Fallout 2 mod PMOD Fallout Nevada Redux Mod

This looks great, hoping to try it when I finally have some time off :)

There was a cool mod for Nevada that added 2 humans and a dog companions but it's sadly outdated.
Would you consider integrating it to this project?
 
This looks great, hoping to try it when I finally have some time off :)

There was a cool mod for Nevada that added 2 humans and a dog companions but it's sadly outdated.
Would you consider integrating it to this project?
Ha just today I started working on it! :D
(The original mod is here: Companion Mod for Fallout of Nevada, but doesn't work with this version in its original form as also needs to be adjusted for my mod and even then there might be bugs like item doubling and stuff the way it is coded.)

I reached out for the author to get the specific headers (PartyBKG_FoN.h to be specific) to be able to edit the scripts.

Without it there's at least a good chance to make dogmeat working, but that's honestly the least useful one of the bunch.
 
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Ha just today I started working on it! :D
(The original mod is here: Companion Mod for Fallout of Nevada, but doesn't work with this version in its original form as also needs to be adjusted for my mod and even then there might be bugs like item doubling and stuff the way it is coded.)

I reached out for the author to get the specific headers (PartyBKG_FoN.h to be specific) to be able to edit the scripts.

Without it there's at least a good chance to make dogmeat working, but that's honestly the least useful one of the bunch.

That's awesome to hear! Really glad you're considering it :)

Had a quick look at the companions scripts, I think PartyBKG_FoN is only there to set up the background the talking head uses - it's to make sure the background changes depending by location.

A quick fix could maybe be commenting out the header line at the top #include "...\PartyBKG_FoN.H" and changing start_gdialog(611, self_obj, 4, TalkingHead, PartyMemberBackground); to start_gdialog(611, self_obj, 4, TalkingHead, 19); or a different number, the background won't change but at least it might compile.

I've attached one of the scripts with that edit.


That said I could be wrong! Don't have much time to give it an in depth look, sadly.
 

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small EDIT: Intermittently I decided to put one of the script files into a not-used folder as I thought it did something else as it really did. Turned out it does adjust steal difficulty on repeatedly successful stealing. If anyone doesn't have a hs_steal.int file in their data/scripts folder I recommend to look for a folder called not used (inside data/scripts) and copy the file inside back into their scripts folder.
 
I love the rebalance, but I'm experiencing an odd bug. The third map, Army's Warehouses, at the Hawthorne military base seems to be bugged -- I can't scroll the map up at all. I did a fresh installation, but the problem persists. Any ideas?
 
@bratmanntoffel
seemes @laserlips over here has 'ol hi res map edge files issue, have you forgot to copy over the corespodent .edg file for that map eithet in te .dat archive or into the data/maps. i don't remember how nevada band called this map, but it was surely named by the original fo2 maps, since the game seposedly should run without sfall in the first place..
 
I've been enjoying my playthrough through it, but did you modify the turret weapon range? It seems like they are hitting me from a lot farther away. I can't even get behind the boxes by the fence in Hawthorn.
 
I've been enjoying my playthrough through it, but did you modify the turret weapon range? It seems like they are hitting me from a lot farther away. I can't even get behind the boxes by the fence in Hawthorn.
Well, indeed I did upp the range. I did this so that they cannot be outranged by any means. Did you try to use the sneak skill? Maybe now, one needs to invest into it a little bit.. Anyways, I will look into it after the weekend.

As for the map edges issue @laserlips reported in the third map Army's Warehouses I will look into it too as soon as possible and will check if I provided all corresponding files according to @gustarballs1983 advice.
 
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Well, indeed I did upp the range. I did this so that they cannot be outranged by any means. Did you try to use the sneak skill? Maybe now, one needs to invest into it a little bit.. Anyways, I will look into it after the weekend.

As for the map edges issue @laserlips reported in the third map Army's Warehouses I will look into it too as soon as possible and will check if I provided all corresponding files according to @gustarballs1983 advice.
Yes I tried my sneak skill and it did not help at all. It prevents Hawthorn from being completed as intended.
 
Yes I tried my sneak skill and it did not help at all. It prevents Hawthorn from being completed as intended.
Dr.Sep, perhaps make a save slot backup & modify it with F2Explorer, available at nexusmods, I've used it a few times in different mods and I haven't run into compatibility issues as of yet.

After this (do make a backup, it's highly recommended) I'd suggest to raise your Sneak skill to 300%, temporarily.
If that didn't help, I would click on the "MAP" tab in the editor, next on the "PLAYER" object, and then tick the box named "FLAG_INVISIBLE". I would pass through the defenses system and overwrite the save file, in-game, and finally reopen it in F2Explorer and revert the Sneak skill to its previous value / deactivate main character's invisibility.
 
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I love the rebalance, but I'm experiencing an odd bug. The third map, Army's Warehouses, at the Hawthorne military base seems to be bugged -- I can't scroll the map up at all. I did a fresh installation, but the problem persists. Any ideas?

Well I cannot reproduce that issue. I tested this on a fresh install and there is no bugged map on my setup. If anyone has else got this bug too pls send me a pm.
I also checked for .edg files but did not edit them at all.

For the towers there are ways to deal with them without combat or getting heavily in range on both maps in Hawthorne.
- On the first map the turrets can be disabled with moderate skills and the help of tools.
- On the second map there is a way to circumvent them with the use of an item SPOILER:use a rope (from hands) on a spot of the wall, getting around the turrets and access to the hangar. Turrets can be disabled from the inside.
Both ways don't need to use sneak at all.

However, I compared all edited files and noticed slight differences on some timestamps. So there is possibility, that some edits (on other maps) might not have found their way into the mod archive. I included every of these edited map files in an update below and updated the orig mod archive.

I also did some small changes:
- reduced the turrets perception (just in case) and changed their weapons using .233 fmj ammo instead of 5mm ap for a better balance
- edited the position the player arrives from hangar map back to the first turret map to avoid getting shot when these turrets are not disabled
- tweaked hawthorne switchboard dialogue and radioactive junkpile reward

- corrected the sound of the Aer5 laser pistol which had an incorrect (but working) sound attached
- adjusted the caravaneer dialogue in wind of war to reflect the change to symbols
- Finally I did a small change to the music in the governmental vault. Should fit a little better now.

@Zaius238 is correct, the F2Explorer can be used to edit F:Nevada savegames. I added it in a folder called F2Explorer for convenience (note that it does not show correct perk changes to their names and descriptions).
 

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hey @bratmanntoffel does your mod restore the sprite of the grizzly power armor from the nevada crazy edition? i still remember when i played it years ago how cool it was, but then seeing the t51 sprite in later editions
 
I wonder if Quantum Apprentice would find a window to stream this Fallout of Nevada enhancement / DLC, I know he’s busy developing some sort of GFX tool for old school Fallout, but here’s hoping he does. And then make a playlist of the sessions at YT.
 
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