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Fallout 2 Restoration Project Discussion (ideas/suggestions)
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.Pixote.
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PostPosted: Fri May 20, 2011 16:24    Post subject: Reply with quote

This is the result of a little test I'm conducting - the normal blood has been changed to use the red energy flag, that means the blood can be semi-transparent. It will appear brighter on those darker areas (the road), and lighter on surfaces like the footpath. Is it worth adding to the next release of the RP? Or will we stick with the original dark red blood.


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Last edited by .Pixote. on Tue Mar 27, 2012 12:06; edited 1 time in total
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Surf Solar
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PostPosted: Fri May 20, 2011 18:28    Post subject: Reply with quote

Original darker blood looks better in my humble opinion.
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Izual
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PostPosted: Fri May 20, 2011 18:35    Post subject: Reply with quote

Will this half-transparent blood help to pick up items? That is, if your mod that puts the items under the blood isn't in next RP version.
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tiagop
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PostPosted: Fri May 20, 2011 18:54    Post subject: Reply with quote

.Pixote. I think the blood in the footpath is way to transparent but I like the idea. Very Happy
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Chris Parks
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PostPosted: Fri May 20, 2011 22:36    Post subject: Reply with quote

Quote:
This is the result of a little test I'm conducting - the normal blood has been changed to use the red energy flag, that means the blood can be semi-transparent. It will appear brighter on those darker areas (the road), and lighter on surfaces like the footpath. Is it worth adding to the next release of the RP? Or will we stick with the original dark red blood.


Definitely stick with the original. Blood when leaving the body clots and tends to darken. It isn't transparent. The original is more realistic.
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Dravean
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PostPosted: Fri May 20, 2011 23:38    Post subject: Reply with quote

Hmm. I gotta agree with the others and say I prefer the original.
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Nark
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PostPosted: Sat May 21, 2011 0:31    Post subject: Reply with quote

I like the original blood better, for reasons stated above. I do want your blood-underlapping mod to be in the RP though Pixote. Items being hid behind blood was always stupid.
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.Pixote.
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PostPosted: Sat May 21, 2011 2:06    Post subject: Reply with quote

It was just a test...and don't worry the items behind the blood pool has be fixed. Wink
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Dravean
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PostPosted: Sat May 21, 2011 2:23    Post subject: Reply with quote

.Pixote. wrote:
the items behind the blood pool has be fixed. Wink


That's great news.
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tiagop
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PostPosted: Sat May 21, 2011 4:48    Post subject: Reply with quote

.Pixote. wrote:
It was just a test...and don't worry the items behind the blood pool has be fixed. Wink

That's some great news, I always found that annoying. Applause
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.Pixote.
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PostPosted: Sat May 21, 2011 5:11    Post subject: Reply with quote

How about some highlights in the blood pool...the light hits the edges, and reflects the light back, blah, blah...it does resemble a liquid more.


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Last edited by .Pixote. on Tue Mar 27, 2012 12:10; edited 1 time in total
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Chris Parks
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PostPosted: Sat May 21, 2011 11:28    Post subject: Reply with quote

Quote:
How about some highlights in the blood pool...the light hits the edges, and reflects the light back, blah, blah...it does resemble a liquid more.


Yep - I like that. Very Happy
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PostPosted: Sat May 21, 2011 11:32    Post subject: Reply with quote

.Pixote. wrote:
How about some highlights in the blood pool...the light hits the edges, and reflects the light back, blah, blah...it does resemble a liquid more. [/img]


This looks best thus far.
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Nark
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PostPosted: Sat May 21, 2011 14:33    Post subject: Reply with quote

Love it Pixote!

By the way, has anyone thought about maybe making the Molotov Cocktail a Fire damage weapon (rather than have them use the explosive damage type)? I mean, frag grenades can be found at pretty much the same time and they're already better, maybe give Molotovs a boost by making them better against different armors (ones with less fire resistance/threshold, for example). It would also make Pyromaniac more useful.

Real petrol bombs and molotov cocktails throw out fiery explosions, not your average kaboom, it usually litters the area with flames.

http://fallout.wikia.com/wiki/Molotov_cocktail_(Fallout_2)

(As you can see, it uses the "Explosive" damage type).
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Ausir wrote:
The Enclave should ditch their power armor project and just make armor out of hillbilly hides.
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LionXavier
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PostPosted: Sun May 22, 2011 9:54    Post subject: Reply with quote

.Pixote. wrote:
How about some highlights in the blood pool...the light hits the edges, and reflects the light back, blah, blah...it does resemble a liquid more.

Click here to see the hidden message (It might contain spoilers)
It looks splendid, Pixote. I say go ahead with this.

Reconite wrote:
By the way, has anyone thought about maybe making the Molotov Cocktail a Fire damage weapon (rather than have them use the explosive damage type)?
I second the motion, but only if there's not a major inconvenience for the weapon in doing so (the fact that fire resistance is almost always higher than explosion res. in most critters comes to mind). Throwing weapons are bad enough as they already are.

