Fallout 2 mod Fallout Sonora 1.14 and Sonora Dayglow 1.14 Vanilla Translation

When I play on Android. Where does the save files end up? I thought it was data -> savegame.
Sorry, I don't have Android, so I can't tell you how this should be working. I would assume similar to the other builds, which is data/savegame.
 
This area confuses me a bit. I can't find a reference to Toreo, and only one reference to 'Arena' in the Dayglow files. Is this the Bullring (Plaza de Toros)?

I consolidated all San Isidro to San Ysidro.

The Dayglow naming is blocking the names of the secondary/sub locations? Is that what you mean? I was planning to revise all this, as it is an issue in the original Russian too I believe. Many sub locations have their main locations in the name, which means they show up as...'Vault 27, Vault 27', because the sublocations name of 'Vault 27, Reactor Level' is cut off. I'll look at this now.

Hmm..I see now that 'The Dayglow' should probably be 'Dayglow'. I think I conflated 'The Glow' with 'Dayglow' early on. I didn't realize it was directly mentioned in Fallout 2 as 'Dayglow' - will fix this in all files.

I tweaked the 'Stall' description to end with 'Now it doesn't even provide shade.'

Other than the points above, I made all the changes you suggested, and have fixed them all for the next version. Thank You!!
Glad it helped
Yeah, it's the toreador ring, the entrance world object is referred to as the "Arena entrance", with "Toreo de Tijuana" being written at the top

I'll keep playing tonight and see what else I can find

So far I'm liking how the city is structured, what I don't like is that so far your dialogue options with ghouls are fairly one sided, you either love them or you hate them, not much in-between
 
So would 'Bullring Entrance' be better for 'Arena Entrance'?

And does bullring work better in this line:
'The last sighting of this robot was near the bullring. We've set up electromagnetic traps there, but so far, no luck.'

Those are the only two references to the area, aside from 'Plaza de Toros', which I assume is the same thing, without having seen the whole area yet. Could Plaza de Toros go as 'Bullring' as well? With so few references, consolidation is best to avoid player confusion.
 
So would 'Bullring Entrance' be better for 'Arena Entrance'?

And does bullring work better in this line:
'The last sighting of this robot was near the bullring. We've set up electromagnetic traps there, but so far, no luck.'

Those are the only two references to the area, aside from 'Plaza de Toros', which I assume is the same thing, without having seen the whole area yet. Could Plaza de Toros go as 'Bullring' as well? With so few references, consolidation is best to avoid player confusion.
Yeah, Bullring would work, I'm fairly sure Plaza de Toros is the same building because it's the term used to refer to them. To make sure, where's Plaza de Toros mentioned?
 
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I fixed all his lines as per your suggestions. As for his repeat greeting, I changed it to:

{210}{}{What do you want?}
{211}{}{Go ahead, I'm listening.}

The second being if he likes you more. If it is still too awkward I can tweak the script to make him greet, then respond to questions with separate lines.

The subtitles are there and just need to be turned on in the settings. Usually they are on by default and need to be turned off, so maybe it is a thing with the Linux build? Also, I guess you are the Fic_Mon from github. Hey!

I get a crash every once in a while (very infrequent) that is almost certainly CE related. I haven't had any Sonora or translation related crashes for a loooong time. They usually show up right away and are the result of a missing bracket. Missing lines haven't caused crashes as far as I have seen, just 'error'

Thanks for the feedback, keep it coming!
Hmm weird I know for sure that I instantly checked the options and saw subtitles turned after the intro ended playing... I'll check again when I come home in 3 hours. Also I'll try the android version and see if I can transfer saves between my android and steam deck so I can play Sonora at work cuz wouldnt want my deck stolen lol.
 
I fixed all his lines as per your suggestions. As for his repeat greeting, I changed it to:

{210}{}{What do you want?}
{211}{}{Go ahead, I'm listening.}

The second being if he likes you more. If it is still too awkward I can tweak the script to make him greet, then respond to questions with separate lines.

The subtitles are there and just need to be turned on in the settings. Usually they are on by default and need to be turned off, so maybe it is a thing with the Linux build? Also, I guess you are the Fic_Mon from github. Hey!

