Fallout 2 Restoration Project 1.0 (Unofficial FO2 Expansion)

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Hey everyone,

Version 1.1 of the expansion is being compiled and should be ready in a few hours from this post. Version 1.1 should be a much more stable release and fixes a ton of issues. This thread grew rather quickly and I have been getting many e-mails as well, thus I might have missed some issues reported. If this is the case, please report the issue again as well as be alert for issues not yet reported. A new thread will be created with the release as well as a gameplay thread where only gameplay related questions will go. This way things should be organized better.

Stay tuned.
 
Hope you will also create a suggestions thread, so that after all the bugs are crushed we can think of some quest changes and stuff :)
Already got a couple balanced ideas, but the hardest probably will be balancing the right amount of ammo/weapons/armor you can get while visiting reno, SAD + EPA + Toxic Caves is a little bit too much that early in the game... SAD was too much alone!
 
gracul said:
Hope you will also create a suggestions thread, so that after all the bugs are crushed we can think of some quest changes and stuff :)
Already got a couple balanced ideas, but the hardest probably will be balancing the right amount of ammo/weapons/armor you can get while visiting reno, SAD + EPA + Toxic Caves is a little bit too much that early in the game... SAD was too much alone!
Actually, there is such a thread. Look a bit down from here. It is where I first posted about this project. Since the release I have turned that thread into a suggestion/content idea thread.
 
killap said:
Hey everyone,

Version 1.1 of the expansion is being compiled and should be ready in a few hours from this post. Version 1.1 should be a much more stable release and fixes a ton of issues. This thread grew rather quickly and I have been getting many e-mails as well, thus I might have missed some issues reported. If this is the case, please report the issue again as well as be alert for issues not yet reported. A new thread will be created with the release as well as a gameplay thread where only gameplay related questions will go. This way things should be organized better.

Stay tuned.
yes yes yes yes yes yes yes!!!

Will we be needing (or wanting?) to restart the game to enjoy 1.1 to its fullest?
 
Deever said:
killap said:
Hey everyone,

Version 1.1 of the expansion is being compiled and should be ready in a few hours from this post. Version 1.1 should be a much more stable release and fixes a ton of issues. This thread grew rather quickly and I have been getting many e-mails as well, thus I might have missed some issues reported. If this is the case, please report the issue again as well as be alert for issues not yet reported. A new thread will be created with the release as well as a gameplay thread where only gameplay related questions will go. This way things should be organized better.

Stay tuned.
yes yes yes yes yes yes yes!!!

Will we be needing (or wanting?) to restart the game to enjoy 1.1 to its fullest?
Several of the fixes will only take effect if you have never been to the location yet. Thus to experience the update to its fullest you should start a new game. You don't have to though but some things will remain broken if you don't.
 
killap, sorry to bring this up again.

killap said:
Darek said:
The event is tied to the support beams and not if Keeng rat is actually trapped or not, right?
No, the event it triggered by him being trapped. Just make sure he has no way out and that should take care of it. He will get removed once you leave. The idea is that he is trapped and eventually starves to death/unable to repopulate.

This is definitely not working properly. It's always the same supports you have to blow up. The center, south and south-west support, and it doesn't matter where the rat king is on the map.
I trapped him between the south and south-west support, but then I still had to blow up the center one as well, for it to count.

Looking at the map layout, there should be only two ways to physically trap him (assuming the two ladders are the exits):

1. If the rat is anywhere on the east side of the map. blow up all the supports in the middle.
2. If you lure him out between the south and south-west then blow those up.

Neither is working.

The problem with removing the big rat after you exit the map and not right away, is that then you can still kill him after you "trapped" him. Double reward exploit.

killap said:
Darek said:
Since the lack of explosives, wouldn't it be better to make all supports go down with only one big bang, or is that a bad idea?
Yeah, I realize 3 explosives is quite a bit to have early on. Still, I don't really see any other logical way (even this way seems iffy since the entire place would be collapsing after so much dynamite) to do it. Smashing with a crowbar doesn't seem right since you couldn't get out of the way in time.

I think one dynamite is plausible. Think of it this way: One explosion shakes the whole place up. The sturdier supports manages to hold, only the weaker, broken ones give in.

