Fallout 2 mod PMOD Fallout Nevada Redux Mod

It there now just a specific way to cure itchie? I have luck 6 and 93 first aid and still can't heal him.
 
It there now just a specific way to cure itchie? I have luck 6 and 93 first aid and still can't heal him.
I did not change his script. He still can be cured with doctor, not first aid. However in my mod you need a doctors- or paramedics bag for this now. Internet says he could be cured with medication but I don't see that in the script. He has a crippled arm which gets checked if cured by the normal means of curing crippled wounds by the engine, then his script updates a map var.
 
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I did not changed his script. He still can be cured with doctor, not first aid. However in my mod you need a doctors- or paramedics bag for this now. Internet says he could be cured with medication but I don't see that in the script. He has a crippled arm which gets checked if cured by the normal means of curing crippled wounds by the engine, than his script updates a map var.
I was referencing the guide by stormer which was translated from polish so maybe it was a typo, thanks for clarifying!
 
Hotfix v0.5.2
Hello fellow radiated guys and lads. I playtested some more and noticed a few rough edges so I felt the need to bundle a new hotfix. It should be safe to apply midgame, but keep in mind that any changes to maps will only be present when its not in the savegame (not visited yet).

main elements of the hotfix are:
- fixed gov vault train ambush encounter, which didn't seem to trigger with the variables used (in vanilla) and was questionably played out too - now it is attempted to better fit in and has a trigger which depends on your actions, also fixed the dialogue, making it appear as a proper window.
- corrected an error in encounters on worldmap
- fixed wind of war caraveneer throwing the symbol (didn't work for me and now it does)
- corrected infection calculation in obj_dude.int script, where wrong statements were used in vanilla for poison and rad resistance modifier
- rad resist increased to 3*EN (from orig 2*EN) (hui)
- changed location of .233 pistol for better access
- and more...

new bug encountered:
>sometimes game freezes in ambush map after gov vault, 1st combat turn - looks like it happens mostly when enemies don't have the player in sight in their 1st turn...

v0.5.2 hotfix changes
corrected an error in encounters on worldmap (worldmap.txt, WORLDMAP.msg)
corrected infection calculation (obj_dude.int)
rad resist 3*EN (from orig 2*EN) (Stats.ini)

wind of war entry info polished (WWBasa.msg)
wind of war main computer dialogue tweaked, added tarantula entry (WSCompRd.int, WSCompRd.msg)
wind of war caraveneer throw fixed (WCCRVBIL.int)
hawthorne switchboard dialogue tweaked (again) (HSTrlCtr.msg)
gov vault oxygen supply cylinders dialogue tweaked (XIBallon.msg)
gov vault cable dialogue tweaked (again) XIKabel.msg
gov vault Lift dialogue tweaked (again) (XILift.msg)
gov vault sink dialogue tweaked (XIWater.msg)
gov vault damaged door dialogue tweaked (XSDstrDr.msg)
gov vault monitor dialogue tweaked (XSMontor.msg)
gov vault piano dialogue tweaked (XSPiano.msg)
gov vault train drivers dialogue and scripts tweaked (again) (XCFrand.int, XCFrand.msg)
gov vault train ambush encounter fixed and changed dialogue (XCFrand2.int, XCFrand2.msg)
endboss dialogue tweaked (again) (XCJoker.msg)
safe items tweaked (ZIShelf.int)

endboss resistances tweaked
robots armor class tweaked

hawthorne office building map tweaked (again) - added robot weapon (mbase00)
salt lake train depot map tweaked (again) - added robot, more rad spots, robot loadout (sftanker)
gov vault map tweaked (again) - added items and certain pistol (encdet)
gov vault arrival map tweaked (again) - changed driver loadout and additional clone guarding the train (encdock)
gov vault ambush map tweaked (again) - changed driver loadout and scenery (encgd)

Also updated the main mod archive to 0.5.2
For bugs and similar questions pls consider writing me a pm first to keep the thread uncluttered a bit :)

EDIT: 09.08.25: I had to re-upload the file with a correction in folder structure. I recommend to download again
(after that, in data/text/english folder "dialogue" can and should be deleted.
 

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Nice work! Did the companions made it to this update or is it still wip (if it was actually in the planning at all)?
 
Nice work! Did the companions made it to this update or is it still wip (if it was actually in the planning at all)?
They did not yet, as higher priority was to get rid of the rough edges of the core game.
But they are on the list. Just I wouldn't count on to see them so soon..
I'd say that that, besides from fixing errors in the core game, the companions are the last element the mod really needs be considered perfect. If only to counter the slightly depressive feeling of being all alone..
 
