Fallout 2 mod Fallout 2 Restoration Project Discussion (ideas/suggestions)

Cuch said:
Hey, about those translations; I do speak russian and here's my e-mail:.

Ahh glorious. Perhaps this project will now be able to progress faster. I shall be e-mailing you the things I need translated in the next day or so.

I really appreciate the offer! :D
 
I'm translating "vcmclure" file for the village add-on now, and there is something I want to ask. I came across that Stark guy, the chief of the guards from Vault City, and I need to know what his rank/title exactly is. Sadly, I don't have FO2 installed on my PC right now.

Thank you.
 
Cuch said:
I'm translating "vcmclure" file for the village add-on now, and there is something I want to ask. I came across that Stark guy, the chief of the guards from Vault City, and I need to know what his rank/title exactly is. Sadly, I don't have FO2 installed on my PC right now.

Thank you.

I believe he is a Sergeant. At least that is what the message file calls him.
 
Update time.

I have gone back to the work I did on the Abbey location and redid some things, added some more characters and dialogue, fixed some bugs, and made it compatible with my patch again.

I feel this location to be complete in my eyes. Because of this, I am asking for some beta testers on this location. I only want 2 (trying to keep this a controllable test). Please PM me if you want to beta test this location. If I get more than 2, I will randomly select 2 from those who respond. You must be running the latest version of my patch and be willing to test every nook and cranny of a location. I plan to do this beta testing with every new location in this pack.

In addition, work has again halted on the village outside vault city location since translations are still not complete. It seems every time someone offers help in translating the individual falls off the face of the earth after a couple translations. If someone can translate Russian to English and is willing to help out, PLEASE let me know. If I don't get some help with this soon, I am going to be forced to try and make up new dialogue which is something I don't really enjoy doing.
 
about village translations delay

I thought I had translated and send you all the files. Please tell me
what "village files" are you lacking and I'll send you translations ASAP.
 
2killap : Just sent those two files; please let me know if you recieved/did not recieve them. Best regards.
 
Cuch said:
2killap : Just sent those two files; please let me know if you recieved/did not recieve them. Best regards.

I just got them. Immense thanks for the work you spent translating!

Now I can get this mod implemented into the pack as well as the EPA and Primitive tribe.

Still waiting for beta testers to test locations in this pack. :D :wink:
 
Sweet, I would love to do some testing but I don't have the time, though I look forward to the Expanded Fallout 2!
 
Another update.

Village mod is almost complete. I am currently adding in the last quest and doing a quick test of how things run. Next on the list is adding in the EPA and Primitive Tribe mod. I hope those two take no more than 2 days each.

We'll see what else I decide to add in for the first release, with time playing a major factor in this of course. I only plan for 4 new locations in the first release but there will hopefully be several new characters (all intended to originally be there) found throughout old locations.

Things go slowly for me when I mod in Fallout, mainly because I am a perfectionist and I make sure things work flawlessly the first time.

I have some beta testers, so I hope to get packages out and tested so that as few bugs as possible are present at the time of release.
 
Don't add Ian! they scrapped that because they didn't want him in not because of time or lack there of.
 
Piotyr said:
Don't add Ian! they scrapped that because they didn't want him in not because of time or lack there of.

I shall consider your comment.


Update: Much has progressed with the expansion pack and the results are quite good. The only bad news is that though progress is being made, it goes slowly. FO modding is tedious and if you want to do it well it takes much patience and time. Speaking of time, the new semester at the University begins next week. This sadly this means time to work on FO drops considerably. Still, I will find and make time to get this expansion complete. I shall post some screen shots in the coming days to show you that yes, progress is really occurring. Below is the current progress.

Abbey: 99% done. Needs beta testing and perhaps some further tweaking.

Village: 90-98% done. I am debating whether to add an addition quest to this area.

Primitive Tribe: 85-99% done. This has been implemented from Chris Park's mod with several modifications on my part. I have always felt that Sulik's sister should be captured by slavers and it is your job to rescue her (rather than she herself escaping like it is currently setup in Chris's mod) Because of this I have implemented a Slaver's camp location. (location obtainable from Metzger in the Den). It serves as a major base of operations for the Slaver's guild and a safe house for players who choose to be Slavers. In addition, I felt this area could be used to expand the Rangers. For instance, if the player chooses to join the Rangers in NCR they are given the task of locating and wiping out the Slaver's Guild main operating site. The slaver's camp main purpose is to serve as the location where Sulik's sister is being held. Adding this camp is the only deviation I plan to make from the original developers intentions. (actually I don't know if they intended to include such a place, but there are no hints towards it) I include this location only for the sake of Sulik's sister and the fact that she must be rescued from slavers. Thoughts on this?

EPA: Still needs to be implemented from Chris's work. Implementing areas hopefully takes 2-3 days. Also spoke with him about potential additions/modifications to the location.

Additional characters: The Kaga encounters I made months ago are being dug up to be used. Much more involved than the current Kaga mod out there. Other characters I worked on are also being dug up to be included in the expansion. (characters will be found in New Reno and the Den and all had dialogue written by the original devs)

On the drawing board:

Sub/inside of Hubologist shuttle
Peaceful end to Raiders (Shadow who Walks)
Vertibird encounter. (continuation of Gecko/Enclave communication)
other items I am forgetting to mention.

I leave you for the time being with one screenshot. (more to come at some point) This screenshot is a talking head (static in this case) for Sulik's sisters. It is just an example and the final one may be different or never see the light of day. I am no graphic artist, so this is the best I could do. I realize that she is black and white and the bg is color, but all I had to work with was black and white. If someone who is good with graphics would be willing to give her skin/clothing some color it would definitely improve this image. I post the screenshot and the gif below.

screenshot
link to gif
 
killap said:
Primitive Tribe: 85-99% done. This has been implemented from Chris Park's mod with several modifications on my part. I have always felt that Sulik's sister should be captured by slavers and it is your job to rescue her (rather than she herself escaping like it is currently setup in Chris's mod) Because of this I have implemented a Slaver's camp location. (location obtainable from Metzger in the Den). It serves as a major base of operations for the Slaver's guild and a safe house for players who choose to be Slavers. In addition, I felt this area could be used to expand the Rangers. For instance, if the player chooses to join the Rangers in NCR they are given the task of locating and wiping out the Slaver's Guild main operating site. The slaver's camp main purpose is to serve as the location where Sulik's sister is being held. Adding this camp is the only deviation I plan to make from the original developers intentions. (actually I don't know if they intended to include such a place, but there are no hints towards it) I include this location only for the sake of Sulik's sister and the fact that she must be rescued from slavers. Thoughts on this?

I agree with your reasoning, and I trust you to pull it off well, so the idea gets a thumbs up from me.
 
Suliks sister is a weird case in that they intended her to be in the game yes but when they didn't add her they ended up puting her in vanburen (The unfinished sequal by interplay) as a reason for sulik to join the party (He was still looking for her). I would suggest rather then saving her maybe you beat the crap out of slavers then interrogate one to find they sold her to the east or something? You would not even need to add a new area so much as just add a slaver who does not attack at one of the slaver places and after you kill the others you talk to him.
I am waiting on this to play fallout again, can't wait!
 
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