Also, when you use the "trap method" you lose out on 220 xp for clearing out the area.

So you only get 80 xp more for trapping Keeng Ra'at than for killing him. So to choose from running off to Modoc and pay an arm and a leg for explosives, or simply kill him, the choice is pretty simple.

Not trying to force you, just think it would make more sense with one explosive.

cheers
 
killap said:
Hey everyone,

Version 1.1 of the expansion is being compiled and should be ready in a few hours from this post. Version 1.1 should be a much more stable release and fixes a ton of issues. This thread grew rather quickly and I have been getting many e-mails as well, thus I might have missed some issues reported. If this is the case, please report the issue again as well as be alert for issues not yet reported. A new thread will be created with the release as well as a gameplay thread where only gameplay related questions will go. This way things should be organized better.

Stay tuned.

will we see the "fallout 2 book" and Vault 13 computer fix with this patch? Maybe even as an install option in the installer?
 
@Darek
Ah, I just looked and there is indeed a bug. I have fixed it and it should work properly in the coming update. There are two ways to trap him. Either blow up all four beams or blow the middle three. Destroying them all should have worked in version 1.0 of my expansion but blowing up the three was broken.

I shall consider the idea of using only 1 dynamite but I fear this could trap the player. I'll think about it.


@Karmeck
Sigh, you really love that unlimited xp ability don't you. I wasn't considering it for this update since I wanted to address the glaring bugs first.
 
killap said:
I shall consider the idea of using only 1 dynamite but I fear this could trap the player. I'll think about it.

If you don't know what you're doing, you shouldn't play around with dynamite. :P
 
killap said:
Deever said:
killap said:
Hey everyone,

Version 1.1 of the expansion is being compiled and should be ready in a few hours from this post.
yes yes yes yes yes yes yes!!!

Will we be needing (or wanting?) to restart the game to enjoy 1.1 to its fullest?
Several of the fixes will only take effect if you have never been to the location yet. Thus to experience the update to its fullest you should start a new game. You don't have to though but some things will remain broken if you don't.
Ok, well in the savegame I'm thinking of (with the stupid char) I only went to klamath, navarro and san fran, and I think the den. So I'm probably ok in continuing to use my savegame. But I may restart just to make sure.

You are the man!

I am quite frankly amazed at the amount of work you've put into this and I'm very grateful. Its great to see fallout revisited after all this time.
And that ddraw that lets you try out 16 bit color dx9 mode and increased resolution is amazing to see. I'm amazed at the community's efforts.
killap said:
I wanted to address the glaring bugs first.

I agree with your focus on the "glaring" bugs first. Especially ones that might stop you from progressing in certain quests or at least certain methods on those quests..
 
About trapping Keeng Rat

Suggestion:

How about weakening three places with crowbar ('its structural integrity was weakened by your err, 'playing around' with a crowbar, but it still hold... for now") then one dynamite at the nearest beam to the exit to crash all of them down, trapped then starved all other creatures in this level. THus it both kill the big rat and 'clear the mine' ('Your dinamite brought all of it down. Any rats in this level should be dead now. The rat attacks have been stopped cold.")

About the crash when shooting.

Even though I uncheck the ammo pack install, I still got the occasional crash when shooting with guns. pistol, rifles. Just click on the target and CRAASH! ANd especially when I dual wield (one COmbat Shotgun, one Magnum). So I have to avoid using the pistol. Just shotgun and one spiked knuckle.

edit: Definitely the magnum. Drop it guys! even if you put it on NPC inventory and they draw it out... Crash! So install the ammo pack or not, drop the magnum like hot coal! And the 14mm pistol is no better!

About the 'find the rustlers" in Klamath

Yep, finding the radscorp thing in the hut will lead to scaring the brothers to cease harrassing Tor. But it not enough to finger them as culprits, as it's just a circumstial evidence. You need to find another evidence to point out that, indeed, the rascals were rustling brahmins. So, boys and girls, you need to find that evidence and stop complaining about the quest.
 
Dominus said:
hey thanks a lot for this MOD, it is great! Fallout 2 the way it was supposed to be :clap:

there are a few bugs tho... but i hope you'll get rid of them in the next version(s)

i found one in the beginning, when i reached the bridge from Arroyo, the game crashed several times until i got lucky and it worked.

