Joined: 24 May 2006 Posts: 143 Location: Ancient Kamelot. Status: Offline
Posted: Mon Oct 09, 2006 14:59 Post subject: Last Hope mod v1.05
I was wandering if somebody played this demo and could "tell" us what you think about it. Are there any techical issues? Used scripting was primitive but will it work when we start doing the big mod? How does the idea, to change the world map entirely, sounds? As soon as we start doing this mod i'll post some pictures of my new maps to show you what i (really) mean. _________________ "Write as you speak, read as it was written."
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Joined: 24 May 2006 Posts: 143 Location: Ancient Kamelot. Status: Offline
Posted: Sat Oct 14, 2006 14:46 Post subject:
Now, i'm sure somebody read the post above. If you don't know what i'm talking about let me say first that this mod exist and it's located in download section. Of couse it's a demo 'cause we didn't made the "full" version. We started working on it however. I've heard that some problems occured after the mod installation when the first map is loaded then gray screen appears and interface bar is all black. This could happen because of the two reasons:
1. Read the readme file :!:
2. Make backup of fallout.cfg, .exe, Data folder and then replace them with those extracted. Fallout.cfg is VERY important because it tells .exe file where is data folder. Tip: the best backup is just to rename the files (if you don't know) .
The mod works on my comp. with winXP cpu p4 , if anyone had any problem it's best to write it down here (post replay) if you wish. _________________ "Write as you speak, read as it was written."
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Joined: 24 May 2006 Posts: 143 Location: Ancient Kamelot. Status: Offline
Posted: Tue Jan 16, 2007 5:17 Post subject:
It has been some time since i last wrote something here. The big mod is doing fine for now. It will be worth as i can say. With its background story and lots of quests it's nothing like the demo which was more used for testing and stuff. Soon, there will be a site available for this mod. Some new art is added(like details, buttons, scenery...). When it'll be completed, it's hard to say but probably within this year because i have some great plans for it and i'm not going to waste them.
I've done at least ten maps which have no relations with FO2 towns. So this is like extension for FO2, not addon. More is yet to come. _________________ "Write as you speak, read as it was written."
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Version 1.0 is out. There are a couple of bugs I found:
In the prison, the gaurd that opens the gate for you to leave, some times does not do it i.e. he goes through the motions and nothing happens.
In the miners town, in the building you get to via the sewers (after clearing the door), the staircase does not work. _________________ MutantsRising - FO Modding Wiki and Blog
I am just surprised that the mod is finished!
I just downloaded it and I looked at files inside *.dat file and there are a huge ammount of files scripts, maps, dialogues!!!
I started to play, the first map is nice, climate I like it.
I will see what will be later
Well, unfortunatelly I found few bugs in first map
- second closed gate has the same "science" desription as first.
- during talking/combat with Guardian thre are some bugs I can't describe them, do not undesrtand dsecond time dialogue (he gives me something, then he wants to take it again from me, lol, I can not describe it clearly because my language is not good).
- after combat, when the gate is opened, tehre is a bug, that the combat is initialized then disabled. Fortunatelly guardian is not attacking me. I can walk to exit.
Joined: 24 May 2006 Posts: 143 Location: Ancient Kamelot. Status: Offline
Posted: Fri Jan 23, 2009 20:34 Post subject:
First of all thanks for giving this mod a chance. It was a real challenge to get this done, considering all the stuff i've put in this mod. Ok, down to business:
Dude101 wrote:
In the prison, the gaurd that opens the gate for you to leave, some times does not do it i.e. he goes through the motions and nothing happens.
timed_event_p_proc in Guard's script gets stuck sometimes if critters current animation is busy, i can add animation check
Dude101 wrote:
In the miners town, in the building you get to via the sewers (after clearing the door), the staircase does not work.
Ok, i'll correct this. Map errors... i don't like 'em at all.
Edit:
Tested ingame, works on my pc
Cubik2k wrote:
- during talking/combat with Guardian thre are some bugs I can't describe them, do not undesrtand dsecond time dialogue (he gives me something, then he wants to take it again from me, lol, I can not describe it clearly because my language is not good).
First time you fight unarmed, second time he gives you a knife and takes it back when the combat is over. I'll check it again. _________________ "Write as you speak, read as it was written."
