Ardent's Fallout 2 Mod - Announcement

Another bugs:
[spoiler:20f59d24ff]I'm joining the cartel (do slave-run-quest) and then i'm entering shelter again. Those guys still want to shot me. If I speak with Pyre he again have got the dialogue option to make me slave/join.

If I chose the option to fight with those guys in the shelter and escape using elevator, then when coming back there isn't any firefight or dialogue. I can freely explore the cartel outpost and retrive bobblehead figurine. But when I'm returning to Duston with bobblehead, there is no option to complete the bobblehead-retriving-quest.[/spoiler:20f59d24ff]

BTW Once more, time really great mod.
 
I've played through twice now... great mod!

Got some bugs:
[spoiler:98941cda4d]1. Smelly guy in the Junkyard. First time I played through, I got the option to talk to Abigail to help him with his dietary restrictions. The second time, I didn't (I hadn't talked to Abigail by this time) and I never got that option even after I knew about Abigail.

2. Rob from Bob's Iguana Stand. I retrieved his drinks from the shack in the junkyard and also made a deal with the bar in the Junkyard so he can get drinks in exchange for food. However, you can only get credit for one. Seems like you should be able to do both. "Here, I got your drinks for you and I made a deal with the bar in Junkyard for when you need more."

3. Comment. From a character survival point-of-view it is far and away to the character's advantage to work for the Cartel. Is there any benefit to either of the slave routes in the longterm?[/spoiler:98941cda4d]
 
Again, thanks for feedback! :D

[spoiler:da7882c4d0]

From kacpayankowski:

I'm joining the cartel (do slave-run-quest) and then i'm entering shelter again. Those guys still want to shot me. If I speak with Pyre he again have got the dialogue option to make me slave/join.

If I chose the option to fight with those guys in the shelter and escape using elevator, then when coming back there isn't any firefight or dialogue. I can freely explore the cartel outpost and retrive bobblehead figurine. But when I'm returning to Duston with bobblehead, there is no option to complete the bobblehead-retriving-quest.

Thanks for this. I had several problems with Dude returning to the Fallout Shelter after joining the Cartel, and I can see they still need some work. I'll look into that.

From earthdude:

1. Smelly guy in the Junkyard. First time I played through, I got the option to talk to Abigail to help him with his dietary restrictions. The second time, I didn't (I hadn't talked to Abigail by this time) and I never got that option even after I knew about Abigail.

Noted. I'll correct that for the updated release.

2. Rob from Bob's Iguana Stand. I retrieved his drinks from the shack in the junkyard and also made a deal with the bar in the Junkyard so he can get drinks in exchange for food. However, you can only get credit for one. Seems like you should be able to do both. "Here, I got your drinks for you and I made a deal with the bar in Junkyard for when you need more."

Good idea. I'll be sure to put that in.

3. Comment. From a character survival point-of-view it is far and away to the character's advantage to work for the Cartel. Is there any benefit to either of the slave routes in the longterm?

Well, the game will be much different. The storylines will diverge substantially depending on whether you choose to be "the oppressed" or "the oppressor". Several quests will not be available for you if you're a Cartel agent. Several quests will not be available if you're not one. And being an agent of the Cartel will gradually lower your general reputation, which will influence the way people treat you in some places.

[/spoiler:da7882c4d0]
 
Some bugs for evil PC:twisted: :
[spoiler:c4b479c20b]"Childkiller" reputation status can't be achived in Orville.:evil:

I can't gain "berserker" reputation status.:evil:

If Ferguson is in jail he respawns after each kill (in combat mode, after leaving combat and entering again he have got only one life:lol: )

In prison part of the factory location, PC every few seconds have drug-making-like-a-slave-animation until you exterminate everybody on the map.

Floating quotes ("don't touch that door" etc.) over dead bodies.

If you kill two guards of the Duston enterance to the junkyard, they are still in the junkyard area (and can't be killed)[/spoiler:c4b479c20b]
 
[spoiler:084a5d3436]
"Childkiller" reputation status can't be achived in Orville.:evil:

Since children in Orville don't have any script attached, they don't raise the variable responsible for giving you childkiller reputation. Could you please check if Duston children do? I'm pretty sure at least the Junkyard kids have the appropraite scripting.

I can't gain "berserker" reputation status.:evil:

Are you sure you killed enough good people? Most townsfolk is neutral.

If Ferguson is in jail he respawns after each kill (in combat mode, after leaving combat and entering again he have got only one life:lol: )

Now that I think of it, I know where the bug is located. I'll look into this.

In prison part of the factory location, PC every few seconds have drug-making-like-a-slave-animation until you exterminate everybody on the map.

That's a weird one. Could you please give me more context when this happens?

Floating quotes ("don't touch that door" etc.) over dead bodies.

