Here's the preview:
https://easyupload.io/1j5tdh
Do note that it's incomplete, just the main game (patched), Cubik's mod (patched) for those who want to use it, the walkthrough and an "old" readme (outdated) in case people need the info on instal & Cubik's mod.
Changelog (1.0 to 1.0a):
-Added Town Markers
-Fixed the War Tech Facility map (now the barricaded SW corner can be opened w/o crashing) (modder/mapper only fix)
-Fixed the critter proto files (can't be made to glitch anymore) (also easier to read in proto editors)
-Overhauled all map scripts (removed anything related to Fo2 (cleaner now), fixed a few false lighting settings (for five maps) and fixed the idolized state in Infested Flagstaff)
-Bandit & Cannibals no longer give karma when killed.
-The "Merc: Darlok " reveals the first dungeon if asked about locations.
-The "Miner: Braeden" reveals the first mine if asked about locations.
-Kingpin now checks for 10 Metal Armour (not 20); pretty sure that was a typo in the original
-Vault-Net can't teleport to the BoS before it appears anymore and teleporting to an unknown dungeon doesn't drop the player in a black spot on the worldmap.
-Cyber Surgeon: a player with combat implants can't go ahead with a procedure when at max CH anymore (max is 10 normal, 9 with one & 8 with two implants), secondly, combat implants don't reduce CH twice (if using newer sfall), thirdly, corrected a 50k typo (detail), and last, money is now removed w/o exploit option)
-Several (minor) typo corrections in dialog and game files.
-Fixed the Apocalypse Camp map (had a huge blob of random hex blockers in the middle)
-Fixed the Raiders map (had some missing blockers and displaced art)
-Added a door script to block the "doorway blocked message" (currently only used on the Raiders map, which was the main culprit)
-Fixed the Scorpion Tail item (had characteristics of item 82; which was not a problem in-game, but would have acted up in mapper)
-Added the 1.02d fix for 44 JHP ammo : bit debatable, but w/o it, only the Mauser is worse than the revolvers, which can't be intended. However, it is possible that the weapons were designed for 1.02d (it really feels that way), but the mod was balanced and tested with 1.0 (they do a lot more damage on the player now...)... not 100% sure about this one. But considering how weak the revolvers are, and how they are designed (Slayer has high AP cost and (supposedly) high damage), I think they should use 1.02d ammo.
-Added two frms that allows the Raiders to throw their grenades (although they rarely do).
-Fixed two bugs in the fast cooking script (did check for a wrong qty (all) and cooking deathclaw eggs in bulk no longer requires to carry raw fish).
-Created new AI packets to give critters in dungeons combat messages (each dungeon has a unique set). Also fixed the AI in places: Cyborg now only flees when blind (not when crippled), Aliens are unified (all on the same team and they never run when crippled or blinded [note the Alien dungeon used two scripts with different behaviour; which is unified now]), the Vault-Net Guardian never runs when blinded or crippled, Raiders and Ghouls are set to use the Psycho in their inventory.
-Overhauled and improved the source code and headers [missing in preview]
[When any of these made a change to files in "Cubik's mod" or "Talking Heads Removed" [missing in preview] I updated those too.]
To DO List [not done yet and may not get done]
-Crafting: A player can now craft flamer fuel. Outlier... but a if a player starts with a Flamer, the weapon would not become useless (i.e. run out of ammo) anymore. - Detail. I already rebuild the source, so it's easy to implement. That said, I may do this, but... would cause another delay.
-Implementing the Necklace as loot. Still haven't found a convenient place to implement it.
-The encounter table has a small and a large scorpion encounter. Both require the player to be level 3 or higher. This seems like an oversight. Removing the requirement from the small scorpion one (which is also "very" easy to fight) would allow to find tails right from the start of the game, which is the easiest to cook food. That would reduce the need to quickly improve outdoorsman. Currently a player has to push Oudoorsman to cook the meat (found on rats). Sprinkling in a few scorpions that allow to create the mod's version of "healing powder" may help the early game. I'm just not sure how it changes encounter rate, plus I would need to update Cubik's mod, too, and I'm not going to waltz over it until I'm sure I'm doing the right thing.
-Fixing the Apocalypse Fort map (radioactive puddle is set as wall)
And,
that's it. I just need to sort notes and readme really. And figure out how one uploads permanently. Unless I decide to do some of the to DO stuff... and the more you look, the more you find... etc., however, I do want to finish this and move on.