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Hello
Mod is pretty cool, but... it has some bugs.
@Farmers Community there is problem with quest about gecko pelts. Gecko hunter from bar doesn't want to talk with you.
Cubik2k made patch fixing this problem.
Quote:
In the miners town, in the building you get to via the sewers (after clearing the door), the staircase does not work.
- That's true.
And what about quest with hunting mantis @ Miners Town?
I don't know where to find their nest. In the eastern part of town there is some cave, blocked by stones. I blow them up with explosives, and it works, but... If you go there, you jump into "sewer" under jail with radscorpions...
Generally I like Last Hope, think it has great potencial. It's return to old school role playing I would say. So please, continue Your work, testing and fixing bugs. Thanks and respect for Your effort. Regards from Poland. _________________ Bunkier przeciwatomowy
Joined: 24 May 2006 Posts: 143 Location: Ancient Kamelot. Status: Offline
Posted: Fri Jan 23, 2009 22:49 Post subject:
1.
Micronus wrote:
Quote:
Quote:
In the miners town, in the building you get to via the sewers (after clearing the door), the staircase does not work.
- That's true.
The staircase doesn't lead anywhere, it's meant to be that way. I've used it as a scenery, nothing more, sorry
2.
Quote:
And what about quest with hunting mantis @ Miners Town?
I don't know where to find their nest. In the eastern part of town there is some cave, blocked by stones. I blow them up with explosives, and it works, but... If you go there, you jump into "sewer" under jail with radscorpions...
Fixed map exit grids. Added into v1.01
3.
Quote:
@Farmers Community there is problem with quest about gecko pelts. Gecko hunter from bar doesn't want to talk with you.
Fixed in v1.01 _________________ "Write as you speak, read as it was written."
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Quote:
In the miners town, in the building you get to via the sewers (after clearing the door), the staircase does not work.
- That's true.
The staircase doesn't lead anywhere, it's meant to be that way. I've used it as a scenery, nothing more, sorry
Huh, so I have an idea Maybe you should do a magic trick;) When player is pointing staircase with cursor, then on the left "window" information that stairs are crushed/broken should appear. It will solve this misunderstanding.
Micronus the Bughunter.
P.S. I'm gonna reporting bugs according to game progress.
Edit: And what about Lost City, @ this location there is no way to get in. Is it bug or maybe there is way to get in, but I'm stupid;)? _________________ Bunkier przeciwatomowy
Last edited by Micronus on Sat Jan 24, 2009 12:52; edited 1 time in total
I'd like to report that the doors in noth/east sides are not visible and this is hard to find them during th game.
EDIT 24.01.2009
Possible bugs:
- Miners Town - I entered to Cave for killing mantis, killed all of them on all levels and go to sheriff, asking him and there is not an option about mantis quest. In the PipBoy there is still unfinished quest.
- Miners Town - Talking to Colin, probably second time, there is an option that I click onit but nothing happen
Here is a screenshot from it:
_________________ F2wedit for easy editing and creating items in FO2 F2wedit Updater - the tool for updating older versions of F2wedit FT Awaken patch v1.41d ENG Fallout took three years to make. For the first six months, it was just me (Tim Cain). For the next six months, it was me, a scripter and an artist.
Last edited by Cubik2k on Sat Jan 24, 2009 17:48; edited 1 time in total
Joined: 24 May 2006 Posts: 143 Location: Ancient Kamelot. Status: Offline
Posted: Sat Jan 24, 2009 17:46 Post subject:
Micronus wrote:
Huh, so I have an idea Maybe you should do a magic trick;) When player is pointing staircase with cursor, then on the left "window" information that stairs are crushed/broken should appear. It will solve this misunderstanding.
I just put some barrels to block the staircase, simple and effective.
This way the player wouldn't spend too much time thinking about the staircase.
Micronus wrote:
Edit: And what about Lost City, @ this location there is no way to get in. Is it bug or maybe there is way to get in, but I'm stupid;)?
Well, you can get in but you'll have to find another way.
Cubik2k wrote:
Will be v1.01 compatible with old saves?
I've tested new map changes with the old saves and they seem to work, so far.
Edit:
It will work if you have not visited Miners town.
