Fallout 2: Shattered Destiny

You see a street lamp. You see Mikhail. You see a normal dog. Who says that a screenie can't tell an entire story?:D
 
Sounds to me like a kind of modern lyric...

"You see a street lamp.
You see Mikhail.
You see a normal dog.
You see: The end."
 
I like this idea, mostly by place story back, near F1 and have few questions:

-how many locations?
-worldmap from F1?
-what is prior quest?
 
Ah, sorry. Didn't see, that somebody has posted in here...

The modification comes in three chapters. "Shattered Destiny" will be chapter one. The mod has one location, that has 12 maps. There is no worldmap. At first I wanted to include a worldmap, but then I decided to not to do it..

At first and in the early days, "Shattered Destiny" was planed as a really big new total conversion of Fallout 2, but for only one person this is too much work. There should be also a demo version before a year or so... but you see...

Well... as I said before.. it is too much work for only one person and also every bigger Fallout mod will be cancled after some time (I don't know any really big total conversation mods for Fallout that has been released until yet... and no, I also don't mean mods like Wasteland Merc.)

The main quest of the mod is... well, it's a little bit uncreative you should see it by yourself when the mod will be released. :)

I think, "Shattered Destiny" will become one of the bigger little total conversation mods for Fallout 2. (By the way, is there any total conversation mods for Fallout 2, that has been released and is _not_ Wasteland Merc?)


Ah yes, and betatest and bugfixing started yesterday and it seems like everything works good. I have already fixed some minor bugs.


/Edit: for more infos, see the first post of this thread. I edited it.
 
Well New Vision might be the closest thing to a TC.
I'm looking forward to your game.

Would it be possible to add your mod to the mibs megamod? (That is if you will allow it)
 
No, I think, it will not be possible, because I changed and used lots of other variables and so on and it would be much work to recreate or change everything again (well.. okay, it would be possible, but lots of work). The story of the mod is also not meant to be for the chosen one thing.
 
Oracle said:
Would it be possible to add your mod to the mibs megamod? (That is if you will allow it)
As Lexx said, it'd be too difficult. This is too much conversion to be integrated into the original FO2 adventure.
 
Well, the mod is finished.. (german and english) ... but at the moment I have a small problem, that wont let me start the game.. (the start map).. and before the release, I have to figure out, what's exactly the problem is..
 
Well done!

I am happy to announce... Fallout 2 Shattered Destiny is now ready for download! You can take the German or the English version. At first it was planed to release the mod in Polish and Russian today too, but it wasn't possible, to translate the textfiles so fast. So... sorry for that. :(

More infos in the first post of this thread.
 
Wow!!! thanks, I am downloading it now :D

edit

1st bug report:

Miranda is still German, she is located by the door of a little shack on the first map.

Some of the generic NPCs downstairs on the 1st level say error every now and then.

I am realy loving it so far, I am looting everyone right now :)
 
Yay! :dance: The "must have" stuff! Congratulations to successful observance of the release date...
 
Bug: After fixing Dr Franklins problem, if you talk to him again a error dialog tree can be opend.

edit

woot I completed it :D
 
Congratulations, Lexx! A perfect gift for the anniversary.

This deserves a front page coverage @NMA, I guess... Admins, mods, anyone?

P.S. Is there a new critter in the mod? :roll:
 
Dude101 said:
Miranda is still German,

Ah, damn. But I know why.. the english file is there, but it has the wrong name (mirand.msg and not miranda.msg).

Jesterka said:
Yay! :dance: The "must have" stuff! Congratulations to successful observance of the release date...

Thanks, were still another few hard hours yesterday. :)

Dude101 said:
woot I completed it :D

How long did it take, to finish the mod? :)
And: You can also play with different characters. Try to play as a man and then as a woman and then as a dumb dude. ;) The end is also variable, but I won't spoil things.

lisac2k said:
P.S. Is there a new critter in the mod? :roll:

Yes, there is. :P Thanks again for the girl. She is really cool.
 
Newsposted. Now put on kneepads... :)

Seriously though, it's good to see mods getting finished.

Which reminds, I should work on my canonical weapons...

EDIT: Cougar is NOT amused by being unable to download the mod.
 
I played for some time at night and it's stilly pretty buggy (including some errors and misprints), but maybe it's partly caused by my disgustingly dirty FO installation with some BGE remains etc. One woman even talked to me in German, wtf, some small German community inside the location? Wow! A post-apocalyptic globalization! :dance:

Truly said, the dialogue and quest depth might have been better (just a first impression). The GG location looks consistent and sort of authentic, which is obviously good; I quite like that underground crinkum-crankum. :)

And I like both of intros, yeah, just saying...

Keep up your work, Lexxie :ok:
 
Great job Lexx, its fun to play fallout once again.

I did encounter a few strange things though,
- the shelter dwellers, or whatever you called them, sometimes have error in floating script.
- After talking to the ghoul, about the water chip, a conversation pops up with only error as a response. It has something to do with going down to the lower levels.

And yes, I also encountered the german speaking woman, but you already mentioned that.

I haven't progressed much further then that yet, but I like it.
 
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