If you kill two guards of the Duston enterance to the junkyard, they are still in the junkyard area (and can't be killed)

Noted. Thanks, I'll correct all of this.
[/spoiler:084a5d3436]

Whew! That was a long list!
 
[spoiler:0f0ee5b1c9]Duston children grant "childkiller"

Killed everyone in the demo and still no "berserker"

About drug-making-animation:
Joining the cartel, making base cartel quests, going to prison section.
Every time, when slaves perform their drug making anim, at the same moment PC does the same thing.
It seems that PC counts as slave even he is cartel guy, but if there are no other slaves the PC stops with this animation.[/spoiler:0f0ee5b1c9]

Demo finished third time :P
Waiting for full.
 
A little update:

I haven't been doing much on my mod as I got involved in another big project which currently takes up the lion's share of my modding time (and will do so until it's finished). However, I have made some progress.

The recent wave of modding projects which aim to add more harshness to the wasteland (notably, the food/water, radiation, sleeping and poison systems, etc) have inspired me to ponder and work on my own ideas concerning these issues.

In other words, I'd like to inform you that the new demo release (which will happen some day, but not now, that's for sure) will feature a complete and functioning food system. All of the code is in and working correctly.

In the coming months I shall be testing the system to eliminate any possible bugs and to see how it plays out. For now, I can only say it's very promising.

Note for modders:

Josan12 and any other guys working on food systems, I'm willing to share my ideas and code, so you can see if any of it is useful for you.
However, I don't want to publish this as a separate food mod for vanilla Fallout 2/RP, because I don't have time and this would require plenty of add-ons to what is already in game (items, food merchants, etc.)
 
Hey Ardent, not to sound pushy but hows the progress been on your mod? It greatly perks my interest and I'm downloading the demo as we speak. I imagine the demo will be a tease and will likely result in great amounts of anger since I can't get my hands on the full release ;)
 
Hi Ardent can you reup your demo to somewhere else
I always got the 'All of the available FileFactory Basic download slots on this server are in use by other people.' massage and I've been trying to get it down in the last two days.
 
SudoX said:
Hey Ardent, not to sound pushy but hows the progress been on your mod? It greatly perks my interest and I'm downloading the demo as we speak. I imagine the demo will be a tease and will likely result in great amounts of anger since I can't get my hands on the full release ;)

Progress has been slow, as important things were happening in RL for me (got married actually). Moreover, I'm helping with Mutants Rising, which is a beast and takes up the majority of my modding time. I managed nonetheless to make slight progress:
- corrected/tweaked/updated what was already in the demo (bugs, bugs, bugs everywhere!)
- added dumb path to some of the characters (I'm really lazy about the dumb dude)
- been working on the food system (it works almost perfectly now, but I yet have to solve some problems)
- added support for Hi-res mod and Hero appearance mod
- added new art (nothing too epic though - mostly X'il's new critters and stuff related to the food system)
- been working on new areas
- been experimenting with some new solutions (secret for now)

Sorry to disappoint you, but I can promise that MR will be worth it when it comes out. When I'm done with MR, I'll return full time to my own mod. And it will be worth it too.

Jotisz said:
Hi Ardent can you reup your demo to somewhere else
I always got the 'All of the available FileFactory Basic download slots on this server are in use by other people.' massage and I've been trying to get it down in the last two days.

Sure, I'll upload the demo to some other service tomorrow.

Thank you both for the support!!! :D
 
For anyone interested in downloading the demo without using FileFactory, here's a new link: http://www.mediafire.com/?1azg6lqct669pg9

BTW, sorry for double posting.

EDIT-----------

Before you guys ask:

The build uploaded to Mediafire/FileFactory is a build from Jan 27th. It corrected some bugs from the December release, but it does not include any new features, such as new quests or the food system.

Sorry, the build reveals too much right now for me to upload a recent version, plenty of things that I can't take out the moment are unfinished and I don't want to post a half-baked demo.
 
Jotisz said:
I just downloaded the mod not so long after you upped on a new link and almost forgot to say thank you.

You're welcome 8-) Have fun and don't hesitate to give me your feedback, especially your impressions on the story and characters (I think most bugs have already been reported).
 
I put my feedback in the spoiler I really like your demo
[spoiler:ffce7d5c7a]
I just finished the demo along the join the cartel story line. Started a new char to check out what will be if I refuse to work with them.

I really like the way you redesigned the ammo system its real cool that there are fewer ammo.
The npc names are real good just like the dialogs I didn't except to have so many ways to deal with Ferguson, also the work for Rob you designed Duston city real well.
The factory was real good too now with my second run I'm trying to get out of the camp.

