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Fallout: Nevada Mod - final English version released

Black Angel

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Ohh. I see.

Is there a specific place I should be downloading from other than the Russian main site?

Basically where the heck are detailed installation instructions?? For the English version, obviously!
I thought you're already making a character? Here.

Download both the Russian version and the translation patch. Instruction to install the mod AND the translation will be in a readme folder included with the translation patch. Note that there will be a file named ncstrzxb.int that comes with the translation patch, this is misplaced and I'd assume Dionis didn't know how to include it there in such a way that it will be included in the correct folder once merged with the mod folder, so copy-paste or cut this .int file into Fallout Nevada/data/scripts. This file is a fix for a crash known to be replicated 90-100% of the time.
 

Yosharian

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Well, I got the game's visuals looking perfect. Problem is, everything seems.. glitchy. The ambient background noise at the start glitches every 10-15 seconds or so, like a quick 'record scratch' kinda KRRRCHT. The mouse pointer occasionally glitches similarly, almost like a freeze/hop every 10-15 seconds. And, when moving the pointer across the game screen, it's like it's moving on the hex grid instead of moving fluidly across the screen. In the menus, the mouse moves fluidly (apart from the glitchy stutter every once in a while), so I'm not sure why it's doing that on the game screen.

Meh.
 

Black Angel

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Wait do I even need FO2 installed for this?
No, you can just install it into its own folder.

Well, I got the game's visuals looking perfect. Problem is, everything seems.. glitchy. The ambient background noise at the start glitches every 10-15 seconds or so, like a quick 'record scratch' kinda KRRRCHT. The mouse pointer occasionally glitches similarly, almost like a freeze/hop every 10-15 seconds. And, when moving the pointer across the game screen, it's like it's moving on the hex grid instead of moving fluidly across the screen. In the menus, the mouse moves fluidly (apart from the glitchy stutter every once in a while), so I'm not sure why it's doing that on the game screen.
This, I'm not entirely sure why. Could be that you didn't follow agris's instruction to the letter? Paging agris for help.
 

agris

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To me it sounds like Yosharian gpu isn’t detecting the game and it’s staying clocked at low power desktop mode.
 
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Guys, installed the mod but its slow. Am reinstalling it again.
Its a fucking Fo2 mod so it being slow on my computer makes absolutely zero sense.

So tell me... what am I doing wrong?

Could it be resolution? I tried a fuckload of them and the slowdown barely changed. Tried a bunch of settings too.
 

Yosharian

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Guys, installed the mod but its slow. Am reinstalling it again.
Its a fucking Fo2 mod so it being slow on my computer makes absolutely zero sense.

So tell me... what am I doing wrong?

Could it be resolution? I tried a fuckload of them and the slowdown barely changed. Tried a bunch of settings too.
What do you mean by 'slow'?
 
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Guys, installed the mod but its slow. Am reinstalling it again.
Its a fucking Fo2 mod so it being slow on my computer makes absolutely zero sense.

So tell me... what am I doing wrong?

Could it be resolution? I tried a fuckload of them and the slowdown barely changed. Tried a bunch of settings too.
What do you mean by 'slow'?

It can't even go through the intro cinematic without getting lagging and stopping

Through I reinstalled and it went better now, seems like its almost good now, but I had my browser on.
Yesterday it was the only thing running and it was slow. Weird. Gonna do more testing later.

Btw, you guys were talking earlier about optimal resolutions to make the game look good. What is the best for 1366x768 monitor?

Another question: Did FON fix the suckness of AP ammo? Crufty's setup offers me the option of changing the AP modifiers through mods, but I'm not sure if FON needs it.
 

Black Angel

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Btw, you guys were talking earlier about optimal resolutions to make the game look good. What is the best for 1366x768 monitor?
I also have 1366x768 monitor, so just follow agris's advice
To be clear, in draw.ini set graphics mode to 4 or 5 (5 and playing with borderless gaming is superior for multi monitor users IMO, mouse is still trapped in window until you alt-tab), the resolution to your desktop's native 1920x1080, and GPUBlt=1. That's it for ddraw.

In f2_res.ini, set graphics_mode=0 which passes along game window resolution control to ddraw. Put scale_2x=0, and set the screen resolution to 960 and 540 (600 for :obviously: 16:10 owners). For fullscreen colors, set it to 8, and all the other graphics options are the same. Windowed does not need to be set to 1 in the subsequent options if you're using dx9 windowed mode, ddraw will handle that.
But instead of 1920x1080 for ddraw.ini, change it to your native resolution, which is 1366x768.
 

