FALLOUT: A Post-Nuclear Role-Playing Game Restoration Mod

DGT said:
Sittin here trying to figure out why Dogmeat's dialogue is all "Error," I mean I don't even see him mentioned in the readme's. Any ideas? Not that it's that big a deal, of course, just puzzling.
Usually if this error pops up, it is missing parenthesis in dialogue file.
 
Perhaps you have scripts' numbers messed up and the game can't find an appropriate .msg file? (reffering to Dogmeat).
 
It shows "Error" and "Error." Line 1 causes Dogmeat to wait (or, if he's waiting, brings him back into the party.) Line 2 exits dialogue. I'd look at the files and see, but I know nothing, really, about modding F1/F2.

Edit: Wow, finished up the game and... apparently, mutants destroy everything, even though I kept them from attacking anything during the course of the game (via killing the Master before even the Boneyard attack). Surely this is a bug? I'm glad I saw it, even so, since I don't think many of those were possible before. It still seems uncool; Fallout's not exactly a happy tale anyway, but now apparently the mutants scourge the F1 wasteland of all life before leaving. Lol?
 
Sittin here trying to figure out why Dogmeat's dialogue is all "Error," I mean I don't even see him mentioned in the readme's. Any ideas? Not that it's that big a deal, of course, just puzzling.
It can't be missing parenthesis in dialogue file — missing parenthesis will result in game crash, not 'Error'. May be some problems with archive/installation.
Wow, finished up the game and... apparently, mutants destroy everything, even though I kept them from attacking anything during the course of the game (via killing the Master before even the Boneyard attack). Surely this is a bug?
May be this two problems are related: you may be using brocken mod archive or made incorrect installation. Or using other mods/patches, which are incompatible with this one.
 
Wasteland Ghost said:
It can't be missing parenthesis in dialogue file — missing parenthesis will result in game crash, not 'Error'.
Not necessarily it gets this error, when parenthesis is missing or is left over.
In Fo2 I experienced error lines in dialogue because of missing parenthesis and game did not crash.
 
2JaW Hmm... In my experience FO2 always crashed to desktop, if there were any missing parenthesis. Yes, I remember getting the first message in FO1, but don't remember getting any 'Error's in dialogue lines. In any case, 'Error' is an indication of broken archive or wrong installation, because NPC Mod (english version) is very old :) and there is definitely no such bugs left. :)
 
The first error only appears if the dialog file is missing. The second, if just a sentence ID in the file is missing, if I remember correct.
 
Lexx said:
The first error only appears if the dialog file is missing. The second, if just a sentence ID in the file is missing, if I remember correct.

A few examples from RP1.2CZ betatest:

As I said before, I experienced both errors when parenthesis is missing or is left over.In this and this case is missing and game doesn't crash.

In this ({229 }{}{text} space in line) and this (parenthesis left over) case game crashed.

In this case was parenthesis left over and dialogue didn't start, no crashes, just floating errors and errors in info window.

So it doesn't need to be missing dialogue file only but it could be typo.


Wasteland Ghost, sorry I messed up your thread...
 
WE NEED ARTISTS FOR THE BURROWZZ!!!!111 PLEASE!! :puppy-dog:

on the serious side, it is really hard to mod fallout 1? as we have seen what modders have done to F2

btw i suck at modding in all aspects ( best "mod" i ever did was a skin for counter strike ) :?
 
Wasteland Ghost said:
May be. But later and not by the original concept, because I don't have means to create new animations for vipers and such kind of things. Besides, there is currently no way to add new locations on map in FO1, so it will be something like Irvin's farm: there will be a quest and a guide, who will take you to the raider's camp and back. I think, I make Vipers (and may be Jakals) as additional mod for RP.
Vipers were destroyed by BoS anyway.
 
If the 90 day mutant invasion event is to soon, you could create a side quest that that involves tampering with their logistical capabilities. Which would then delay the invasion for however many days.

Examples:

At Cathedral maybe talk to a quartermaster like character and convince him they need more supplies, or just a message from a terminal signed by said quartermaster.

Ambush a Masters Army scout team and brainwash a wounded scout to redirect their operations to a magical kingdom full of ppl and supplies just waiting to be attacked to the north, providing the brainwashed scout with map and intel.
 
Naissus said:
If the 90 day mutant invasion event is to soon, you could create a side quest that that involves tampering with their logistical capabilities. Which would then delay the invasion for however many days.

Examples:

At Cathedral maybe talk to a quartermaster like character and convince him they need more supplies, or just a message from a terminal signed by said quartermaster.

Ambush a Masters Army scout team and brainwash a wounded scout to redirect their operations to a magical kingdom full of {It's "people". You can write legibly. Don't bother crying about it.} and supplies just waiting to be attacked to the north, providing the brainwashed scout with map and intel.

But in true fallout fashion you would also need negative consequences for failure, such as invasion happens as scheduled or happens earlier.

And a quest like this would have to come with high skill checks to prevent every player from completing it successfully in time.
 
True, a negative consequence could be the extermination of the citizens of the last town the PC was at, or a dip in the vats game over type deal. It would be nice to see a mod where you join the Masters Army.
 
I don't like the idea of having to get to la boneyard by day 90 to save it, or do quests there, you already gotta go somewhat rushed, and the invasion of junktown and the hub would personally be gamebreaking for me. but I like the other ideas, keep up the great work, there's not enough mods for fallout 1 :clap:
 
I don't like the idea of having to get to la boneyard by day 90 to save it, or do quests there, you already gotta go somewhat rushed, and the invasion of junktown and the hub would personally be gamebreaking for me.

What??? you dont like HARD mode??? :P
 
BR4ZIL said:
WE NEED ARTISTS FOR THE BURROWZZ!!!!111 PLEASE!! :puppy-dog:
Could you please describe what will be done regarding the Burrows…what ideas you are thinking of - new maps, new characters, quests, etc. Spell it out for the masses…
 
Reconite said:
Maybe make it optional?

It is optional already; installation is.

.Pixote. said:
(...) the Burrows (...)

Isn't that the map with the talking raccons or something like that?? :shock: why would anyone want to add such a thing to FO1??
 
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