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

how in the world did you get those changes? just a byte compare of the two binaries?
For strings, it's just from a simple hex comparison of the two binaries. For code changes, I use Microsoft's dumpbin.exe to dump both into disassembly text file, then check diff results and their addresses in IDA Pro database to find out what those changes are. Other than sound decoding hacks, there's one change in movie playback function that I have absolutely no idea why it's done.
 
@QuantumApprentice
Dude there's no need to add foxx's installer to av exceptions, at least i never did..
However in the past sfall5 did trigger av, it stopped beong the case a while ago, smart screen filter may be asked to "install anyways"
And in the past i had to set the default language for non unicode support programs to russian in windows to get the foxx installer runnin but it also is no longer the case, the only thing that ocasionally trips my av is stalin's sfall configuration tool, but i always delete that anyways, as i configure ddraw.ini by hand
 
@gustarballs1983
Oh I'm not complaining about the installer, its the fact that his instructions include adding an exception to your antivirus for something that's flagging as a virus. It may be a false flag, but I don't agree with the solution.
And I'm pretty sure MrStalin knows how to write a program so it doesn't get flagged by antivirus, to the point that Foxx shouldn't have to ask people to add antivirus exceptions.

I'm sticking with regular sfall, especially since the mod doesn't install with its own version of sfall.
Foxx could provide both sfall versions in the installer if he wanted, as well as giving you the option of using un-modded fallout2.exe/fallout2HR.exe, given what NovaRain has said.
 
@gustarballs1983
Oh I'm not complaining about the installer, its the fact that his instructions include adding an exception to your antivirus for something that's flagging as a virus. It may be a false flag, but I don't agree with the solution.
And I'm pretty sure MrStalin knows how to write a program so it doesn't get flagged by antivirus, to the point that Foxx shouldn't have to ask people to add antivirus exceptions.

I'm sticking with regular sfall, especially since the mod doesn't install with its own version of sfall.
Foxx could provide both sfall versions in the installer if he wanted, as well as giving you the option of using un-modded fallout2.exe/fallout2HR.exe, given what NovaRain has said.
Totally agree that all mods should come with optional sfall branch..

Though as a general rule of thumb
Western mods come with vanilla sfall,
russian mods come with stalin's sfalls
It was always like this..

Foxx is asking ppl to add av exceptions just in case, as he does that on a russian torrent forum, and not some official internet store, so take that with a grain of salt;)

As i said currently no av exception needs to be made, nor setting russian as default non unicode support language is needed
 
@gustarballs1983
Oh I'm not complaining about the installer, its the fact that his instructions include adding an exception to your antivirus for something that's flagging as a virus. It may be a false flag, but I don't agree with the solution.
And I'm pretty sure MrStalin knows how to write a program so it doesn't get flagged by antivirus, to the point that Foxx shouldn't have to ask people to add antivirus exceptions.

I'm sticking with regular sfall, especially since the mod doesn't install with its own version of sfall.
Foxx could provide both sfall versions in the installer if he wanted, as well as giving you the option of using un-modded fallout2.exe/fallout2HR.exe, given what NovaRain has said.

Mr. Stalin's sFall version is better atm, if for nothing else then just for the two-column inventory that comes with it which is super sweet, you're missing out imo. I think it's definitely a false positive since I had zero issues while playing any of his Fallout repacks (Resurrection and Nevada are also goat) and no malware or antivirus programs detected anything odd in the repack files on my end. @Foxx can chime in if he wants to provide a complete explanation and dispel any doubts but I think it's more paranoia than anything else tbh.
 
Yeah i dont get why pc knowledgable boomers like nma dwellers of all people would get riled up by something so simple as an obvious false positive.
 
I'm having trouble at the Green Houses at Casa Nueva. I managed to get the Followers to make the insecticide. According to Wiki, i'm supposed use it on some consainer of water or a scarecrow, but no matter what I use it on, it seems to give me the message "That does nothing."
 
I haven't played that area yet. However, the scripts is looking for the insecticide to be used on a scarecrow. Strangely, there is no place in any dialogue where this comes up.

Hmm.

EDIT: Looking at the scripting and the overall dialogue for this quest, I can't help but feel it is unfinished, and the use of the scarecrow was some kind of temporary or quick fix to make the quest complete-able.
 
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I haven't played that area yet. However, the scripts is looking for the insecticide to be used on a scarecrow. Strangely, there is no place in any dialogue where this comes up.

Hmm.

EDIT: Looking at the scripting and the overall dialogue for this quest, I can't help but feel it is unfinished, and the use of the scarecrow was some kind of temporary or quick fix to make the quest complete-able.
Baffling. It's a shame it is. What does the script exactly say?
 
The script expects the insecticide to be 'used' on the scarecrow (the script could be on the water tank nearby as well, I can't open mapper so I can't check that).

If used successfully you will get this message:

"You're spraying an insecticide-like poison. Soon the substance will begin to affect all living things around it"

If already done, you get this message:
"This place has already been treated with the poison."

Could you send me your save game? I would like to fix this quest, either by making the original plan work in script, or by adjusting all the related dialogue to eliminate spraying etc, and replace with adding to the water supply or some such.
 
Thanks!

I get crashes with 1 and 3, but 2 is working. However, that save is a ways back from having the insecticide, so I can't tackle this immediately.
 
Okay, I tested this in game. The insecticide works on both the scarecrow and the water tank. I right clicked then selected backpack, and then chose the jerrycan full of insecticide.

Screen Shot 2024-12-07 at 14.09.13.pngScreen Shot 2024-12-07 at 14.11.20.png

However, the entire set up of the quest is wrong, so I will be fixing that in dialogue, to match what you actually have to do.

@Graylandertagger what version of Sonora are you using? If it is not vanilla with Fallout 2 CE, I can't really account for the issue you are having.
 
Thanks!

I get crashes with 1 and 3, but 2 is working. However, that save is a ways back from having the insecticide, so I can't tackle this immediately.

Hey Cam, really appreciate you doing this. You're the reason I can now play this incredible Fallout game. I've been searching the forums unsuccessfully trying to see all of the different endings and how to get them. I searched the wiki which seemed incomplete.

Since you directly translated those endings I was hoping you could help me out. :) Need general help but more specifically the Tinsmith endings - how does one achieve all of them?
 
Hi @VGS . Your welcome. Glad you are able to enjoy it.

I have updated the Wiki here with all the details you need. I went through the code to get the exact requirements for each ending. I also added the in game Ron Perlman/English narrations.

Let me know if any others seem incomplete, and I can add the requirements.
 
Hi @VGS . Your welcome. Glad you are able to enjoy it.

I have updated the Wiki here with all the details you need. I went through the code to get the exact requirements for each ending. I also added the in game Ron Perlman/English narrations.

Let me know if any others seem incomplete, and I can add the requirements.

Howdy - very cool. The last ending. "Despite their technological superiority, the Tinsmiths remain dependent on the outside world. Without even noticing it, they change, regaining some of their lost humanity."

Isn't that impossible to achieve since in order to progress the story you HAVE to either disable or enable the Zax's AI? How else do you get your family to escape?
 
There's a minor typo in DCMcCord, line 217: "Afaid"
Also, in EncSlvC in line 205, the curator says "nuclear womb". I don't know if this is a typo or intended though
 
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