@Lexx
I just finished playing Shattered Destiny (Chapter One) for the first time. Though Lexx has moved on to other projects, I felt a need to write for the record: good job on this mod! Though play only took me a few hours, I had fun. The story, characters, dialogue, and maps were all very engaging and well-crafted. I also was very fond of the opening credits movie-- as soon as the theme song started playing I felt almost anyone would be compelled to conclude "Ah, finally-- someone who truly understands the enigma of 'Fallout.'"
I downloaded Shattered Destiny (v1.1.01, english version) from the NMA files section. I saw some sort of patch also available there, but since it's labeled as an older version (v1.1.00) I thought I'd best ignore it.
The mod was very nicely done, but I encountered a few problems. Though perhaps you already know about these issues, I thought the best policy would be to mention them anyway:
1) In Franklin's lab (grcave3.map), the guard in combat armor (bald dude) suffers from a corrupt proto file. Moving the mouse cursor over him during play causes the game to crash. Rather than investigate thoroughly, I simply opened the mapper and made a new guard critter using the glcmbt frm. After placing this new critter on the map and entering the proper AI, script, and so forth as well as deleting the original critter, there were no more problems.
2) The movie "intro.mve" wouldn't play for me. The movie started with all sorts of odd colors (purple, yellow), and crashed the game after a few seconds. Yet when I looked at the movie with the mve2avi program outside of the game, it seemed to play fine. I'm not sure what the problem could be, but I was able to commence the game anyway by simply changing my ddraw.ini to use blank.mve instead of intro.mve.
The above two troubles indicated to me perhaps there is something slightly wrong with the download files available on NMA that you may want to look into, though perhaps I just encountered some internet static while downloading the mod fileset.
I saw three other minor issues as well:
3) Hanna
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I went to the caves before visiting the Cathedral. I thus found Hanna and spoke to her, but the first thing I tried was to return to town in search of an antidote. Unfortunately, no provision is offered to tell Hanna's father that she has been found and is in need of medical care (all her father would speak about was going to the Cathedral). I reloaded (since she was thereafter dead, sadly-- nor was there any provision to give her locket to her father) and obtained a cure for her from the ghouls. In that case, everything worked fine as father and daughter were happily reunited.
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4) Spence
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The ghoul leader (Spence.int) has a water chip in his inventory, available to the player simply by pressing the barter button (it only costs $2)-- making the trip to the lower levels unnecessary (nonetheless, I did things the intended way so as not to exploit the game and everything worked fine).
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5) Crazy Ghoul
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On grcave1.map (the ghoul vault), elevation 3, the body of the slain ghoul beside "Crazy Glowing Ghoul" and near the water chip computer disappears into a blood spot if the player-character leaves the map (for example, I obtained the antidote for Hanna and left to attend to her care at once before returning later to seek the water chip). Yet the map is properly marked in maps.txt for that elevation so that dead bodies should not age-- perhaps the critter proto is flagged (I didn't look into the matter very closely). The result of this is that the "Crazy Ghoul" seems even more crazed (not necessarily a bad thing), as there is no corpse actually present to which he may be referring in his conversation with the player-character.
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Once again, you did a nice job on this mod and I enjoyed playing it.
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Even a cranky old guy like me enjoys a little romance and a happy ending-- I thought heading off into the sunset with a friend of the opposite sex (Natalie/Alex) was a nice touch and a fine conclusion for the chapter that left me feeling cheerful.
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Keep up the good work.
Endocore