogue options.
  • Fixed 'Terminates dialogue' checkbox not being set to unchecked if the option does not end dialogue.
  • Added change notification for global properties and various other places.
  • Added node designer notes display during dialogue tests.
  • Changed the way runtime dialogue editing works: If a dialogue termination node is found in the selected player option, the tool will prompt if you wish to edit the current node, otherwise it will create a new node for you. After you return from editing, you can continue dialogue testing. If the node is still unresolved, the dialogue remains in the current node.
  • Minor tweaks

0.20 - 2005-04-01

  • New plugins:
  • Utility_RenameNodes.dll: Renames all dialogue nodes to the NodeXXX format and updates player option links for all nodes except those that don't exist.
  • Utility_ValidateDLG.dll: This plugin corrects erroneous node links (those with no data in them) and other possible errors
  • Export_ScriptOutput.dll: This is the big one. The ultimate purpose of the FMF dialogue tool: to generate SSL script and message data from the dialogue. After a bit of hard work, I've managed to make it stable so the tool won't crash if the plugin has been used.
  • Updated plugins:
  • Import_TXT.dll: Added field for npc text for female pc so the format is now: 0: Hello. This is a test, you are a male PC.
  • !FEMALE: Hello. This is a test, you are a female PC.
  • Hi. (1)
  • New features:
  • In player options editor when linking to a new node you can create the node and set the link to it directly.
  • Additional fields for player options: Int check, gender flags (none/male/female) and reaction. Additional field for npc text: npc text when PC is female
  • Creation of new nodes on the fly while editing player options.
  • Disallowed duplicate nodes. If two nodes have the same name, you have to specify a new one before applying the changes.
  • Now including plugin SDK in the main distribution package as an optional component.
  • Added to dialog editor a button to clone nodes
  • Made main GUI resizable (requested by Mr Mouflon)
  • Added Global NPC properties such as name, location, notes, look descriptions.
  • The first three are to be used in the resulting SSL file and the look description go to the MSG file with message ID's 100-102
  • Added debug logging mode which can be invoked with the commandline parameter /DEVMODE or from the preferences menu.
  • Player options have fields for player gender, int check and reaction.
  • Added preferences window.
  • Renaming a node causes all player options referencing it to be remapped to the new node name.

0.14 - 2005-03-28

  • In the add player option dialog box, when you select a node, the npc text from that node will be displayed below the combobox.
  • Added node filtering to the dialogue editor (All nodes/Start nodes/Non-start nodes)
  • When testing dialogue, selecting a player option will display "leads to node XX" or "unresolved player option" or "this option ends the dialogue" before the notes, depending on the node link in that player option. Also, changed the option list into a listview control and added a column to display the target node.
  • The version number in the aboutbox is the version n mber entered to the WebUpdate component so it won't need to be updated explicitly.
  • fixed the quotation mark bug completely, the save routine should now be rock solid and stable.
  • Better error handling/reporting in case something went wrong when saving the dialogue. Now displays line and column where the error happened and the contents of the line.
  • Now when an unresolved node is reached, you get the option of adding the node or exiting the dialogue test. If you click OK in the node editor, the player option that referenced the node will be updated to point to the node name you gave it when editing the node

0.13 - 2005-03-24

  • Quick fix to address an issue with quotation marks. The dialogue save routine did not replace them correctly so the whole thing broke.

0.12 - 2005-03-22

  • Added save and save as menu options as opposed to the previous Save Dialogue menu option. So now you can save your changes much quicker.
  • Added file modify checking and save query on exit. (e.g. "The current file <file> has changed. Save changes?")
  • Editing player options in the node editor: Double click on a line you wish to edit.
  • Changed the add playeroption window as follows: Replaced target node edit box with a dropdownlist of available nodes with current node excluded.
  • Fixed tab orders in node editor and player options editor.
  • Added a few dialogue navigation buttons when testing dialogue so you can go to the previous node and back to the node you came from (forward).
  • Fixed access violations when clicking/double-clicking on an empty portion of the player option list in test mode.
  • Added labels to display current node and a button to edit the node being viewed in test mode.
  • Added an update checker which downloads a new version of the software if a new version is available.
  • some minor tweaks not really worth mentioning.

0.11 - 2005-03-20

  • Added plugin system. Supports 3 types of plugins: Generic, Import & Export.
  • Fixed node list not being reset when starting a new dialogue.
  • +Minor tweaks.

0.10 - 2005-03-19

  • Initial version. finished in about 6-8 hours +some final tweaks on 20.3.2005 for this release.
  • load/save dialogues in *.fmf format
  • test dialogues
  • edit&create dialogues
  • online help in HTMLHelp format