General Patton wrote:
It kind of bothers me that during the Primitive Tribe's stimpack trading quest, you can determine that the stims are just brahmin blood and the trader's brahmin is described as weak, but you can't call the trader on his lie when he says he didn't make the stims. I want extra xp for putting two and two together.
I find this pretty interesting. And also, about this quest, I think that it would benefit from having an alternative requisite for finding the mecant's deception apart from PE 8, like science 60-80%. Not all characters have that hight PE that early in the game, and in my opinion that would be a good alternative so that more different types of characters have the chance of finding it. And also, it would even fit with Fallout's usual quest design philosophy (if one read Per's Nearly Ultimate Fallout 1/2 guide, he'd notice lots of occasions in which it's said: "if you have this Ability score this high, OR that skill this high"... etc)

By the way, speaking of new quests introduced with the Restoration Proyect, I'd like to share with you an alternative "evil" solution to the grave robber quest at The Abbey that occurred to me last time I played. Not as evil as killing the burglar (which I suppose is considered evil, haven't tested it) but evil in its own way nonetheless. It would consist in the following: if your character has the Gravedigger karma title himself, he could simply teach the robber to do it without leaving a trace. You know, "Give a man a fish, feed him for a day..." and all that Mr. Green

Regards.

-Edit: typo-
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Nark
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PostPosted: Sun May 22, 2011 11:34    Post subject: Reply with quote

LionXavier wrote:
Reconite wrote:
By the way, has anyone thought about maybe making the Molotov Cocktail a Fire damage weapon (rather than have them use the explosive damage type)?
I second the motion, but only if there's not a mayor inconvenience for the weapon in doing so (the fact that fire resistance is almost always higher than explosion res. in most critters comes to mind). Throwing weapons are bad enough as they already are.
You have a point, I suppose they could up the damage a bit as well anyway. It's not like anybody used them before, if they became Fire Damage weapons then Pyromaniac would help buff them a bit.

Although I am completely aware of the RP being for "how Fallout 2 was meant to be", I still think a few (optional install?) weapon rebalances should come into place so there's not as many left behind Fallout 1 weapons which nobody uses (not like it was even useful in Fo1 in the first place). Would help for the overall flow of the game.
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The Enclave should ditch their power armor project and just make armor out of hillbilly hides.
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LionXavier
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PostPosted: Sun May 22, 2011 17:34    Post subject: Reply with quote

Reconite wrote:
You have a point, I suppose they could up the damage a bit as well anyway. It's not like anybody used them before, if they became Fire Damage weapons then Pyromaniac would help buff them a bit.
It costs 5 AP to throw; it deals an average of 10 hp of damage; it won't benefit from any bonus rate of fire/bonus hth attacks or slayer/sniper like perk. No wonder why nobody uses them, they worth more as a trading item than as a weapon (just like throwing knives, btw) Rolling Eyes. The sad part is that the Pyromaniac perk only gives fire-based weapons a mediocre bonus of 5 hp damage (according to Per's guide), which means almost no improvenet into making it a desirable weapon choice. Anyway yes, it always bothered me that molotov cocktails belonged to the explosive type instead of fire.

Reconite wrote:
Although I am completely aware of the RP being for "how Fallout 2 was meant to be", I still think a few (optional install?) weapon rebalances should come into place so there's not as many left behind Fallout 1 weapons which nobody uses (not like it was even useful in Fo1 in the first place). Would help for the overall flow of the game.
Totally agree with you.
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.Pixote.
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PostPosted: Mon May 23, 2011 2:07    Post subject: Reply with quote

Quote:
It costs 5 AP to throw; it deals an average of 10 hp of damage; it won't benefit from any bonus rate of fire/bonus hth attacks or slayer/sniper like perk. No wonder why nobody uses them, they worth more as a trading item than as a weapon (just like throwing knives, btw) . The sad part is that the Pyromaniac perk only gives fire-based weapons a mediocre bonus of 5 hp damage (according to Per's guide), which means almost no improvenet into making it a desirable weapon choice. Anyway yes, it always bothered me that molotov cocktails belonged to the explosive type instead of fire.


Molotov Cocktail - 8/20 damage. Range 12. AP - 5...this weapon is only really useful in the first few towns, as soon as you get access to grenades it not worth the effort. I do agree it might need tweaking, Haenlomal is the one to contact, Killap is using his Yet Another Ammo Mod.

As for the Pyromaniac perk...it should be a 50% increase in damage IMO. Twisted Evil
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Aracnoid
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PostPosted: Fri Jun 03, 2011 14:43    Post subject: Reply with quote

i have a suggestion or request or whatever.
unfortunately there is no big-gunner human companion in game. there is marcus but i don't like travel with a mutant(nma?).
i was hoping for one of e.p.a. companions can handle big guns but none of them have this skill as a primary skill.
i want one of the the e.p.a. npc's(probably cat jules) use big guns.
is it possible for upcoming uptades of restolarion project?

thanks for probable answers and sorry for bad english.
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Lexx
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PostPosted: Fri Jun 03, 2011 16:02    Post subject: Reply with quote

@Blood above: Maybe it would look better if the original blood scenery graphic would be made a tad darker, so that the transparent effect doesn't make it look too bright.
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