I did not change his script. He still can be cured with doctor, not first aid. However in my mod you need a doctors- or paramedics bag for this now. Internet says he could be cured with medication but I don't see that in the script. He has a crippled arm which gets checked if cured by the normal means of curing crippled wounds by the engine, then his script updates a map var.
I did not changed his script. He still can be cured with doctor, not first aid. However in my mod you need a doctors- or paramedics bag for this now. Internet says he could be cured with medication but I don't see that in the script. He has a crippled arm which gets checked if cured by the normal means of curing crippled wounds by the engine, than his script updates a map var.
Well Stormer's guide has a lot of vague, missing or also wrong informations imo. I'd recommend the one from bgforge.net which I found quite useful and mostly correct: F:Nevada walkthrough
Hotfix v0.5.2
Hello fellow radiated guys and lads. I playtested some more and noticed a few rough edges so I felt the need to bundle a new hotfix. It should be safe to apply midgame, but keep in mind that any changes to maps will only be present when its not in the savegame (not visited yet).
main elements of the hotfix are:
- fixed gov vault train ambush encounter, which didn't seem to trigger with the variables used (in vanilla) and was questionably played out too - now it is attempted to better fit in and has a trigger which depends on your actions, also fixed the dialogue, making it appear as a proper window.
- corrected an error in encounters on worldmap
- fixed wind of war caraveneer throwing the symbol (didn't work for me and now it does)
- corrected infection calculation in obj_dude.int script, where wrong statements were used in vanilla for poison and rad resistance modifier
- rad resist increased to 3*EN (from orig 2*EN) (hui)
- changed location of .233 pistol for better access
- and more...
new bug encountered:
>sometimes game freezes in ambush map after gov vault, 1st combat turn - looks like it happens mostly when enemies don't have the player in sight in their 1st turn...
v0.5.2 hotfix changes
corrected an error in encounters on worldmap (worldmap.txt, WORLDMAP.msg)
corrected infection calculation (obj_dude.int)
rad resist 3*EN (from orig 2*EN) (Stats.ini)
wind of war entry info polished (WWBasa.msg)
wind of war main computer dialogue tweaked, added tarantula entry (WSCompRd.int, WSCompRd.msg)
wind of war caraveneer throw fixed (WCCRVBIL.int)
hawthorne switchboard dialogue tweaked (again) (HSTrlCtr.msg)
gov vault oxygen supply cylinders dialogue tweaked (XIBallon.msg)
gov vault cable dialogue tweaked (again) XIKabel.msg
gov vault Lift dialogue tweaked (again) (XILift.msg)
gov vault sink dialogue tweaked (XIWater.msg)
gov vault damaged door dialogue tweaked (XSDstrDr.msg)
gov vault monitor dialogue tweaked (XSMontor.msg)
gov vault piano dialogue tweaked (XSPiano.msg)
gov vault train drivers dialogue and scripts tweaked (again) (XCFrand.int, XCFrand.msg)
gov vault train ambush encounter fixed and changed dialogue (XCFrand2.int, XCFrand2.msg)
endboss dialogue tweaked (again) (XCJoker.msg)
safe items tweaked (ZIShelf.int)
endboss resistances tweaked
robots armor class tweaked
hawthorne office building map tweaked (again) - added robot weapon (mbase00)
salt lake train depot map tweaked (again) - added robot, more rad spots, robot loadout (sftanker)
gov vault map tweaked (again) - added items and certain pistol (encdet)
gov vault arrival map tweaked (again) - changed driver loadout and additional clone guarding the train (encdock)
gov vault ambush map tweaked (again) - changed driver loadout and scenery (encgd)
Also updated the main mod archive to 0.5.2
For bugs and similar questions pls consider writing me a pm first to keep the thread uncluttered a bit
EDIT: 09.08.25: I had to re-upload the file with a correction in folder structure. I recommend to download again
(after that, in data/text/english folder "dialogue" can and should be deleted.
They did not yet, as higher priority was to get rid of the rough edges of the core game.
But they are on the list. Just I wouldn't count on to see them so soon..
I'd say that that, besides from fixing errors in the core game, the companions are the last element the mod really needs be considered perfect. If only to counter the slightly depressive feeling of being all alone..
Well, apparently I made a small mistake with the dialog folder (spelled it "dialogue") in the last hotfix (0.5.2) so I re-uploaded the hotfix with the now-correct structure in the post above. I advise everyone to look into their data/text/english folder and if there's a "dialogue" folder to copy any file into "dialog" folder. "dialogue" can be safely deleted afterwards. Also the main archive had that issue with the latest update. now corrected and named it 0.5.2b to reflect that re-upload.
So in short: look into folder data/text/english and copy any files from "dialogue" folder into "dialog" folder, delete "dialogue" folder afterwards.
Bro I did not edit them. Also I don't have this issue. It looks like that you choose the "Modified dialogues of Las Vegas [1.01]" option in the installer of the original game. But they are for the russian translation.
So I recommend you re-install your game and choose only the english translation option. If the issue persists you can send me a pm to keep this thread decluttered.
Finished a playthrough today! Pretty good. Some bugs though:
When fighting Tarantulas, the combat feed still describes them as Centaurs.
Also i couldn't find some of the new guns. I found ammo for the HK G11e, but never found the weapon itself. Ammunition over the board was very scarce too, but i guess this is a issue with the original Nevada
Finished a playthrough today! Pretty good. Some bugs though:
When fighting Tarantulas, the combat feed still describes them as Centaurs.
Also i couldn't find some of the new guns. I found ammo for the HK G11e, but never found the weapon itself. Ammunition over the board was very scarce too, but i guess this is a issue with the original Nevada
Hey @Crit to the eye, thanks for the positive feedback!
As for the tarantulas, because of the limited number of kill types, they use the same category as centaurs and therefore also their combat messages.
I've changed the text to be suitable for both and will put it in the next update. For a quick solution you can do it yourself, as I'm on vacation for 2 weeks now.
look into DATA\TEXT\ENGLISH\GAME\COMBAT.msg and change following lines like this:
#PMOD{5900}{}{. Pushed like a bad habit, the centaur falls over and is stunned}
{5900}{}{. Pushed like a bad habit, the creature falls over and is stunned}
#PMOD{5907}{}{, stunning the centaur as it is knocked over with a crippled leg}
{5907}{}{, stunning the creature as it is knocked over with a crippled leg}
#PMOD{5909}{}{, surprising the centaur. It blindly stumbles for a moment}
{5909}{}{, surprising the creature. It blindly stumbles for a moment}
#PMOD{5910}{}{, surprising the centaur. It collapses in a heap}
{5910}{}{, surprising the creature. It collapses in a heap}
#PMOD{5911}{}{, surprising the centaur. It collapses in a pile of goo}
{5911}{}{, surprising the creature. It collapses in a pile of goo}
However, in combat they are referred as "tarantool" and I cannot, for the rat-god's sake- find the location to change this in the files...
As for the HK G11e (and also Gatling Laser) I decided to make them appear very late as they were not originally in the game and could shift the intended power level. They are part of the clones loadout in the final encounter with a chance and when player level is above 16.