I only find two bug haven't been written here or not the way I found them at the end of the slave run the black metal armored cartel guy froze in the standing pose I was able to take his equipment.
The other one is similar to the mentioned bug where the cartel doesn't realize I'm one of them the guard at the slave slave camp he start his dialog just like I was in the cell room as a slave then sends me to clean the toilets. And in a random encounter the geckos had the script of a door.

Also I'm going to go through the other story lines I already restarted with a different char.[/spoiler:ffce7d5c7a]
 
Jotisz said:
I put my feedback in the spoiler I really like your demo

Thanks! I'm happy you did :)


[spoiler:071ba770eb]
I only find two bug haven't been written here or not the way I found them at the end of the slave run the black metal armored cartel guy froze in the standing pose I was able to take his equipment.

He was probably accidentally hit with the stun weapon but didn't play the fall down animation.

The other one is similar to the mentioned bug where the cartel doesn't realize I'm one of them the guard at the slave slave camp he start his dialog just like I was in the cell room as a slave then sends me to clean the toilets.

Corrected after the build was posted. It's the same with the guard in the other prison block.

And in a random encounter the geckos had the script of a door.

That's a funny one. I'll have to look into that.[/spoiler:071ba770eb]

Thank you for your impressions. I'm happy you had fun with the demo :D
 
This is my favorite mod ever! (Except for the Restoration Project, of course.) Tried all the other major ones, but didn't like them. I've been hanging around NMA for a few years on and off, but playing this mod finally got me to register. I wanted to point out a couple bugs I found.

[spoiler:3bb2484862]If you steal all of the mayor's stock from his table in Duston, then save and reload, a few hundred bucks (random amount) spawns at his table. It's possible to keep saving, reloading, stealing, saving, reloading, stealing, etc. infinite times.[/spoiler:3bb2484862]

[spoiler:3bb2484862]In the underground level of the Fallout Shelter, after you surrender to the elevator guard and he takes you to the guy in power armor, it's possible to enter combat before the power armor guy initiates conversation and run away. This causes the conversation not to initiate. You can then run around, loot lockers, and steal stuff without consequences. Getting caught stealing has no effect. If you try to talk to anyone, however, everyone becomes hostile. It's also possible to take the elevator back to the ground level and escape. If you save and reload, the elevator guard mysteriously teleports back to the elevator from where he's standing by the power armor guy. It's possible to set things back on track by stepping in front of the power armor guy, which re-triggers the conversation with him.[/spoiler:3bb2484862]

[spoiler:3bb2484862]You can use this same trick at the Factory after being taken there by the power armor guy from the Fallout Shelter. You can enter combat before Colonel Firewall initiates conversation and run away. Like before, you can loot and steal to your heart's content, but talking to anybody turns everyone hostile. It's possible to go to the entrance map and assassinate the scientist at the control station and turn off the turrets and lights. One minor glitch is that you get the message about finding a military complex beyond the forest even if you first enter this map from the barracks map. If you go to the slave/production map, the game goes to the captured-as-a-slave sequence you would get if you didn't mention the pharmacist to the power armor guy at the Fallout Shelter. Weird. Like before, it's possible to set things back on track by loitering in front of Colonel Firewall until he initiates conversation.[/spoiler:3bb2484862]
 
Hayden said:
This is my favorite mod ever! (Except for the Restoration Project, of course.) Tried all the other major ones, but didn't like them. I've been hanging around NMA for a few years on and off, but playing this mod finally got me to register.

Thank you very much, Hayden! I really feel distinguished!

Onto the bugs:

[spoiler:13ee3c2fb9]
If you steal all of the mayor's stock from his table in Duston, then save and reload, a few hundred bucks (random amount) spawns at his table. It's possible to keep saving, reloading, stealing, saving, reloading, stealing, etc. infinite times.

In the next release, the mayor's inventory has been moved off the map to prevent this kind of stealing abuse. I wasn't able to make the inventory difficult enough to steal. Now, in order to get it, you'll have to kill the mayor.

In the underground level of the Fallout Shelter, after you surrender to the elevator guard and he takes you to the guy in power armor, it's possible to enter combat before the power armor guy initiates conversation and run away. This causes the conversation not to initiate. You can then run around, loot lockers, and steal stuff without consequences. Getting caught stealing has no effect. If you try to talk to anyone, however, everyone becomes hostile. It's also possible to take the elevator back to the ground level and escape. If you save and reload, the elevator guard mysteriously teleports back to the elevator from where he's standing by the power armor guy. It's possible to set things back on track by stepping in front of the power armor guy, which re-triggers the conversation with him.

You can use this same trick at the Factory after being taken there by the power armor guy from the Fallout Shelter. You can enter combat before Colonel Firewall initiates conversation and run away.

Both of these are easy fixes. This is going to be corrected for the next release (which unfortunately won't happen until Mutants Rising is finally out and then some).
[/spoiler:13ee3c2fb9]
 
Back
Top