Sonora already has a fix for that in ZTMap.
if (town_known(AREA_VILLA_DSTR) != MARK_STATE_INVISIBLE) then begin
mark_area_known(MARK_TYPE_TOWN, AREA_VILLA_DSTR, MARK_STATE_INVISIBLE);
mark_area_known(MARK_TYPE_TOWN, AREA_VILLA, MARK_STATE_VISITED);
end
CE doesn't include sfall's MovieTimer_artimerX setting yet, so if you're gonna to include your own CE build, removing the whole timer/movie/rep decrease code should be a simpler choice.
I think they are fine as they are. Attaching them to the main quest might catch some players who played Sonora before off guard (Madre/Padre suddenly die or Villa quests fail, but I didn't do anything special in my playthrough), unless you add a timer note similar to the water timer in FO1.
mapper2 will generate a new sndlist.lst with the content of sound\sfx\ folder if it can't find any, that means you need to remove the vanilla sndlist.lst from master.dat as well. As long as it can find a sndlist.lst, it won't bother to search new sfx and update the list.
Or maybe try this...
A simple mod that gives you a set of items/perks from loadout.ini when starting a new game. Originally it's just a fixed list embedded in the script for my own use, I expanded to be INI configurable. Yes, you can always use save editors to do the same thing, so no need to tell me that.
Note...
sfall 4.4.6 and 3.8.46 are released on SourceForge, along with their respective modders packs.
EDIT 2025-04-13:
sfall 4.4.6.1 and 3.8.46.1 are released on SourceForge. They are maintenance releases for the previous version.
NOTE: If you're experiencing mouse cursor freezing on the...
I'm not some legal expert. As long as you give proper credits it should be fine. For example I added DAT2 to GitHub repo two years ago.
BTW it seems mapper2 can generate sndlist.lst, at least from the comment in the source code:
// BIS Mapper2 can recreate deleted sndlist.lst file (Fallout...
Check ddraw.ini, the option has been added since 4.3.1 and is enabled by default.
;Set to 1 to automatically search for new SFX sound files at game startup
;Note: With this option enabled, you will no longer need to use the utility regsnd.exe to register new SFX sounds
;This will slightly...
Finished my first Sonora playthrough. For some reason, Inferno and V27 endings are disabled. At first I was wondering why I didn't get them as listed in the wiki.
Also with the help of sfall debug logging I found that Sonora (official release) is missing a single-frame death anim for power armor...