Ardent's Fallout 2 Mod - Announcement

Have only just downloaded and began playing yesterday, but from a 5 minute run-around I have to say, spectacular work mate, it's great to see a single modder work this hard for any game. I'll give it a decent crack after work tomorrow night. :clap:
 
Uncie Kilberry said:
Have only just downloaded and began playing yesterday, but from a 5 minute run-around I have to say, spectacular work mate, it's great to see a single modder work this hard for any game. I'll give it a decent crack after work tomorrow night. :clap:

Stefix said:
Great job, i love it. Good luck Ardent!

Thank you, guys!

@Everybody: I'd like to thank everyone who took their time to download the demo and play it :) The download counter hit 110 today. :crazy:

It is the first time any of my projects gained such popularity (so to say), I am really happy. Thank you!

PS. Of course, 110 is no limit or whatever. Feel free to download it even a million times ;-)
 
Got it on my hard drive. Now I just need to back-up my files to save the progress on the modding I've made and I'll give it a spin on a clean Fallout 2.
 
Hello everyone, I'm a long-time lurker, first-time poster. I really liked your mod though I've encountered some bugs:
[spoiler:d0df6dd164]

1. In the Junkyard area, the tribal-looking hunter had some Polish text left at the very first time i spoke to him. Also I got an error message from him during the conversation.

2. I was able to steal the errand boy's card before it was needed, and after my theft the errand treated me like I persuaded him to give the card to me.

3. The toilet cleaning mission is very buggy! If you clean the toilet 3 or 4 times repeatedly, all doors leading to the cells close but the door to the guard opens! (I guess it has something to do with passing too much time.)

4. It's not really a bug, but I could steal weapons off the prison guards; it looked funny when I was running in front of them, waving my pistol in their face :)

5. During my jailbreak, Lexi (or whatever her name is) got killed, so I don't know whether she is supposed to die by the lasers, but after regaining my freedom I didn't find anything related to the main storyline (I got back to the bar and got fired; is this the end of the demo?)

6. You break the "fourth wall" a bit too often; for example, when you ask the gang leader to tell something about the members of her gang, instead of saying "generic NPCs" she could say "unimportant cannonfodder" or something. Also the mayor of your starting town should say something about you being special when asked about the peacefulness ("Those who have a giant arrow hovering above them attract trouble") instead of "This is the beginning of the game". Though I liked the bar scene mentioning reaching lvl70 and coming back with a Gauss rifle :)

[/spoiler:d0df6dd164]

In a nutshell, it's a really good mod, absolutely worth checking it out. Keep up the good work, Ardent!
 
Hello, Bableves!

Thank you for your feedback. Let me comment on some of the stuff:

[spoiler:24ec7807b4]
1. In the Junkyard area, the tribal-looking hunter had some Polish text left at the very first time i spoke to him. Also I got an error message from him during the conversation.

A1: That's true. It's a dialogue option which requires 10 Intelligence to appear. Basically you comment on something he said that sounds funny in Polish and he gives an assault rifle to apologise for his bad behaviour. Indeed, I forgot to take it out. It was only a fun thing for testing purposes.

2. I was able to steal the errand boy's card before it was needed, and after my theft the errand treated me like I persuaded him to give the card to me.

A2: That's not really a bug. I thought it was logical to be able to steal the card earlier. There is also a sub-quest in one of the paths you can take in prison, where you're gonna need the badge. He comments on that as if *he* gave you the card, because obviously you're wearing the badge and he hasn't got his. Since he's a coward, he's pretending he lent it to you and tries to get it back in this pathetic manner. I suppose I could finetune his dialogue on this occasion though.

3. The toilet cleaning mission is very buggy! If you clean the toilet 3 or 4 times repeatedly, all doors leading to the cells close but the door to the guard opens! (I guess it has something to do with passing too much time.)

A3: Yes, at 23h00 all cell doors close and the corridor door opens. In fact, this is not a big deal since you should report to the guard anyway in order to return to your cell, and if you go past him without doing so, he'll attack you. Still, I'll try to mend it for the next release.

4. It's not really a bug, but I could steal weapons off the prison guards; it looked funny when I was running in front of them, waving my pistol in their face :)

A4: Yes, I should have introduced the code for the guards to detect whether you're armed or not. Of course, they should react accordingly (kill you, that is)

5. During my jailbreak, Lexi (or whatever her name is) got killed, so I don't know whether she is supposed to die by the lasers, but after regaining my freedom I didn't find anything related to the main storyline (I got back to the bar and got fired; is this the end of the demo?)

A5: Basically Lexi dies eventually in all three scenarios for the mutiny. It's just a way of showing that her plan was really stupid.