Icewater

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Playing the Crazy Edition right now because I never finished the original, not noticing many obvious differences apart from an area full of raiders that I'm pretty sure is new, and a few expanded areas here and there. Also there's a *lot* more than just 2 skill books of each type, got be at least 5.
 

agris

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Just installed and configured crazy edition. Am I in for a more challenging Nevada, or is it crazy in the Malkavian-modder sense of the word?

edit: I am anti-number bloat, anti-item fever fwiw
 

Icewater

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So far I haven't noticed many differences at all. Doesn't seem much harder, but then I also know where to go and what to do the second time around.
 

Shadenuat

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Played it yesterday and solved most stuff in early cities, New Reno including, sadly some quests glitched out for me (like using poison beer in casino).

Just like main char with amnesia, I also feel like I had amnesia after playing this, but I begin remembering now what I meant by Nevada being "grindy". It is that adventure game design with single row inventory where you need to carry quite a lot of shit to solve a boi healing quest which usually in Fallouts takes an index skill > doctor, but here requires items and dozen checks here. And it would be fine but problem is it's random, and by a single re-load I changed outcome from 1000 xp to 5000 xp (with a Doctor skill of around 25 or something). Then to heal mlady you need moneys berries plants, but to kill raiders you also need berries syringes tails, but womyn sells only 2 of berries and I used 2 to heal mlady. So off to harvest some berries on tacticooly placed bushes. However! To poison raiders in another quest, you just need 3 scorpion tails. You don't need any special poison to make. :M

Which brings me to a question: shouldn't it all be one same poison item?

However after playing AoD I feel like I kinda enjoy this design. It's overwhelming at places, but it is better than just click skill > use.

However, it kinda sorta only works about 90% of 50% of the time. What I mean by this is that stat and skill checks are awesome, books are nerfed, but say Steal still works fine even at 25%, and Sneak still breaks the game - at some places there seems like there are scripts preventing it, but at others (Wright house) you can sneak-waltz in tb mode and steal everything no problem. Also, while some skills demand unusually high checks (Lockpicking) others seem to be kinda on low end (I think I repaired something with Repair 20, and crafting doesn't take much skill either).
I also scouted Gecko with like 2 Endurance and just healed rads later at friendly doctor in Vault city.

There is a lot of content which feels overwhelming and also makes me wonder why should I do it instead of focusing on main quest.

Some interactions are amazing though. No designer would have designed mormon movie quest with a choice of stealing the weapon from dude but person who understands how Fallout should have worked. Brilliant stuff.

I must say that when I read developer explanations in postapoc USA or Soviet settings where is only fraction of population left about why there aren't enough guns and ammo I always am sorta :Mwouldn't it be 5000 guns per person instead?? well let's say it's a setting thing.

So aside from Fallout itself being broken and that brahmin fence clicking, as well as main quest feeling like it's just there to exist, mod seems quite brilliant. Feels like improved Fallout 2 but not dumb. The question is how many stat and skill and item checks it would throw at me later and wouldn't it become a chore to run around with this sort of design premise.

I can understand amnesia being retarded writing, but why biker stealing shit, too? Do you think a mailman that went on to become world-changing individual also retarded writing? Or a mere vault dweller being able to go full stealth in a super mutants-infested military base?
Some dude with skullz on jacket, waltz into vault grabs something and shoots his way out and rides away on a bike - that's what writing told me anyway.

It's fine for Fallout 2. But we are in the world where healing some boi takes 12 checks, ammo is hard to find and you need to make it, and Vault City itself (guarded by troops in combat armor walking around it btw) is thought by everyone south as nothing but a mystery. So :M easy way to fix this would be to just restructure dialogue in a bit more vague/inside job way that is it.

After military base I am thinking on restarting game as 10 STR 10 INT + packrat.
 
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Black Angel

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Played it yesterday and solved most stuff in early cities, New Reno including, sadly some quests glitched out for me (like using poison beer in casino).
Did you 'Use' the poison beer on casino patrons, or did you 'Steal' on the casino patrons and plant the poison beer on them?

