Fallout Dialogs character limits

naossano

So Old I'm Losing Radiation Signs
Hello guys.

I am totally new to Fallout translation, and i underestimated the time\work needed for a very short one. So i doubt i would make another any time soon.

I am currently trying to make a french localization of the Fallout demo (which i expected to only take a couple of hours)

I am running some tests and i already had to remove the accents and other kind of unsupported letters likes ç or à or û etc...

I also think that, while running the game some lines were entirely removed, while some others don't get finished. I mean, there is no arrow to reach the next set of sentences from the Lex npc. So i guess i would have to shorten the npc dialogs, as french words are longer than english words. But i don't want to remove too much of it.

So i am wondering. Is there a limit of characters for Fallout dialogs ? Is that limit already well known ?
 
The demo is quite different from the final game. Wouldn't surprise me if there simply was no scroll function in the interface.
 
Hey, coincidentally I'm working on a mod that brings the Fallout 1 demo into Fallout 2. Meaning as a separate mod, not as a map added into the Fallout 2 world like I know has been done already.

Just been doing it to learn how to mod.

But anyway, since I was looking at the demo files, while I don't know if there's a character limit, on the couple of occasions when something didn't fit in the box, they separated it into 2 nodes.

If you want I could try to help fix the scripts where you have too much text to fit in the box. I'm not sure how well it would work because some scripts won't decompile correctly, but I can try.

Edit: Oh, yeah, and at least one the dialog scripts has some text in the script itself so I don't think you can translate that without modifying the script.
 
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I worked around it without knowing the exact number.

I took Lex, the exposition character, and i've check his longest sentences and reduced them until it fitted in the dialog box. Then i have reduced his other lines so there aren't longer than my reference sentence. I have still have to translate three characters, but for the others, their lines aren't as long as Lex.

On the other hand, i have still encountered a couple of issues. Lex and Phil both reach some point in which they have a line, but you don't have an answer. I will check later if it happens in the original demo or if i have made some mistakes.

About the line in the script, i will check once i have translated the remaining three characters (Baka can take a while), but it is possible that this line is a commentary from the developper, or something unused.

Good luck for your mod. I would gladly try it out once it is released.

EDIT: I did some tests without my localization, it seems that the issues with Phil and Lex dialogs were already there in the demo.
 
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I think the character with text in the script is Phil. It's a procedure to pick up different ways of say "goodbye". They all have it, but I think only Phil uses it. And the text for those goodbyes is in the script.

But I think that actually in the demo those won't show up anyway, because you can't access some lines for some of the characters. For example Phil has some lines that require 5, 6 or 7 intelligence. Which is impossible in the demo without cheating.

Edit: Oh and Baka has a ton of unused dialogue because one of the variables doesn't get activated. So you can save some work there. :p
 
It seems that the fridge also has its dialogs in the script. I translated the .msg file, but the fridge dialogs are still in english.
 
Yeah, that's true. Give this script a try. I added an extra line at the bottom of the msg file too which was only in the script.

And there's a script for the map too, which I used for testing, that starts you in the middle of the map and gives you the wire cutters as well. Just delete if not needed.
If you need other scripts changed let me know.
 

Attachments

And speaking of which, anyone knows how to make stealing from containers work?

If I add a container in the editor and use F8 to enter game mode and use steal on the container the inventory will open.

But, if I use steal on the same container in the actual game then nothing happens... it just does the magic hands animation and that's it.

Edit: Also if I attach a script to the container and put something in its pickup_p_proc procedure it doesn't seem to do anything?

Edit2: Ok, so using steal works on stuff like desks, but not on the fridge or lockers? Why?

Edit3: Derp, you can only steal from containers that can be closed if they are open. Well, makes sense I guess. In the demo you could steal from the fridge even if it was closed. I'll have to figure out how to change the script appropriately.
 
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That script worked wonder for the refrigirator.
Another issue that i had so far is that i cannot find where are the bios for Max Stone, Natalia and Albert.
But the thing is... I am not even sure if i will translate everything related to the character menu.
You cannot change any of those stats ingame, so i am not sure if it is worthy to bother with it...
 
The premade character bios are the only thing I always was curious about, as you have to provide unique files for every language version. What's the point of this? Why is exactly this not covered by the usual string files? Weird.
 
The bios are in the Premade folder.

Great. Now my localization is almost complete.

The premade character bios are the only thing I always was curious about, as you have to provide unique files for every language version. What's the point of this? Why is exactly this not covered by the usual string files? Weird.

Maybe those files also provide some non textual informations.
A bit like the cuts files. Those are videos, but when you open them with a notepad, the only things you see are the subtitles.
 
Uhm no, pretty sure the cuts files are plain text files. :>
 
I mean the .mve files that are in the data\art\cuts folder.
(or that can be extracted from master.dat)
 
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They don't have the subtitles in them, though. Subtitles are in text/cuts/.
 
That is weird.

It worked for both Rafael Alvarenga and myself in 2014, for the translation of Fallout 2 in brazilian portuguese but today, i can't open it with a regular notepad. (it crashes) And when i open it with notepad++, there is just too much text.

http://www.nma-fallout.com/threads/translate-fallout2.201517/

My bad : It is Text\cut\ .sve files, which are slideshows with subtitles.

And you were right. Those are just subtitles with timecode. I was sure the file had both the video and the subtitles.
http://falloutmods.wikia.com/wiki/SVE_File_Format
 
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addressing the issue in original post about special characters, you'd need to add them to font file (aaf in dialog, fon in worldmap, I believe) to be displayed in-game.
 
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