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

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?
That is possible. In code, ending 6 can only be achieved if none of the other requirements for endings 1-5 are met. Those requirements may very well 'lock out' ending 6. Though, without digging into the code, I can't say for sure. Perhaps there is a way to get your family out of the Zone without making a choice on ZAX.

EDIT: The ending could possibly be reached if you do not save your family in the Zone. I think it is possible to take such a route and continue the story. There is plenty of dialogue and quest options revolving around forsaking your family and Villa.
 
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That is intended. There's some weird language coming from the Fire Worshippers at times, but it is definitely intended. I tried to standardise it. but there are still some eccentricities.
I did think it was a language thing among them given the Canticle for Leibowitz speech they have
I'll post whatever stuff I find in the 1.0 translation, though so far it has all been really minor stuff, you did great, thank you

Here is some stuff:
There are references to Henry Beamis both in EncBibl and pro_item, but it should be "Bemis", since he's a character from the Twilight Zone (episode 8 from the first season), looking at the Wikipedia article he's also spelled as "Bemis" in Russian
EncScrib refers to the Scribe as a Clerk, given the filename I think this is a Scribe
There was also a file that had "S-s-s-suka..." just at the start of the file, this should be Russian for сука/suka/bitch but I can't find it again, I'll post it when I find it
FCBarSlv has a typo in 210, "gona"
 
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There are references to Henry Beamis both in EncBibl and pro_item, but it should be "Bemis", since he's a character from the Twilight Zone (episode 8 from the first season), looking at the Wikipedia article he's also spelled as "Bemis" in Russian
Weird. I found that reference to the twilight zone episode and thought I had fixed everything to Bemis. But I actually fixed it backwards, setting everything to Beamis. Durr.

All the other points you found I have now fixed. I have an ongoing fix build that will be released soon for 1.01 - Lots of small stuff.
Also, the Jackals have lots of stuttering in their speech, because of health issues related to starvation/inbreeding etc. - the Suka file does refer to a bitch, though Suka does not show up anywhere in the actual dialogue/translation.

Thanks @OnlyALad !
 
That's pretty good, thanks for being so committed to a perfect translation. I'll see what I find, I hope it's useful though

ZSDoor refers to lockpicks as master keys

In FCCtznA, there's two lines:
"{238}{}{How long have you lived here?}
{239}{}{No, I came with the second wave of colonists from a big city in the south.}"

Is there any other dialogue that directs you to 239? Because it seems 238 used to be something like "Have you always lived here?" or something like that, because of the 'No' at the start
 
That is possible. In code, ending 6 can only be achieved if none of the other requirements for endings 1-5 are met. Those requirements may very well 'lock out' ending 6. Though, without digging into the code, I can't say for sure. Perhaps there is a way to get your family out of the Zone without making a choice on ZAX.

EDIT: The ending could possibly be reached if you do not save your family in the Zone. I think it is possible to take such a route and continue the story. There is plenty of dialogue and quest options revolving around forsaking your family and Villa.

Very interesting - didn't know that was even an option.
In terms of the translation for the Day glow DLC - did you have a references to the endings there anywhere? Wasn't able to find anything about it
 
In FCCtznA, there's two lines:
"{238}{}{How long have you lived here?}
{239}{}{No, I came with the second wave of colonists from a big city in the south.}"

Is there any other dialogue that directs you to 239? Because it seems 238 used to be something like "Have you always lived here?" or something like that, because of the 'No' at the start
Lines 238-241 are not used in game/script - they are just extra lines that could have padded out the dialogue a bit.

I am going to change all the 'master key' references. Early on I was confused by the change in mechanics for picking locks, and thought that there were actual 'master keys'. There aren't, so lock picks should work best.

Thanks OnlyALad! I take it you are pressing on with the Spanish Translation?

In terms of the translation for the Day glow DLC - did you have a references to the endings there anywhere? Wasn't able to find anything about it
There are no Dayglow endings. It is just a small scene 'in game'. No final slides. It would have been nice to have an end-slide for Dayglow. I wonder why not..?
 