I get a crash every once in a while (very infrequent) that is almost certainly CE related. I haven't had any Sonora or translation related crashes for a loooong time. They usually show up right away and are the result of a missing bracket. Missing lines haven't caused crashes as far as I have seen, just 'error'

Thanks for the feedback, keep it coming
I just remembered and Im actually using the windows version with wine on my linux. I tried turning the subtitles on and off but the subs still wont appear for the intro.
 
Hmm weird I know for sure that I instantly checked the options and saw subtitles turned after the intro ended playing
I noticed before that sometimes the subtitles on/off setting seems to change on restarts, or between games.
I just remembered and Im actually using the windows version with wine on my linux. I tried turning the subtitles on and off but the subs still wont appear for the intro.
That is weird. I just tested them in Fallout 2 CE and they are working fine.
Screen Shot 2024-08-29 at 14.42.25.png


Are the subtitiles showing any tiny pixels, or color splotches, or are they entirely absent?

EDIT: Also, if you are on default Fallout via Wine, what does your Load screen look like? Are the location names taking advantage of the extra screen space on the mini-screen?
 
I'm not sure where Plaza de Toros is then, as the Bullring save area is called "Monumental"

Some stuff, this is all before reaching Old Town, so I'll post this for now:

ITEMS:
Rogue Scavenger Gear has an instance of "The Dayglow" in its description, perhaps Gear could be swapped with Jacket since it's a leather jacket with yellow linings
I don't know if this is especifically from Dayglow but I noticed it right now, the Flare Launcher could be renamed to Flare Pistol

CHARACTER/CREATURE NAMES AND DESCRIPTIONS:
Gonzo, the ghoul you're supposed to kill for the church, is named "Madman" if you inspect him, and "Distraught Gonzo" if you hurt him. Perhaps it could be all consolidated as "Gonzo", to tip off the player he's the ghoul he should kill for the quest
In the gas station east to Chula Vista, there are numerous robots that also have the description and same graphics as the border robot from the Bullring, so they should have the "A" at the start too.

Upon inspection of a giant centipede, the Pip-Boy message says "Giant Centipede", it could use an A at the start. Same with the Super Mutants, it's "Hefty green mutant", but it could use the A

DIALOGUE:
The ghoul mechanic in the city entrance could use a little bit of strange speech improvement, both in player dialogue options and his own dialogue. For example, after you speak with him, his greeting dialogue is "Need parts?", while it makes sense since he's a mechanic, I don't think he sells any actual parts, electronic or otherwise...

After getting close to the destroyed bridge, in Route 8, it says "The bridge is destroyed. But with a bit of ingenuity, it won't prevent you from getting down." Perhaps "The bridge is destroyed. But going down is an option, if you're smart about it." could work.

Peck, the ghoul in the sewers below the bridge in Route 8 could use some strange speech improvent. For example, "Don't freak out here, you're on my private property" could be changed to "Don't freak out, but you're on my private property." and "But I live rich!" Could be changed to "But I live well!" or "But I'm doing great here!" or something similar. His "and then go onto the highways" line could be "and from there you can get on the highway again." He also has a line where he mentions "meds" (this being the glowing mushrooms) but in one of his other lines, it seems this is more of a drug for ghouls instead of actual medication

Upon using the crafting station at the mechanic's shop in the city entrance, the Molotov Cokctail is referred to as a "Fire Bomb", there is also an inconsistency in the ammunition section where it refers to regular flares as level 1 flares, while the other options refer to them as just regular flares

After delivering Coffee to the bar owner in the city entrance, he says "I'll make good money with this menu." It could be "with this in the menu."

Upon fixing the MedBot in the hospital, the player's goodbye option is "Oops. I think I have the wrong door." can just be "Oops, wrong door."

Generic Rogue Scavenger dialogue also has "The Dayglow" instances
After rescuing Zerah from the rogue scavengers, the leader will say "Where's that ghoul? Where is he, I'm asking!?" this could be changed to "Where is he, damn it!?" or something similar, the rest of his dialogue could be improved too

Roy, in the Consolidated Aircraft building, has some strange speech, like "Lost your fear?"