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Well, apparently I made a small mistake with the dialog folder (spelled it "dialogue") in the last hotfix (0.5.2) so I re-uploaded the hotfix with the now-correct structure in the post above. I advise everyone to look into their data/text/english folder and if there's a "dialogue" folder to copy any file into "dialog" folder. "dialogue" can be safely deleted afterwards. Also the main archive had that issue with the latest update. now corrected and named it 0.5.2b to reflect that re-upload.

So in short: look into folder data/text/english and copy any files from "dialogue" folder into "dialog" folder, delete "dialogue" folder afterwards.
 
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Some people in Vegas speak Russian
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Bro I did not edit them. Also I don't have this issue. It looks like that you choose the "Modified dialogues of Las Vegas [1.01]" option in the installer of the original game. But they are for the russian translation.
So I recommend you re-install your game and choose only the english translation option. If the issue persists you can send me a pm to keep this thread decluttered.
 
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Finished a playthrough today! Pretty good. Some bugs though:

When fighting Tarantulas, the combat feed still describes them as Centaurs.

Also i couldn't find some of the new guns. I found ammo for the HK G11e, but never found the weapon itself. Ammunition over the board was very scarce too, but i guess this is a issue with the original Nevada
 
Finished a playthrough today! Pretty good. Some bugs though:

When fighting Tarantulas, the combat feed still describes them as Centaurs.

Also i couldn't find some of the new guns. I found ammo for the HK G11e, but never found the weapon itself. Ammunition over the board was very scarce too, but i guess this is a issue with the original Nevada

Hey @Crit to the eye, thanks for the positive feedback!
As for the tarantulas, because of the limited number of kill types, they use the same category as centaurs and therefore also their combat messages.
I've changed the text to be suitable for both and will put it in the next update. For a quick solution you can do it yourself, as I'm on vacation for 2 weeks now.
look into DATA\TEXT\ENGLISH\GAME\COMBAT.msg and change following lines like this:
#PMOD{5900}{}{. Pushed like a bad habit, the centaur falls over and is stunned}
{5900}{}{. Pushed like a bad habit, the creature falls over and is stunned}
#PMOD{5907}{}{, stunning the centaur as it is knocked over with a crippled leg}
{5907}{}{, stunning the creature as it is knocked over with a crippled leg}
#PMOD{5909}{}{, surprising the centaur. It blindly stumbles for a moment}
{5909}{}{, surprising the creature. It blindly stumbles for a moment}
#PMOD{5910}{}{, surprising the centaur. It collapses in a heap}
{5910}{}{, surprising the creature. It collapses in a heap}
#PMOD{5911}{}{, surprising the centaur. It collapses in a pile of goo}
{5911}{}{, surprising the creature. It collapses in a pile of goo}

However, in combat they are referred as "tarantool" and I cannot, for the rat-god's sake- find the location to change this in the files...

As for the HK G11e (and also Gatling Laser) I decided to make them appear very late as they were not originally in the game and could shift the intended power level. They are part of the clones loadout in the final encounter with a chance and when player level is above 16.
 
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So I am playing Nevada for the first time, decided to go with redux version - so far I have a blast.

However there are some technical issues, not sure if caused by redux or just Nevada.

I had lots of crashes in New Reno, especially when trying to plant a bomb near or on someone. But it's not a big deal.
Now I am in Area 51 - the big hangar/bunker where aliens have their base. On the second floor there's a room on the upper left with safe and computer - when I try to use it I have empty dialogue window with nothing to select. When I exit the game there's an error, out of memory/could not read I believe.
Could you check this?
I've attached my savefile.

EDIT: The game also crashes when I try to fight aliens inside that bunker.
 

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So I am playing Nevada for the first time, decided to go with redux version - so far I have a blast.

However there are some technical issues, not sure if caused by redux or just Nevada.

I had lots of crashes in New Reno, especially when trying to plant a bomb near or on someone. But it's not a big deal.
Now I am in Area 51 - the big hangar/bunker where aliens have their base. On the second floor there's a room on the upper left with safe and computer - when I try to use it I have empty dialogue window with nothing to select. When I exit the game there's an error, out of memory/could not read I believe.
Could you check this?
I've attached my savefile.

EDIT: The game also crashes when I try to fight aliens inside that bunker.
Hey @covr, I tested your reported issues and the dialogue on both the safe and the computer was fine. No crash when fighting the aliens and no error message on game exit.
However, when using your safe I could reproduce the missig dialogue on both dafe and computer and the error message on game exit, no crash with the aliens.
So it looks like your safegame got corrupted or your gamefiles have error(s). Since your char has 600+ carry weight it looks like you used a savegame editor? Maybe that caused a problem. My personal recommendation is to only use F2Explorer when editing safegames.
Another possible source of corruption could be due to using an older safegame with then altered gamefiles.

In any case I recommend to do a clean install of the base game and the mod and test it with a fresh safe.
Thanks for playing the mod!

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