Just like main char with amnesia, I also feel like I had amnesia after playing this, but I begin remembering now what I meant by Nevada being "grindy". It is that adventure game design with single row inventory where you need to carry quite a lot of shit to solve a boi healing quest which usually in Fallouts takes an index skill > doctor, but here requires items and dozen checks here. And it would be fine but problem is it's random, and by a single re-load I changed outcome from 1000 xp to 5000 xp (with a Doctor skill of around 25 or something).
That's.... strange. I'd say from that single reload, you changed one or more of the answers when you are being questioned by the healer, and that resulted in having average outcome changed to an optimal one. I don't know how it checks stats and skills under the hood, but I had a character with really high INT, Speech, and Doctor, and from there I was able to just smoothly pass the quest to heal the boy, even though I don't really have what I perceive as ideal items (I remembered a first aid kit or even a doctor bag being more ideal than just having stimpaks), and I definitely got more than 1000 xp.
Anyway, in this situation the healer won't let you get anywhere near the boy because he's in a critical condition, so you can't do the usual index skill > use skill like normally. Not sure if you can sneak around there and get close to the boy without being noticed, though.

However, it kinda sorta only works about 90% of 50% of the time. What I mean by this is that stat and skill checks are awesome, books are nerfed, but say Steal still works fine even at 25%, and Sneak still breaks the game - at some places there seems like there are scripts preventing it, but at others (Wright house) you can sneak-waltz in tb mode and steal everything no problem. Also, while some skills demand unusually high checks (Lockpicking) others seem to be kinda on low end (I think I repaired something with Repair 20, and crafting doesn't take much skill either).
Well, that's Fallout for you, even modders were unable to make Sneak and Steal works properly.
Anyway, I think the high checks in early game are meant as something to visit again later, once you have sufficient skills. Meanwhile, the low checks are... obviously there because it's early game, but iirc you can bypass checks with lower skill if you have relevant items, like having junks as spare parts to repair stuff with low skills, while repairing without junks requires higher skills, but I could be wrong.

There is a lot of content which feels overwhelming and also makes me wonder why should I do it instead of focusing on main quest.
You answered yourself with the statement right below:
Some interactions are amazing though. No designer would have designed mormon movie quest with a choice of stealing the weapon from dude but person who understands how Fallout should have worked. Brilliant stuff.
The mod managed to keep up this design sensibilities all the way to the very last city, it's amazing. The main quest is kinda eh though, you'll find out.

So aside from Fallout itself being broken and that brahmin fence clicking, as well as main quest feeling like it's just there to exist, mod seems quite brilliant. Feels like improved Fallout 2 but not dumb. The question is how many stat and skill and item checks it would throw at me later and wouldn't it become a chore to run around with this sort of design premise.
Why are these some kind of bad things? And why stats, skills, and item checks becomes 'a chore'? We complained that Fallout 1&2 had 'useless' skills, i.e they don't see much use throughout the game and thus rendered obsolete or not Tag worthy. Nevada with its design sensibilities showed us what the world could've achieved if they actually use Fallout engine to its fullest, that if I didn't know better literally every skills are Tag worthy. My first playthrough I even got Repair, Doctor, and Speech tagged, and my God it was an amazing first playthrough like no other.
Anyway, I'm digressing, so all I could give as an advice here is to not see them as a chore; think of them as challenges not meant to be passed very early. You can always come back later if you can't pass them now. Think of it like in Gothic games, where certain areas are naturally 'gated' by high-difficulty encounters, where if you go there early you'll get killed, but if you go back, do other stuff, and come back once you're more capable then you can finally bypass those high-difficulty encounters.

Some dude with skullz on jacket, waltz into vault grabs something and shoots his way out and rides away on a bike - that's what writing told me anyway.
Ah, I just vaguely remembered but there's a plot reason to this.

It's fine for Fallout 2. But we are in the world where healing some boi takes 12 checks, ammo is hard to find and you need to make it, and Vault City itself (guarded by troops in combat armor walking around it btw) is thought by everyone south as nothing but a mystery. So :M easy way to fix this would be to just restructure dialogue in a bit more vague/inside job way that is it.
Uh, what's wrong with troops in combat armor walking around Vault City? Is it not plausible that they stock up some before closing the vault door when the Great War is imminent? Especially considering Vault 8's role is to open upon getting an all-clear signal and resettle civilization with a GECK, and they'll need some sort of protection in case of raiders attacking them when in process of resettling?
 

Shadenuat

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I have hunting rifle and better criticals and two hundred .223, I wonder if I am unstoppable now. And a Missile Launcher. Raiders and Reno thugs do seem to think that way.
It is very odd dev did not nerf .223 -20/-20 thing.

Did you 'Use' the poison beer on casino patrons, or did you 'Steal' on the casino patrons and plant the poison beer on them?
I planted it with Steal skill. Game said diversion was a success, but nothing else happened.

