Fallout 2 Searchable Database



250+ (250 Max) Results For msg
0 You see a regular domesticated brahmin.
0 ############################################################# # Message File: ArBridge.msg # # # # Note: Characters within curly braces (like line 100) # # will be read in as a message string. Caution # # should be used when making comments. All comments # # should be prepended with a pound symbol for # # visual ease. This does not comment out the line # # though. # # # # Purpose: This message file contains the dialog for a # # new character from which is used by the # # design tool. It will be updated using the # # the tool. This is just a tool file, and not # # meant to be used in the game. # # # # Log: Please note any changes that have been made to this # # file and comment which lines have changed. # # # # Created: December 04, 1997 # # # # Updated: # ############################################################# ############################################################# # The following lines are for the map script in describing # # what is happening when you first enter the map. # ############################################################# {100}{}{You are are standing at the Great Bridge, passageway from your village to the vast Wasteland.}
0 ############################################################# # Message File: ArCaves.msg # # # # Note: Characters within curly braces (like line 100) # # will be read in as a message string. Caution # # should be used when making comments. All comments # # should be prepended with a pound symbol for # # visual ease. This does not comment out the line # # though. # # # # Purpose: This message file contains the dialog for a # # new character from which is used by the # # design tool. It will be updated using the # # the tool. This is just a tool file, and not # # meant to be used in the game. # # # # Log: Please note any changes that have been made to this # # file and comment which lines have changed. # # # # Created: December 04, 1997 # # # # Updated: # ############################################################# ############################################################# # The following lines are for the map script in describing # # what is happening when you first enter the map. # ############################################################# {100}{}{You are in a dark, musty temple. The shadows seem to play tricks with your eyes, and you can hear the faint sound of movement.}
0 ############################################################# # Message File: ArVillag.msg # # # # Note: Characters within curly braces (like line 100) # # will be read in as a message string. Caution # # should be used when making comments. All comments # # should be prepended with a pound symbol for # # visual ease. This does not comment out the line # # though. # # # # Purpose: This message file contains the dialog for a # # new character from which is used by the # # design tool. It will be updated using the # # the tool. This is just a tool file, and not # # meant to be used in the game. # # # # Log: Please note any changes that have been made to this # # file and comment which lines have changed. # # # # Created: December 04, 1997 # # # # Updated: # ############################################################# ############################################################# # The following lines are for the map script in describing # # what is happening when you first enter the map. # ############################################################# {100}{}{You are once more in the village of your birth, Arroyo.}
0 ############################################################# # Message File: Broken1.msg # # # # Note: Characters within curly braces (like line 100) # # will be read in as a message string. Caution # # should be used when making comments. All comments # # should be prepended with a pound symbol for # # visual ease. This does not comment out the line # # though. # # # # Purpose: This message file contains the dialog for a # # new character from which is used by the # # design tool. It will be updated using the # # the tool. This is just a tool file, and not # # meant to be used in the game. # # # # Log: Please note any changes that have been made to this # # file and comment which lines have changed. # # # # Created: July 04, 1998 # # # # Updated: # ############################################################# ############################################################# # The following lines are for the map script in describing # # what is happening when you first enter the map. # ############################################################# {100}{}{You have entered the small town of Broken Hills.}
0 ############################################################# # Message File: Broken2.msg # # # # Note: Characters within curly braces (like line 100) # # will be read in as a message string. Caution # # should be used when making comments. All comments # # should be prepended with a pound symbol for # # visual ease. This does not comment out the line # # though. # # # # Purpose: This message file contains the dialog for a # # new character from which is used by the # # design tool. It will be updated using the # # the tool. This is just a tool file, and not # # meant to be used in the game. # # # # Log: Please note any changes that have been made to this # # file and comment which lines have changed. # # # # Created: July 04, 1998 # # # # Updated: # ############################################################# ############################################################# # The following lines are for the map script in describing # # what is happening when you first enter the map. # ############################################################# {100}{}{You have entered the East side of Broken Hills.}
0 {100}{}{You hear some sounds coming from within the caves.}
0 {100}{}{You enter a dark cave. There are rat droppings everywhere.}
0 {100}{}{You enter a dark cave. There are rat droppings everywhere.}
0 {100}{}{You enter a dark cave. There are rat droppings everywhere.}
0 {100}{}{You have a funny feeling about this place. The enchanting smell of cow dung and rotting flesh eminates a few feet from here.}