Once you escape the Factory, it is basically the end of the demo. The scene with firing you from the bar is just a little add-on to wrap up the demo. but hey, there are at least three different ways you can follow in the Factory. You should totally check them out! :)

6. You break the "fourth wall" a bit too often; for example, when you ask the gang leader to tell something about the members of her gang, instead of saying "generic NPCs" she could say "unimportant cannonfodder" or something. Also the mayor of your starting town should say something about you being special when asked about the peacefulness ("Those who have a giant arrow hovering above them attract trouble") instead of "This is the beginning of the game". Though I liked the bar scene mentioning reaching lvl70 and coming back with a Gauss rifle :)

A6: I guess you're right. Thanks for the suggestions![/spoiler:24ec7807b4]

In a nutshell, it's a really good mod, absolutely worth checking it out. Keep up the good work, Ardent!

Thank you! It is a pleasure to know you had some good time with it! :-)
 
I've spent some time with your mod, Ardent, and I must say I'm quite impressed. Though I haven't got far, I got to say it is very well executed.
 
Hi, I was an anonymous reader for a long time here. Just registered to congratulate on that mod. Played it twice once with a male once with a female char and chose different ways to escape from the bad guys. Got 2 different and exciting storylines. Great Job !

Once issue though: It looks like on the entry to junktown there should be 2 police guards. I see a woman dressed in black on the right side of this blue-ish "tunnel". On the left side however there is only floating text, but no critter.

I have to say that I installed the mod on a german version of fallout2. To make it work I had to fiddle around in the data/text folder. I.e. copy stuff from the folder "english" to the folder "german". But I guess this has nothing to do with the invisible critter. Besides that I followed your installation instructions to remove patch000.dat, ensure stuff in data/proto is readonly and copy ddraw files. I used the US exectable you delivered.

Hope I am not doing something silly. Any thoughts ?? Thanks in advance for any help.
 
Faustus said:
Hi, I was an anonymous reader for a long time here. Just registered to congratulate on that mod.

Wow! :crazy: Thank you! I feel honoured!

Once issue though: It looks like on the entry to junktown there should be 2 police guards. I see a woman dressed in black on the right side of this blue-ish "tunnel". On the left side however there is only floating text, but no critter.

Odd. It looks like you're missing a whole set of critter animations. Here's what to do:
1. Go to data\art\critters and look for several files which begin with HMMAX2 (i.e.: HMMAX2AA, HMMAX2AB, etc.)
2. If there are no such files, download the whole set here
3. Unzip the files in data\art\critters

Now if you do have the files, this is getting most unexpected. Then you can open with the notepad the file critters.lst, which should be in the same folder. Scroll to the end and see if there's the following line:
Code:
hmmax2,11,1

If no, copy/paste it from here at the end of the file (i.e. under nmblec,11), and leave one empty line at the very bottom (i.e. under hmmax2,11,1).

If yes, we'll ask the rest of the forum :)

-----------

Hope I am not doing something silly.

No, you did very well :-)

Thank you for your feedback, I hope this would solve the problem.
 
Hi,

oh indeed did something silly. I had a typo in the critter related path settings in fallout2.cfg.

I played through it yet another time:

[spoiler:42970d665b]
I joined the Cartel and was sent to the mission to hunt down a couple of slaves. While in the battle I was suddenly teleported back into the factory for no obvious reason. There everybody was behaving as if I just had arrived initially. I.e. I got all the equipment again etc. I could go back to the slave hunt and finish it this time. The storyline continued just fine.

Btw. is the demo finished after the slave hunt ? I was not able to find any leads to hunt down the escaped slaves.
[/spoiler:42970d665b]

Keep up the good work !
 
Hey, I'll be brief for now

First of all - great work ! This really does look like a very promising mod !

Secondly - do you want all the feedback and bug reports here in this thread or is there another place for that ?

One of the things I noticed was that bartering with the Junktown bartender is buggy, it doesn't open up the bartering screen when you pick the dialogue option, only the button works for me.

Secondly when you save at the Cartel exit when you have just turned the lights off and the guard has run off to talk the the techs, and then load - the guard who ran away is back on his post. It does not affect the running away but when I waste the bazooka-girl then the guard wastes me in turn :,(
 
@Faustus:

[spoiler:d3b487bf0b]
Faustus said:
I joined the Cartel and was sent to the mission to hunt down a couple of slaves. While in the battle I was suddenly teleported back into the factory for no obvious reason. There everybody was behaving as if I just had arrived initially. I.e. I got all the equipment again etc. I could go back to the slave hunt and finish it this time. The storyline continued just fine.

Btw. is the demo finished after the slave hunt ? I was not able to find any leads to hunt down the escaped slaves.

