I caught it, but it's a brand new vault so there's no lore associated with it yet. The same thing for vault 4, which appears in the first 10 seconds of the trailer.
Wait, you develope the Fallout on Linux? Also can you create little tut where you explain how to develope Fallout in Visual Studio? I'm afraid Mr. Stalin observes me through my built-in camera
lol yeah, the sfall script editor is pretty good, but since he stopped updating it for the US audience many of the bugs tend to get annoying. Plus when windows 7 went end of life I didn't want to upgrade to windows10/11, so I made a concerted effort to transition my workflow to linux, and with the help of my awesome viewers it's been pretty successful so far. I'm using VSCodium specifically for my modding, but the same steps should apply to VSCode: 1) install the BGforge MLS. You can find it here: bgforge.net/mls/ but you can just search the extensions tab in VSCode and you'll find it there too, and its easier to install by searching the extensions tab. 2) download the sfall modders pack: sourceforge.net/projects/sfall/ and extract at least the sslc_win2k folder to a spot easy to find for your mod. This folder contains the compile.exe file, which is the compiler you'll connect to the BGforge MLS, but the compiler also needs the other files in the folder to work, so extracting the whole folder is the simplest solution. I tend to extract the entire modders pack into its own folder because there are other useful tools, but this is just for setting up BGforge. 3) in VSCode/Codium, in the extensions tab, click the sprocket on the BGforge extension and select "Extension Settings". Here, you configure the "Compile Path" to point to the compile.exe extracted in step 2. At a minimum you'll also have to configure the "Output Directory", just point it to your fallout 2 install /data/scripts/ folder. Though be careful, the compiler doesn't warn you if you're over-writing scripts when compiling. 4) let me know if you're on Linux, you'll have to compile for yourself, and use, a different compiler. The official one relies on the operating system to provide case insensitivity, and since linux does not believe in case insensitivity like windows does, it has to be built into the compiler. Here is the version I'm using: github.com/abryzak/sfall-sslc I've been trying to figure out the entire process over the last year or so, let me know if any of these steps don't work and I'll start working on a video explaining them :)
There is so many theories in my head and im almost positive vault 33 and 32 are physically connected because of some new promotional materials i saw Also i dont think robots harvesting organs is weird in the fallout universe. Have you played the new Vegas dlc old world blues
interesting theory about the two vaults, I only noticed vault 33 myself. About the robots harvesting organs, Old World Blues entire plot-line was about getting your brain back, which had a very specific plot use, not about harvesting organs in general. But like I said in the video, it all depends on how they actually handle the situation...is it important to the plot? or just a one-off joke? only watching the episode will tell :P
@@quantumapprentice8120 so the two vaults being connected is a new theory I have after watching new trailers and featurettes that have been released in the last few days that show new images. It doesn't really tell us they are connected. But it's the only way that the scene makes sense
@quantumapprentice8120 not sure why I can't see my reply, but the two vaults being connected theory is based off scenes I saw in "the world of featurette" video on prime posted like two or three days ago
Todd Howard the TV Show. Looks like the last unreleased Fallout 4 DLC.
that's what I'm afraid of
19:17 I'm surprised you missed the 33 on the vault's door
I caught it, but it's a brand new vault so there's no lore associated with it yet.
The same thing for vault 4, which appears in the first 10 seconds of the trailer.
Wait, you develope the Fallout on Linux? Also can you create little tut where you explain how to develope Fallout in Visual Studio? I'm afraid Mr. Stalin observes me through my built-in camera
lol yeah, the sfall script editor is pretty good, but since he stopped updating it for the US audience many of the bugs tend to get annoying.
Plus when windows 7 went end of life I didn't want to upgrade to windows10/11, so I made a concerted effort to transition my workflow to linux, and with the help of my awesome viewers it's been pretty successful so far.
I'm using VSCodium specifically for my modding, but the same steps should apply to VSCode:
1) install the BGforge MLS. You can find it here: bgforge.net/mls/
but you can just search the extensions tab in VSCode and you'll find it there too, and its easier to install by searching the extensions tab.
2) download the sfall modders pack:
sourceforge.net/projects/sfall/
and extract at least the sslc_win2k folder to a spot easy to find for your mod. This folder contains the compile.exe file, which is the compiler you'll connect to the BGforge MLS, but the compiler also needs the other files in the folder to work, so extracting the whole folder is the simplest solution. I tend to extract the entire modders pack into its own folder because there are other useful tools, but this is just for setting up BGforge.
3) in VSCode/Codium, in the extensions tab, click the sprocket on the BGforge extension and select "Extension Settings". Here, you configure the "Compile Path" to point to the compile.exe extracted in step 2.
At a minimum you'll also have to configure the "Output Directory", just point it to your fallout 2 install /data/scripts/ folder. Though be careful, the compiler doesn't warn you if you're over-writing scripts when compiling.
4) let me know if you're on Linux, you'll have to compile for yourself, and use, a different compiler. The official one relies on the operating system to provide case insensitivity, and since linux does not believe in case insensitivity like windows does, it has to be built into the compiler. Here is the version I'm using: github.com/abryzak/sfall-sslc
I've been trying to figure out the entire process over the last year or so, let me know if any of these steps don't work and I'll start working on a video explaining them :)
There is so many theories in my head and im almost positive vault 33 and 32 are physically connected because of some new promotional materials i saw
Also i dont think robots harvesting organs is weird in the fallout universe. Have you played the new Vegas dlc old world blues
interesting theory about the two vaults, I only noticed vault 33 myself.
About the robots harvesting organs, Old World Blues entire plot-line was about getting your brain back, which had a very specific plot use, not about harvesting organs in general.
But like I said in the video, it all depends on how they actually handle the situation...is it important to the plot? or just a one-off joke? only watching the episode will tell :P
@@quantumapprentice8120 so the two vaults being connected is a new theory I have after watching new trailers and featurettes that have been released in the last few days that show new images. It doesn't really tell us they are connected. But it's the only way that the scene makes sense
@quantumapprentice8120 not sure why I can't see my reply, but the two vaults being connected theory is based off scenes I saw in "the world of featurette" video on prime posted like two or three days ago
@@abcdeisthekey oh cool, I haven't seen that yet, I'm planning on watching it on stream today
@@quantumapprentice8120 sweet! I'll try to tune in. Thanks for the heads-up
The TV show will be trash.
Of course I will watch it.
probably...but I expect a better plot than what bethesda typically churns out