Fallout 2 mod Fallout: Sonora

Hi, thank you for your quick reply.
Ad1) yes
Ad2) I'm pretty sure that when I first encountered the drilling machine, it was broken and needed 100 repair skill points. I haven't used any scrap on that and my repair skill was 30. The problem is that as soon as I repaired the generator and the lights came on, the drilling machine was completely functional. The game tells you this if you interact with that. Neither science skill nor repair skill points work on that now, so it seems I am stuck. I have a save few hours before so I may try it again.
 
Fjodik.. there currently is an bug with the machine graphics.. even if it's broken you can use the hand icon to turn it on.. but it shouldn't break the quest.

you need to use repair skill on the machine. not the generator.. try going down the elevator.. There is a high skillcheck of 100% or was it 120% that your skill must be higher than.. however the good news is the junk parts and electronic parts you can buy for example in Garage City, can each lower the check by 20% even down to 0%, it can be done consecutively one by one.. the trick is though that if you use this trick the skillcheck resets when you leave the map, so you can't bring one part use it and go fetch more, because the engine will reset the skillcheck to full

anyways @Cambragol
better late than never, but the credits.mve was uploaded to my ftp..
 
Thank you for your help. The issue is that after I've interacted with the machine, the game tells me that it's in perfect condition and doesn't need to be repaired. The same thing happens when I use the repair skill. Because of that, I can't use the scrap material on it.
 
Thank you for your help. The issue is that after I've interacted with the machine, the game tells me that it's in perfect condition and doesn't need to be repaired. The same thing happens when I use the repair skill. Because of that, I can't use the scrap material on it.

hope you have an earlier save.. this is a major bug indeed... in any case.. when going to the machine, use repair first.. don't click on it using the hand icon before it is repaired.. thing is some dumbass changed the code and the machine now auto starts to turn after being repaired.. the problem is they didn't remove th code that starts the machine by using hand icon.. so therfore the script thinks the machine is fixed, but the global variables are not properly set..

TL : DR
reload to an earlier save approch the machine agin, and *don't* use the hand icon..
@Cambragol
could you look into that script, and edit it? it seemes You do have the knowledge that only 5 ppl on the planet have and are able to write Fallout scripts..

i could only hack them but for me it's like walking in the fog
 
@fjodik
There is a bug here. I have isolated it, and it is really tricky. I have also fixed it, however, I don't know if it will help you, as it is after the fact.

It appears that if you *try* (but fail) to fix the machine before turning on the power, the machine becomes 'fixed' and can no longer be fixed by the player, after turning on the power.

If you fix the machine before turning on the power, everything is fine.

There is a local variable being set in the script for the power generator that affects the drilling machine, though I can't figure out why. Removing the setting of this variable makes the drilling machine fixable whether the power is restored or not.

However, for your game the local variable has already been set, so my fix won't help you.

@gustarballs1983 I'm not as adept as you might think, but I will look into it more. Though I think I have fixed it, I can't account for why the local variable was set in the first place, nor why it affected the drilling machine. Some depth here still escapes me. But I will try to fix it. I don't like bugs lingering in Sonora. I'll include my fix in the next update to the translation, which will come after more feedback on it (so far no reported errors!?)

edit: okay, I figured it out. Now to craft a better fix.
 
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Thank you for your help. I will begin from the previous save and proceed in accordance with your instructions.
 
@fjodik Sorry I couldn't help you with your issue. However, I am attaching a fixed version of the robot/generator scripts, that should prevent this problem next time, as well as give the correct fade in and time passage for fixing the drill.

Just unzip and drop the two scripts into data/scripts and it should work.
 

Attachments

OK, so if I use an earlier save with the updated script, it should all work as it should. I really appreciate your help, guys.

Also, your translation is excellent so far – I haven't encountered any issues. BIGGEST THANKS.
 
Been having a glitch with the wipe out the jackals quest regarding the gatekeeper. If I go to the jackals lair then report back to the gatekeeper, he'll act like I already told him causing the two mercs in the town to turn hostile towards me
 
The two mercs are supposed to turn hostile if you don't meet them promptly at the Jackals' lair.

