Fallout 2 mod Fallout Sonora 1.15 and Sonora Dayglow 1.15 Vanilla Translation

One thing I couldn't figure out while playing was what the guillemets («) in some dialog entries meant. Example:

GCPit.msg{105}{}{«I can't believe my eyes!» Is this really Power Armor?!}
I thought I also saw them in a random encounter too, though my ability to grep for non-ascii characters in the encoding these files are in isn't quite working (or they exist only in this file).
These are indicating that you are hearing Spanish, which you understand through the hot-blooded trait. Without the trait the player would have seen actual Spanish, rather than English in guillemets. This allows the player to know that their hot-blooded trait is working.

Most of the points raised in GCPit reflect that. The other points (his switching from sir to senora, or mixing up between sexes, is personality.) Maybe he adapts/leans into Spanish when talking to the ladies, or at least when addressing them.

{294}{}{What do you think, amigo? Trailer... tools... boom! Someone's gotta do it, you know? I'd ask other residents, but I'm afraid Todd will get lynched. I don't anyone getting hurt.}
{1294}{}{What do you think, amiga? Trailer... tools... boom! Someone's gotta do it, you know? I'd ask other residents, but I'm afraid Todd will get lynched. I don't anyone getting hurt.}
{295}{}{Okay, I understand. Get into his trailer, look for tools for making caps. If they're there, destroy them.}
At this point no one knows what kind of tools are being used to make the caps, so I think tools works here. Later, the player let's it be known that they found and destroyed an actual 'cap-making machine'

All the rest of your comments are in the next version. I took your suggestions mostly word for word.

Thanks again, and keep it coming. Very good feedback/fixes.
 
These are indicating that you are hearing Spanish, which you understand through the hot-blooded trait. Without the trait the player would have seen actual Spanish, rather than English in guillemets. This allows the player to know that their hot-blooded trait is working.
Ah! That makes sense. I might just be a little slow, but I found it pretty non-obvious that that's what was going on. Especially since the first few phrases are very simple (like "Si senor"/"Yes sir"), and Pete otherwise uses both "sir" and "senor" in dialog. Could be just me though!

Thanks again, and keep it coming

I'm planning on keeping notes as I play through the game. It's a little tricky since I'm playing on F2CE, which doesn't let me alt-tab or take screen shots. I've noticed you contributing to that project too—it would be really great to get that project active again since it could be the best way to preserve classic fallout for future generations.
 
Ah! That makes sense. I might just be a little slow, but I found it pretty non-obvious that that's what was going on. Especially since the first few phrases are very simple (like "Si senor"/"Yes sir"), and Pete otherwise uses both "sir" and "senor" in dialog. Could be just me though!
Pete has the most mixed up combination of English and Spanish in the game, so it probably the worst case example for the trait. However, without the guillemets the player would never even know that their trait is working. The benefit should be obvious over time. This is also a feature limited to the English version. I don't think Nevada Band added this into the Russian yet, though they did add other translation features that were added into the the English version earlier. Translated Spanish combat taunts for example.

There are also a handful of Spanish words that I didn't translate, as they are commonly know to English speakers. Amigo, Senor, etc. Perhaps my application of these was not 100% consistent however...

Though I am not a programmer, I am being drawn into coding Fallout 2 CE, mostly in an effort to get Fallout/Sonora working beautifully on macOS. I just finished getting scaling of End-slides, Help screens, and Death screens working. I also made two custom ini files, which are strictly limited to the settings that have been implemented in Fallout 2 CE. Using those makes things a lot clearer when customizing your setup. Here is a link to them if anyone is interested: f2_res.ini and ddraw.ini
 
Combat.msg:{313}{}{his weapon destroyed} [on critical miss]
(also many other similar lines in the file)
This isn't grammatical. Could be "his weapon was destroyed."