0 {100}{}{You retrieved the tanker fob.}
0 {100}{}{You retrieved the K-9 motivator.}
0 {100}{}{You retrieved the Vertibird plans.}
0 {100}{}{This laboratory appears to be heavily soundproofed.}
0 Burst
0 {100}{}{Sorry, the boss says we can't let you play here anymore.}
0 You see a slaver named Aidan.
0 ############################################################# # Message File: DenBus2.msg # # # # Note: Characters within curly braces (like line 100) # # will be read in as a message string. Caution # # should be used when making comments. All comments # # should be prepended with a pound symbol for # # visual ease. This does not comment out the line # # though. # # # # Purpose: This message file contains the dialog for a # # new character from which is used by the # # design tool. It will be updated using the # # the tool. This is just a tool file, and not # # meant to be used in the game. # # # # Log: Please note any changes that have been made to this # # file and comment which lines have changed. # # # # Created: January 15, 1998 # # # # Updated: # ############################################################# ############################################################# # The following lines are for the map script in describing # # what is happening when you first enter the map. # ############################################################# {100}{}{*** THIS IS WHERE THE TOWN ENTERANCE MESSAGE SHOULD BE ***.}
0 ############################################################# # Message File: DenRes1.msg # # # # Note: Characters within curly braces (like line 100) # # will be read in as a message string. Caution # # should be used when making comments. All comments # # should be prepended with a pound symbol for # # visual ease. This does not comment out the line # # though. # # # # Purpose: This message file contains the dialog for a # # new character from which is used by the # # design tool. It will be updated using the # # the tool. This is just a tool file, and not # # meant to be used in the game. # # # # Log: Please note any changes that have been made to this # # file and comment which lines have changed. # # # # Created: January 15, 1998 # # # # Updated: # ############################################################# ############################################################# # The following lines are for the map script in describing # # what is happening when you first enter the map. # ############################################################# {100}{}{*** THIS IS WHERE THE TOWN ENTERANCE MESSAGE SHOULD BE ***.}
0 ############################################################# # Message File: diBones.msg # # # # Note: Characters within curly braces (like line 100) # # will be read in as a message string. Caution # # should be used when making comments. All comments # # should be prepended with a pound symbol for # # visual ease. This does not comment out the line # # though. # # # # Purpose: This message file contains the dialog for a # # new character from which is used by the # # design tool. It will be updated using the # # the tool. This is just a tool file, and not # # meant to be used in the game. # # # # Log: Please note any changes that have been made to this # # file and comment which lines have changed. # # # # Created: January 15, 1998 # # # # Updated: # ############################################################# ############################################################# # The following lines are for describing the item when # # glanced and and examined. # ############################################################# {100}{}{You see some bones.}
0 {100}{}{You see crates filled with various chemicals that are of no use to you.}
0 {101}{}{The name above the grave reads: "Mr. Christopher Winslow."}
0 {101}{}{The name on the gravestone reads: "Mrs. Tamara Winslow."}
0 {100}{}{It looks like it died of dehydration.}
0 {200}{}{MMMMOOOOOooooo.....}
0 {100}{}{You receive a dose of radiation.}
0 {100}{}{There seems to be a city just west of the Military Base. You log it on your pip boy.}
0 {100}{}{The placement of the explosive wasn't high enough to blow apart the cave-in. Perhaps there is a better way.}
0 {100}{}{It looks as if there was some kind of battle here fairly recently. The bodies look like they were beaten into a bloody pulp.}
0 {100}{}{It looks as if the entrance to this cave was collapsed recently. A well-placed explosive charge might be able to clear the debris.}
0 {100}{}{The scraps combine to make a password list.}
0 {100}{}{You see a door with no visible handle or lock.}
0 ############################################################# # Message File: GeckJunk.msg # # # # Created: August 14, 1998 # # # # Updated: # ############################################################# {100}{}{You have entered the Gecko junkyard.}
