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

Discussion in 'Fallout General Modding' started by Wasteland Ghost, Aug 11, 2009.

  1. JaW

    JaW Still Mildly Glowing

    203
    Oct 1, 2006
    Usually if this error pops up, it is missing parenthesis in dialogue file.
     
  2. Ravager69

    Ravager69 Sonny, I Watched the Vault Bein' Built!

    Dec 21, 2007
    Perhaps you have scripts' numbers messed up and the game can't find an appropriate .msg file? (reffering to Dogmeat).
     
  3. DGT

    DGT It Wandered In From the Wastes

    148
    Apr 7, 2006
    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?
     
  4. Wasteland Ghost

    Wasteland Ghost Still Mildly Glowing

    296
    Sep 20, 2005
    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.
    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.
     
  5. JaW

    JaW Still Mildly Glowing

    203
    Oct 1, 2006
    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.
     
  6. Wasteland Ghost

    Wasteland Ghost Still Mildly Glowing

    296
    Sep 20, 2005
    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. :)
     
  7. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    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.
     
  8. JaW

    JaW Still Mildly Glowing

    203
    Oct 1, 2006
    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...
     
  9. BR4ZIL

    BR4ZIL Still Mildly Glowing

    215
    Feb 22, 2008
    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 ) :?
     
  10. Sorrow

    Sorrow So Old I'm Losing Radiation Signs

    Feb 9, 2006
    Vipers were destroyed by BoS anyway.
     
  11. martynas.t

    martynas.t First time out of the vault

    22
    Nov 12, 2007
    Will this mod contain leveling system for NPCs?
     
  12. Wasteland Ghost

    Wasteland Ghost Still Mildly Glowing

    296
    Sep 20, 2005
    NPC Mod is a different mod, but it is fully compatible with this one.
     
  13. Naissus

    Naissus It Wandered In From the Wastes

    102
    Jan 17, 2006
    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.
     
  14. Glovz

    Glovz Vault Dweller
    Modder

    736
    Sep 16, 2005
    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.
     
  15. Naissus

    Naissus It Wandered In From the Wastes

    102
    Jan 17, 2006
    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.
     
  16. UnoriginalPizza

    UnoriginalPizza First time out of the vault

    37
    Feb 5, 2010
    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:
     
  17. BR4ZIL

    BR4ZIL Still Mildly Glowing

    215
    Feb 22, 2008
    What??? you dont like HARD mode??? :P
     
  18. Nark

    Nark Sonny, I Watched the Vault Bein' Built!

    Dec 6, 2008
    Maybe make it optional?
     
  19. .Pixote.

    .Pixote. Carbon Dated and Proud
    Modder

    Sep 14, 2009
    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…
     
  20. x'il

    x'il Water Chip? Been There, Done That

    980
    Mar 3, 2009
    It is optional already; installation is.

    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??