FCMer.msg: {306}{}{Any guilt over the raid on the Villa?}
{307}{}{Not a one.}
Isn't grammatical because "guilt" isn't a count noun. Could be "Any regrets over …" -> "Not a one.", or "Any guilt over…?" -> "Not an ounce.", "Not a shred.", "Not for a second." &c.


pro_scen.msg
{174800}{}{Exhibit}
{174801}{}{Skeleton of an unknown creature. Perhaps even your bones will become part of history.}
{174901}{}{Skeleton of an unknown creature. Perhaps even your bones will become part of history.}
I think the sentiment here is more "also/likewise your bones" rather than "even your bones":
"Skeleton of an unknown creature. Perhaps your bones will likewise/also become part of history."
or
"Skeleton of an unknown creature. Your bones might also become part of history."


RCFrmBnd.msg:{338}{}{There must be others trying to get the cypher.}
Everywhere else the text uses "cipher" instead of "cypher".


---

I'm also quite interested in getting Fallout CE working well on MacOS. It was a herculean effort getting the windows version working smoothly through Wine last time I tried. I tried putting your files in the folder with Fallout Sonora, but didn't notice a difference. There aren't existing ddraw.ini/f2_res.ini files in the Sonora install that I could find, so I might have them in the wrong place.
 
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Combat.msg:{313}{}{his weapon destroyed} [on critical miss]
(also many other similar lines in the file)
This isn't grammatical. Could be "his weapon was destroyed."


FCMer.msg: {306}{}{Any guilt over the raid on the Villa?}
{307}{}{Not a one.}
Isn't grammatical because "guilt" isn't a count noun. Could be "Any regrets over …" -> "Not a one.", or "Any guilt over…?" -> "Not an ounce.", "Not a shred.", "Not for a second." &c.


pro_scen.msg
{174800}{}{Exhibit}
{174801}{}{Skeleton of an unknown creature. Perhaps even your bones will become part of history.}
{174901}{}{Skeleton of an unknown creature. Perhaps even your bones will become part of history.}
I think the sentiment here is more "also/likewise your bones" rather than "even your bones":
"Skeleton of an unknown creature. Perhaps your bones will likewise/also become part of history."
or
"Skeleton of an unknown creature. Your bones might also become part of history."


RCFrmBnd.msg:{338}{}{There must be others trying to get the cypher.}
Everywhere else the text uses "cipher" instead of "cypher".


---

I'm also quite interested in getting Fallout CE working well on MacOS. It was a herculean effort getting the windows version working smoothly through Wine last time I tried. I tried putting your files in the folder with Fallout Sonora, but didn't notice a difference. There aren't existing ddraw.ini/f2_res.ini files in the Sonora install that I could find, so I might have them in the wrong place.
no mate.. Sonora install is ok..
Devs tailored the files in a way so that the game does not require sfall ( a.k.a ddraw.ini and ddraw.dll) to run in native VGA res.
Fallout CE doesn't utilize sfall either.. as in not yet..

So CambraChad's patch and recommended installs come without sfall..
Getting sfall to work in this installation is an effort of it's own, I don't recommend anyone unexperienced in this matter to proceed with it...
 
Combat.msg:{313}{}{his weapon destroyed} [on critical miss]
(also many other similar lines in the file)
This isn't grammatical. Could be "his weapon was destroyed."
Okay, all the other points are in, with your suggestions. However the above, and the rest of the lines in that file, are default Fallout 1. Though it sounds grammatically incorrect, it could be part of a compound sentence that is assembled in code - 'his weapon destroyed 'something''.
I'm fine with fixing default Fallout if it is wrong, though I have been stung before with these types of lines. They are frequently required to be the way they are, to work in multiple contexts. I'll have to look into that one in code.

Thanks again, and keep it coming!

As for the Fallout CE stuff, if you put those ini files in your Fallout directory (with Fallout 2 CE) all the settings in those files function and can be fooled about with. Currently most of them are commented out, hence the lack of change when using them. However, the settings are all fully functional in Fallout 2 CE. The normal f2_res.ini and ddraw.ini that come from elsewhere are full of settings that are not working in Fallout 2 CE yet, so using them can be confusing and frustrating. My versions are cleaned up and all settings work (though mostly turned off).

As @gusterballs1983 mentions, Fallout Sonora has no need of sFall. However, as we are not running Sonora.exe, we do lack some features, one of which is the correct start date to the game. That date is included in the inis above.
 