0 ############################################################# # Message File: GeckSetl.msg # # # # Created: August 14, 1998 # # # # Updated: # ############################################################# {100}{}{You have entered the small settlement of Gecko.}
0 ############################################################# # Message File: GeckTunl.msg # # # # Created: August 14, 1998 # # # # Updated: # ############################################################# {100}{}{You have entered the underground tunnels of Gecko.}
0 {100}{}{You successfully entered Liz's hidden weapons cache.}
0 {100}{}{You see the remains of several Broken Hills citizens.}
0 {100}{}{You have found a secret chamber of the mine.}
0 ST
0 ############################################################# # Message File: Klacanyn.msg # # # # Created: August 18, 1998 # # # # Updated: # ############################################################# ############################################################# # The following lines are for the map script in describing # # what is happening when you first enter the map. # ############################################################# {100}{}{You have entered a canyon near Klamath.}
0 ############################################################# # Message File: Kladwtwn.msg # # # # Note: Characters within curly braces (like line 100) # # will be read in as a message string. Caution # # should be used when making comments. All comments # # should be prepended with a pound symbol for # # visual ease. This does not comment out the line # # though. # # # # Purpose: This message file contains the dialog for a # # new character from which is used by the # # design tool. It will be updated using the # # the tool. This is just a tool file, and not # # meant to be used in the game. # # # # Log: Please note any changes that have been made to this # # file and comment which lines have changed. # # # # Created: December 04, 1997 # # # # Updated: # ############################################################# ############################################################# # The following lines are for the map script in describing # # what is happening when you first enter the map. # ############################################################# {100}{}{You have entered a small town called Klamath.}
0 ############################################################# # Message File: Klacamall.msg # # # # Created: August 28, 1998 # # # # Updated: # ############################################################# ############################################################# # The following lines are for the map script in describing # # what is happening when you first enter the map. # ############################################################# {100}{}{You have entered Trapper Town.}
0 ############################################################# # Message File: klatoxcv.msg # # # # Note: Characters within curly braces (like line 100) # # will be read in as a message string. Caution # # should be used when making comments. All comments # # should be prepended with a pound symbol for # # visual ease. This does not comment out the line # # though. # # # # Purpose: This message file contains the dialog for a # # new character from which is used by the # # design tool. It will be updated using the # # the tool. This is just a tool file, and not # # meant to be used in the game. # # # # Log: Please note any changes that have been made to this # # file and comment which lines have changed. # # # # Created: December 04, 1997 # # # # Updated: # ############################################################# ############################################################# # The following lines are for the map script in describing # # what is happening when you first enter the map. # ############################################################# {100}{}{You have entered the toxic caves.}
0 ############################################################# # Message File: Klatrap.msg # # # # Created: August 28, 1998 # # # # Updated: # ############################################################# ############################################################# # The following lines are for the map script in describing # # what is happening when you first enter the map. # ############################################################# {100}{}{You have entered a wooded area.}
0 {100}{}{This room smells strongly of woodsmoke.}
0 {100}{}{The walls of this cave are a combination of natural rock and man-made walls. It looks as if a large explosion of some kind destroyed this structure long ago.}
0 Are you sure you want to quit?
0 {100}{}{You notice a ladder going down into the black hole.}
0 {100}{}{There is an overwhelming smell of methane gas down here. One tiny spark would blow this hole sky high.}
0 {100}{}{You have found an old gas station.}
0 You see Three-Card Monte. He scopes out the street, spots you, and nods.
0 (Shut up. Here they come.)
