I installed the mod last night.Hi, is there a way to change the aspect ratio/resolution when playing Sonora? I'm excited to try the new English translation, but I would like to change the non-ideal resolution before getting started. I forget how I changed it when playing Nevada a few years ago, but I know I did somehow. I tried yelling at the screen for a bit, and then I yelled at some swarthy, foreign-looking people passing on the street. Neither solution helped.
--Edit: OK, turns out that with Fallout 2 CE you need both f2_res.ini and ddraw.ini from the F2 high res thingy to get it to work.
Care to elaborate?
I got stuck at that point also, reverted back to the old version
Well, I figured people would go deeper, you know? Talk about how it all unfolds, defend it, or whatever. Maybe even trash-talk me for hating on heartfelt efforts—which is not my intent—but anything, really.You’re not giving us any actual info about what you disliked, so it’s hard to tell you… Sure, the game opens up, and it’s better once you’re past the starting sequence in town, but if that didn’t hook you up already, I doubt the rest will.
Have to use them in your inventory and replace them as they wear out, same with gas masks.Btw, does anyone know? I have Rubber Boots in my inventory, and the sludge still hurts me. Is it a bug, or do I need to figure something else out?
Are you one of the team behind Sonora? If so, would you mind sharing your vision for the game in a few words, or directing me to a place where it's been shown already?Apologies to all, however, I made an error in the last update (1.01 and 1.02)
I misunderstood how the 'merge' function on macOS works, and the result is many DLC dialogues are using 'vanilla' versions, which will result in 'error' messages or -DLC in descriptions.
I will have an update shortly.
Okay, will do. Thanks!Nikanuur , no I am not the one behind Sonora. I am only the one behind the translation. Stick with the game, it is well worth it to any Fallout 1 fan.
The major concept of the game is the binary (sometimes ternary) choice in nearly every situation, which is true in spirit to Fallout 1 and Fallout 2; but unlike the originals, you will have an overreaching choice for the entire gameworld of Sonora. The backstory of choices in given locations is not necessarily that important, but more of how they fit in the global picture later in the gameAre you one of the team behind Sonora? If so, would you mind sharing your vision for the game in a few words, or directing me to a place where it's been shown already?
I don’t mean to sound needlessly critical—the game is likely quite ambitious, and I respect the effort that’s gone into it.
It's just that I tend to engage with a game more effectively when I have a clear understanding of what to expect beforehand. Without that context, I may end up feeling a bit disconnected, especially if I try something with assumptions.
Initially you have two options - back up Lucas or Korgan. Both are valid (and give more or less equal rewards). Later in the game you will get a third input on the fate of the city, consider that having a thriving city next to your Villa may not really be the optimal choiceHere's some constructivity:
The things I pointed to wouldn’t have had to be something massively extended. Just with a little more here and there, as some of the side quests actually do show!
For example, instead of Lucas almost literally saying, “No, Kogan's to blame, we tell you what’s what instead,” and player being able to respond in only two ways "I will do it," or "I won't do it."
There could’ve been just a few extra lines like this:
Lucas: “Now, look champ, I get that you work for him and all, and I want this situation to be handled as well."
Lucas: "But you've talked to him in person. You must know what a scumbag he is by now."
Lucas: "Do you really believe him to be good on his word?”
PC: "Not really, but..."
Lucas: “And, little did you know, he’s actually directly responsible for your friends being taken into slavery. How's that for a job, eh? ”
PC: "...I… uh…"
Lucas: “Surprised? After everything you’ve seen on your little trip beyond your precious Villa?”
Lucas: “Anyway, that’s the reality of this world. And since you’re so determined to save your people, how about I offer you a different deal? Look, I need Kogan’s radio orders, you need to know where he's sent your people…”
...hack into his computer... impeach him... frame him... kill him... ..let me think about it... ...I won't do it... ...die you backstabbing son of a bitch... yadda yadda classic continuation....
Just a few more lines, and it would’ve made a world of difference in giving the first major plot twist in the main line some proper graduation.
Thanks for the reply. I understand your point, and you’re right that both sides in the example have understandable positions.Initially you have two options - back up Lucas or Korgan. Both are valid (and give more or less equal rewards). Later in the game you will get a third input on the fate of the city, consider that having a thriving city next to your Villa may not really be the optimal choiceHere's some constructivity:
The things I pointed to wouldn’t have had to be something massively extended. Just with a little more here and there, as some of the side quests actually do show!
