Fallout 2 mod Fallout Sonora 1.14 and Sonora Dayglow 1.14 Vanilla Translation

Really which one did you pick and ehat did your fix sound like?
{221}{}{You really don't know what a factory is? Dark skin like that... You probably live in the desert... Okay, factories used to produce equipment and gadgets. Now, of course, they don't.}

He's talking to himself again, something you chide him for later in the dialogue.
 
This is more part of an user error, but, if you run out of fuel for the bike inside a location circle in the world map, the "Pit Stop" location will spawn inside of it, and you can't get your bike back
Whoa. I may need to fix the script then to prevent this.
 
Because of what Fic_Mon typed I just remembered, FO2 adds a location in the town map with the car in it, I'd have to go and check, perhaps it was there and I just cried wolf...
 
I just have one question: What exactly does the fragmented picture mean? Is it the trust and companionship of Villa falling apart? Is your family falling apart? Does it mean this tight-knit community is falling apart to time due to wasteland hardships? I'm not sure, maybe it's up to interpretation, but it didn't seem to have any effects inside of Villa when I arrived, even if the picture was already completely broken...
I have the same question. I am building a small set of final 'buffs' Sonora could use, and this is one of them. I think there should be consequences attached to the Photos (if we have to use them, engine requirement), ie. script the deaths of one group of your people. Photo gone, everyone is dead. There could also be a timer note, like Fallout 1, before which the people of Villa must be rescued, otherwise there will be no one to plant the crops for the growing season, and without a harvest, Villa dies.
Alright, I finished Sonora, certainly a ride...
Nice, I hope it was enjoyable. Fixed the typo.

Added a hint to the Garage dialogue for the tires.

However, the centipede won't be an easy fix as the encounter may randomize the number of centipedes, and even if it doesn't, there are at least 6 references for 'A giant centipede'. I'll have to do some digging to figure out which one references the one you encountered. I think it is random though, as I have had similar encounters with other creatures, showing varying numbers.

"Wasteland Corrupted" is correct. It is actually 'Wasteland' for the location, and 'Corrupted Wasteland' for the level. But the second wasteland is cut off. This goes back to the issue levels we were discussing before. I still may need to address all these level names and shorten them considerably. And the location names themselves. To bring them inline with Fallout 1 standards.
 
{221}{}{You really don't know what a factory is? Dark skin like that... You probably live in the desert... Okay, factories used to produce equipment and gadgets. Now, of course, they don't.}

He's talking to himself again, something you chide him for later in the dialogue.
Yeah this is much better than mine.
 
Okay, after trying it out for a bit, here's what happens:

If you run out of fuel near a city, it'll sometimes not spawn the Pit Stop, but you'll just walk slowly and the bike will spawn in whatever map you open, so if you go to Phoenix it'll spawn in Phoenix, however, it sometimes spawn the Pit Stop inside of the circle, so in that specific scenario, you can't get your bike back, because it doesn't spawn another location in the Town Map like FO2 does

Some minor jackal stuff:
The ranger has a typo, "we would improve our reputation around her." I don't think he means "her" as a city, because he's talking about multiple settlements. Upon reaching the base, Ranger Jackson is referred to as Ranger Jason if you hover over him, but Mossman calls him Ranger Jackson

When you talk with Mad Bitch, the player dialogue has a double space in this line: And then eat them?"

Helford has some weird speech regarding the jackal alliance: "Any offer's a trick to benefit them. General'd agree." It's understandable, but it sounds as if it were an accent, but Helford's other dialogue doesn't read like this.
 
I have the same question. I am building a small set of final 'buffs' Sonora could use, and this is one of them. I think there should be consequences attached to the Photos (if we have to use them, engine requirement), ie. script the deaths of one group of your people. Photo gone, everyone is dead. There could also be a timer note, like Fallout 1, before which the people of Villa must be rescued, otherwise there will be no one to plant the crops for the growing season, and without a harvest, Villa dies.
Timers are evil in games. You shouldn't do this :)

I will disable these videos in my assembly, otherwise users are constantly asking about them.
 
@Foxx
that's what i always do anyways.. it's just a matter of setting all of the arroyo timer videos to =-1 and that's it. Though the timers themselves for the picture fading videos, have been increased in comparsion to Fo2.
 
Minor Camp Winona stuff:

The save location is just "Camp Winon", while the Hunter refers to the place as Camp Winona

Hunter's Dialogue:
"Sorry I can't offer herbal tea. The savages killed the hunters and locked me up as a reserve", this could be "Sorry, I can't offer you a cup of tea. The savages killed the other hunters and locked me up as their next meal." Perhaps also change the Pip-Boy message after you rescue him, from "The hunter has succesfully left his camp." to "The hunter has been succesfully rescued."

Rangers:
After you secure an alliance with the Jackals and the Rangers, Agatha will talk to Mossman, but her floating dialogue goes by super fast
After destroying the ranger base using the floodgates, the Pip-Boy message says "You destroyed the Ranger Citadel", I don't think Citadel is used anywhere else, they all call it a base or headquarters
If you're Hated in the Rangers location, the kids have a small typo: "Garth Ranger. He kills people like you." it should be "Ranger Garth." Strangely enough, they say this even if Garth is away already

Post-game, Villa crypt:
If you talk with Señor Handy, the player's greeting dialogue comes out without a space, so it looks like "IPlayerNamefrom Villa". Señor Handy also refers to the "Old World" as the "Old Times".
I also believe there was a swap between the gender greeting, because he refers to my character as "granddaughter", but my character is male.
After you ask "What is this place?" he says "Crypt?" as if "Crypt" was in the question. Perhaps "What is this place?" could be changed to "What's the family crypt's story?", because that dialogue is always available, so it would stay location neutral if it makes sense
One of the question dialogue options says "Tell me how Villa came to be?", I don't think it needs the ? at the end.
If you recruit him while the Félix's personality is turned on, he says "I hope you don't run too fast?", I don't think the ? is needed.