0 You see Darlin' Nikki. She winks at you.
0 You see a pit boss. He is surveying the casino.
0 (You examine the wall safe. It looks securely fastened into the wall and has a combination dial on the outside.)
0 {100}{}{You have learned some valuable tips on how to use energy weapons.}
0 {100}{}{The book contains TONS of inside information on Fallout 2, more than enough to modify yourself for the better.}
0 (You examine the wall safe. It looks securely fastened into the wall and has a combination dial on the outside.)
0 (You examine the wall safe. It looks securely fastened into the wall and has a combination dial on the outside.)
0 {100}{}{The map seems to show some raider encampment in the east. You log it on your pip boy.}
0 SAVE GAME
0 {100}{}{You have a funny feeling about this place. The enchanting smell of cow dung and rotting flesh emanates a few feet from here.}
0 {100}{}{Who did you piss off to get stuck in this?}
0 {100}{}{There'a a plaque at the base. It reads, "To the Stranger and Vault 13: What doesn't exist, we must sometimes dream and let our dreams inspier us to greater heights. So it was with the Stranger and his belief in the legend of Vault 13.}
0 {100}{}{You have entered Vault City's Council Area.}
0 {100}{}{You are on the outskirts of Vault City. Inside the walls lie orderly rows of pristine, white adobe buildings.}
0 {100}{}{You have entered Vault City's Downtown.}
0 {100}{}{You have entered Vault City's Vault.}
0 ############################################################# # Message File: ZClDthCl.msg # # # # Body Type: Lesser Death Claw # # Combat AI: Death Claw AI # # Weapons: # # HP: ? # # Skills to note: None # # # # Log: # # # # Created: December 01, 1997 # # # # Updated: # ############################################################# ############################################################# # The following lines are for describing the NPC when # # glanced and and examined. # ############################################################# {100}{}{You see a deathclaw.}
0 ############################################################# # Message File: ZClManti.msg # # # # Body Type: Lesser Mantis # # Combat AI: Mantis AI # # Weapons: None # # HP: ? # # Skills to note: None # # # # Log: # # # # Created: December 01, 1997 # # # # Updated: # ############################################################# ############################################################# # The following lines are for describing the NPC when # # glanced and and examined. # ############################################################# {100}{}{You see a mantis.}
0 ############################################################# # Message File: ZClRat.msg # # # # Body Type: Lesser Small Rat # # Combat AI: Rat AI # # Weapons: None # # HP: ? # # Skills to note: None # # # # Log: # # # # Created: December 01, 1997 # # # # Updated: # ############################################################# ############################################################# # The following lines are for describing the NPC when # # glanced and and examined. # ############################################################# {100}{}{You see a rat.}
1 Run Away
1 PE
1 You gained %d %s.
1 Demo version
1 LOAD GAME
2 Weapon Pref.
2 EN
2 You lost %d %s.
2 Default character will be used.
2 PREFERENCES
3 Distance
3 CH
3 You feel better.
3 Saved screenshot.
3 EXIT GAME
4 Attack Who
4 IN
4 You suffer a fatal heart attack from chem overdose.
4 Quick load game successfully loaded.
4 DONE
5 Chem Use
5 AG
5 %s has no charges left.
5 Quick save game successfully saved.
6 LK
6 %s is on.
6 Demo time limit exceeded.
7 Hit Points
7 %s is off.
7 Pipboy not available in combat!
8 Armor Class
8 You pass the Geiger counter over your body. The rem counter reads: %d
8 Error saving screenshot.
9 Normal
9 This item can only be used from the interface bar.
9 INTRO
10 Done
10 Laser
10 Nothing happens.
10 NEW GAME
10
11 Cancel
11 Fire
11 LOAD GAME
12 Plasma
12 OPTIONS
13 Explode
13 CREDITS
14 No item
14 EXIT
15 Dmg:
15 Action Points
16 Rng:
16 Hit Points
17 Ammo:
17 The motion sensor option is not installed.
18 (Not worn)
