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09/01/09

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 28.August.2009 - Here we go again!

 Some new stuff added in screenshots section...

 05.August.2009 - those buggs!

- Canville buggs generating random crashes were probably caused by corrupted map data. It would take lot of time to mess with the old stuff and try to rebuild the whole map. The reason for mentioning these facts is because i haven't got a single game crash since i fixed Canville dialogs and scripts in version 1.05 and it's a real mystery how game crashes on some computers. The only thing i have time for right now is to upload the same 1.05 again and hope you wouldn't encounter errors. But again, i don't know which save file have you used because the old ones (from 1.04) could work too but the changes i've made wouldn't be visible. So, my suggestion is to help if you can by enabling debug mode for Fallout2.exe and see if there's anything unusual in the .log file.  

 

  Also, i would like to know which things did you like in this mod and which you didn't (maps, dialogs, encounters, game balance, quests...) anything that could help me with my new mod. No announcements yet but the time has come to move forward. So don't be lazy, write a thing or two :) Peace man!

 

 20.April.2009 - update 1.05
- some Canville buggs causing constant game crashing, fixed
- dialogs corrected

 

 02.March.2009 - new update

 New update v1.05 will be out in weeks. It'll cover dialog changes, some grammar corrections and some minor changes which will be reported later.

 

 15.February.2009 -   some earlier updates

  updates from version 1.03 and 1.04

v1.04
- when you get a job from Mary to bring her empty bottles, the quest appears completed in pipboy right after you
took it. Fixed. Also, you wouldn't get this job twice.
- when you take the job to fight in the ring for Eric, your opponent doesn't appear
- "The shelter" location stayed hidden after you've been there

V1.03
- doc Davin will now take correct amount of money for treating player's wounds
- City of Philton stayed hidden because it was linked with unfinished quest which was removed, now visible
- If you decided to kill Falcon brothers at small village location, their caravan wagon wouldn't disappear in the morning
- some lockers in UMB were reachable from the other side (through wall), fixed
- fixed, player knew about plans against mayor Donson's without even talking to anyone about it
- corrected Golden Valley town map error where military base was accesible without "ID pass" item
- "FN Fal" proto corrected so it'll display FN Fal image instead of reserved

 

 31.January.2009 -  update

 update version 1.02

- Jack's locker is not lootable, it'll be displayed when you try to use skills or lockpick on it
- Darren will not ask you again to bring him certain item
- fixed bug where you get exp. points every time you ask sheriff Milton about the missing people quest
- fixed dialogue option where you can ask bar owner Anna about gecko hunter even if he isn't there
- golden valley downtown, added exit grid map markers for exit grids to Aston's office
- removed wall transition effect from doors so they'll be visible if you walk behind them
- Fixed. MRC level 1 entry point shown even before you actually get into the base.
- sergeant will tell you to help doc. Fred only once
- Derek will now take ten frag grenades you took from Bulls even if you have more in your inventory
- when you bring Jack's medicals, you could have just dropped the heart pills on the ground and completed
the quest without giving him those pills, this has been corrected
- 4th level MRC, after blowing up the pile of rocks, screen fades out and stays that way untill you quit the
game. Corrected.

 

  24.January.2009 -  update

 This update covers  following bugs:

 

v1.01:
- fixed exit grid leading from Miner's resident area to the caves
- replaced local vars with global vars in Gecko quest in Farmers town that prevents player to talk with the
important quest NPC after exiting map
- changed description of the second door in trial rooms
- staircase in Miner's storage building blocked with barrels to prevent player from using it
- Wasteland prison gate guard sometimes gets stuck, he should no longer do that
- "Mantis Raids" quest solving possible
- dialogue with Colin had some script errors

- Marc will appear at the bar after the gecko quest is done

 

 15.January.2009 - It's alive!

 The mod is is up and available for download. Before playing the mod, please

take a look at readmeLH.txt for more information about mod contents and gameplay. You can post any of your questions at NMA forum.   

 

 17.December.2008 - ...

  Ok, i'm done with maps and scripts but i have a bigger problem, lots of small bugs that i'm trying to fix in a short period of time due to my demanding daily job and school at the same time. Yep, that's what took me so long. Nevertheless, it's playable but i wasn't able to get it to work 100% stable with the latest fo2 engine tweaks (sfall,resolution patch).

    

 25.August.2008 - Update:

 This is a short update since the "Last Hope 1" mod is weeks or just days away from being released. I always wanted this mod to be bigger and better but i saved a lot of stuff for the second part of this mod.   

 

 12.June.2008 - Scenery:

 Ever wondered how to put that awesome FOT scenery into FO2. Since i've used some of the FOT graphic for my mod, here's a tutorial how to convert FOT scenery to FO2 format

 

 07.May.2008 - New tutorial:

 Bigger world map? Yes, it's possible. Nothing new though... but useful. Making new world map tiles.  

 

 07.April.2008 - Screenshots:

 Some screenshots added, from the first map in this mod. I've decided to use these maps because they fit better into the whole idea. I'll include these in the second "bigger" demo. Anyway, this is the NMA forum topic for this mod. If you have any questions about this mod, post them.  

 

 01.April.2008 -  More about dialogs:

  I'm still working on them, adding more lines to make it a bit harder to make quick choices or just pressing 1,1,1, :)) Still, english is not my native language but i'm using it to make something understandable to everyone. 

 

 05.February.2008 - Old Dialog Texts:

  Some old dialogs don't quite follow the new story line because some of them were written 3 years ago so there are many confusing dialogs, i'm about to correct 'em all!

 

 28.January.2008 - I will survive:

  Yes, the work will go on. Although i'm doing all this by myself, my creation will rise eventually. Just not sure when. So, some of the fo2 "Last Hope v1.00" features are canceled (for now):

 - intro

 - animated NPC portraits

 - NPC armors (are there any party NPCs??)

 

 26.January.2008 - ...

  Project completion status is now undetermined... reason: personal decision.

 

 09.January.2008 - Revisited:

  I'm currently editing some of my older maps, adding more scenery.  

 

 28.December.2007 - Work Progress:

  Well, this mod is about 70% complete. It has about 10 new locations which are not related to Fallout 2 in any way. I also did some new images for weapons so they now look more sci-fi than oldschool. My plan is to do at least 3 more towns, hopefully i'll finish them within next month. Later, i have to work on some videos for this mod (yes, it's going to have intro).   

 

11.October.2007 - Change weapon look:

  I really liked those old school looking weapons but i want to add it some sf apocalyptic style so i'll change the look of the most weapons. Looks god so far...

 

29.August.2007 - More work:

There are few things i had on my mind to put in the mod: ability to scroll through inventory, 800x600 resolution patch, no dreams and Frank encounter.

 Edit: this options are added with Timeslip's "sfall"    

 

17.September.2007 - Bigger world map:

I'm going to edit world map *.msk files and corresponding *.frm files to extend world side so the whole map would be passable. 

 

08.April.2007 - Last Hope demo:

The demo mode was BTW released in may 2006. It contains one map, some missions... I was thinking about to put this map into "Last Hope" mod. I'll see about that later... 

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This site was last updated 09/01/09