For example, instead of Lucas almost literally saying, “No, Kogan's to blame, we tell you what’s what instead,” and player being able to respond in only two ways "I will do it," or "I won't do it."
There could’ve been just a few extra lines like this:
Lucas: “Now, look champ, I get that you work for him and all, and I want this situation to be handled as well."
Lucas: "But you've talked to him in person. You must know what a scumbag he is by now."
Lucas: "Do you really believe him to be good on his word?”
PC: "Not really, but..."
Lucas: “And, little did you know, he’s actually directly responsible for your friends being taken into slavery. How's that for a job, eh? ”
PC: "...I… uh…"
Lucas: “Surprised? After everything you’ve seen on your little trip beyond your precious Villa?”
Lucas: “Anyway, that’s the reality of this world. And since you’re so determined to save your people, how about I offer you a different deal? Look, I need Kogan’s radio orders, you need to know where he's sent your people…”
...hack into his computer... impeach him... frame him... kill him... ..let me think about it... ...I won't do it... ...die you backstabbing son of a bitch... yadda yadda classic continuation....
Just a few more lines, and it would’ve made a world of difference in giving the first major plot twist in the main line some proper graduation.
Any gun above a pistol/smg counts as a big gun in Sonora with exception to energy weapons. The mod has a comprehensive wiki page if you need to look things up: https://fallout-sonora.fandom.com/wiki/Fallout:_Sonora_Wiki.Btw, I've stolen this Colt Rangemaster rifle (quite righteously, I might add, hh), and my PC with the Small Guns 91 has almost 4 times lower to-hit percentage with it as opposed to 10 mm Pistol.
Practically unusable weapon.
I've tried it in a daylight, from up close, and from afar as well.
Is there some hidden mechanics, like meeting the criteria of the Small Guns, or something?
It's not in the scope, because I've tried it over longer distances, too (it was even worse), and it's not in ST—mine is 6.
What gives?
Olympus 2077 should also be on the list.Can't go wrong with Nevada, Resurrection, and Sonora.
Aaah, so that's why! Thanks!Any gun above a pistol/smg counts as a big gun in Sonora with exception to energy weapons. The mod has a comprehensive wiki page if you need to look things up: https://fallout-sonora.fandom.com/wiki/Fallout:_Sonora_Wiki.Btw, I've stolen this Colt Rangemaster rifle (quite righteously, I might add, hh), and my PC with the Small Guns 91 has almost 4 times lower to-hit percentage with it as opposed to 10 mm Pistol.
Practically unusable weapon.
I've tried it in a daylight, from up close, and from afar as well.
Is there some hidden mechanics, like meeting the criteria of the Small Guns, or something?
It's not in the scope, because I've tried it over longer distances, too (it was even worse), and it's not in ST—mine is 6.
What gives?
Pistols are viable choice for the build, you'll get some decent ones eventuallyAaah, so that's why! Thanks!Any gun above a pistol/smg counts as a big gun in Sonora with exception to energy weapons. The mod has a comprehensive wiki page if you need to look things up: https://fallout-sonora.fandom.com/wiki/Fallout:_Sonora_Wiki.Btw, I've stolen this Colt Rangemaster rifle (quite righteously, I might add, hh), and my PC with the Small Guns 91 has almost 4 times lower to-hit percentage with it as opposed to 10 mm Pistol.
Practically unusable weapon.
I've tried it in a daylight, from up close, and from afar as well.
Is there some hidden mechanics, like meeting the criteria of the Small Guns, or something?
It's not in the scope, because I've tried it over longer distances, too (it was even worse), and it's not in ST—mine is 6.
What gives?
Energy weapons are an all around superior and more flexible choice, the pistols do more damage than the best small guns, the turbo plasma rifle does 10-20 more damage than the rail gun for 2 less ap, the gatling laser does twice as much damage as the best unique miniguns, and you can get a laser emitter in the second town with a repair check (which can be made easier by applying parts) which you can get upgraded there as well. It's not like fallout 1/2 where you're expected to start with a different weapon skill and transition to energy weapons.Pistols are viable choice for the build, you'll get some decent ones eventually