Fallout 2 mod Fallout: Yesterday

Discussion in 'Fallout General Modding' started by hexer, Apr 5, 2020.

  1. hexer

    hexer It's PJ! Modder

    510
    Dec 7, 2013
    Thanks for the report, it has been fixed!
     
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  2. Arathos

    Arathos It Wandered In From the Wastes

    125
    Feb 2, 2017
    Suggestion for future update: Make Angela romanceable/seduceable!

    Unfortunately right now even with max charisma and all naughty perks I cannot overpower her robosexuality. :(
     
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  3. hexer

    hexer It's PJ! Modder

    510
    Dec 7, 2013
    We will! It’s a request we’ve recieved multiple times by now. She actually had two flirting paths. One is a dead end you saw, and the other leads somewhere but can’t be triggered due to a bug. I’ll bump it up on our priority list
     
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  4. Oracle

    Oracle Vault Senior Citizen

    May 19, 2003
    oh god...
     
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  5. The_Proletarian

    The_Proletarian Sonny, I Watched the Vault Bein' Built!
    Staff Member Admin

    Mar 15, 2012
    The conversation with the old black man below doesn't make much sense. But maybe he is supposed to be rambling.

    I have a suggestion for the conversation below. He mentions Rake and your option is to reply "Umm, who's Rake?". In the example below I had already met Rake. So I would suggest that if you have spoken to Rake prior to talking to the old black man then you should instead be able to reply "What about Rake?". Just a bit of reactivity,




    ---

    e:

    I was thinking about a reference to the Quake 2 prisoners to put in Tibbets. Can one inmate have floating text that is like this? All the quotes can be found at the bottom of this page.


     
    Last edited: Jan 1, 2024
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  6. Arathos

    Arathos It Wandered In From the Wastes

    125
    Feb 2, 2017
    Yay, it would be great since she is a really fun girl to be around^^

    Any chance of her getting such stuff in the next update...hopefully still in 2024?

    Also will there be more joinable companions with quests and backstories? Maybe flings or/and romances too?

    (Would be sweet if Angela was among them)
     
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  7. Sagez

    Sagez It Wandered In From the Wastes

    148
    Oct 29, 2013
    Hi, I'll write a larger post later when I'll have time, just wanted to share some bugs (some may be intentional) and thoughts:

    - you can enter New Caanan but can't leave (no exit grid, just some black void here and there), also there is loot in the church that probably shouldn't be there
    - during Goris encounter you can't talk to him after speaking about car, I'm not counting floating text
    - as @The_Proletarian said, many texts lack reactivity, you can often say the same things again and again to NPCs
    - I think it is intentional but I dislike how in Fort Abandon you are immediately attacked by Deathclaw (it wasn't like that in an older build). Maybe it's a bug but I got it twice.
    - If you enter Boulder Dome you get immediately attacked by ghouls, that makes sense... but maybe PE/Outdoorsman checks could prevent that?
    - In general I think that some exit grids/green grids should be larger/more visible
    - Angela ''romance quest'' in Tibbets should give some XP imo and good/bad karma when resolved.
    - Any chance that you'll add an option to repair/reprogram a broken robot in Tibbets? Player could earn a temporary companion that way (and XP). A friendly robot could help wih plant and slugs.

    Which location do you want to finish next? I would vote Blackfoot, to add more to the early game (dog companion!).
    Would be cool if merchants and caravans could be added soon, right now I have a loot that I can't really sell (or please tell me where can I find merchants apart from random encounters).

    I love how Hoover Dam looks. Can't wait for more stuff.

    Anyway, congratulations to the whole team! Great job.
     
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  8. KitsuneAmy

    KitsuneAmy House Dragonmaid

    17
    Mar 3, 2021
    I'm thinking of holding off playing the main quest for now since I wanted there to be voiceover for talking heads for that little bit more immersion, would using AI voices from Elevenlabs be an acceptable substitute until real VAs record their performance?

    I'd also like to echo what Sagez said about exit grids, the last thing I wanted to say about Scrapheap is that I briefly had trouble finding the exit grid, especially because of the blue filter making it harder to see.
     
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  9. hexer

    hexer It's PJ! Modder

    510
    Dec 7, 2013
    Thank you all for the feedback, it is all very helpful in order to improve the game and fix bugs. Keep it coming!

    I’ll have to double check what’s going on with his dialog. Might be that a change was made and his dialog wasn’t updated.

    Sure thing, sounds like he would fit in two places in Tibbets without breaking the immersion! I’ll add that to our todo list

    Yes!

    There will be many companions. Right now there are 4 companions, 2 of those secret. They can’t level up which sucks but it’s on our priority list. Angela wasn’t planned as a companion because of things I don’t want to spoil but we’ll think about it!

    Many locations lack that final polish. We released them in order to attract more devs to the team but I believe it scared them off when they saw the scope of it

    Right now Hoover Dam is recieving lots of attention!

    I’ll check but Goris’ encounter will get changed. The purpose of that encounter is to get your hands on the Highwayman (not implemented yet) first and foremost, he is just there guarding it.

