Fallout 2 mod Fallout: Nevada (extended)

Also I don't know how to fix the intro button in the main menu, maybe @Foxx can help.

I fixed most things @Foxx posted except this
NCOlvInd.msg (not enough line {123})
the line number is straight up missing but the dialog goes as normal it just skips a number, what should I do? Leave it or renumber everything?
Engine error (no intro). Here are the corrected FoN_1.00.exe & NevadaHD.exe (only original game, in CE fixed): https://yadi.sk/d/VOtdNbW63YdYwG

Here is the dialogue NCOlvInd.msg: https://yadi.sk/d/jDX1ewoz3YdYkt
 
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Also the Rot character being called Mold when using an item on him is a very strange error, I will deal with it when I have time on my hands... but respect for finding that, why would you use anything on him anyway @Muttie?:razz:
His floaters ask for something to drink…
then it's XP, well a little
and eventually there is that little red stain in the northern part of the map. Must have crawled out.
But I guess mostly to blame is my peculiar insisting on reading the text window… :)
 
Even though I'm playing CE, I think this also applies to standard version - missing translation:

upload_2018-7-2_17-16-45.png
 
Hello, some questions:
- how do I bring back electricity in Bridgeport?
- how do I equip a caravan from Reno tro Bridgeport?
- how do I help robert and jessica to escape from wind of war?
- how do I find a receipt related to the geeks in Las Vegas (Mayor's quest)?
- how do I solve Sam Philips quest in Las Vegas?
- where is the courier delivery of louis birch report from uranium city?
- where do I find information about project vault 8 at area 51?
- is there a plasma rifle in this game? my laser rifle is pretty bad!

Thanks for helping.
 
- how do I bring back electricity in Bridgeport?
- how do I equip a caravan from Reno tro Bridgeport?
- how do I help robert and jessica to escape from wind of war?
- how do I find a receipt related to the geeks in Las Vegas (Mayor's quest)?
- how do I solve Sam Philips quest in Las Vegas?
- where is the courier delivery of louis birch report from uranium city?
- where do I find information about project vault 8 at area 51?
- is there a plasma rifle in this game? my laser rifle is pretty bad!
- There's an abandoned building somewhere in south-southwest of the map, there's a generator there. Repair it, and then you have to manually activate electricity in each building by interacting/repairing the switch at the side of the building.
- You need to become popular/idolized by the caravans.
- You need a rope, steal the key from one of Jessica's brother, and turn off the lights (there's a switch on the outside of the barrack).
- There are no 'receipt' related to the geeks, unless you want to scapegoat them.
- There's a guy in caravans parking area who's responsible for Sam Phillips item delivery, you can ask him about the item, get a sample, then ask Sam about it. Probably need some Science, you can then convince the police it's either an 'evidence' or a 'misunderstanding'.
- Either you go south of Uranium City looking for Harold, or go to Reno and tell the shopkeeper about it.
- Search the terminals there, use Science.
- The one I know and I got from is by solving Vault City's special warehouse quest.
 
Thank you Black Angel.
Seems I have a problem with the mayor's quest in Vegas. When he asks about Sam Philips, I have no evidence or whatsoever so proceed in the conversation, i'm stuck there.
I haven't recorded Larry Gellar (ghouls leader) so I don't have any proof.
 
is there a bug with the slave collars of new reno? I disabled the generator that kept them active, the tribesman from lovelock removed his collar and went back to his village but other slaves won't move? they keep saying that the collar will kill them if the try to escape but it should be deactivated right? don't know

edit nevermind i am playing the old version, had no idea a crazy edition existed... i'm pretty committed to this playtrough
 
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Nevermind my question, I found out I didn't go to the police with the emulsifier as Black Angel said. It's all good now.

By the way, what am I supposed to do with the stone tokens?
 
is there a bug with the slave collars of new reno? I disabled the generator that kept them active, the tribesman from lovelock removed his collar and went back to his village but other slaves won't move? they keep saying that the collar will kill them if the try to escape but it should be deactivated right? don't know

edit nevermind i am playing the old version, had no idea a crazy edition existed... i'm pretty committed to this playtrough
It's something I want to know, too. Doesn't seem like disabling the generator would do anything, because even with the quest for Uranium City, there doesn't seem to be any way to let the guy escape on his own.

Also, by old version, did you mean 1.02HD that Dionis shared in this site? Because, just so you know, the translation made by Dionis and team weren't actually tailored for Crazy Edition, so some texts will definitely get messed up.

By the way, what am I supposed to do with the stone tokens?
Use them on the statue outside of the station, so you need two of them. Iirc, another one is somewhere in the barracks.
 
Hey thanks Black Angel, i was about to start over with the crazy edition but i don't know any russian... Yeah in version 1.02 the generator only works to free the captured tribesman from lovelock, i think he's called silent river. There's also two escaped slaves in black rock but even after disabling the damn generator the only option is to either leave them alone or make the collar explode :(
 
Hey thanks Black Angel, i was about to start over with the crazy edition but i don't know any russian... Yeah in version 1.02 the generator only works to free the captured tribesman from lovelock, i think he's called silent river. There's also two escaped slaves in black rock but even after disabling the damn generator the only option is to either leave them alone or make the collar explode :(

There is translation for CE version of the mod. Look at Foxx's signature.

For these two slaves in Black Rock you need 60 traps skill if I recall correctly. Parts from collars are useful for crafting a HtH weapon.
 
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There's also two escaped slaves in black rock but even after disabling the damn generator the only option is to either leave them alone or make the collar explode :(
We need to raise the skill of traps 35
In CE skill of traps 25
 
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