Perhaps a technical limitation to the number of ending slides?
Maybe, even likely, as adding an ending slide shouldn't have been too much effort, compared to the effort of making all of Dayglow.

How are you doing?
Just waiting for more bugs/issues to roll in, though there haven't been many, so I suppose that is good.

I am contemplating restoring Spanish accents to all the Spanish text. Is it weird to see Spanish without the accents? I removed them originally, because the Russian fonts didn't support them, but laster I moved to the original Fonts, which *do* support Spanish accents, but by then they were all gone.
 
I did a quick test with Granny Adonisia, using Lynettes lip syncs. It worked well enough that I am going to test generating custom lip syncs next. If tech hurdles are overcome, I will likely proceed. Stay tuned.

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What's the plan for this? Are you going to voice the dialog for all the talking heads? Would be interesting to see if you could scrounge together a fan cast based on Mexican/Latin telenovela actors from the 1990s and then get AI to replicate them.
 
No specific plan because I have not committed to it yet.

I don't think I would proceed, even if technical hurdles were all overcome, if the voice acting/sound quality were not equal to Fallout 1. AI voices give perfect sound quality, but lack emotional depth/'acting'. Community voices could reach the depth/'acting' levels I'd like, but recording quality varies wildly.

Perhaps a combination of the two, where AI voices for characters who never get too emotional would suffice (example, Granny Adonsia), and seek out community actors with top-notch acting skills and recording equipment for others. I believe there are a few 'voice actor guilds' that do work for mods out there. Still, it could be a tall order.

No plan whatsoever to scrounge together a fan cast of Mexican/Latin telenovela actors from the 1990s to be AI replicated however...
 
I am contemplating restoring Spanish accents to all the Spanish text. Is it weird to see Spanish without the accents? I removed them originally, because the Russian fonts didn't support them, but laster I moved to the original Fonts, which *do* support Spanish accents, but by then they were all gone.
If you need help with it, I'd gladly do it
It doesn't feel too weird or important, at least I haven't seen any spanish examples yet where an accent mark would change the context of a conversation (as some words have a completely different meaning if they have it somewhere, like Papa or Papá, which would mean Potato or Dad respectively)

Also, there was one thing I wanted to ask. HSComp refers to the Tinsmiths as "Tintoreros", this would literally mean "Dyer", a guy who dyes fabric. Does the original text refers to them as this?

Also, in TCBoss there is a small error in line 237, "Can ask I ask something else?"
 
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If you need help with it, I'd gladly do it
I think I will be okay, as running it through a translator just adds the accents back automatically. I think. Though I might need some help checking the lines, as the google generated Spanish is not the greatest.

As you pointed out, the 'Tintoreros' reference is wrong. It is supposed to be the Tinsmiths, though I am not sure what that should be in Spanish. The Spanish I generated in a number of places were just straight from google translate, as I don't speak a lick of Spanish. What term are you using in your translation?

Also, fixed line 237 - thanks!
 
I think I will be okay, as running it through a translator just adds the accents back automatically. I think. Though I might need some help checking the lines, as the google generated Spanish is not the greatest.

As you pointed out, the 'Tintoreros' reference is wrong. It is supposed to be the Tinsmiths, though I am not sure what that should be in Spanish. The Spanish I generated in a number of places were just straight from google translate, as I don't speak a lick of Spanish. What term are you using in your translation?

Also, fixed line 237 - thanks!
I'm using 'Hojalatero', which is just the literal translation of Tinsmith

However, upon stumbling at Tintorero, at first I thought it was a typo of "Tornero", a lathe worker
Then I asked a mexican out of curiosity, and in Mexico "Hojalatero" has more of a scavenger connotation, and "Tornero" a more professional worker who works with tin and metal
I'm considering swapping it to Tornero, but I'm not sure yet
 
The original Russian has a bit of a scavenger vibe to it I believe, "жестянщиков" literally refers to "tinsmiths" or "metal workers," but in post-apocalyptic settings, it often metaphorically refers to scavengers or people who collect and repurpose scrap metal. So Hojalatero might be fitting? Hard to say, as the Tinsmiths certainly scavenge and repurpose metals and tech, but they are also reworking and reinventing it.

