Fallout 2 mod Fallout: Sonora

Hi, thank you for your quick reply.
Ad1) yes
Ad2) I'm pretty sure that when I first encountered the drilling machine, it was broken and needed 100 repair skill points. I haven't used any scrap on that and my repair skill was 30. The problem is that as soon as I repaired the generator and the lights came on, the drilling machine was completely functional. The game tells you this if you interact with that. Neither science skill nor repair skill points work on that now, so it seems I am stuck. I have a save few hours before so I may try it again.
 
Fjodik.. there currently is an bug with the machine graphics.. even if it's broken you can use the hand icon to turn it on.. but it shouldn't break the quest.

you need to use repair skill on the machine. not the generator.. try going down the elevator.. There is a high skillcheck of 100% or was it 120% that your skill must be higher than.. however the good news is the junk parts and electronic parts you can buy for example in Garage City, can each lower the check by 20% even down to 0%, it can be done consecutively one by one.. the trick is though that if you use this trick the skillcheck resets when you leave the map, so you can't bring one part use it and go fetch more, because the engine will reset the skillcheck to full

anyways @Cambragol
better late than never, but the credits.mve was uploaded to my ftp..
 
Thank you for your help. The issue is that after I've interacted with the machine, the game tells me that it's in perfect condition and doesn't need to be repaired. The same thing happens when I use the repair skill. Because of that, I can't use the scrap material on it.
 
Thank you for your help. The issue is that after I've interacted with the machine, the game tells me that it's in perfect condition and doesn't need to be repaired. The same thing happens when I use the repair skill. Because of that, I can't use the scrap material on it.

hope you have an earlier save.. this is a major bug indeed... in any case.. when going to the machine, use repair first.. don't click on it using the hand icon before it is repaired.. thing is some dumbass changed the code and the machine now auto starts to turn after being repaired.. the problem is they didn't remove th code that starts the machine by using hand icon.. so therfore the script thinks the machine is fixed, but the global variables are not properly set..

TL : DR
reload to an earlier save approch the machine agin, and *don't* use the hand icon..
@Cambragol
could you look into that script, and edit it? it seemes You do have the knowledge that only 5 ppl on the planet have and are able to write Fallout scripts..

i could only hack them but for me it's like walking in the fog
 
@fjodik
There is a bug here. I have isolated it, and it is really tricky. I have also fixed it, however, I don't know if it will help you, as it is after the fact.

It appears that if you *try* (but fail) to fix the machine before turning on the power, the machine becomes 'fixed' and can no longer be fixed by the player, after turning on the power.

If you fix the machine before turning on the power, everything is fine.

There is a local variable being set in the script for the power generator that affects the drilling machine, though I can't figure out why. Removing the setting of this variable makes the drilling machine fixable whether the power is restored or not.

However, for your game the local variable has already been set, so my fix won't help you.

@gustarballs1983 I'm not as adept as you might think, but I will look into it more. Though I think I have fixed it, I can't account for why the local variable was set in the first place, nor why it affected the drilling machine. Some depth here still escapes me. But I will try to fix it. I don't like bugs lingering in Sonora. I'll include my fix in the next update to the translation, which will come after more feedback on it (so far no reported errors!?)

edit: okay, I figured it out. Now to craft a better fix.
 
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@fjodik Sorry I couldn't help you with your issue. However, I am attaching a fixed version of the robot/generator scripts, that should prevent this problem next time, as well as give the correct fade in and time passage for fixing the drill.

Just unzip and drop the two scripts into data/scripts and it should work.
 

Attachments

OK, so if I use an earlier save with the updated script, it should all work as it should. I really appreciate your help, guys.

Also, your translation is excellent so far – I haven't encountered any issues. BIGGEST THANKS.
 
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