PROGRESS: 90% PRIORITY: CRITICAL -- Extracting everything from critter.dat and master.dat within the installer and get game running without Fo2 data files.
PROGRESS: 50% PRIORITY: CRITICAL -- Water chip quest in Pipboy (countdown post-it note) [Possibly fixable using Sfall GUI commands, see post from Lexx] - Hard ,,, Since I don't know any Sfall coding yet, I'll do this a quick and dirty way.... notify on each map enter.
PROGRESS: 50% PRIORITY: CRITICAL -- QUEST entries, "STATUS" in Pipboy [quest.txt, pipboy.msg] - Easy
PROGRESS: 25% PRIORITY: CRITICAL -- No random encounters. [Just need to fill out the tables in the txt file, OR, can still use scripts from Fallout 1 (files from Cubik2k). The issue is that if using txt file which we should do, there's 840 zones to fill in] - Hard or Very Hard - UPDATE: Darek has confirmed that scripts will not work, so we'll have to build it the proper way ,,, FO1 only had six encounter types per zone, so what we can do is build those entries from FO1 script data and just copy paste them into the corresponding entries in worldmap.txt - shouldn't be too bad, Darek mapped out the zones earlier in this thread.
PROGRESS: 0%, DOABLE WITH SFALL PRIORITY: CRITICAL -- Level max 21 instead of 99 [ddraw.ini entry] - Easy
PROGRESS: 0% PRIORITY: CRITICAL -- Messages when you die [enddeath.txt] - Easy
PROGRESS: 0% PRIORITY: CRITICAL -- text and audio for endgame slideshow (town endings) - Easy/Medium