How are you handling the 'Spanish' in your translation - I mean the Spanish that would appear as untranslated Spanish in the English version for those without the Spanish Trait? Because if you're keeping that as straight Spanish, then perhaps it would be good for you to give that a polish for both mods/and or line them up the same? Not critical, as I expect the English users of my translation to normally not understand the Spanish, but still...
 
The original Russian has a bit of a scavenger vibe to it I believe, "жестянщиков" literally refers to "tinsmiths" or "metal workers," but in post-apocalyptic settings, it often metaphorically refers to scavengers or people who collect and repurpose scrap metal. So Hojalatero might be fitting? Hard to say, as the Tinsmiths certainly scavenge and repurpose metals and tech, but they are also reworking and reinventing it.

How are you handling the 'Spanish' in your translation - I mean the Spanish that would appear as untranslated Spanish in the English version for those without the Spanish Trait? Because if you're keeping that as straight Spanish, then perhaps it would be good for you to give that a polish for both mods/and or line them up the same? Not critical, as I expect the English users of my translation to normally not understand the Spanish, but still...
I think Hojalatero should work then, as it's just the literal translation of Tinsmith; even then, if you prefer something else it's just referenced in that line, so it's not very important

About spanish, I have taken liberties and it depends on the context, so it's not the same as your translation - there is some text I can't really change, like the computer in Hermosillo which blocks out one of the options, so I just kept that dialogue tree the same for trait and non-trait
Regarding characters, so far I've made them less friendly to the player because you're not a full-on mexican like them, and regard you as a half-blood
With characters like Dominguez, perhaps I'll leave some information out so a character with the trait gets more exposition from him


However, if I understood right, if you need something polished up then you can send it my way - after all I'm able to translate this thanks to you, it's the least I can do

Also, there's an error in HCBoss in 211 and 311, "dentention"
 
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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.

View attachment 35575View attachment 35576

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.
Sorry for the late reply, but don't worry. I thought I was supposed to use the insecticide in the green house. Just a misunderstanding. Thanks.
 
That is possible. In code, ending 6 can only be achieved if none of the other requirements for endings 1-5 are met. Those requirements may very well 'lock out' ending 6. Though, without digging into the code, I can't say for sure. Perhaps there is a way to get your family out of the Zone without making a choice on ZAX.

EDIT: The ending could possibly be reached if you do not save your family in the Zone. I think it is possible to take such a route and continue the story. There is plenty of dialogue and quest options revolving around forsaking your family and Villa.

Do you happen to know the Prerequisites to ALL of the different endings mentioned on the wiki? Since I am an english speaker there is no way to find out - would that be possible?
 
Sorry for the late reply, but don't worry. I thought I was supposed to use the insecticide in the green house. Just a misunderstanding. Thanks.
No worries. Though it was a misunderstanding, it did reveal that the dialogue around the quest, in Russian and English, was wrong. It will be fixed in a 1.01 update.

Do you happen to know the Prerequisites to ALL of the different endings mentioned on the wiki? Since I am an english speaker there is no way to find out - would that be possible?
I can get them. I will add them to the english wiki next. There are roughly translated prerequisites translated from the Russian there already, though I guess those are incomplete/lacking detail? I didn't look closely at them.

However, if I understood right, if you need something polished up then you can send it my way - after all I'm able to translate this thanks to you, it's the least I can do
When I have restored the accents, I'll send them your way, so you can give them a once over. Thanks!
 
It's pretty cool that another party decided to translate this game just for others to enjoy it, unlike Shattered Destiny and other fan games that received a number of translations by the hands of its developers (not that it isn't equally cool, to release your own stuff for players of different countries).

Below are the typos, or other issues found during my last playthrough of Fallout Sonora. My input is colored like this, and I decided to screenshot my findings, instead of simply posting a list:

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