Okay, all the other points are in, with your suggestions. However the above, and the rest of the lines in that file, are default Fallout 1. Though it sounds grammatically incorrect, it could be part of a compound sentence that is assembled in code - 'his weapon destroyed 'something''.
I'm fine with fixing default Fallout if it is wrong, though I have been stung before with these types of lines. They are frequently required to be the way they are, to work in multiple contexts. I'll have to look into that one in code.
Ya that makes sense, and I realize that some of these sentence fragments are used programmatically. I saw something similar to "Mercenary critically missed and his weapon destroyed." That might also happen in Fallout 1/2 though I don't recall seeing something like that.

I'd be willing to dig into the code for these kinds of things, but still need to figure out how that side of things works.
 
Hello! I'm using version 1.14 with its DLC and I have a problem with the sunglasses that give more than 1 charisma, when I put them on they don't give me more charisma, the strange thing is that if they are on and I exchange them with any other object in the inventory it takes away 1 charisma, if I do it again it takes away 1 again, until I reach one, I do all this in the inventory, has this happened to anyone else? Thanks! It doesn't correct itself if time passes, for example
 
Hey Cambragol, I've fixed the 'Grid' from popping-up on the PIP screen (the small screen on the left corner) while the player is exploring the aqueduct level, during a Rangers side quest, using Mapper. And a dead body that was incorrectly described as ''Citizen" in Two-Sun, the dead man was the only one that the PIP device refers as a citizen, I've checked the other corpses in the Forbidden Zone and they're all "Slaves". I don't think it's absurd to infer that this specific man was a slave, too, he's not even carrying hi-tech items, which would be expected from a Two-Sun non-servant (he has ordinary stuff, nothing special). I replaced the dead body, in the updated map.
Are you interested in these, I could attach the files in this thread, if so.
 
Hello! I'm using version 1.14 with its DLC and I have a problem with the sunglasses that give more than 1 charisma, when I put them on they don't give me more charisma, the strange thing is that if they are on and I exchange them with any other object in the inventory it takes away 1 charisma, if I do it again it takes away 1 again, until I reach one, I do all this in the inventory, has this happened to anyone else? Thanks! It doesn't correct itself if time passes, for example
They answered me in another post. I had to use the glasses with the hand icon. Thanks!
 
Hey Cambragol, I've fixed the 'Grid' from popping-up on the PIP screen (the small screen on the left corner) while the player is exploring the aqueduct level, during a Rangers side quest, using Mapper.
Sure, sounds good. Fire those along to me in a private message. I have something you might want to see too.
 
Some minor stuff in PCMerkBs:
Line 302: "I here on behalf of Chuck from the Blue Shields." Just change I to "I'm"
Line 325: "You're a respected man" this is fine, but there's no gender distinction for this line, so maybe 'person' instead of man
Line 424: "Yes. I'm here to claim the bounty Eydie Gorme" It's missing the dot at the end, could also be "I'm here to claim Eydie Gormé's bounty."
Line 445: "You should have warned about this." maybe add 'me' between warned and about

Also, I want to thank you again, I feel like the world slowest translator but every dialogue and game file has been translated to spanish now, so will begin testing the spanish translation soon with a few people.
Thank you Cambragol, this is all possible thanks to you
 
Also, I want to thank you again, I feel like the world slowest translator but every dialogue and game file has been translated to spanish now, so will begin testing the spanish translation soon with a few people.
Not slow at all. Single-handedly translating this game is no light task. I just went hard-core when I did mine. You're faster than most multi-man teams, so nice work on getting it all done! Congrats, and a lot of Spanish-speaking folk are about to have a great time.

Keep me up to date on how the testing goes. I have a next version for the English translation waiting in the wings, but It is a major update, and a full switch to an English version, so I am being extra careful. However, I did feel bad about dumping a bunch of new changes on to you just before you finished. Probably we should consider 1.04 the last 'translation' and after that will be the English version. As yours is based off the 1.04 version, keep going with that, then after I release 1.05, hopefully your version can realign to that.