Cubik2k wrote:
- Miners Town - Talking to Colin, probably second time, there is an option that I click onit but nothing happen
Yep, this is a small error in dialogue script.
Cubik2k wrote:
- Miners Town - I entered to Cave for killing mantis, killed all of them on all levels and go to sheriff, asking him and there is not an option about mantis quest. In the PipBoy there is still unfinished quest.
Script error, fixed.
Cubi2k wrote:
The name of Farmers Community on worldmap is another then the name of blue button on the left list on worldmap (Farmers Town).
Town label art, two years old , map.msg line few months old. _________________ "Write as you speak, read as it was written."
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I've tested new map changes with the old saves and they seem to work, so far.
Rather not. I tested Miners Town with Mantis Quest (never entered to Caves before) with old savegames, and this is not working. I started NEW game and can enter to Caves with mantis, but report some possible bug.
See my edited post before yours. I edited it and report some possible bugs.
I have a sugestion: please, make something with random encounters. Because of them, game is too easy. Hubologists are killing raiders/robbers etc., and you have plenty of good stuff to gather. Obviously, you can ignore it, but you know, it's my preciouss syndrome;)
And please, maybe try to play LH one more time and do some betatesting. You've done great job (you're a hero and you must leave:D), but you know, it's annoying when some scipts don't work properly, and you must play from the beginning when you fix bugs in another version of mod...
On the other hand we are in fact betatesters and it's surely easier for you to fix bugs, when they are targeted. Hmm, if I have more free time... _________________ Bunkier przeciwatomowy
Joined: 24 May 2006 Posts: 143 Location: Ancient Kamelot. Status: Offline
Posted: Sun Jan 25, 2009 2:53 Post subject:
Micronus wrote:
I have a sugestion: please, make something with random encounters. Because of them, game is too easy. Hubologists are killing raiders/robbers etc., and you have plenty of good stuff to gather. Obviously, you can ignore it, but you know, it's my preciouss syndrome;)
Some encounters are easy, while others are harder... as you move south east across the worldmap, encounters get harder. You can even encounter fire geckos or mutated mole rats, those are tough! If more people suggest i should make harder encounters, i might do that
Micronus wrote:
And please, maybe try to play LH one more time and do some betatesting. You've done great job (you're a hero and you must leave:D), but you know, it's annoying when some scipts don't work properly, and you must play from the beginning when you fix bugs in another version of mod...
Don't worry, if you find any map errors, post them as soon as possible, exit that town/map and save your game. _________________ "Write as you speak, read as it was written."
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Joined: 01 Oct 2006 Posts: 116 Location: Wasteland Status: Offline
Posted: Sun Jan 25, 2009 3:29 Post subject:
Forgotten Knight,
your total conversion mod is incredible. I can't believe that you made it yourself only. I counted up about 74 quests in your dat file! Well done! _________________ Jiri_auf_Wiedersehen (JaW)
Vaultmaster of the biggest Fallout fan site in Czech and Slovak Republic, Vault silene brahminy (Vault of the Mad Brahmin)
Joined: 24 May 2006 Posts: 143 Location: Ancient Kamelot. Status: Offline
Posted: Sun Jan 25, 2009 4:21 Post subject:
Thanks! You know, i did it only because i spent a lot of time on this. And yet i had to remove some unfinished quests because it could have taken me another month or so to finish it. I couldn't wait that long and decided to save some precious time and said "Enough is enough!" . I hope you'll enjoy it... 'till the first crash to desktop
Latest mod version is in my signature link. Always check it first for new updates. _________________ "Write as you speak, read as it was written."
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I want to report the bug with Mantis Quest in Miners Town.
The Quest could not be finished. I know why.
There are mantises in both levels of caves. I looked at the map prva4b.map in mapper. Not all mantis critters have attached script 3proba60. The script should works for 29 killed critters. But not all critters has that script. Here is a bug! Second matter is, that sheriff MaKarty has not a dialogue lines for finished mantis quest. Maybe I am wrong but it seems that the quest is unfinished.
Greetings! _________________ F2wedit for easy editing and creating items in FO2 F2wedit Updater - the tool for updating older versions of F2wedit FT Awaken patch v1.41d ENG Fallout took three years to make. For the first six months, it was just me (Tim Cain). For the next six months, it was me, a scripter and an artist.
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