However, if I am reading you right, they turn hostile before you get the quest from the gatekeeper? I am checking into this, as there is a bug here then.
 
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I have fixed this. I will add the fix to the next update, and will upload a patch later today.

Edit: I added a patch. Not tested completely, but should work with sfall or Fallout 2 CE. Just unzip and put it in the install directory. Rename to a later number if you have other numbered .dat files.

What has not been tested is if killing enough Jackals is recognized. Also, this patch likely won't work if you have already visited the Jackals base for the first time.
 

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Hey @Foxx, just a few things to report regarding your Sonora repack from my last playthrough:

1. There's an sFall bug that's causing the game to freeze and then crash if you happen to encounter some Jackals:

1735739115611.png


sFall error.png


2. If you get the Henry Beams special encounter, this location name on the save game entry seems to overflow on all other save games (the "d"):

HB.png
d.png


3. If you use the radio in the Garage City to get the location of the Jackals but you don't tell the Garage City gatekeeper that you now know the location of their base, if you exit the Garage City, come back in and start the conversation with the gatekeeper again you no longer have the option to tell him where the location is.

The game seemingly treats you as if you picked up the quest from him to wipe the Jackals out but automatically assumes you refused to go with the Garage City squad to help them and you just lose 5 karma and fail the quest, no other option is available except "I changed my mind":

1735739924664.png


Not sure if this behavior is intentional or I'm misunderstanding something about this quest (maybe there's a time limit after you use the radio)? :scratch:


In any case, Happy New Year and all the best in 2025, as always thank you so much for all of your hard work!
 
Not sure if this behavior is intentional or I'm misunderstanding something about this quest (maybe there's a time limit after you use the radio)? :scratch:
The last issue is an addition of my script for that quest. It looks like it is behaving correctly, as if you accepted the quest, then left, and came back, you left the other guys 'hanging'. So the quest failed.

However... in the latest version of the translation, with scripts included (1.01) that shouldn't happen. At least it doesn't in Fallout 2 CE on macOS.

Hm...
 
The last issue is an addition of my script for that quest. It looks like it is behaving correctly, as if you accepted the quest, then left, and came back, you left the other guys 'hanging'. So the quest failed.

However... in the latest version of the translation, with scripts included (1.01) that shouldn't happen. At least it doesn't in Fallout 2 CE on macOS.

Hm...
Thanks, I think the reason for that is because the latest translation version the repack is using is the one from back in November
1735746192611.png

I guess there is no way for me to "force an update" on the repack?
 
Hmm, not sure there, you'd have to ask Foxx. The 1.01 update in mostly just script/translation improvements (spelling, typos, naming), but you just so happened to hit on the one bug from my scripts. Other script fixes are related to default Sonora only.

I added a patch above, which should work for you.
I have fixed this. I will add the fix to the next update, and will upload a patch later today.
 
I keep experiencing a crash when entering phoenix from the entrance behind the caravaners camp, I have reinstalled the mod twice and it still occurred after both reinstalls, I am using the Foxx version of fallout sonora i think, ill post the link i got the files from to be safe. (https://disk.yandex.ru/d/9lJlPoKayB3zIA/Fallout_Sonora_1.11+DLC_(Extended Release)_13.10.23.exe)

Sorry if this is an easy fix and I'm just stupid, I'm new to classic fallout and classic fallout modding.

Edit: forgot to mention, Sonora is the only mod I am using currently, and here's an image of the error code i forgot to include too, my apologies.
1736203134773.png
 
I would wager a guess that it is related to the bookseller mod... Maybe try turning that on and off and see what happens. There were a few other threads around here discussing a CTD on entering Phoenix, @gustarballs1983 and @Violator were discussing it at one point. That was before my time though...

Here is the exact same crash in a thread 4 years back:
I met a crash when I'm entering Phoenix main gate

QQ图片20231005102717.png
 
I would wager a guess that it is related to the bookseller mod... Maybe try turning that on and off and see what happens. There were a few other threads around here discussing a CTD on entering Phoenix, @gustarballs1983 and @Violator were discussing it at one point. That was before my time though...

Here is the exact same crash in a thread 4 years back:
Ah fair enough, thanks for the info ill try turning off that mod and entering phoenix again
 
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