Fallout of Nevada

Doublepost! ;)

When will the final version of the translation, I will begin to correct the names / terms.
 
You know, I've spent too much time just reporting dialogue errors. I want to say just how much I love this mod. It's fantastic! The start is pretty hard, to be sure (especially since my first character was not suited to combat at all), but it opens up relatively quickly. The creator(s) have clearly put a lot of thought into the different ideas players have - you can talk to most townsfolk about local quests, even if they have nothing to do with them; you can fill out your map by talking to caravaners; et cetera. They really put the effort into dotting their I's and crossing their T's.

What is it about the Russian community that makes the best Fallout mods? Somehow this reminds me of Lost in the Wastelands - which was good enough for me to stumble through despite it not being translated to English and me rarely having a clue what's happening. Both mods have a lot of different options and allow for an impressive range of character types to succeed.
 
Snikers said:
You know, I've spent too much time just reporting dialogue errors. I want to say just how much I love this mod. It's fantastic! The start is pretty hard...

I have to agree with you here - those guys deserve a pat on the back, if the English language version was better translated I wouldn't be struggling so much, but persistence pays off. Those golden geckos at the old reactor are tough little bastards, but you can run around them and still complete the quest. The game can still be exploited for weapons and items though, so I'm finding it pretty easy at the moment. :look:
 
Continuum said:
Snikers said:
What is it about the Russian community that makes the best Fallout mods?
Setting wise? Or gameplay wise?

Gameplay. Both Nevada and Lost in the Wastelands offer up a lot of choice in the way you go about things.

This is a welcome contrast to the mods that give you exactly one way to go, and if there's anything you're supposed to figure out on your own, you better hope to God your brain is a carbon copy of the creator's because there's only one solution (of questionable logic).
 
Geger said:
I've got two problems:
The explosive with timer didn't work. If i try to use, the game says: that does nothing.
And when i'm going to New Reno, i see an empty black screen and i can't do anything. Please help me! (i installed the patches)
I got the same black screen problem in New Reno too. Here's how I installed FoN, don't know if there's anything I did wrong:

1. install FoN & 0.99a patch.
2. install all experimental fixes, plus the bonus fix.
3. install Pixote's translation 001~009.
4. install hi-res patch 3.0.2, change the options to ignore map/scroll edges.
5. install sfall 2.15 debugger version with custom CRC value.
6. tweak the GVARs in Vault13.gam to put the new UI bar back to the position it should be (not the top-left corner).
 
Snikers said:
Gameplay. Both Nevada and Lost in the Wastelands offer up a lot of choice in the way you go about things.

This is a welcome contrast to the mods that give you exactly one way to go, and if there's anything you're supposed to figure out on your own, you better hope to God your brain is a carbon copy of the creator's because there's only one solution (of questionable logic).

With all due respect, both Ardent's Mod and Mutants Rising (at least in the state it is now) allow you to take various approaches to your missions (with some quests offering 10 and more various outcomes, not to mention ways in which you can get to these outcomes) and none of them are Russian mods. 8-)
 
NovaRain said:
Geger said:
And when i'm going to New Reno, i see an empty black screen and i can't do anything. Please help me! (i installed the patches)
I got the same black screen problem in New Reno too. Here's how I installed FoN, don't know if there's anything I did wrong:
OK, it seems the experimental fix No.4 is the source of the problem. If I only install No.1~3 with the translation files, New Reno would be normal.
 
NovaRain said:
OK, it seems the experimental fix No.4 is the source of the problem. If I only install No.1~3 with the translation files, New Reno would be normal.
Yes, it's a known issue.
You must install the 4th patch into your master.dat folder if you want it working.
 
Snikers said:
What is it about the Russian community that makes the best Fallout mods?

I don't quite get that intonation of yours, but maybe this could explain why the fallout theme is so developed in Russia:
http://www.ag.ru/games/users_choice/p1/s3
As you can see, Russians are f*n' love good RPG games, and those from the original Fallout series are in the top of the list.
:P
 
dozen said:
NovaRain said:
OK, it seems the experimental fix No.4 is the source of the problem. If I only install No.1~3 with the translation files, New Reno would be normal.
Yes, it's a known issue.
You must install the 4th patch into your master.dat folder if you want it working.
Ah, thanks a lot. So should I install No.1~3 into master.dat folder too? Since somehow I remember the file loading priority is patch000.dat > Data folder > master.dat, wouldn't the fixes from No.4 be overwritten by the older No.1~3 patches?
 
Yes, appositely it's what was written in their readme files, but for the 4th one Alexander has written a wrong target directory in the readme, thus many people faced the same problems as you do.

Actually, the correct order suggested by Alexander is to install first 3 patches into ../master.dat, and the latest one into ../data, but this didn't work, while installation to ../master.dat solved the issue.

Alexander assumed that during installation some files in ../data lost their read_only attributes and were automatically deleted by the game.

Here is the ongoing discussion about the problem (google translate):
Fix-laboratory, Test fixes (for v0.99)
 
He should totally change the way the mod is installed. Seriously. Why is it so hard to just do this? I have installed Nevada manually with his files now the way I wrote it down and it works without any problems, just like my own mod, the RP and other stuff. Seriously, this shit is making me angry... it's so easy but nobody is using it and always when I want to try some mod, I have to fiddle around by myself to set it up like that.

In combination with Sfall he could even use patch *.dat files, which would make the patching easier for people as well.
 
Lexx said:
He should totally change the way the mod is installed. Seriously. Why is it so hard to just do this?
Well, I did install FoN or other mods with the way you wrote, it's pretty damn convienent. I really don't know why they extracted the whole content of master.dat and pack all them in the archive, it could be much smaller I guess.
 
I've stopped testing, not because I don't enjoy FON, but I'm a bit busy...but I will get onto it soon. I think Master92 is waiting for the final texts to be finished before he starts a proper translation. Sorry or the delay...:look:
 
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