Also, all your fixes above are in. Thanks!! Couldn't have done it without your help as well.
 
Not slow at all. Single-handedly translating this game is no light task. I just went hard-core when I did mine.
To be fair, it could have been faster, there were a couple of months where I did fuckall
So I need to fix that when I move to Nevada, eventually.
Also, checking out the time, I stopped recording time after 100 hours, so it's probably around half your time but that's only because the hard part was already done
Keep me up to date on how the testing goes. I have a next version for the English translation waiting in the wings, but It is a major update, and a full switch to an English version, so I am being extra careful. However, I did feel bad about dumping a bunch of new changes on to you just before you finished.
Don't worry about that, I understand that all will be changed eventually, so the sooner the better I say (if you're satisfied with how the next version looks of course)

Right now, the one thing I need to do is to check the files so they aren't missing new added lines. I did that with the method you suggested, but if I don't do it manually I keep something's wrong

Thanks again, I'll let you know how it goes. Good luck with whatever you have planned, regarding this or otherwise, I really mean it
 
Also, I want to thank you again, I feel like the world slowest translator but every dialogue and game file has been translated to spanish now, so will begin testing the spanish translation soon with a few people.
Very impressive! Out of curiousity, how are you handling the distinction between the "native language" and Spanish that exists in the game, and Hot Blooded?
I have a few more to add too:

RCStory.msg:{288}{}{Your yarns gives me a headache. Are you trying to scare everyone who listesn to you?}
Your yarns give me a headache. Are you trying to scare everyone who listens to you?


BCRoll.msg:{207}{}{Once, we could trade or ask pale-face for help. Now you wage war on us. No one to fix this cart but me, and I can nott.}
Once, we could trade or ask pale-face for help. Now you wage war on us. No one to fix this cart but me, and I cannot.

Skill.msg, descriptions of "Small Guns" and "Big Guns":
{200}{}{The use, care and general knowledge of small firearms - pistols, SMGs and rifles.}
{201}{}{The operation and maintenance of really big guns - miniguns, rocket launchers, flamethrowers and such.}

These are (I assume) the original descriptions, but this doesn't match what the skills mean in Sonora, which puts rifles and shotguns under Big Guns

Suggestion:
The use, care and general knowledge of small firearms - pistols, SMGs and revolvers.
The operation and maintenance of long-barreled firearms - shotguns, rifles, machine guns, and other heavy weaponry.

Justification: there is no rocket launcher in Sonora (though there is a grenade launcher), and it doesn't seem helpful to mention some one-off weapons individually and not others. (The list is here: https://fallout-sonora.fandom.com/wiki/Weapons.)
 
Out of curiousity, how are you handling the distinction between the "native language" and Spanish that exists in the game, and Hot Blooded?
I've been making the distinction of them perceiving you being more of a 'gringo' without the trait rather than a mexican and just being more unwilling to talk to you, the mod doesn't use this trait very much so if it's an issue or a more creative solution comes up I could change it
Initially I thought about leaving at as is and add a clarification that you're speaking english in-universe, but that would be awkward

Regarding Small and Big Guns, I remember it was brought up a couple of times before, though I can't remember what came out of it

Also, a small thing about AFGirl I just noticed:
The NPC's name is Thelma, I'm fairly sure this is meant to be 'Selma' and its the english and spanish spelling of it respectively, not sure if you want to change it or not, so just leaving that there
And a perhaps important thing:
This is similar to the amigo and amiga distinction that happened before regarding masculine and femenine, this also happens with gringo and gringa, a few characters like CCPapa call you a gringo especifically, so perhaps add a line if he does so? Not sure what other characters do this
 
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Regarding Small and Big Guns, I remember it was brought up a couple of times before, though I can't remember what came out of it
Sounds like Cambragol has corrected it for the next version!
> Thanks NovaRain - I knew this and thought it already reflected those tweaks. I have corrected it now as this change to small/big guns has caught more than a few people.
so if it's an issue or a more creative solution comes
The only alternative I could think of is to mark the untranslated dialog as "*unintelligible*" instead of including it in Spanish. That is awkward and a significant change to the original mod though.
 
