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Fallout: San Andreas [.NET] ALPHA 5

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Hingo
NOTE: EARLY ALPHA RELEASE. RELEASED AS-IS FOR YOUR ENJOYMENT, ALTHOUGH ITS VERY BARE-BONES AT THE MOMENT!

NOTICE: CURRENTLY DOES NOT WORK WITH SH.NET 2.9 OR NEWER!!

NOTICE: CURRENTLY DOES NOT WORK WITH SH.NET 2.9 OR NEWER!!

JUNE 14, 2016: FO:SA no longer works with SH.NET 2.9 and newer. There won't be a compatibility update for the old version, instead, I'll be releasing the new and improved FO:SA soon!

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FALLOUT: SAN ANDREAS introduces a handful of beloved Bethesda game mechanics to GTAV:
V.A.T.S, branching dialogue, NPC followers, simultaneously active open-world 'quests', fully working compass, stealth mode, and an inventory system where most any item in the world is yours for the taking - provided you don't get caught 'stealing' it and wind up having to offer "gold" to let you slide. And about that, you're in for a little bit of a Skyrim-flavored surprise in FO:SA. You'll know it when you see it :) (Very limited at the moment)

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Special thanks to:
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Rockstar Games
Bethesda Softworks
Alexander Blade
crosire
rappo

There'd be no FO:SA without each and every one of you. Thank you.
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First Uploaded: October 30, 2015
Last Updated: November 20, 2015
Last Downloaded: 2 hours ago
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292 Comments

  • Default

    @Hingo how are things shaping up? figured i would drop a line again.

    looking forward to the new version.

    Also @mrlucamk the problem with basebuilding or building a safehouse is that too many foreign objects cause the game to quit spawning props/car variety drops/parked cars, same issue happens when you abuse the persistence mod and keep like 30 cars parked, you stop seeing props and parked cars.

    Just like too many map blips = broken map, just like turning on the "MP" map also breaks the SP map (michael's house suffers the worst from this)

    April 12, 2016
  • Default

    ah, i didn't no that.

    April 12, 2016
  • Default

    @Hingo sent you another small donation, hopefully they are making it to you, its not much or anything, keep up the good work.

    April 13, 2016
  • D5bfa2 dog
    Hingo

    @Sander I haven't tried it for myself yet but damn, your spontaneous ramp placement idea is brilliant! I'll definitely keep you in mind for when I'm looking to team up on something!

    @mrlucamk @nerdistmonk What Monk said. Guess what though, I've MacGyvered a way around the problem!

    To my amazement, I found that if you store a moving prop's current position, rotation, and velocity, you can straight up delete the prop in one frame and then recreate it in the next with the old position, rotation, and velocity....and the switch will be SEAMLESS! You'd think it'd look glitchy, of course, it'd have to, right? Nope. I was completely dumbfounded by how smooth it looked. And thats for MOVING objects! Now, imagine what you could do if you stored the precise position, rotation, and velocity for a BUNCH of objects, stored them on a list, and then destroyed/create them within a certain proximity? See where I'm going with this? :D

    @nerdistmonk The mod is coming together, slowly but surely! I'm starting to feel like a tease just saying "A lot of cool stuff" and holding so much back again and again considering how long its been, so I'm just gonna go ahead and leak one feature right now despite my intention to let all the surprises come at once. You know how in Fallout 3/NV you have speech checks which REQUIRE a certain amount to succeed? (Unlike Fallout 4 where its just probability based on Charisma value) Well, ambient non-story NPCs in FO:SA have their own skill values too! The values are randomized, and so it results in some pretty wacky, organically generated situations wherein you might pay an NPC to go beat someone up, and depending on their Confidence, they may or may not actually go do it. With a perk, you can see what the actual value of their confidence stat is (Think the FO4 perk which shows you the level and resists of the targeted VATS mob). Oh, and based upon the target's Confidence, will either engage the attacker, or flee. If he engages, a duel officially begins, and branches off according to the results! Stats drive the results of everything, and its really quite fascinating to see this in motion! Oh, and I guess as one extra thing, every time you level up, a fireworks display will go off, spelling out "LVL __" in the sky (optional). Pretty cool thing, small enough to mention! Lots more to come!

