Fallout 2 Restoration Project 1.0 (Unofficial FO2 Expansion)

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hmm about that rustling quest, I don't get any dialogue about it with mrs Buckner, only dialogue about that is when I talk to her daughter about gossip the first time and I can say that I should prolly look into it. but that's it been through the whole damn village but can't talk to anyone about that quest, tried it before and after helping Torr and scaring away the brothers with that scorpion costume.
 
tomten said:
There are always weird slowdown issues (on the world map and on every other screen-fadein/fadeout); I'll see if they disappear if I uninstall the mods and/or the Expansion.
These issues were resolved in the latest version. However, when Kaga flees, all his speech flies by without any pauses, causing all the messages (at least 2) to appear on top of each other. I haven't seen this error anywhere else in the game.
 
Re: A Recommendation and a Question;

CheshyrJay said:
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).

I think you have to take a look at the dead girl in the forrest area of the primitive tribe, at least for me that helped...
 
Deever said:
From what I recall from previous posts in this thread from users of other language versions (like the one at the top of this page), you can just rename the english text folder to your current language (German I belive). You will then have a mix of german and english text (the english parts being the new and changed parts from killap) and german voices, but at least you'll have a working game.

If you are seriously interested in translating, the nessasary english files for translating are all in that text folder.
\Fallout2\data\Text\English
Theres about 700 differant dialog files totalling about 3 megabytes (and the combat messages which are nearly another megabyte), so its a pretty big job.
From what I can tell you can edit the .msg files with notepad.
To give you an idea of the size of the job you are getting yourself into, I belive the english Bible is close to that size as a pure text file. Although the dialog files have a bunch of # comments, and {} marks, etc that you wouldn't need to translate, so its not quite as much as all that.

I'm sure all the german fans would love you if you do it though :)

Edit: You could probably extract the original german files in your copy of the critter.dat and master.dat files and use some of the stuff thats already translated in there, but you'd have to compare with what was changed in killap's stuff. Not sure which way would be better in terms of the amount of work.

I will have a look on it and see, if i can handle that. I think of using an automated translation and then "just" correcting the result of it. I'll take a closer look on it soon....

Greetings, ErichH.


Edit:

Well, it looks like it's a lot of work. It will help me a lot to know his new text files and if and where he changed things in the original files.

Can you provide me with information, killap? Then I will go into it and see what I can do.
 
Balancing issue with SAD

if you feel it provide too much too early, you could increase the difficulty of that region, so that only after they got Power Armors and several level up in both skills and HP shall they have a chance to overcome the defense of the base

Robots with more dangerous weapons: Missile Launchers, Bozars, Gattling Lazers... and make those equipped weapons unlootable.

Set the skill check of doors, computers... higher.

Frankly I always enjoy a dangerous optional dungeon. Post-SF, Prior-Enclave there's not many dangerous battles other than the occasionally Patrol or Remnant.

Making SAD dangerous will level Skynet from an optional NPC to a prized possession, a reward.

Another SUGGESTION

Quest objective: Resupply the tribe, to lengthen the time gap between dreams (ala water caravan in Fallout 1)

Quest content: Talk to Aunt Morlis, to Elder, to Hakunin to receive three quests: provide the tribes with addtional foodstuff (20 jerky, 20 iguana on a stick) and drinks (40 beer) to prolong the life of the tribe. You can repeat this quest 3 times (Morlis, Elder, then Hakunin) to lengthen the gap between dreams (1-2, 2-3, 3-4).

Why: to make more use of Jerky, Iguana(no use whatsoever), Beer.
to give player a good feeling (helping my tribe, oh yeah) ( I dont know about you guys, but Hakunin's dreamtalk break my heart every time)
to give player some thing more role-play to do other than wandering the wildness bashing the shit out of gecko and bandits.

I know what you make is restoration, not addon. Still if somebody can make this happen you will make Fallout fans very happy!
 
raif the mad said:
hmm about that rustling quest, I don't get any dialogue about it with mrs Buckner, only dialogue about that is when I talk to her daughter about gossip the first time and I can say that I should prolly look into it. but that's it been through the whole damn village but can't talk to anyone about that quest, tried it before and after helping Torr and scaring away the brothers with that scorpion costume.

This could be your problem:

If you talk to the Dunton's about helping them rustle the brahmin, even if you don't accept, or if you accept and then change your mind, you no longer get the dialogue option with mrs Buckner. So you can't finish the "find out who's rustling the brahmin" quest.
 