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RCStory.msg:{288}{}{Your yarns gives me a headache. Are you trying to scare everyone who listesn to you?}
Your yarns give me a headache. Are you trying to scare everyone who listens to you?


BCRoll.msg:{207}{}{Once, we could trade or ask pale-face for help. Now you wage war on us. No one to fix this cart but me, and I can nott.}
Once, we could trade or ask pale-face for help. Now you wage war on us. No one to fix this cart but me, and I cannot.

Skill.msg, descriptions of "Small Guns" and "Big Guns":
{200}{}{The use, care and general knowledge of small firearms - pistols, SMGs and rifles.}
{201}{}{The operation and maintenance of really big guns - miniguns, rocket launchers, flamethrowers and such.}
These are all in, and you were right, I had already fixed the small guns/big guns descriptions - this was one of the places where slavishly following Fallout 1 forms bit me on the ass. But it is fixed. And thanks for the other ones too.
The NPC's name is Thelma, I'm fairly sure this is meant to be 'Selma' and its the english and spanish spelling of it respectively, not sure if you want to change it or not, so just leaving that there
And a perhaps important thing:
This is similar to the amigo and amiga distinction that happened before regarding masculine and femenine, this also happens with gringo and gringa, a few characters like CCPapa call you a gringo especifically, so perhaps add a line if he does so? Not sure what other characters do this
According to the wiki, Thelma is based off 'Telma Ferriño', an actress known for her role in 'Sinbad the Seasick'

The gringo thing looks like it needs addressing though. There are 46 references to gringo in the game, and many of those are references to the PC. Some of them are handled with dual lines (masc/femi) already, but a bunch are not. I will have to update those scripts. You can build in the feminine lines by just adding 1000 to the line number and the scripts will catch it in the next release.
 
@Cambragol Here's a large batch for your consideration. I'm going to try to review most of the files for typos/mistakes (again, of which there are incredibly few!), though I expect it to take quite a while if I can keep it up. This one is focused on Garage City.



GCBarGmr.msg:{220}{}{Ha ha, now hand over the stimpak and the caps. Adios, amigo.}
Missing amiga variant?

GCBarmen.msg (Bartender)

possible typos/mistakes:

{200}{}{(As you approach the bar, you notice the wariness in the eyes of the bartender and the surrounding patrons). What do ya want?}
Usually parentheticals have been in lowercase with no punctuation. If we want to keep the trailing period, should be inside the paren.

{230}{}{Didn't a guy from my area pass by here? His names's Chris.}
names's -> name's

{240}{}{Hmm. You look like an real brawler.}
an -> a

{417}{}{So you know what really went down there. You're not going go blabbing about it, are you?}
"going go" -> "going to go"

{437}{}{I could try to setup something.}
setup -> set up ("Setup" as one word is typically a noun or adjective.)

style/word choice:

{208}{}{(visitors fall silent and tensely turn in your direction) Slave convoy? No. There were no such people here.}
"visitors" seems like an odd way to describe the patrons in the bar. Perhaps
"(the bar's customers/patrons fall silent…" or
"(the bar suddenly falls silent and you feel many eyes on your back)"

{354}{}{The motel guy and I made good money, and Mr. Kogan signed a couple of new contracts. Even ordinary scavengers found a use for it. These slave traders seemed to breathe life into our dump. At least for a little while.}
"Even ordinary scavengers found a use for it" doesn't quite flow with "it" meaning the presence of the slavers. Perhaps "found more opportunities with the slavers here", or "had more customers for their scrap"?

{413}{}{Then explain what the hell happened with that and where are our people?!}
"Then explain what the hell happened there? Where are our people?!"

