That's Circle Junction. They don't have any meaningful interactions at the moment. The Hanged Man is an evil, religious nut. A powder keg companion. He will attack CL members and tribals on sight. Tribals are afraid of him and he attacks them on sight for many reasons, but the main ones are that it's a bad habit he carried over from his CL days, that they're nonbelievers and easy targets for a sadist like him.
And here I was hoping for a redemption arc. Will it be possible to ask him to wait and let him re-join the party after exploring the location (like with companions in F1 and F2)? And I have another question: What location should I explore after the prison and Fort Abandon? I went to Grand Canyon, but NPCs there don't have any dialogues yet. I found BoS, but I did all quests there while playing the previous release, so I'm wondering if there are any new locations that I should explore first.
Spoiler I don't think there are any new quests added besides collecting all the prisoners or their pip boys.
As promised last time, here's the first weekly update, R4.1. Enjoy! - PJ & Co https://disk.yandex.ru/d/_LpjtoZjWRAmHQ https://mega.nz/file/UtVFjYjQ#cwlyy5rMWzcWNia72X1fOyrd4LnehWE-C5DVqunD9e8 R4.1 CHANGELOG [GENERAL] - Fixed location issues where some areas were inaccessible. - Added new or updated existing talking heads. - Updated sfall to the latest 4.3.2. - Added new world map labels.
Yes he will be able to rejoin you in the future. Quest-wise, nothing new has been added. The dialogs have been written but I didn't find the time to implement them as I was focused on art, area building and writing dialogs. It sucks, I know. Getting there!
I'm having trouble installing this mod. I put the fallout2.exe, master.dat, critter.dat and patch000.dat into the patch001.dat file but when I try to play yesterday, it plays F2 instead.
Extract Fallout Yesterday into a new folder. Copy fallout2.exe, master.dat, critter.dat and patch000.dat into that folder. Enable Hi-Res mod. That’s all!
It depends on the update. If scripts or art get updated, then you'll be fine. If areas get updated, you'll have to start from beginning to see the changes since Fallout engine saves old versions of visited areas inside the save game.
Heya mutants, R4.2 is here. Enjoy! https://disk.yandex.ru/d/kUIaF-gTyeumhA https://mega.nz/file/FgEWDRwL#ssfJr713lXn9ZD1Wm4s-Sn4AfEDVrc8M0ztwQ_xgIJE Password: winter 2022 ************************ R4.2 CHANGELOG ************************ [GENERAL] - Added new or updated existing talking heads. - Added new world map location. - Added new encounters including 1 new Special Encounters. - Updated sfall to the latest 4.3.3. HiRes mod is now enabled by default. See INSTALL INSTRUCTIONS.txt if you want to tweak the default resolution. [SOUND] - Added new music to the game.
Oh. Sorry, I just read this. Do we need to run it, or we can just modify from the .ini files instead?
Hi, this is my second time playing the mod and I am very interested in its success. I have noticed that the Hanged Man calls different npcs tribals and attacks them, such as the legionnaires in Dogtown, or one of the robots inside what I think is the Box? Overall I am happy with the progress, I can tell a lot hasn't been implemented yet, such as dialog or quests, but even seeing places like Dogtown with its scale, the depths of the Reservation and the Ciphers Mesa puts a smile on my face! I am having trouble finding out how to return to the world map now that I am inside Dogtown, am I missing something or is there no exit grid?
Thank you! Lots of Dogtown's art is waiting to be implemented into the engine. On which map are you stuck exactly? All maps should have exit grids but they might be hard to find as I didn't made them big yet or marked them on the minimap.
I had the same problem with Dogtown in the initial R4 release.. there are transition grids evrywhere ( the green ones) but there are no exit grids ( red/brown ones) on any particualr map in Dogtown. this causes to be literally stuck in Dogtown, with no option to get to the worldmap.. It's this bug that made me rage-quit for the time being.
Isn't this basically the idea of what Denver was in the orig. design documents? It pretty much was supposed to have it's own world map. With latest Sfall features, something like this could probably be scripted via some static worldmap screen (like a town/world overview but it gets called when running into a green exit grid).