ErichH. said:
Deever said:
From what I recall from previous posts in this thread from users of other language versions (like the one at the top of this page), you can just rename the english text folder to your current language (German I belive). You will then have a mix of german and english text (the english parts being the new and changed parts from killap) and german voices, but at least you'll have a working game.

If you are seriously interested in translating, the nessasary english files for translating are all in that text folder.
\Fallout2\data\Text\English
Theres about 700 differant dialog files totalling about 3 megabytes (and the combat messages which are nearly another megabyte), so its a pretty big job.
From what I can tell you can edit the .msg files with notepad.
To give you an idea of the size of the job you are getting yourself into, I belive the english Bible is close to that size as a pure text file. Although the dialog files have a bunch of # comments, and {} marks, etc that you wouldn't need to translate, so its not quite as much as all that.

I'm sure all the german fans would love you if you do it though :)

Edit: You could probably extract the original german files in your copy of the critter.dat and master.dat files and use some of the stuff thats already translated in there, but you'd have to compare with what was changed in killap's stuff. Not sure which way would be better in terms of the amount of work.

I will have a look on it and see, if i can handle that. I think of using an automated translation and then "just" correcting the result of it. I'll take a closer look on it soon....

Greetings, ErichH.


Edit:

Well, it looks like it's a lot of work. It will help me a lot to know his new text files and if and where he changed things in the original files.

Can you provide me with information, killap? Then I will go into it and see what I can do.
ALL of those text files present in those text folders \Fallout2\data\Text likely have something changed compared to the ones in the original game files. Or else they wouldn't need to be there :) The way fallout 2 works is that if you make a change to a file, you have to include the file in its proper folder so fallout looks at that file, instead of the original unchanged ones stored inside the original unchanged master.dat and critter.dat files.
Keep in mind that killap has put years of work into both his patch (with nearly 1000 fixes) and his restoration mod, and I doubt he knows all the exact changes he made in all those hundreds of dialog text files.
But if you really want to know what exact if any differances and changes there are, its possible to find that out without too much difficulty. All you'd have to do is extract the original text files and run a text comparision program that highlights the differances for you between original, and changed (all the in the text folder).

Let me know if you are still interested and I'll see if I can extract my original english files for you so you can run text comparision programs (programs that compare and highlight differances, often in 2 windows so you can see exactly whats changed) comparing them to killap's changed ones.

As well, you can extract your original german files if you wish to try and reuse some of the original german thats already translated
Here's utils to help extract stuff from the .dat files
http://www.nma-fallout.com/forum/dload.php?action=category&cat_id=27

Basically I see 2 possible ways to do it. One is just to translate all the files in the text folder.
The other is to compare the original english files with killaps to find what the changes (we already know ALL of the ones in the text folder have some sorta change, and if the text compare shows no change, you probably just leave those files alone and re-use the german text) are, and then copy and re-use the original german on the parts that are not changed, or where the changes dont affect the dialog text itself, and then only translate the remaining text.

Edit: I came across this quote which might interest you:
Mr.Wolna said:
Some Guys of my Community (Falloutnow.de) are making a patch to translate your work in german
If you join in with guys who are already working on it, the work should proceed much faster, and then you won't be duplicating anything. Plus, they'd likely have a good grasp on all the steps and might be able to just send you some files where they know whats changed and needs to be done. In other words, it would probably be easier all around to join someone already working on it :)
 
Tempted as I am to sift through 25 pages of congratulatory remarks and bug reports, I'd rather spend my time actually playing Fallout2. Nice work on this restoration, it's nice to know there are people willing to spend their unpaid free time on projects such as this.
I'm hoping there will modders as dedicated when Fallout 3 is released, so that any shit that Bethesda fucks up can be fixed by dedicated fans :)

Now for the bug report: I noticed I started with a new karma trait "Virgin Of The Wastes" which I suppose is correct (although who knows what lurid deeds have been done in the village?).
As I arrive in Klamath I *ahem* 'acquire' the services of a bathhouse attendant and my "Virgin" trait promptly turns into a "gigolo" trait instead....

That seems a bit over the top, no?
 
ElectricSheep said:
I'm hoping there will modders as dedicated when Fallout 3 is released, so that any shit that Bethesda fucks up can be fixed by dedicated fans :)
Check out Oscuro's Oblivion Overhaul mod, he's done tons of work restoring oblivion to the way it shoulda been. So I have no doubt that someone will do something similar for fallout 3 if its consolified for the lowest common denominator players like oblivion was.

