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

I already fixed a couple of instances to healing rate in the next version. To be fair, there really shouldn't be any description of item health effects for food and medicine. Fallout has no data for that. But that is Nevada Band's call. I guess you mean switch health for hp or hit points? In that case it should be lower case, as almost all instances are lower case in Fallout.

Also, just realized 'Stimpack' should be 'Stimpak'. Whoops.
 
@Fic_Mon @Cambragol


the issue with Sea of Cortez and Californian Gulf is the case of nationality..

Over at US it's solely called Sea of Cortez ( they don't use any other name for that) However in the land of Fo:Sonora developers ( and in my place as well [ since my country was under their boot for a few hundred years] ) it's called Californian Gulf/Калиффорнийская затока/Zatoka Kalifornijska.. I've learned about this one around 2015 or even prior when having brainstorming with Sduibek on Fallout:FiXT, back then i used the term Californian Gulf (as We theorized some stuff to put there) , and he ( beeing a US Californian citizen) said it's called "Sea of Cortez" around US and nothing else..

So that's that...

Few minutes later I was acussed of being a racist by saying i like mikshakes made from "white currant" the most.. To my suprise i responded well I know I am a racist, however i wasn't hinting at anything, it's just a type of currant like the black currant.. then he went "?!"

As it turned out, neither white nor red or pink currant is recoginzed in the US, they simply don't have the correct climate to grow theese, I had to go to Polish wikipedia on those plants and change the language to english, as it was the only way to get those wiki articles in english as they did not pop up otherwise, and passed the links onto Sduibek, he was deeply shocked that stuff i spoke about actually exists, and that i wasn't just my racist rambling about the "black" in the word "currant"..

The article says those 3 types of currant berries are imported to US from Canada in small quantities for conesseurs. They fork out on average 120$ for a 1-2oz jar of jam for the exalted made from theese berries.. Sduibek wrote he had to pick his Jaw from the ground after it dropped after he read this... XD
 
Last edited:
Pretty much it. Most local Americans (not all) call it Sea of Cortez, and more people call it Gulf of California the more geographically removed they are from it.

The game will refer to it as Sea of Cortez, most people will as well, and only a few references, mostly from 'Californians', of Gulf of California.
 
NPC Ghoul near San Yisidro Monorail
When clicked on he responds with the floating text Hello, stranger. after refusing to give him caps. Change it to red floating text, something like cheapskate
I can't tweak this one, without being able to test it well. The script has a lot of outcomes, that make a blind fix impossible.

Also, @OnlyALad I have not yet addressed the mission for fixing the ..er..power station? in Dayglow yet. It will have to wait until I get there. Other than those two things, all input has been included/fixed/addressed.
 
Pretty much it. Most local Americans (not all) call it Sea of Cortez, and more people call it Gulf of California the more geographically removed they are from it.

The game will refer to it as Sea of Cortez, most people will as well, and only a few references, mostly from 'Californians', of Gulf of California.
Yeah makes sense btw do BOS members refer to it at all? And if by Californians you mean bos then it should make sense even if most US citizens call it the Sea of Cortez since they only had maps to go by before arriving in Arizona.
 
Yeah makes sense btw do BOS members refer to it at all? And if by Californians you mean bos then it should make sense even if most US citizens call it the Sea of Cortez since they only had maps to go by before arriving in Arizona.
If we are to go bh what gustarballs says about it seems more like the more far away someone is from it the more likely they'll call it the Gulf of Cali. Case closed.
 
Last edited:
Stuff on 0.998 that I didnt manage to post before the new release...

NPC Mercenary, Villa Basement
[I lived on the streets, fought for food, robbed passerbys, and even killed.]
Change passerbys to something else because even in its correct form passerby (same singular in plural) it sounds ankward. All I can think of rn is maybe bystanders???

Container named Raider Items-> Raiders' Stuff

NPC Ulysses, Puerto

Combat not starting after pissing off Ulysses when PC nuked the Followers of the Fire beforehand and then pissed him off in dialouge. Will provide save soon.

NPC Lucas, Garage City
[I don't know what might happen there, so take
a better weapon and better armor.->
your best weapons and armor.
]

NPC Bartender, Phoenix
After killing the boss and the admin he has dialouge for when the administrator takes over mr Diegos bussiness even if both of them are dead.

Garage City Town Map
Klek Canyon still not changed to Clacks Canyon (the place with the trailer home). Check Kingmans map IRL if you don't believe me.

When looking over with mouse
pigrat(current ingame spelling)
-> Pig rat (fo1,2 spelling)
idk why the og has only the first part capitalized either a one time thing or a naming trend
Also change desctiption of pig rats.
[A hefty mutant pig-rat -> pig rat.]
 
Last edited:
Thanks Fic_Mon,

I've fixed the dialogues/and/or they were already fixed (garage city one).

I will look at the script issues next. A save game will be good. I will start on the Bartender in phoenix, as I have saves near there.
 
.
Thanks Fic_Mon,

I've fixed the dialogues/and/or they were already fixed (garage city one).

I will look at the script issues next. A save game will be good. I will start on the Bartender in phoenix, as I have saves near there.
Sorry I just came from work. Still need the save?
 
Sorry I just came from work. Still need the save?

For Ulysses, yes it would help.

For the other potential issue, I think I can tackle it from my save. To fix there are two options: 1. Pure dialogue - make the bartenders reference to who took over after Diego vague.
2. Script - I would have to do some scripting and tweak some dialogue to make the bartender know that both are dead. Dialogue would need to be tweaked to account for the chaos of both 'bosses' being killed.