Private Gomer (the super-mutant companion in Bonita Dam) refers to the transformation process as the Induction, the mutants at the Inferno referred to this process as something else but I can't remember what, sorry
His dialogue also has some instances of "The Dayglow". After you rescue the Nightkin Captain during his quest, there is also the player line "It's too early to thank." it could be changed to "Don't thank me yet."

Isaac, also in Bonita Dam, refers to Dayglow as "Shining"

After fixing the radio and taking in the next quest, Señor Gustavo has more instances of The Dayglow, he also has aminor inconsistency with Edward (the café owner at the city entrance). Gustavo tells you to go to Edward for supplies, when you talk to Edward, the dialogue option for this is "Señor Gustavo said you owe me some *meds*", perhaps change Gustavo's line to reflect they're meds/chems, after you receive the items it also has a perhaps unnecesary ? at the end of the player response.

If you exchange pre-war money with Edward, he'll just say "Please" as a response after you give it to him. It could be changed to "Here you go."

After taking Edward's food delivery to the dam workers, perhaps it could use some dialogue tweaks after you hand it to the ghouls, change "the food has cooled down" to "The food has gone cold!" or "The food is cold!", stuff like that, nothing big. The Pip-Boy message could also use the same tweak you did at Faro with the sick pescadores, so it goes from (1/5 to 1 of 5)

When talking with the super mutants of Gomer's squad, they say "Let the humans stop hunting us!", perhaps it could be changed to "We want the humans to stop hunting us!" or similar, they general dialogue could use some dialogue tweaking too, but it might be hard to do so since they're mutants and they're supposed to be inarticulate. They also refer to the border guard center as the patrol center, but it could be changed to border center for clarity

A ghoul scavenger appears in the gas station bridge when you kill the robots, he says 'Got a light? There is plenty of junk here, but fire', "but fire" could be changed too "but it's dark."

If you talk to the ghoul in a black suit next to the craps table in the Little Italy casino, one of the player dialogue options is "Ignore it", it could be changed to "[Ignore him]"

The casino administrator, Albert de Santi, could also use some general strange speech checks

WORLD OBJECTS:
The steel beam at the end of the destroyed bridge in Route 8 is referred to as a Railroad Tie, upon inspection it says "Fragment of a bridge frame." It could use an "A" at the start.

This also isn't Dayglow exclusive, but the steel doors you find in sewers are referred to as "Manholes"

The Mentats Vending machine mentions you can "hack it", you need to use the repair skill to open it so perhaps it could be changed to "unless you intend to open it with a technical approach." or something similar

If you try to use the holographic emitter, it will say "It doesn't respond at all" perhaps add a "Perhaps its power source is around here." or something similar, to tip off the player to look around a little, I don't know if this is necessary though

After unlocking the safe in the gas station to the east of Chula Vista, it says "You unlocked the door", but its a safe

Upon inspecting the Auto-Doc in the hospital, there is a typo, "adminster"

After shaking down Zerah and he confesses the money is in the mailbox at the entrance, after opening it, it says "there were pre-war money in the mailbox", were could be swapped with was

After approaching the Café area to the west of the Hospital, there are two blocked roads to the north, the Pip-Boy message says "The road ahead is blocked by building collapses", building collapses should be switched to "collapsed buildings"

The radio station in the town hall also has an instance of "The Dayglow" after you repair it
 
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I noticed before that sometimes the subtitles on/off setting seems to change on restarts, or between games.

That is weird. I just tested them in Fallout 2 CE and they are working fine.View attachment 35081

Are the subtitiles showing any tiny pixels, or color splotches, or are they entirely absent?

EDIT: Also, if you are on default Fallout via Wine, what does your Load screen look like? Are the location names taking advantage of the extra screen space on the mini-screen?
They won't appear at all.
 

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They won't appear at all.
Hmmm... a test to see if it is a Linux/wine issue would be to take the 'intro.mve' from Fallout 2, and replace it temporarily in your Sonora install. If no subtitles appear, linux/wine issue. If they do appear, my intro.mve issue

Also, thanks for the screenshot. The location is not showing on a new line, so I guess the original Russian load screens are suffering the same issue, which is that the long names are being cut off. Not sure if I should be addressing this, though it bugs me.
 
