FO2: Oblivion Lost (Stalker) Mod

Dude101

Vault Fossil
Modder
A Fallout 2 mod by Rainman and Gumych, which was originally released in Russian last year. Kromgart has kindly translated it for our enjoyment.

<blockquote>If you know the game S.T.A.L.K.E.R. or if you have ever had any interest in this topic, then you probably have an idea of the noosphere informational field and its abilities, if not then you will learn about it during the main plot of the game.

Your main and only mission is the same - to save your dying village Arroyo. But how can you accomplish that? Again, you must look for the sacred suitcase - the G.E.C.K. but now there is entirely new way to find it. You get to the territory of the Chernobyl Alienation Zone, where you will search for that unique device. When the game starts, the Zone has been in existence for several years, changing itself and it's inhabitants...

The question is not how YOU get in the Zone, but how the Zone got into the "territory of post-nuclear North-America". The answer to that question can be found deep in the Zone, in dialogs, or in few notes which miraculously stayed intact. This mod features:</blockquote><center>
12 new locations
38 new maps
one new critter
105 new items
72 file dialogues

</center>

This is a major mod that features some impressive low-level engine hacks much like those of Mr. Fixit.

Download (41.0 MB)

In other news Continuum has exported more Van Buren Resources, courtesy of Senpay's new 3dMax Trimesh import script:
<center></center>

/edit:
Updated info:
Rainman: Oblivion Lost (Fallout 2)
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Name: Oblivion Lost (mod for Fallout2)
Version: 1.03
Language: RU / US
Author: Rainman (Nebesa Games) and Gumych
Translation: Kromgart

Release:
~2009-2011
Website: NMA || NC || Nebesa Games (Dieselship studio)
Copyright: Bethesda Softworks LLC.
__________
Description:
This add-on offers you an alternative walkthrough:
- Solve the mystery of the Chernobyl Exclusion Zone. Find out why it appeared in the post-nuclear state of California. You will meet familiar characters and monsters from the S.T.A.L.K.E.R the game. You will find new locations, quests and weapons.
Augmented Version.



New contents:
__________

__________
Installation:
Oblivion Lost 1.0.3 (Installer)
  • Install Fallout 2.
  • Install this mod.
    - Launch game from the mod shortcut.
__________
__________
Helpful links:

 
Last edited by a moderator:
They should have cut it out of Fallout 2 and make it a own total conversion mod. For me, right now, it's a far too strange and unfitting combination.
 
It is a very odd idea for sure, but it is actually a very fun mod. I really enjoyed it, and it is the first mod that has really kept me interested for a while. It is worth playing it, just to see what happens when you bring the GECK to Arroyo (haha).

FYI everyone. The interface is not displaying any text. I cannot get it to work. When it pops up at the beginning, hit the middle right button to skip the temple of trials.
 
Yeah the fact that it somehow is supposed to fit into Fallout 2 plot does seem a bit bizarre... I'd have expected instead the whole game to be set in Chernobyl, essentially a 2D isometric turn-based version of STALKER: Shadow of Chernobyl.

But, I'm certainly willing to give it a try. Nice seeing STALKER weapons in the inventory pictures.

How big a game is it? How long did it take you to complete?

Dude101, the interface problem sounds worrying. Do you mean you are not getting any on screen text? Or are you not gettting the green text you normally get in the lower left of your screen? Or is this some other "interface" that you are talking about?
 
your evil twin said:
Dude101, the interface problem sounds worrying. Do you mean you are not getting any on screen text? Or are you not gettting the green text you normally get in the lower left of your screen? Or is this some other "interface" that you are talking about?

There is a huge amount of translated text that I proof read. There is no way I would release a broken mod. I'm talking about the custom interface. The text located in FOLtext.msg has to have a certain string length to work, but I cannot work out the value. Even using the original file outputs null text. There is not a great deal stuff in that MSG anyway.
 
It's pretty bizzare indeed. So much, I might even like it.

Needless to say, I would love to see an inverse situation: stalker engine with old fallout school/content (i.e. minus Beth. in any shape or form)
 
I believe this is the first mod I've ever seen that makes use of sfall's ExtraKillTypes setting. Nice to see things getting used, however long it took. :) (Edit: Actually, that should be added to my list'o'bugs too. You're missing 4 entries (1469-1472) in proto.msg for the new kill types. You have the descriptions, but not the names.)

I've got a few bug reports. Just sfall related, since that's pretty much the only thing I'm qualified to talk about. (And in any case, I'm only 5 minutes into it, so haven't had a chance to come across anything else just yet. :P)
  • There's a (potentially) nasty bug in the packaging in that it uses sfall with the script extender turned on, but includes a script called 'gluck.int'. sfall is going to be trying to run that as a global script; it should really be renamed. (I'm assuming it's not supposed to be global since it's listed in scripts.lst. If it was supposed to be global, then it should be removed from there.)
  • The bonus move fix is turned on by default, which can cause corrupt save games. (There's a good reason it only lasted a few weeks before I was forced to remove it.)
  • The version of sfall it bundles is ancient, and has some bugs that can corrupt movies and will crash fallout with that compatibility mode error if it's run as admin. If the mod seriously requires an sfall verson as old as that, go for 1.31b. iirc that was pretty much bug free.
  • A nitpicky minor one. The default graphics mode is set to 6. Given that 0, 4 and 5 are the only valid values, I'm not sure what that's supposed to be doing. sfall will just ignore it and use the default of 0, so there won't be any actual problems.
Also, I'm not getting the new main menu backdrop that's in the screenshots. There doesn't seem to be a mainmenu.frm in the download at all. :?
 
Timeslip said:

Graphics mode six, is why I left the old SFall bundled. I think Rainman may have added something there, which is why I left it. It was set on 6 as default. I tested the mod with the latest SFall and the interface and what not appears to be okay. I was waiting on a reply from the author (still am), but he was taking to long, so I decided to release it as is.

Mainmenu.frm is my bad. I had it in another folder, as I wanted to get .Pixote. to edit the background text into Eng, but I forgot to ask and to bundle it. Oops.
 
Because Stalker first got the subtitle Oblivion Lost. And every true stalker fan knows that Oblivion Lost was the cool shit, then came shadow of chernobyl, which was not.
 
This is a lot of fun and I dig the new weapons. It's kind of weird having Klamath there though, and I'd recommend playing with the sound off to avoid the piercing white-noise that accompanies all of the talking heads. They should've put a call out for English voice actors or just removed all sound from those interactions.
 
Hi everyone!
First of all I would like to say thanks to Kromgart and Dude101 for their work on the adaptation of FOL to english. SPASIBO!

I hope that you'll enjoy the game!

Of course, if you have any questions - ask me please! :D
 
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