ElectricSheep said:
Now for the bug report: I noticed I started with a new karma trait "Virgin Of The Wastes" which I suppose is correct (although who knows what lurid deeds have been done in the village?).
As I arrive in Klamath I *ahem* 'acquire' the services of a bathhouse attendant and my "Virgin" trait promptly turns into a "gigolo" trait instead....

That seems a bit over the top, no?
Ah, but did you pay for the "services" or get them gratis? :)

Oh and BTW, I think you are the first person in the thread to mention this :)
 
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.

A possible suggestion for a "one dynamite" kill would be to make the roof collapse on the keeng himself! This is what i initially assumed to be the intent of the weakened support beams anyway, and it seems a logical solution to the problem of a giant rat attacking you. It would also solve the possible double reward exploit of first trapping, then killing him.
 
Deever said:
ElectricSheep said:
I'm hoping there will modders as dedicated when Fallout 3 is released, so that any shit that Bethesda fucks up can be fixed by dedicated fans :)
Check out Oscuro's Oblivion Overhaul mod, he's done tons of work restoring oblivion to the way it shoulda been. So I have no doubt that someone will do something similar for fallout 3 if its consolified for the lowest common denominator players like oblivion was.

ElectricSheep said:
Now for the bug report: I noticed I started with a new karma trait "Virgin Of The Wastes" which I suppose is correct (although who knows what lurid deeds have been done in the village?).
As I arrive in Klamath I *ahem* 'acquire' the services of a bathhouse attendant and my "Virgin" trait promptly turns into a "gigolo" trait instead....

That seems a bit over the top, no?
Ah, but did you pay for the "services" or get them gratis? :)

Oh and BTW, I think you are the first person in the thread to mention this :)

YES! I am a beautiful and unique snowflake! 8-)
 
Well, I can only agree with all of those who called this mod an awesome addition to Fallout 2. I can't wait to see all of the new quests and places which have been added. Magnificent work!

However, I experienced several some crashes while playing. A returning one occurs when one of the Morton brothers (the first one actually, haven't met the later ones because of this bug) find me in a random encounter. I get an application error message, but I can't read it, since alt-tabbing does not work.
 
Dirky said:
I get an application error message, but I can't read it, since alt-tabbing does not work.
You can edit the ddraw.ini file to play fallout2 in a window. That's one of the cool new features added by timeslip's sfall fallout 2 engine enhancement that killap also uses.
That might help you with reading the actual error message.
Unfortunately, I have no idea if the actual application error will help killap or not. Thats a entirely differant question :)

ElectricSheep said:
As I arrive in Klamath I *ahem* 'acquire' the services of a bathhouse attendant and my "Virgin" trait promptly turns into a "gigolo" trait instead....

That seems a bit over the top, no?
BTW, I did a little research. if you check out some of the fallout 2 faqs, like the wonderful one by Per here:
http://user.tninet.se/~jyg699a/fallout2.html

During the game you will accumulate characteristics which are neither perks nor traits, but presented alongside them. They're often called "karmic traits", or even "perks", but the manual calls them "Special Reputations". They don't affect your stats (other than Prizefighter, which could just as well have been a special perk), only how people in the game world react to you.
...
Gigolo: Have sex a lot (or just once, providing you're extremely good at it).

So its a default fallout 2 thing, not a thing added by killap. The thing added by killap was the virgin of the wastes :)

You are just THAT good. :)
 
The Gigolo and Sexpert reputations would fit better if they were exchanged (i.e. you get Gigolo for having sex X number of times and Sexpert for being good at it). I don't know if this is something killap tinkered with.
 
Deever said:
Dirky said:
I get an application error message, but I can't read it, since alt-tabbing does not work.
You can edit the ddraw.ini file to play fallout2 in a window. That's one of the cool new features added by timeslip's sfall fallout 2 engine enhancement that killap also uses.
That might help you with reading the actual error message.
Unfortunately, I have no idea if the actual application error will help killap or not. Thats a entirely differant question :)

ElectricSheep said:
As I arrive in Klamath I *ahem* 'acquire' the services of a bathhouse attendant and my "Virgin" trait promptly turns into a "gigolo" trait instead....

That seems a bit over the top, no?
BTW, I did a little research. if you check out some of the fallout 2 faqs, like the wonderful one by Per here:
http://user.tninet.se/~jyg699a/fallout2.html

During the game you will accumulate characteristics which are neither perks nor traits, but presented alongside them. They're often called "karmic traits", or even "perks", but the manual calls them "Special Reputations". They don't affect your stats (other than Prizefighter, which could just as well have been a special perk), only how people in the game world react to you.
...
Gigolo: Have sex a lot (or just once, providing you're extremely good at it).