Some stuff, this is all before reaching Old Town, so I'll post this for now:
Wow, mother of all posts. Fantastic.

I went through each point and have fixed every point you raised, or made every change suggested. Thank you very much!

I will go through any exceptions or issues below:

It was 'Monumental Plaze de Toros' - I have shortened that to 'Plaza de Toros' now. However, there are still issues (in Russian too) with all map 'levels' and how they are displayed in the load screen. Not a biggy, but for example, the original Fallout level names are very very short, and complement the location name. The Sonora ones frequently don't, whether Russian or English

All 'The Dayglow' have been fixed to 'Dayglow'

Flare Rounds have been standardized to 'Flare Round' 'Modified Flare Round' and 'Reinforced Flare Round', and these names are now used in all dialogues where you can modify/upgrade the ammo.

The use of 1/5 or 1 of 5 is somewhat out of my hands. I have actually standardized most to 1/5 style, because several of these types of 'counts' are hardcoded in the script (the '/5' part). 1 of 5 sounds better, but I would rather not tweak the script for such a small thing. Though I am tempted, at least to make all the dialogue appear in the .msg files.

I can't figure out what the other name for the 'induction' ceremony Gomer refers to is. I went back through Inferno, but could find no specific name for the ceremony, other than 'initiation'
I made the Nightkin a little dumber, after studying the Nightkin files in Fallout 1. There are some smart ones too, but even they are kind of brutish.

Mentat machine 'hacking' was referring to picking the lock. So I made it that.

The safe door name can't be fixed, because it is a standard 'lock' script with generic text. I could fix that script of course, if it was worthwhile, though the time/effort tradeoff could be harsh.

I couldn't find 'border guard center', but did tweak the 'patrol center' to 'border patrol center',.

"The steel beam at the end of the destroyed bridge in Route 8 is referred to as a Railroad Tie, upon inspection it says "Fragment of a bridge frame."" - Is it really a Railroad tie? Is it wood? A bridge frame would more likely be metal, so wouldn't this be the actual rail, rather than the tie?

I found more instances of 'chems' and for the most part changed them to 'drugs'. I changed most others in the previous update.

I also did not upgrade Albert de Santi's dialogue yet, as it is a big one. All the other you pointed out I did.

Thanks again for the awesome feedback. I can feel the slow but steady improvement of the translation.
 
Sorry, I don't have Android, so I can't tell you how this should be working. I would assume similar to the other builds, which is data/savegame.
FALLOUT SONORA CE ON ANDROID GUIDE

Follow the instructions on the translations git page for downloading sonora translation and after installing change the language in fallout2.cfg from russian to english otherwise the fonts will be messed up. Download FALLOUT 2 CE apk on the git page (make sure its the apk for fallout 2 or it wont work). I recommend ZArchiver for navigating folders on your android cuz the latest defualt file manager on android is getting more and more restrictive with which folders you can acess including the ones you need in this guide. Open the app and then locate your sonora directory the app will copy all the game files to 0/storage/emulated/android/data/com.alexbatalov.fallout2ce/files where you can now copy over your save files from the pc version and everything else you normally can on the pc.
 
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@Cambragol
Regarding subtitles, they do play fine with Foxx's version with english translation too, regardless if using Your Credits.mve or the 720p upscaled Credits.avi, the subtitles work just fine.

On a side note, I wouldn't recommend anyone to test subtitles on Intro.mve intro.mve is vault13 opening/vaultboy with burend eyes etc. in Fo2 or La Cuca Racha in mexico by Louie Armstrong in Sonora. Credits.mve is the place where spoken dialog in all Fallout and TC mods get's it's place.

EDIT:
I hope you know that updating a translation is easier than starting from scratch. You take the strings of the current russian version, compare them with the version that was used for the initial translation, and then sort through everything that has changed. There's tools for that. Obviously this needs someone who has the motivation to do it, but that's required for everything mod related in the first place.

I'm not complaining about what he does, I'm questioning the logic behind it. So what if a new Sonora version comes out next year -- do you want someone to start the translation from scratch again? It's stupid and a waste of time.

He already uses a raw google translation as base... same thing all the other people did as well... why not use the work of others as a base instead? It was already cleaned up to some extend.