I'd say from that single reload, you changed one or more of the answers
There's no real choice there in answers, you just pick best option which is always 1) (if you have the correct items). The test and operation are different dialogues. The success depends on a roll I think, and your stats.

Anyway, in this situation the healer won't let you get anywhere near the boy because he's in a critical condition, so you can't do the usual index skill > use skill like normally.
I've read such option was considered but was cut from the game.

Why are these some kind of bad things? And why stats, skills, and item checks becomes 'a chore'?
Because the amount of items you need to have quickly piles up in (adventuregame)design like this, the UI never was supposed to handle stuff like crafting and such. Soon you can't but wonder if every brahmin needs a cattle prod, and every fence a crowbar or you need a missile launcher instead. I decided not to collect everything for 3 poisons to kill raiders and just shot the fuckers because of this. It is also a reason why I think 10 STR character with 1 charisma would be perfect for this game.

Skill checks are great, but they need to have some consistency in them, especially when it comes to effort/value. The heal boi is an example of ton of adventure game design but actual skill requirement makes no sense.

Or the military base (where C4 is) - has ~80 lockpick doors but shutting down whole defense system is possible with no science/repair skills at all I think.

Uh, what's wrong with troops in combat armor walking around Vault City?
Nothing, I mentioned it as a thing that made me not believe much in the plot premise of some dude shooting out of Vault City.

You answered yourself with the statement right below:
For example, the main quest radio could have been gated behind becoming a main man for 1 of the New Reno factions. That's one way to tie together main quest and side quests.

Yeah yeah I get it, it's the craftiness with Fallout engine which is the most important. Let me rant on at least something.
 
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Black Angel

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I planted it with Steal skill. Game said diversion was a success, but nothing else happened.
Have you done the other thing you were asked to do to create diversion? I.e wear balaclava and shoot some random NPCs on the streets with a tommygun?

There's no real choice there in answers, you just pick best option which is always 1) (if you have the correct items). The test and operation are different dialogues. The success depends on a roll I think, and your stats.
Not those, I mean when the healer gives you some quiz. Basically there's a point where he'll asks you some question that's in no way related to character's stats and skills, but your real life knowledge of human body. Kind of appeared out of nowhere, but I think based on how many correct answers you'll get different xp and I'd assume that's the reason you get different xp from a single reload.

Because the amount of items you need to have quickly piles up in design like this, the UI never was supposed to handle stuff like crafting and such. Soon you can't but wonder if every brahmin needs a cattle prod, and every fence a crowbar or you need a missile launcher instead. I decided not to collect everything for 3 poisons to kill raiders and just shot the fuckers because of this. It is also a reason why I think 10 STR character with 1 charisma would be perfect for this game.
Iirc the cattle proding only happens when the situation specifies it, i.e in case of that one small town it's because the brahmins are restless or something because of the bikers, while in other situations when not specified you could simply push away the brahmins. The same with almost every other situations, locked doors can be blown up, locked containers can be forced open with crowbars, sometimes interacting with objects is enough, or observe them (use the 'Look At' option after holding left-click) or at the very least gives you vague idea on how to interact with them (they'll point out whether you need relevant items or skills). Just playing around will give you vague idea of what items to hold, i.e junks for spare parts. Meanwhile, not every checks need to be passed, so it's all up to what kind of build you make and what set of skills you actually invest in. Yeah, you can invest in those other skills later to tackle that one check you encountered before, but it's up to you in the end.

Skill checks are great, but they need to have some consistency in them, especially when it comes to effort/value. The heal boi is an example of ton of adventure game design but actual skill requirement makes no sense.
But it makes sense. You need set of items to begin surgery procedure of healing the boy. He's in a critical condition where simply jacking up a stimpak or plain Doctor skill (+doctor bag) isn't enough to heal him. One wrong move, and that's going to be a tragic loss of life. The healer also have no reason to trust you immediately, so you need to gain the village chief's trust first, then find items needed to begin procedure, and have necessary stats and skills requirement (Doctor) to not only work on the surgery but also to gain the healer's trust that you are an actually capable medical personnel.
Like I stated before, the only thing that came out of nowhere is the real-life medical knowledge quiz that's 100% not depending on character's stats and skills. Also, I checked the walkthrough and it seems like the game also checked AGI, PER, and END. I happened to have maximum AGI and 7 PER at the time, but either 2 or 3 END and I still managed to pass the quest and get lots of XPs anyway.