So its a default fallout 2 thing, not a thing added by killap. The thing added by killap was the virgin of the wastes :)

You are just THAT good. :)

I am well aware that Gigolo is a trait you can acquire. Usually though, it takes a somewhat liberal sexual life to acquire it, not just losing your virginity to a Klamath bath attendant. The bug would be that the instant I lose the "virgin" trait I gained the "gigolo" trait.
I reloaded and kept my virginity, as soon as I make it to the Den I'm trying out the prostitute there, to see if it has the same effect

Edit: Indeed it does. One round with the prostitute from the whole and I was a gigolo... Maybe Killap just has some very conservative views on what constitutes promiscuity? :wink:

Edit 2: Or maybe I just didn't read your post properly? So I get the Gigolo trait for having sex once, simply because I'm good at it? Crazy...
 
Per said:
The Gigolo and Sexpert reputations would fit better if they were exchanged (i.e. you get Gigolo for having sex X number of times and Sexpert for being good at it). I don't know if this is something killap tinkered with.
Yeah, that was something that I always found odd in the original game. It is based on skill, but the descriptions for gigolo make much more sense if you get it after having sex many times. I shall swap it.

Oh, and the update is still coming. I didn't get a chance to release it last night, but it hopefully will happen today.

I suggest for those of you who haven't made it too far in the game or just haven't started yet to hold off until 1.1 hits the streets. You won't regret it.
 
I was waiting for it all night, when I woke up and it still hadn't come up, I couldn't wait anymore

Oh yeah, my travel map is screwy. I know there's a guide concerning how to speed it up, but I've looked and I can't find it. Could someone give me a quick instruction as to which which file to edit?
 
ElectricSheep said:
I was waiting for it all night, when I woke up and it still hadn't come up, I couldn't wait anymore

Oh yeah, my travel map is screwy. I know there's a guide concerning how to speed it up, but I've looked and I can't find it. Could someone give me a quick instruction as to which which file to edit?
Well, this is one of the things that should finally be addressed in the update. Timeslip has come up with something that should be consistent on all machines.
 
Ooh! Ooh! I have some bugs to report! Are they too late for the 1.1 update?

Primitive Tribe:

# Spelling error #1: When talking to the Tribal Leader about Sulik's sister, he says: "Perhaps he [Metzger] is holding here there..." This should be "her", not "here".

# Spelling errors #2 & #3: When asking the Tribal Leader about the Holy GECK, he says "I have heard an animal by this name...". There's propably an "of" missing in there. Later on, he says "we are a primitive tribe and not to connected with the outside world". There's an extra o missing in that word, or you can replace it with "well", if you want.

# When trying to steal from the fisherwoman, the character bends down instead of the usual "using item" animation.

# While I like the idea of fish being present in the game (even though only as an inventory item) I was somewhat disappointed to find that they seem to have survived a nuclear holocaust and subsequent large-scale contanimation of their habitat, without any change in their physical appearance. Shouldn't they have grown a third eye, at the very least?

Suggested fix: Either change the image slightly to make the fish appear more...mutated, or add/alter the description text to indicate that the fish have also been affected by the times.

The Den:

# When Metzger tells you about the holding pens to the southwest, you're given two dialogue options, but they're identical. The choice starts with "Southwest of here, huh?..."

# I wouldn't exactly call this a bug, but the two drug dealers in the Den residential area are just carrying their shop inventory, which means you can just steal it from them. This is different from just about any other "shopkeeper" in the game, so maybe it's something that should be looked into.

# When you talk to the drunken father, your first dialogue option is "It's 11 O'clock, do you know where you children are?" I'm wondering whether the "O" in "O'clock" should be capitalized or not. I seem to recall it always being non-capitalized.

Misc:

# The map square directly west of Klamath was suddenly greyed out again, as if I hadn't entered it yet. Almost everyone passes through this square on their first journey on the world map, myself included. Possible culprits may be the Toxic Caves being put on the map, or me uninstalling and reinstalling the Expansion Pack.

# I can confirm that the Frank Horrigan encounter did not take place. The first Kaga encounter took place, but soon afterwards (a day or so?) I was also "interrupted" on the world map by another encounter, but there was no-one or nothing there.


Finally, I have a gameplay question regarding the Orphanage quest in the Den. I talked to the squatters, and they decided to fight me...except they all ran away like little schoolgirls. After far too many turns, I killed three of them, but the other two ran off the map and don't seem interested in returning. Anyways, now it seems that I am stuck. Did I do something wrong, or must all the squatters die for the quest to proceed?
 
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