    And by the way, yes, I got your donations! Thank you! It might be taking awhile, but you're going to LOVE the new update, and FO:SA will be all the better now with not just the extra coffee you've funded, but the fire lit underneath me knowing someone is enjoying my work enough that they'd even -think- to donate -at all-. That means a lot to me. Thanks again!

    Expand to read the full comment
    April 13, 2016
  • Default

    @Hingo heres a couple of ideas, or at least wishes

    I'm hoping all of the items in the game that we find from exploring will have a purpose or at least be worth money (like actual in game money), you could put traders at all of the farmer's fruit stands, and on vespucci beach to make all those shop stalls have purpose again.

    Another thing to encourage exploration in the game world would be to code up some sort of script that makes every door in the game activatable by the user, when you walk up to any door, press E to "enter" the building or pick the doors lock if its locked (at which point the script calls up a random mostly appropriate interior for that door, and your warped into it, the script will spawn a random number of 'inhabitants' who can serve different purposes, if the door was locked they will be hostile, if you entered peaceably then maybe they will trade with you)

    April 14, 2016
  • D5bfa2 dog
    Hingo

    @nerdistmonk Yup, hundreds of items will have an explicit purpose whether that be from direct use or as part of a crafting recipe. Virtually every item will at minimum have both a scrap material (or multiple, or none) as well as a cash value for vendor trading. I've devised a neat trick for rapidly identifying which world objects still need metadata and which don't, so I basically just drive around and tag whatever I find until I can't find anything else. Its like an Easter egg hunt! Takes the monotony out of what would otherwise be a freaking nightmare.

    And yeah, shop stalls may or may not actually provide for some interesting surprises which go beyond just random world vendors *cough*FO4*cough*! That's not a promise though, I'm just spit-balling here, but technically, there's no reason why settlement vendors couldn't be a thing.

    Also in regard to items and vendors: since the last published update, I've -greatly- strengthened my grasp on coding in general and in particular with the GTAV Scripthook/SH.NET APIs. My implementation of UI has thus become vastly more streamlined and smooth. The Pipboy in its currently published state from November was a monumental achievement for me, however, what I've done since then outshines it -greatly-. Straight-up, based on the trajectory of where I'm going with my current working early model, the FO:SA vendor interface for example will behave exactly as you may expect it would from a Bethesda game. I even have a 3D item preview when you hover your mouse over an item's button!

    Your door idea is wonderful! I don't know about -every- door, just because of the sheer amount of doors.. well actually... I hesitate because I realize that it could just be a matter of setting up the API so that door portal creation could be as simple as supplying the coordinates of the door in the world, and then letting the system generate the rest, just as you were saying. Yeah, this is an idea I'm definitely gonna take out for a spin!

    Expand to read the full comment
    April 20, 2016
  • Default

    @Hingo latest update? Heres hoping your mod will run on my setup then, im running GTA 5 build 350 (version 2), and whatever version of .net scripthook came out in january of this year, stopped bothering with updates since none of them were adding much of anything to singleplayer (which is where i spend all my time) and worse yet the newest update i had tried (build 617) killed most of my mods and made the game stutter like crazy, i uninstalled it from steam and didn't look back for a week or two until i realized i could downgrade it to an old version.

    April 24, 2016
  • D5bfa2 dog
    Hingo

    @nerdistmonk You'll need to grab SH.NET 2.7, although considering you're likely running 2.5 (January as you said) on build 350, you most likely will be fine.

    And yeah, there's no reason to update SH.NET until a mod you want to play requires it. An update to SH.NET, in terms of "YAY new features :D" is more an update for developers than it is for players. For example, one new feature of 2.7 is "Added shadow and outline options for 'UIText' class." Lets say I wanted to add an outline to the HUD label displaying the VATS target's name.

    line1: targetLabel.Caption = currentTarget.Name;
    line2: targetLabel.Shadow = true;

    Simply typing in " targetLabel . " pulls up a wealth of available options for modifying "targetLabel", such as Caption, Shadow(2.7), Outline(2.7), Scale, Font, Color, etc. This is one reason people enjoy working in an environment such as .NET, as all the available options are presented to you depending on the current situation.