We'll see in a month or two. Shame we can't put a reminder on threads.
:D
@Lexx
well You thought this was funny.. two months are almost up.. this time I'll be your reminder, since we can't put reminder on threads :p
well meow.. care to change your opinion?
 
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On a side note, I wouldn't recommend anyone to test subtitles on Intro.mve intro.mve is vault13 opening/vaultboy with burend eyes etc. in Fo2 or La Cuca Racha in mexico by Louie Armstrong in Sonora. Credits.mve is the place where spoken dialog in all Fallout and TC mods get's it's place.
Right, I always get those two mixed up. I meant to say credits.mve should be switched out from Fallout 2 to test the subtitles.
 
Wow, mother of all posts. Fantastic.

I went through each point and have fixed every point you raised, or made every change suggested. Thank you very much!

I will go through any exceptions or issues below:

It was 'Monumental Plaze de Toros' - I have shortened that to 'Plaza de Toros' now. However, there are still issues (in Russian too) with all map 'levels' and how they are displayed in the load screen. Not a biggy, but for example, the original Fallout level names are very very short, and complement the location name. The Sonora ones frequently don't, whether Russian or English

All 'The Dayglow' have been fixed to 'Dayglow'

Flare Rounds have been standardized to 'Flare Round' 'Modified Flare Round' and 'Reinforced Flare Round', and these names are now used in all dialogues where you can modify/upgrade the ammo.

The use of 1/5 or 1 of 5 is somewhat out of my hands. I have actually standardized most to 1/5 style, because several of these types of 'counts' are hardcoded in the script (the '/5' part). 1 of 5 sounds better, but I would rather not tweak the script for such a small thing. Though I am tempted, at least to make all the dialogue appear in the .msg files.

I can't figure out what the other name for the 'induction' ceremony Gomer refers to is. I went back through Inferno, but could find no specific name for the ceremony, other than 'initiation'
I made the Nightkin a little dumber, after studying the Nightkin files in Fallout 1. There are some smart ones too, but even they are kind of brutish.

Mentat machine 'hacking' was referring to picking the lock. So I made it that.

The safe door name can't be fixed, because it is a standard 'lock' script with generic text. I could fix that script of course, if it was worthwhile, though the time/effort tradeoff could be harsh.

I couldn't find 'border guard center', but did tweak the 'patrol center' to 'border patrol center',.

"The steel beam at the end of the destroyed bridge in Route 8 is referred to as a Railroad Tie, upon inspection it says "Fragment of a bridge frame."" - Is it really a Railroad tie? Is it wood? A bridge frame would more likely be metal, so wouldn't this be the actual rail, rather than the tie?

I found more instances of 'chems' and for the most part changed them to 'drugs'. I changed most others in the previous update.

I also did not upgrade Albert de Santi's dialogue yet, as it is a big one. All the other you pointed out I did.

Thanks again for the awesome feedback. I can feel the slow but steady improvement of the translation.
I'm glad it helped you

Regarding the railroad tie, it's a steel beam at the end of a concrete bridge, I'm fairly sure it's the same world object as the steel beam you tie a rope to in the Glow
I'm have to check if it's used at any place in the monorail, but I doubt it

I'll see if I have any save close to Inferno to go and check the Induction thing

If I can play tonight I'll make another post
 
Hmmm... a test to see if it is a Linux/wine issue would be to take the 'intro.mve' from Fallout 2, and replace it temporarily in your Sonora install. If no subtitles appear, linux/wine issue. If they do appear, my intro.mve issue

Also, thanks for the screenshot. The location is not showing on a new line, so I guess the original Russian load screens are suffering the same issue, which is that the long names are being cut off. Not sure if I should be addressing this, though it bugs me.
Nah I just decided to actually use the linux version from now on and the intro subs play as they should. The only thing is that theyre weirdly colored orange and green which iirc saw in your screens too.

Also check the description for Pre-war money I think the comma might be out of place.
 