18 The motion sensor has no charges remaining.
19 You don't have enough action points to use inventory.
20 Total Wt:
20 Copyright(c) 1998 Interplay Productions. All rights reserved.
20 Loophole
21 MOVE ITEMS
21 Testing, one, two, me!
22 ALL
23 SET TIMER
24 Unarmed dmg:
25 You cannot pick that up. You are at your maximum weight capacity.
26 There is no space left for that item.
27 OK, that's a good trade.
28 No, your offer is not good enough.
29 You gain %d experience points for successfully using your Steal skill.
30 Wt.
30 Do you wish to continue playing?
31 Sorry, you cannot carry that much.
32 Sorry, that's too much to carry.
50 That didn't seem to do that much.
99 Not Applicable.
100 You see your nephew, Feargus, crying about something as usual.
100 You see Lucas.
100 The gecko sneers at you.
100 You see Jordan, twirling his spear as usual.
100 You see Jordan, twirling his spear as usual.
100 You see Klint, a fellow tribesman.
100 You see Morlis, one of your aunts -- the one who never liked you.
100 You see the bridge guard.
100 You see your young cousin, Nagor. You don't see his dog, Smoke, anywhere.
100 You see a plant of dark soul.
100 You see Cameron, a fellow tribesman.
100 You see a male villager.
100 You see a tribesman.
100 You see the Elder of your village.
100 Before you stands Hakunin, the village shaman. He appraises you with his crazy eyes from somewhere in the world only he inhabits�..
100 You see a simple vase.
100 You see a simple vase.
100 The well has not worked in a while. It needs to be repaired.
100 You see a squatter.
100 You see a young woman.
100 You see a young woman in tattered clothing.
100 You see a dog.
100 You see a guard.
100 You see an older man.
100 You see a Khan raider.
100 You see a squatter.
100 You see a short man carrying a book in his hands.
100 You see a Khan raider.
100 You see a Khan raider.
100 You see an older woman.
100 You see a squatter.
100 You see a squatter.
100 You see an older squatter.
100 You encounter rogues and wolves.
100 You see a battered tape.
100 You see a computer terminal.
100 You see a computer terminal.
100 You see a computer terminal.
100 You see a computer terminal.
100 You see a computer terminal.
100 You see a wooden door.
100 You see a weird contraption next to a force field.
100 The generator is functioning normally. Power output is optimal.
100 You see someone in a military uniform.
100 You see a tech.
100 You see Mr. Cheater.
100 You see an old man.
100 You see a tech.
100 You see a tech.
100 You see a cook.
100 You see a scientist.
100 You see someone in combat armor.
100 You see a guard.
100 You see a guard.
100 You see a guard.
100 You see a guard.
100 You see a guard.
100 You see bright, shiny tin man.
100 You see a cyberdog.
100 You see a mechanic.
100 You see someone in power armor.
100 Big surprise �- it looks like a guy in power armor.
100 You see a guard.
100 A computer.
100 You see a tech.
100 You see a tech.
100 You see someone in power armor.
100 You see a man in a military uniform.
100 You see a mechanic.
100 A soldier in a duty uniform.
100 You see a tech.
100 You see a tech.
100 A Plasma Turret.
100 Greetings, human. I am the warrior Xarn. Are you to be my executioner?
100 You need %d action points.
100 You see a wooden crate.
100 A boulder.
100 This door requires a passkey to unlock.
100 Always!
100 DONE
100 You see a reliant.
100 You see a short man with a thick mustache.
100 You see a ghost!
100 This man looks fairly strong and alert.
100 You see a patron of the Hole.
100 You see a member of the Slaver's Guild.
100 You see a child shouting carny slogans.
100 You see a guard.
100 You see a customer.
100 You see a citizen of the Den.
100 You see a thin, greasy looking, man.
100 You see the owner of The Hole.
100 You see a citizen of the Den.
100 You see a guard.
100 You see a gangster.
100 You see a gambler.
100 You see an intimidating ruffian.
100 You see a thug.
100 You see Lara.
100 You see the owner of the saloon.




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