    So if the dev version is 2.7, and the player version is 2.6, the player's client won't know what to do about that second line of code there, and crash.

    If you go to download a mod, say, today, which calls for SH.NET 2.6 at least, just download 2.7, or whatever is the latest version at the time.

    And about your stuttering:

    For what its worth, in Build 678, I too am experiencing a stutter. In my case, it happens in short 1-2 second bursts every 5-10 seconds for the first 30 seconds of entering the game world, at which point it goes away until I quit the game and relaunch.

    Freak chance you'd have the exact same issue, just thought I'd share in case of it.

    April 24, 2016
  • Default

    @Hingo The stutter never went away for me, it just kept on. build 350 never stutters, except for when all my mods are loading buts that under 10 seconds and is expected, build 617 stuttered constantly and utterly ruined the game, and again 617 added nothing of interest to the singleplayer portion of the game (some dlc cars? big whoopy), i can't tell any difference between 350 and 617 except the stutters.

    April 25, 2016
  • Default

    @Hingo just updated to SH 2.7, looks like everything is still ok, at least none of my mods errored out on startup anyways.

    April 26, 2016
  • E2854f gta v

    Oh my god, I love this mod!!
    Although like you said it's in early stages and will need more work on it obviously
    but it seems so awesome atm xD
    Even with the bugs I've encountered you just ignore it and carry on because... it's literally Fallout in GTA? besides most people that have played any Fallout games will fan girl over this (like me ;) )
    (awesome mod keep at it :3 )

    May 14, 2016
  • 406395 thy7k8xjmb

    This is Awesome !

    May 24, 2016
  • Default

    How to activate the mod? i installed but nothing happens tried to look in files but i cant find it. any help?

    June 13, 2016
  • D5bfa2 dog
    Hingo

    @ItsLukass The version of FO:SA currently online is no longer compatible with SH.NET. New FO:SA will be coming soon!

    June 14, 2016
  • Gtao08

    Amigo es de los mejores mods muchas gracias solo que me gustaría que quitaras el grito de skyrim me complica las cosas cuando abro el mod menú pero es excelente espero que lo sigas actualizando

    June 29, 2016
  • 2cc4bc maxresdefault

    @Hingo I have turn off blockradiostation and custom sounds in .ini file, but it's still wont work. I still cannot open my radio station with default ingame key. Also, i cannot put my radio to off. It's always on :(

    June 30, 2016
  • D5bfa2 dog
    Hingo

    @Fighteravenger
    Me alegro de que estés disfrutando! :)

    La próxima versión de FOSA es una gran mejora sobre el actual! No quiero echar a perder las sorpresas de los cuales hay muchos, pero:

    Shouting es:

    1: Completamente opcional a través de la selección Perk.
    2: Una sola shout se puede detener, si ya se ha iniciado
    3: Full botón controlador de reasignación que significa que puede shout sólo cuando se desea y no por accidente!

    ¡Próximamente!

    June 30, 2016
  • D5bfa2 dog
    Hingo

    @joshbon007

    Try this combination:

    useOnFootRadio=false
    blockRadioHotkeys=false
    lockRadio=false

    I believe lockRadio is the culprit. Sorry for the trouble there, it was poor design on my part. The new FOSA greatly simplifies these settings.

    "Block Hotkeys" disables the ability to use buttons/hotkeys to change the radio station. This is in case you're a Fallout purist and -only- want to be able to change stations through the Pipboy.

    "Lock Radio" disables the ability for the game to switch the radio station at -all- from outside the Pipboy, whether hotkey or, more specifically, automatically -- for example, if you're listening on foot to one station and then getting into a car, it would switch your Pipboy to listening to their station. Lock Radio would prevent that.

    The new FOSA deals with radio functionality far more elegantly. Sorry for the confusion here!

    June 30, 2016
  • Gtao08

    Excelente tu trabajo amigo saludos y espero tu actualización de este pedazo de mod @Hingo

    July 01, 2016
  • Default

    Amzing 5 *****

    September 24, 2016
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