Okay, here's some stuff I found. I already completed the DLC, explored Vault 24 and didn't find anything weird neither there or in the island. So this is likely my last Dayglow post, I completed the DLC siding only with Gustavo, so if you ever play it you could try playing with Butler (I wonder, if you mix the mission completion rate, will they work together? I'll try in another run, sometime)

DIALOGUE:
Stanley in the monorail station of Old Town has a San Ysidro instance, he also refers to multiple Mr. Handy as Mr. Handys, while Phil, also from Old Town, refers to them as Mr Handies

If you ask Phil about stuff to do, he says the city leader might have something to do, city leader could just be changed to Butler. If you challenge him to a game of chess, he'll say "What to say about you." after mentioning he defeated ZAX. This could be changed to "What can you say about yourself?". If you try to convince him to give you the Mr. Handy program without bringing him the books, the player character says "Buddy, what selfishness?" this could be changed to "Phil, how can you be so selfish?" or something similar

The rogue scavengers in the Old Town hall say "A competitor? Then chose areas we're not planning to hit." as their floating dialogue if you talk to them, this could be changed to "Are you a scavenger too?"

If you kill Butler, his bodyguard will say "Nobody is waiting for you here." perhaps change it to "Nobody wants you here."

Butler also has an instance of "Seth's Seal"

After discovering Rupert's identity in Little Italy and pushing him about it, he'll say "What do you want after all?" it could be "What is it that you want?". His dialogue also has San Ysidro instances

Roy (the same rogue scavenger leader from the previous post) has another Seth's Seal instance, his dialogue could also use up some smoothing)

Edward, the ghoul bartender in San Isidro, after you finish the food delivery quests, says "Take it on the house." this could be changed to "Take it, it's on the house."

After completing the Microchips quest, Butler refers to the Far Go Traders as the "Long Haulers"

After being repaired, the monorail dialogue also has a San Ysidro instance

Rutger refers to Hubbucks as "Hub bucks", he also has Long Haulers and The Dayglow instances. When you deliver the items for him, it also could use some improvement, for example, it currently says: I have Vertibirds Plan, I have Fuel Controller, and so on.

The ghoul you speak to during the Treasures of Coronado Island quest says "Then we play it by ear". He also mentions a "freed Factory", this must mean the aviation factory since he complements you for it, but it could be changed to "the aviation factory"

Steve Morgan's dialogue also has Long Haulers instances

ITEMS:
The Coronado security codes could use a change in the item description. "Indispensable in current realities" could be changed to "Extremely important in the current situation." or similar

CHARACTER AND CREATURE NAMES:
The sleeping ghouls in San Isidro's town hall are referred to as "Dead Guard" if you try to heal them

The crazed ghoul in the aviation plant is named "A crazed ghoul." without the usual "You see:"

The Far Go Traders from the Hub Caravan quest are referred to as "Long Haulers"

The hurt ghoul in the Heart of San Diego inside Don Jose's is referred to as a zombie

QUESTS AND PIP-BOY:
The Pip-Boy also refers to Dayglow as The Dayglow

Stanley's quest needs the player to go to Balboa Park and repair a substation. Perhaps this could be added to his exposition, because the other substation is in the Bonita Dam quest and it might light the player to a dead end since the substation needed is fairly hidden
This is a small note, but the quest about Donovan is a reference to a movie, related dialogue really seems like it's referencing the movie so perhaps it'd be worth it to check if the lines appear in the actual movie (Donovan's brain)

The quest "Meet the Caravan from Hub" could use a "the" before Hub, Rutger's quest also calls them "Long Haulers"

SAVE LOCATIONS:
After saving in Coronado Island, it says "ERROR! F2", since it says that instead of a plain Error it might be intentional, but I'm not sure

WORLD OBJECTS:

There is a jukebox in the Old Town hall, if you hover over it, it'll mention it's playing an old song, but a visitor will say it's boring without music. If you use Pre-War money on it, then it'll play a song, but it says it's music for the bored *visitors*, while the only guy who is bored in the bar is that specific ghoul

The standing Power Armor at the Coronado bunker mentions that the armour is now inoperable, however, you can just pick it up. This might not be able to be changed because I remember that same description with the damaged power armour at the Inferno.
 
Nah I just decided to actually use the linux version from now on and the intro subs play as they should. The only thing is that theyre weirdly colored orange and green which iirc saw in your screens too.
Cool. I might be able to fix that coloring by hex-editing in a slightly different palette. I'll look at that later.
 
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