{430}{}{Exactly. Previously, we traded with southern cities, exchanging parts for products. But not only do we now have almost nothing to trade, but further, San Brahmin isn't selling their meat to anyone anymore.}
"further" feels redundant with "not only", and kinda formal for this character

GCBarStp.msg (Larry)

{208}{}{I see you're not too fond of my company? Well, if that's the case, the rest of the city won't suit you either. If I were you, I'd pour everyone a drink to leave a good impression.}
"pour everyone a drink" doesn't really make sense since you're not the bartender. "pour" -> "buy", or "buy a round for the bar"

{231}{}{Who am I? I'm the one who knows every damn corner of this city. The one you share with, and the one you speak to with caution. Choose your words wisely.}
I'm not sure what "The one you share with" is supposed to mean. Is it "I'm the one... you share the city with?" or "I'm the one… you need to be honest with"? Probably needs rewording or just cutting.

{255}{}{Your ass is going to have to go outside someday.}
I don't quite follow the meaning here. Is it "Your ass is going to have to leave this bar eventually."?

GCBoss.msg


typo/grammar

{380}{}{I value my business partners. Here is your fee for your work - thats 200 caps. I'll also tell Pete to serve you to the fullest. Make yourself at home.}
"thats" -> "that's"

{208}{}{Hmm. I thought you would have disagreed. Though neither you nor I have much power to bring the past back, anyway. So. Whats on your mind, boy?}
{1208}{}{Hmm. I thought you would have disagreed. Though neither you nor I have much power to bring the past back, anyway. So. Whats on your mind, lady?
"Whats" -> "What's"

{280}{}{My village doesn't like that your rebuilding the old factory.}
"your" -> "you're"

{335}{}{I'm waiting for a very important caravan that will begin a new milestone in the history of this city. The caravan is coming for this part. And I need reliable people to protect me during the transaction. Are you with us?}
"begin a new milestone" feels like a mixup of two the idioms "begin a new era" and "mark a new milestone". Perhaps one or the other?

{259}{}{They wanted it themselves. People need authority, that's how their thinking works. I don't care who gets the orders. The main thing is that they obey and don't create problems.}
"I don't care who gets the orders." -> "They don't care who gives the orders." (I think this is the intended meaning?)
style feedback

{240}{}{My good will isn't enough? Don't forget that I know everything about your enemies - more than anyone in Garage City.}
"My good will isn't enough?": perhaps consider "Is my goodwill not enough?" or "Is my goodwill not sufficient?"

{288}{}{Considering that the whole city is to blame for your troubles and that you opened the plant with your own hands, I offer to provide services to your Villa at a very low price. This will bring jobs to the city and allow your people to prepare for the inevitable. Everyone will benefit.}
I'm surprised Kagan would be willing to blame the whole city when previously blaming the other organization (though it's natural that he'd feel more charitable toward the PC at this point). Perhaps soften a bit to "Considering that the whole city shares some blame for your troubles…"

GCBossB.msg:{211}{}{Fine. He can restore the factory, and run it, but don't expect low taxes in MY town. I won't forget all his trouble.}
"I won't forget all his trouble." might sounds better as "I won't forget all the trouble he caused me."

GCBrmAtk.msg:{204}{}{Don't rush into crime, maybe I can negotiate with them.}
"Don't rush into crime" might be better as "Don't rush into commiting a crime" or just "Don't rush into this"

GCClanA.msg

typo/grammar

{116}{}{Your not getting away with it.}
"Your" -> "You're"

{302}{}{Damn it, how could Kogan side with Lucas over us?! We've worked with him for years, but he doesn't give us any credit! I'm not going to stand for this. Someday we'll runs those sons of bitches out there!}
"runs" -> "run"
"out there" -> "out of here" or "out of town"?
style

{200}{}{(a tense scene unfolds before you - a group of scavengers has surrounded a couple of other scavengers and is about to beat them up; but your appearance disrupts their plans) Who are you?}
My personal feeling is that minimizing parentheticals/action descriptions is more in line with Fallout's dialog, and would be tempted to cut it down when not needed. " but your appearance disrupts their plans" seems unnecessary here—pretty much every dialog in the game consists of the PC interrupting something going on.
"is about to beat them up" seems like it's "knowing" too much about the future, and "beat them up" seems too colloquial for narration. Perhaps "and looks like they have violent intentions"

GCClanB.msg: {111}{}{Thanks for your help. You should talk to Lucas at the Factory.}
Most other dialog uses "factory"

GCClansA.msg and GCClansB.msg:{111}{}{Get someone else.}
Not sure what this means, and I don't remember the context from the game. Maybe "Find someone else (to talk to)"?
Or if it means "Get _somewhere_ else." It could be just "Leave."