I discovered the bug that returns you to the Factory during the test phase, but wasn't able to fix it. I have no idea what causes it. There is also another bug - if you're accidentally hit with the stun weapon, the next turn you get around 300 damage, which kills you, of course.

I have some suspicion that both of these bugs are connected somehow to the global script which controls the stun weapon.

After you finish this mission, the demo is over :cry:[/spoiler:d3b487bf0b]

@Gaspard:

First of all - great work ! This really does look like a very promising mod !

Thank you very much! :-)

Secondly - do you want all the feedback and bug reports here in this thread or is there another place for that ?

Yes, all feedback and bug reports go here. I'd be grateful however, if you used the "spoiler" tag to discuss bugs.

[spoiler:d3b487bf0b]
One of the things I noticed was that bartering with the Junktown bartender is buggy, it doesn't open up the bartering screen when you pick the dialogue option, only the button works for me.

Yes, I also had this bug, but wasn't able to fix it. In fact, it only happens when you first enter and the bartender forces the dialogue screen on. If you talk to him the second time, bartering through dialogue works as intended.

Secondly when you save at the Cartel exit when you have just turned the lights off and the guard has run off to talk the the techs, and then load - the guard who ran away is back on his post. It does not affect the running away but when I waste the bazooka-girl then the guard wastes me in turn

Thanks for reporting this. I'll have it fixed for the next release.[/spoiler:d3b487bf0b]

Thank you guys for your feedback, it's very valuable to me :-)
 
Hey Ardent, I've played through your demo and I just want to congratulate you. I'm simply amazed by how close to the original games the ambiance is. Very well done!

Very short review:

[spoiler:dfe21b859b]Duston was a nice little starting town, very fallouty. Then, it even got better at the plant. Really loved the feeling "Oh no, my inventory is empty, there are armed guards everywhere, how the hell am I gonna get out of here?". I looked for cracks in the walls of the prisoner compounds but couldn't find any. I ended up unintendly getting Locke killed by telling the guard that one of the toilets was clogged. So I was left with no choice but to side with Lexi.
I went along with the mutiny scheme and managed to get to the lab and the shelter. One little bug: if you go back to the plant, you will find the slaves doing nothing outside the building, just like in the cutscene before the mutiny. Used the radio but didn't manage to do much with it. I deactivated the forcefields and tried to talk to the base commander but he would just attack me. So I have no idea how to work for the Cartel.
I decided to escape, managed to turn the turrets and the lights off and leave the base. I got the cutscene between the two guards, one got away to fix the power and I just walked out (not using sneak). The female guard heard me but couldn't see me, even though it was broad daylight, so I guess this might be a bug.
Then, I got to Orville: I visited the shops on main street and Lincoln's farm, and stopped there as it seems it is the end of the demo.

Once again, very nice work, I'm positively impressed!

[/spoiler:dfe21b859b]
 
Amgot2 said:
Hey Ardent, I've played through your demo and I just want to congratulate you. I'm simply amazed by how close to the original games the ambiance is. Very well done!

Thank you very much! I'm very happy to hear/read this! :-)

[spoiler:894fef768d]
Duston was a nice little starting town, very fallouty. Then, it even got better at the plant. Really loved the feeling "Oh no, my inventory is empty, there are armed guards everywhere, how the hell am I gonna get out of here?". I looked for cracks in the walls of the prisoner compounds but couldn't find any. I ended up unintendly getting Locke killed by telling the guard that one of the toilets was clogged. So I was left with no choice but to side with Lexi.

You can also side with Locke, don't know if you've tried that. It's a different storyline. Just tell the guard that "All flushes nice and smooth", and then blackmail Locke, while at work, or on the next evening.

One little bug: if you go back to the plant, you will find the slaves doing nothing outside the building, just like in the cutscene before the mutiny.

Strange... I definitely fixed this bug at one point :scratch:

Used the radio but didn't manage to do much with it.

It's an alternative to switching off lights. In fact, it's the worse alternative.

I deactivated the forcefields and tried to talk to the base commander but he would just attack me. So I have no idea how to work for the Cartel.

Lexi's plan to join is a silly one. It'll never work. If you want to join the Cartel, perform the quest for Emilio the Pharmacist in Duston and then tell Lt. Pyre in the Fallout Shelter that you know Emilio.

The female guard heard me but couldn't see me, even though it was broad daylight, so I guess this might be a bug.

I guess you used First Aid, or passed the time in another manner? Normally your escape should take place at night. But nevertheless it's an interesting condition. I'll have to add some good reason for the guards to let you escape during the day :-)

Then, I got to Orville: I visited the shops on main street and Lincoln's farm, and stopped there as it seems it is the end of the demo.