Did you have the flint from the Aunt when it crashed? That's what did it for me.
 
laclongquan said:
Yep, finding the radscorp thing in the hut will lead to scaring the brothers to cease harrassing Tor. But it not enough to finger them as culprits, as it's just a circumstial evidence. You need to find another evidence to point out that, indeed, the rascals were rustling brahmins. So, boys and girls, you need to find that evidence and stop complaining about the quest.

I would have thought noticing the brands would do the trick, but apparently not. :(
 
Donners said:
Dominus said:
hey thanks a lot for this MOD, it is great! Fallout 2 the way it was supposed to be :clap:

there are a few bugs tho... but i hope you'll get rid of them in the next version(s)

i found one in the beginning, when i reached the bridge from Arroyo, the game crashed several times until i got lucky and it worked.

Did you have the flint from the Aunt when it crashed? That's what did it for me.

Yeah something is up with that flint. I tried to get it from the aunt through dialog and it would always crash my game. Bartering for it worked fine though.
 
Cant wait till this new update, hopefully it fixes EPA problem im having which just resets all the time. I have been told the correct override code but it randoms resets so I can no longer input it and the holograms just go back to argueing again. Also I cant get the doctors quest to fix the lights.
 
Well, doesnt that option only appear AFTER you scaring the boys? And since after you done it, our usual gamers rarely look at the brahmins again. SO they dont know about it, right?!

Donners said:

I would have thought noticing the brands would do the trick, but apparently not.
 
in primitive tribe fishing area
at the bottom of the map are few rock if im force to look at them
every time game freeze never to recover

win Vista32
fresh huge install
Cassidy head mod
 
A Recommendation and a Question;

First of all, I'd really like to express my appreciation for what you're doing here. Fallout 2 is one of the greatest games of all time, and truly a holdout of the gaming 'free world' in light of what the game industry is becoming. You breathing new life into it should be an inspiration to all of us gamers who love content above all the petty crap devs end up putting us through these days.

All that aside, I've played through much of your mod and I've found it to be relatively trouble free. I've only crashed once, and I figured out why. This is the only Fallout 2 Mod I have active, and I've installed it with all the extras bundled with it.

However; I've run into a bit of a snag at one point.

In the Primitive Village, someone on this forum said to sleep until Midnight to determine what is haunting the Shaman. I've done so many times, but nothing has shown itself, and frankly - I'm stumped. Either this is a bug (and something was supposed to show up) or I'm massively overlooking something. I've done all other quests in the location (that I know of, there are no other NPCs that offer anything).

Also, I have a recommendation that might be useful to those of us out there that want to help out with the mod testing - if there is someone out there who's written up an actual walk through of your mod (as in what things are supposed to do and how things are supposed to work) in each new area, that could be extremely helpful in figuring out if the player just overlooked something (so they can look at the walk through real quick and smack their forehead) or if there is a genuine bug that needs to be reported and looked into.

Just a thought.

Thank you so much and please, keep it up - I look forward to your updates eagerly.

- J.
 
Donners said:
Dominus said:
hey thanks a lot for this MOD, it is great! Fallout 2 the way it was supposed to be :clap:

there are a few bugs tho... but i hope you'll get rid of them in the next version(s)

i found one in the beginning, when i reached the bridge from Arroyo, the game crashed several times until i got lucky and it worked.

Did you have the flint from the Aunt when it crashed? That's what did it for me.

yep. right after i get the flint, i enter the bridge screen make a few steps and crash.... but somehow it worked in the end.
 
Hey Killap, I just wanted to say thanks - your mod made me re-install fallout for the first time in many years and the experience has been incredible. I've hardly been able to tear myself away - its a great mod, and an incredible job you've done.

I've noticed the following things, and forgive me if they've been brought up:

The Brain in Gecko will talk to me as if I've already fixed the nuclear power plant, even if I have not, after I joined his cult. He'll mention "Fixing the plant was a good first step" even though I had not yet done so - its extremely minor, and it only occurred when I had talked to him a second time after accepting his initial offer to help his plans.

The added content is incredible; its like playing the game for the first time again, with all the excitement and fun that entailed.
 
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