Or the military base (where C4 is) - has ~80 lockpick doors but shutting down whole defense system is possible with no science/repair skills at all I think.
From what I can remember this only applies to the first line of defense system, since the electric panel powering those turrets are already halfway broken or something. The defense system much further into the base, however, absolutely needed repair/science.

Nothing, I mentioned it as a thing that made me not believe much in the plot premise of some dude shooting out of Vault City.
Well, again, there's a plot reason for that.

For example, the main quest radio could have been gated behind becoming a main man for 1 of the New Reno factions. That's one way to tie together main quest and side quests.
Isn't that the case? You need to do quest for Stryker to gain easy access into the bunker; if you don't want to work for him, you can work with everyone else, then one way or another you can gain access to the bunker. Not working for any faction AND being able to access the bunker means you have sufficient skills to do it, so there's nothing wrong with it. In fact, just arbitrarily gating main quest content to what's supposed to be side content is restricting. That's one thing I find really strange with Underrail, where Cornell and the Acid Hunters location is completely sealed behind doing the Arena and doing specific quest for one of the Oligarchy's boss.
 

Shadenuat

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Have you done the other thing you were asked to do to create diversion?
The dialogue stated that either is an option, you don't need both. I am in search of tommy gun now tho.

Not those, I mean when the healer gives you some quiz.
Yes, quiz is fixed replies and checks. Game counts the points and you can pass if you gather enough through answers and stats. You can substitute some incorrect answers with stats or vise versa. However if you totally answer (non skill dependant) questions bad dialogue ends right away.

Operation is a roll - you can savescum around it. I did with like 27% Doctor.

The defense system much further into the base, however, absolutely needed repair/science.
I didn't have any more than 30 tho.

Isn't that the case? You need to do quest for Stryker to gain easy access into the bunker;
Oh right. I am 8 y.o girl with high Charisma, remember?

Not working for any faction AND being able to access the bunker means you have sufficient skills to do it, so there's nothing wrong with it. In fact, just arbitrarily gating main quest content to what's supposed to be side content is restricting. That's one thing I find really strange with Underrail, where Cornell and the Acid Hunters location is completely sealed behind doing the Arena and doing specific quest for one of the Oligarchy's boss.
Maybe, I am not sure. It is basically sandbox design vs. narrative design discussion. But Fallout 1 at least had quest timer in it.
 

Black Angel

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Have you done the other thing you were asked to do to create diversion?
The dialogue stated that either is an option, you don't need both. I am in search of tommy gun now tho.
I'm pretty sure you're told to do both. Just check your quest journal. Or perhaps you haven't done the *other* thing, i.e steal the briefcase?

Operation is a roll - you can savescum around it. I did with like 27% Doctor.
Well dang, that's broken.

I didn't have any more than 30 tho.
Are you *sure* you actually disabled *all* the turrets? Including the ones right outside the military bunker itself?

Isn't that the case? You need to do quest for Stryker to gain easy access into the bunker;
Oh right. I am 8 y.o girl with high Charisma, remember?
Jailbait.
 

Shadenuat

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Are you *sure* you actually disabled *all* the turrets? Including the ones right outside the military bunker itself?
I crawled through pipe, killed robot with electro floor and pressed button, I believe that is all to it? They are all disabled after.

Maybe Intelligence substitutes some dialogue lines when dealing with computers, who knows.

I'm pretty sure you're told to do both. Just check your quest journal. Or perhaps you haven't done the *other* thing, i.e steal the briefcase?
Oh right I thought it works other way.

It's only 1 of 2. I poisoned, brought briefcase, solved quest.
 
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Shadenuat

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What do you need to do to "take back mine from competitors" for Wright? I brought him C4 and killed worms, put everyone back in place. So I have 2 quests now: one for Wright and one "change leadership in mines".

Granted Wright feels like some bizarre genius:
- worms attak. miners run away. instead of killing worms wright does shit
- he sent some dudes to find explosives to expand the mines I guess? they did shit, their families ended in shit
- so Wright does smart thing and throws miners on streets and sells one into slavery to another mob boss
- so you need to now get them all back to work after he fucked them

that's some genius mafia fedora masterplanning there. I know Wrights are inbred retards but--

I guess fuck this, I'm selling whole mines to Hub.

I also discovered the glory of what is main plot. Better I didn't and just roamed the wastes aimlessly. That makes game better.
 
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Icewater

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You need to put someone in charge of the mines, I think? You can kill Nelson, kill Wright, or hand it over to the Hub dude.
 

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