GCCtzA.msg:{227}{}{It's just a ruins where old things are found. Go to the garage across the street and talk to Pete if you're interested.}
"a ruins" -> "ruins", though that's still a bit awkward. Maybe "Ruins from the old world where valuable things are sometimes found."

{230}{}{It couldn't be worse. The cartel used to provide a good income, but not anymore. However, with the restoration of the Plant, things are looking up. I think the city still has a chance for a bright future.}
"Plant" -> "plant" matches most of the rest of the text.

GCCtzB.msg:{224}{}{Not really. The mine is running dry, and there's little work left. Plus, there are animals near my trailer.}
"animals" -> "wild animals" or "dangerous animals" since otherwise it's not clear that what his complaint is.

{243}{}{Keep it quiet! Do you care where these caps came from? Pre-war caps are rusty, but these are in good condition. Take them and keep quiet. No one will believe you anyway.}
"keep quiet" is there twice. I think the first sentence should be more something like "Keep your voice down!"
 
Okay, @malaise_chalk - I will focus on the things I didn't add. For the most part I included all other changes as you suggested. A good handful were already fixed as well.

{200}{}{(As you approach the bar, you notice the wariness in the eyes of the bartender and the surrounding patrons). What do ya want?}
Usually parentheticals have been in lowercase with no punctuation. If we want to keep the trailing period, should be inside the paren.
In general descriptions in parenthesis that have a subject, get a capital letter.. generally. I was not too rigorous here.
GCBarGmr.msg:{220}{}{Ha ha, now hand over the stimpak and the caps. Adios, amigo.}
Missing amiga variant?
This is addressing the NPC.
{255}{}{Your ass is going to have to go outside someday.}
I don't quite follow the meaning here. Is it "Your ass is going to have to leave this bar eventually."?
This one, and a couple of others are actually not used in game. My technique for sometime has been to have both the entire translation and all the scripts open and searchable, so I can always check the scripted tree around a line. I haven't done much testing in game for awhile.
{259}{}{They wanted it themselves. People need authority, that's how their thinking works. I don't care who gets the orders. The main thing is that they obey and don't create problems.}
"I don't care who gets the orders." -> "They don't care who gives the orders." (I think this is the intended meaning?)
style feedback
His intention here is that he doesn't care who serves under him. I fixed up the line to this: 'People need authority, that's how their thinking works. And I don't care who gets my orders, just as long as they obey and don't create problems.'
{200}{}{(a tense scene unfolds before you - a group of scavengers has surrounded a couple of other scavengers and is about to beat them up; but your appearance disrupts their plans) Who are you?}
My personal feeling is that minimizing parentheticals/action descriptions is more in line with Fallout's dialog, and would be tempted to cut it down when not needed. " but your appearance disrupts their plans" seems unnecessary here—pretty much every dialog in the game consists of the PC interrupting something going on.
"is about to beat them up" seems like it's "knowing" too much about the future, and "beat them up" seems too colloquial for narration. Perhaps "and looks like they have violent intentions"
This is part of the less than perfect writing in Garage City overall - it feels different than the rest of the mod frequently, like it was an early draft version. I reduced this 'scene' down to a minimal, as I agree that Fallout 1 did not use this technique much. ' new version: "a group of scavengers has surrounded a couple of other scavengers - your appearance interrupts their confrontation"

GCClansA.msg and GCClansB.msg:{111}{}{Get someone else.}
Not sure what this means, and I don't remember the context from the game. Maybe "Find someone else (to talk to)"?
Or if it means "Get _somewhere_ else." It could be just "Leave."
These are responses to attempts to talk, or floating messages. Fixed them to variations of 'Bother some else' - 'Don't bother me' and the hostile response (based off rep) to 'Fuck off'

That's it. The rest are in mostly as you suggested. Thank you very much, and keep 'em coming!
 
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