Phoenix:
If you pay for the 50,000/35,000 caps for the bounty hunter training, the Pip-Boy message says "You have acquired the Mortal Strike ability." this should be changed to "You have acquired the Slayer perk.", because it gives you that perk. (also, I know that if you hunt down the three bounties and kill Gil, you can learn the perk for free, I don't know if Bruce says "Mortal Strike" in his dialogue too)

Cutscenes:
Both the Puerto ship destruction cutscene and the Dayglow intro cutscene have a static crackle, I don't know if this can be fixed
 
NPC Lozen, San Brahmin
He gives me the greeting and the dialouge tree that explains what he does again after meeting him already.

NPC Casino Bartender, Phoenix
Floating text
[Sorry we're all out of Yader-Rum.]
Change it to Rad rum or whatever its called in english.

NPC Casino Dealer, Phoenix
Change the gender of pronouns to female in the first dialouge you get when you talk to her.
 
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Hey, it might be a silly question, as most people seem interested in playing these games (generally speaking) in hi-res, these days.

In this thread, it seems that Fallout_Boy, GrizzlyPA, Goat_Boy are making use of Mash’s hi-res patch features. While OMGitsJoemo has shared his interest in playing Sonora mod in hi-res.

Will 640 x 480 continue to be supported? I was in disbelief when I’ve read that the Restoration mod demanded an higher resolution, and I wonder if an update could introduce restrictions to the resolution?
You see, I like playing old skool Fallouts at 640 x 480.
 
I was in disbelief when I’ve read that the Restoration mod demanded an higher resolution
If you mean FO2 RP, it doesn't need higher resolution AFAIK, but you do need to have the hi-res patch enabled for moving viewport in maps.
 
@OnlyALad and @Fic_Mon - thanks for the feedback. Always good as usual.

I have fixed all the points raised, and they are in the translation, except those I will note below:

"Strangely enough, they say this even if Garth is away already" - fixing this is possible, but for the moment it remains.

I fixed up the special robot to address the player correctly with male or female. This had to be done in script because sex specific lines were not included/missing. I also added in the Spanish perk, as he has a line or two of spanish.

There was only one 'mortal strike' entry, so we are all good.

I can't fix cutscenes at the moment, though I could look at those later. If it is in the original, fixing it will be tricky. I saw a post somewhere else where static was noticed on the Dayglow entry vid.

I am looking at NPC Lozen now, but so far have not determined the issue. Is it coming back to this line?
{Ah, I know you come to my place, wanderer. Spirits tell me your sad tale.}
 
Hey, it might be a silly question, as most people seem interested in playing these games (generally speaking) in hi-res, these days.
Not me! I am playing it at 640x480. Looks best after trying other resolutions. Though, I wouldn't mind 800x480, as it fits my laptop ratio perfectly.

This translation is primarily supporting the 'vanilla' build directly from Nevada Band. So that won't change.

In general though nothing I am doing here really effects the resolution, and the translation can work anywhere.
 
@OnlyALad and @Fic_Mon - thanks for the feedback. Always good as usual.

I have fixed all the points raised, and they are in the translation, except those I will note below:

"Strangely enough, they say this even if Garth is away already" - fixing this is possible, but for the moment it remains.

I fixed up the special robot to address the player correctly with male or female. This had to be done in script because sex specific lines were not included/missing. I also added in the Spanish perk, as he has a line or two of spanish.

There was only one 'mortal strike' entry, so we are all good.

I can't fix cutscenes at the moment, though I could look at those later. If it is in the original, fixing it will be tricky. I saw a post somewhere else where static was noticed on the Dayglow entry vid.

I am looking at NPC Lozen now, but so far have not determined the issue. Is it coming back to this line?
{Ah, I know you come to my place, wanderer. Spirits tell me your sad tale.}
Cant explain whats wrong with Lozen rn but will be able in about 6 hours.
 
Not me! I am playing it at 640x480. Looks best after trying other resolutions. Though, I wouldn't mind 800x480, as it fits my laptop ratio perfectly.

This translation is primarily supporting the 'vanilla' build directly from Nevada Band. So that won't change.

In general though nothing I am doing here really effects the resolution, and the translation can work anywhere.
Same... I am usually a big hater of any resolution that has black bars but playing on the steam deck in my dark room makes the bars unnoticable because the deck is black. The only problem is if I play a game with good graphics and return sonora then my eyes havw to adjust to seeing pixels.
 
Finished my tree-pass on Garage City, and am now going through Santa Ana. Found a small bug in the main quest there

When first arriving in the town, and after the cut scene, you can talk to Lucia right away. However, you are already able to ask her about the special day being in her honor, something you have not been told or heard

I can fix this in code, or just add something to the opening speech by Hilario. I think the latter is the best solution.

Like this:
{Brothers and sisters! Today is an important day for us. This is the Day of Life. Today we honor Lucia,}
{She will be our 'queen' for the day, a day when we proudly proclaim: yes, we are still alive. We made it through another day.}

That will put the whole situation out there, and provide the needed knowledge to the PC
 
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Finished my tree-pass on Garage City, and am now going through Santa Ana. Found a small bug in the main quest there

When first arriving in the town, and after the cut scene, you can talk to Lucia right away. However, you are already able to ask her about the special day being in her honor, something you have not been told or heard

I can fix this in code, or just add something to the opening speech by Hilario. I think the latter is the best solution.
Ok just checked Lozen and he wasnt coming backto his first line it all worked just fine. Most likely I forgot I reloaded a save and interacted with him again.
 
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