Fallout 2: Shattered Destiny

Well, are the dialog options "error" or the game crashs with "error".
 
Lexx said:
Well, are the dialog options "error" or the game crashs with "error".

"error" as dialog text..

also, i have to replay the whole game in one try.. i cant save and reload..

ps. saw the game on youtube by DAP640...
freaking weird gameplay.. evil childkiller ass...

didn't see why he kill stuart little.. he just went straight to cap his ass..
his playvideo was more of a speedrun and not a walkthru.. didnt see much of the ghouls map content..

but the guy was funny with his voice acting skill.. but to see him readaloud long dialog was as painful as me reading it... short dialog was ok..

good job.. interesting twist.. from what i see on youtube.. especially natalie being a guy.. and also dr. franklin and gang..
 
Well, Natalie beeing a guy is a bug. I don't know why this happened, as I never saw this myself and I tested the game as a male much more often than with a woman.

About the save and load problem, I have absolutly no clue. First time I saw this, was in the RP 2.0 release and afaik, it was caused by the hero appereance mod. But I don't use it in SD1, so this can't be the reason...
 


@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.
[/spoiler:5327bc6f27]

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).
[/spoiler:5327bc6f27]

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.
[/spoiler:5327bc6f27]


Once again, you did a nice job on this mod and I enjoyed playing it.

[spoiler:5327bc6f27]

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. :clap:
[/spoiler:5327bc6f27]

Keep up the good work.


Endocore


 
Heh, I was wondering if you would write a big feedback post for my stuff as well. :p

Thanks for your feedback. You pointed out some things I didn't knew yet. The corrupted proto file is strange. I'll guess it happened when I've made a repack of all files for the latest mod version. Though, I personally didn't experienced this. About the video, no clue as well. Always worked for me, also with the latest version which I just played a bit again approx two weeks ago (had to remind me of some things in the mod).

About moving to Hanna before you know about this stuff: Damn, I played the mod like a million times but never was I moving into the cave before talking to Bene. Got to say, SD1 has quite a few very stupid bugs, which I have never experienced by myself, simply because I wasn't able to test it the way a new player would play it....


But anyway, SD1 is closed for me and I don't think that I will touch the gamefiles ever again. It would be just way too much work to fix all the bugs and polish the remaining sharp edges. I better waste the time on the follow up mod. :>
 


The few actual problems I noticed and mentioned were no big deal, since they were easily dispatched or circumvented. I think almost everyone is more interested in your current projects, and would be upset if I had distracted you into reworking something older anyway.

I meant to mention before (but forgot) the interesting elimination of the world map in SD, which I felt was very innovative. I had mixed feelings about the matter; I'm not sure I'd like to see that feature in a much larger mod, as I enjoy roaming around the wasteland levelling up. On the other hand, in a smaller mod like SD tightly focused on plot and character elements, I thought the system worked quite well. In general, your example on this issue provides a stimulus to further thought for everyone. Today in my ongoing studies I've been playing the "V13" mod. Amidst all the mirth therein, there's a very interesting serious element: I've wandered all around the map and been to numerous places-- yet my character hasn't even attained level 3. I suppose my point, then, might be that mixing a heavily story-driven mod with an elimination of the world map could prove to be a highly compelling role playing experience; without the opportunity to level-up, the compulsion to do so goes away, and one can enjoy the story without any distractions.

Endocore


 
Ardent said:
wolf55 said:
Who is the author of the mod?

Maybe the one who started this thread and has links to it in his signature? 8-)
Herr Lexx, of course.

Okay, I just wanted to make sure.


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Lex should be the author of this location? I would like to use a chip with sewage.He does not mind that I used it?

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P.S. Sorry for my english.
 
I don't mind it. In fact, I am not using this map / location anymore in the current build and it is unlikely that I will use it in future.
 
.Pixote. said:
The lighting is so much smoother than the original engine.

After spending so many hours on the FOnline mapper, I still like the more rough lighting in the original games. :/
 
I don't see any lightning in that FOnline Mapper screenshot. :p If you by chance mean the first one, that's out of Fallout 2.
 
I tried this mod on top of a Gog fresh install.

It ran smoothly until Old Bene tasked me to find his daughter. Talked to the head of the children of the Cathedral, went back to Old Bene and the only thing we could say to each other was *error*.

Is there any way to move forward without speaking to Bene ? Should i try playing the game on top of another Fallout 2 version ? Anyone ever encountered this bug ? In the meantime, i think i am kind of stuck...
 
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