Also, I fixed pig rat and Clacks canyon. Thought I had synched up pig rat previously, but must have been mole rat - thanks!
 
For Ulysses, yes it would help.

For the other potential issue, I think I can tackle it from my save. To fix there are two options: 1. Pure dialogue - make the bartenders reference to who took over after Diego vague.
2. Script - I would have to do some scripting and tweak some dialogue to make the bartender know that both are dead. Dialogue would need to be tweaked to account for the chaos of both 'bosses' being killed.

Also, I fixed pig rat and Clacks canyon. Thought I had synched up pig rat previously, but must have been mole rat - thanks!
Oh shit I thought I said it but nma acted up yesterday so I failed to say that the Ulysses thing is ok. I just reloaded the save and it worked as intented most likely some CE tomfolery. And btw in Coronado I had similar animation errors as you did some time ago with the centipedes (the robot I killed didn't let me finish combat even though I killed and he was standing up as he was alive). If you need any other saves say so.
 
the robot I killed didn't let me finish combat even though I killed and he was standing up as he was alive)
I wonder at that bug... CE? Sonora? new animation issues? Was the robot a stock Fallout baddie, or a new creature?

I should be good for saves if Ulysses is not an issue. I fixed the casino issue by being vague who is in charge after Deigo is killed. The casino is in an "umm... transition stage"

Continuing with Tree-passes. Smaller locations, then onto San Brahmin, Puerto or Villa. These tree-passes are brutal, but effective I think. Should be very few issues left once done on an area.
 
sFall has an AnimationsAtOnceLimit option that increases the number of animations. There is no such option in the CE, perhaps this is the reason.

In Fallout 1, they often stood in the Necropolis when ghouls died from mutants.
 
I wonder at that bug... CE? Sonora? new animation issues? Was the robot a stock Fallout baddie, or a new creature?

I should be good for saves if Ulysses is not an issue. I fixed the casino issue by being vague who is in charge after Deigo is killed. The casino is in an "umm... transition stage"

Continuing with Tree-passes. Smaller locations, then onto San Brahmin, Puerto or Villa. These tree-passes are brutal, but effective I think. Should be very few issues left once done on an area.
It was a sentry bot.
 
NPC Bartender, Flagstaff
Reply [What's ->Can you tell me about the mine?]
To be in line with the other 2 replies that start with "Can you".

NPC Uncle Tom, Flagstaff
[Got caught stealing mutafruit->mutfruit.]
 
Last edited:
sFall has an AnimationsAtOnceLimit option that increases the number of animations. There is no such option in the CE, perhaps this is the reason.

In Fallout 1, they often stood in the Necropolis when ghouls died from mutants.

I vaguely remember ghouls standing after dying in Necropolis. If that is true and happening on default Fallout, and if a regular sentry bot was also showing the behavior, then the issue may be more complicated.

Still, my initial suspicious lie with some issue in Sonora with the construction of the centipede animations. I've seen it twice them, and never with anything else, after all. However, I know nothing about this area of Fallout, so can't really offer insights or any solutions. We'll have to live with it, unless someone more knowledgeable has a crack at it.
 
Is there any low int dialouge in Sonora, I just ran a 1 int char and talked with granny and nothing.

I ran into some dialogue in San Brahmin (doing tree-pass) that involves low int dialogue. It forced me to analyze this area more thoroughly.

Fallout Sonora certainly has a gradation of dialogues that open up according to intelligence, however, I would say it is imperfect, and could certainly use a polish in the future. The high and low ends in particular are not well tailored to, though the middle ranges are.

The low int path needs the most work, but that would also require a 'goal' first.

Should there be a low int dialogues everywhere? Should low int restrict your access to areas of the game/dialogue, or should pathways be open with stupid dialogue? Or should the low int path really be a dead end, which teaches the player to not choose super low int (an approach one of the original developers espouses I believe, when discussing Fallout).

I also found that the engine injects a choice (which exits dialogue) if the int check fails for all dialogue choices, which means a full low int path with auto answers could be implemented without rewriting every dialogue. Of course, this would certainly lean towards a path that makes you re-roll a character.
 
I ran into some dialogue in San Brahmin (doing tree-pass) that involves low int dialogue. It forced me to analyze this area more thoroughly.

Fallout Sonora certainly has a gradation of dialogues that open up according to intelligence, however, I would say it is imperfect, and could certainly use a polish in the future. The high and low ends in particular are not well tailored to, though the middle ranges are.

The low int path needs the most work, but that would also require a 'goal' first.

Should there be a low int dialogues everywhere? Should low int restrict your access to areas of the game/dialogue, or should pathways be open with stupid dialogue? Or should the low int path really be a dead end, which teaches the player to not choose super low int (an approach one of the original developers espouses I believe, when discussing Fallout).

I also found that the engine injects a choice (which exits dialogue) if the int check fails for all dialogue choices, which means a full low int path with auto answers could be implemented without rewriting every dialogue. Of course, this would certainly lean towards a path that makes you re-roll a character.
Honestly imo it should have abit of everything while being a dead end, it should provide a bit of content but not fully implemented. But first I need to do a low int playthrough in 1 and 2 to really get a good idea. Ill do a low int run after I finish this playthrough of Sonora prob 2 first.
 
Back
Top