Yes, in fact Orville has already several quests completed/nearly completed, but I've disabled them for the demo, since they were not possible to finish without other towns which are even less ready. So yeah, Orville is basically the end of the demo. If you follow Locke's storyline, you'll see a little cutscene upon entering Orville.
[/spoiler:894fef768d]
 
[spoiler:70cc8381f4]
You can also side with Locke, don't know if you've tried that. It's a different storyline. Just tell the guard that "All flushes nice and smooth", and then blackmail Locke, while at work, or on the next evening.

I haven't tried it, I just decided to go along with siding with Lexi instead of reloading. But I'll definitely start over and try it that way.


Lexi's plan to join is a silly one. It'll never work. If you want to join the Cartel, perform the quest for Emilio the Pharmacist in Duston and then tell Lt. Pyre in the Fallout Shelter that you know Emilio.

Amazing. The more C&C you have, the better.


I guess you used First Aid, or passed the time in another manner? Normally your escape should take place at night. But nevertheless it's an interesting condition. I'll have to add some good reason for the guards to let you escape during the day :-)

Yep, I read some manuals and used First Aid until morning.


Yes, in fact Orville has already several quests completed/nearly completed, but I've disabled them for the demo, since they were not possible to finish without other towns which are even less ready. So yeah, Orville is basically the end of the demo. If you follow Locke's storyline, you'll see a little cutscene upon entering Orville.

I didn't get the cutscene because I didn't side with him but I was able to tell his wife that Locke was dead (I chose the nice way because I felt guilty about reporting him to the guard). Anyway, I like the fact that you work on inter-towns quests: I loved it in FO2 (the whole rivality between Vault City, New Reno and NCR) and felt it was sorely lacking in FO1.

[/spoiler:70cc8381f4]

Once again, great job. I hope you'll be able to finish the whole mod!
 
It's my first post on NMA so, hello guys.

First of all, great mod Ardent. I'm looking for full version.:clap:

And now something about gameplay:
[spoiler:19393b0373]If I wipe out every rider in "fallout shelter" and retrive bobblehead, is this the end of a demo?
Is in that situation any option to find and visit prison as a visitor?[/spoiler:19393b0373]
 
Thank you guys for feedback! :-)

@Amgot2:
[spoiler:d77c816512]
Amazing. The more C&C you have, the better.

There's some of it already. I have some pretty twisted and interconnected quests planned for future releases too. Choice and consequence is one of the greatest features of Fallout and I definitely intend to keep it and expand on it.

(I chose the nice way because I felt guilty about reporting him to the guard).

That's one of the most moving moments in story-telling. When the player reacts emotionally to a 25-pixel drawing of a man and a few lines of text he displays :) Thank you for this!

Anyway, I like the fact that you work on inter-towns quests: I loved it in FO2 (the whole rivality between Vault City, New Reno and NCR) and felt it was sorely lacking in FO1.

That's true. I loved Fallout 1, but the whole grand plotting between factions in F2 was just fantastic. When I returned to Fallout 1, I found the quests rather... short and not complex enough.

Initial quests in Duston are one town only, because they serve as an initial XP boost, but later Duston quests (only one implemented for now) and quests in other towns mostly involve inter-town travelling.
[/spoiler:d77c816512]

@kacpayankowski:

[spoiler:d77c816512]
If you wipe out the troops in Fallout Shelter, you cannot visit the prison anyhow. So, once you return the Bobblehead figurine, it's the end of the demo :-)

Sorry. You'll have more choices in future releases though.
[/spoiler:d77c816512]
 
Oh and one last thing: it would be nice if guards at the plant didn't turn hostile the first time you talk to them. It's especially unnerving if you play ironman: you try to talk to a guard just to see what he has to say and he immediately turns hostile without even warning you. It would be nice if he had a red floating text saying something along the lines of "Talk to me again and you're history". And if you do talk to him again, then he turns hostile (and most likely kills you).

It's already the case for some (Cerberus) and it's also very well done when you try to open doors or lockers you're not supposed to ("Touch that again and you're a dead man"). It's always nice to have a warning because you're not always supposed to know that talking to a guard or opening a door will turn them hostile.

But yeah, I guess the plant is a harsh place...
 
Amgot2 said:
Oh and one last thing: it would be nice if guards at the plant didn't turn hostile the first time you talk to them. It's especially unnerving if you play ironman: you try to talk to a guard just to see what he has to say and he immediately turns hostile without even warning you. It would be nice if he had a red floating text saying something along the lines of "Talk to me again and you're history". And if you do talk to him again, then he turns hostile (and most likely kills you).

Ok, I'll have it fixed. When my site is up, I'll post an updated version of the mod, without some of the bugs that people reported.
 
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