    Yes, I know what you mean. The lack of time is what made us reuse old lines. It’s on our list to fix later. It is all needed before any VA.

    That’s odd, the deathclaw should attack the Legion first. Sounds like it saw/heard you first and lunged. Will be sorted out.

    There are a couple of things happening there. The hostiles will not only attack if they can see you, but also if they can just hear you. This was rarely the case in previous Fallout games where hostiles would only rely on sight. That means Sneak is a lot more useful skill than it was before. Also, those hostile glowing one ghouls are there for a reason but that is something not revealed yet.

    These should all be doable.

    You mean the robot inside the SimTek hologram or some other like those that got wasted by the mysterious soldiers? Nothing from SimTek actually exists since it’s all a holographic simulation so he can’t become a companion. But to answer your question, we have some plans for this, yes.

    The next location on our list is Hoover Dam. After that, Mesa Verde, Blackfoot and Boulder Dome.

    There are two merchants in the Reservation (they don’t restock yet).

    Thank you!! :salute:

    Yes, I know what you mean. We also miss the VA and that’s why everybody wanted to do the main story first, so we can lock down the dialogs for it and do the VA.

    I think the main problem there is that you don’t immediately see it, so it’s easy to miss. It should be an easy fix.
     
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  10. Audicted

    Audicted Fallout Addict

    15
    Nov 30, 2018
    Hey, just found out this TC. Amazing work ! Can't wait to play it.

    Quick question though. If i didn't become color-blind suddenly, i don't think this is supposed to look like this:

    edit: Failed to notice that it is by design, sorry. As soon as i exit the grid, everything is normal.

    color-blind.png
     

    Attached Files:

    Last edited: Jan 23, 2024
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  11. hexer

    hexer It's PJ! Modder

    510
    Dec 7, 2013
    In the future, it will be very clearly communicated that you’re inside the simulation hologram and that’s why the colors are different. Enjoy!
     
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  12. Audicted

    Audicted Fallout Addict

    15
    Nov 30, 2018
    The log screen is not working, is it by design too ?
     
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  13. hexer

    hexer It's PJ! Modder

    510
    Dec 7, 2013
    Nope, that's a rare bug with sfall HiRes mod some players have reported.
    To fix it, you need to switch to Mash's HiRes mod again and use that. This will be sorted out in the future but these are the steps:

    1. in ddraw.ini set HiResMode=0
    2. in f2_res.ini set UAC_AWARE=0 and GRAPHICS_MODE=0
    3. run f2_res_Config.exe and enable the mod
    4. adjust settings to your liking
     
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  14. The_Proletarian

    The_Proletarian Sonny, I Watched the Vault Bein' Built!
    Staff Member Admin

    Mar 15, 2012
    The latest Dev Diary on Patreon was very interesting about how caravans were implemented in Fallout. I hope it's ok that I quote some of it below:

     
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  15. hexer

    hexer It's PJ! Modder

    510
    Dec 7, 2013
    Yeah, that’s fine. All discussion on this are welcome
     
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  16. Oracle

    Oracle Vault Senior Citizen

    May 19, 2003
    A rework is a good idea if the original method is a big mess. Does the game tell the player when the travel goes to much off the track or anything? Maybe like a scripted encounter with a warning from the caravan? Also with the player actually planning the Journey, your kinda taking the role of caravan master instead of just a guard.

    I would welcome a more fleshed out caravan mechanic in then OG games too. Quite enjoyed doing those back in the day. pity it had low variable encounters
     
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  17. hexer

    hexer It's PJ! Modder

    510
    Dec 7, 2013
    Yes, exactly that. The caravan master will stop the caravan and warn you if you are running late.

    That is true, and I've been thinking about it. So, when you take the caravan job, you will be informed that you'll be directly assisting the caravan master along the way with all your skills and experience in wasteland survival. The goal is to defend the caravan, ensure it reaches its destination on time, and provide healing to any wounded team members, if possible.

    It's more of a jack-of-all-trades position due to the player's familiarity with the wasteland than a specialized guard role. I must say that it didn't always make sense in Fallout 1 and 2 when they would hire just about any character build as a guard. What if my character was a diplomatic pencil neck? Why would anyone hire him as a guard unless they were desperate?

    And, of course, there are plans for the player to progress to the position of the caravan master someday!
    Just you, the guards, and the precious cargo - bigger stakes, bigger earnings :deal:
     
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  18. Oracle

    Oracle Vault Senior Citizen

    May 19, 2003
    Sounds good, Hexer
     
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  19. Audicted

    Audicted Fallout Addict

    15
    Nov 30, 2018
    some of the texts are not readable (white coloured "amount" texts in barter screen for example) because of this weird bloom effect. Is there any way to disable this? Untitled.png
     
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  20. hexer

    hexer It's PJ! Modder

    510
    Dec 7, 2013
    Yes, you can easily disable it by going to \data\shaders folder and deleting/moving file global.fx from it
     
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