Fallout 2 Restoration Project 1.0 (Unofficial FO2 Expansion)

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tomten said:
First crash: when throwing a knife in the Toxic caves. Playing as female, all mods.

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.
Yes, please do. It seems the ammo mod and perhaps the FO1 sounds are at fault. Remove both just to be safe.
 
There is an error in the dialog with First Citizen Lynette when you return after murdering the raiders. You must say 'error' in order to let her now your job is done. :P



*minor spoiler*



The game crashed every time i tried to return the weapons to the leader of the village outside vault city. (i tried both loaded and unloaded) I could finish the quest, eventually, but not by giving them weapons.

I've also encountered an npc in the servant allocation center who talked at me as if i had killed the molerats and then as if i just entered the village. (that was before i got there) I loaded the game, went to the village and after that things got back to normal in hte servant allocation center... The bugged guy was in the middle cell, as i remember.



*end*



Game also crashes when i challenge the guy in dusty's cantina to a fight. (in NRC)
 
A small bug report:

Arroyo:

# Your readme says "• Stealing from the Elder's chest, Hakunin chest, or Aunt Morlis' vase will result in a karma drop." I ripped off the Elder and Aunt Morlis, but incurred no Karma drop. Trying to steal from Hakunin's chest only made him notice me (and give me a minute pang of guilt) but my Karma was untouched.

# I know this is not a bug, but you can't pick up the rock you placed behind Klint, the one that tells you that you're running the Killap expansion/patch of superduperness. But as long as the Hand icon appears over it, people will try. Did you make this notice look like a rock just to annoy Per?


Klamath:

# I couldn't find the dog that had they key to the north section of Trapper Town. Did you remove him?

# The alternate way to kill Keeng Rat:

# # I think you need to explain better in-game how to accomplish this. A player will see the damaged support beams and immediately get the right idea, but there are no actual indications of how to cause a cave-in. (Try to explain to a person how to get into the Military Base, you'll know what I mean.) I tried using a crowbar and/or attacking the support beam before finally finding the "proper" method. As you can use the Hand icon on these broken support beams without that doing anything, I suggest making the game display a message when you do so, something like "A well placed explosive could destroy this support beam and possibly cause a cave-in."

# # On that note, blowing up the northernmost damaged support beam can trap the player if he decides to run into the northeast corridor (towards the Trapper Town parking lot) after setting the charge. Is this intentional?


Primitive Tribe:

# I can't help but be a little bothered by the linearity of the quests here. They must be done in a certain order, or not done at all. Is there any chance that this could be changed?


Misc:

# When Combat Looks are turned on, I never seem to get the proper gender type when I look at the bodies of non-human critters. Looking at Rats, for example, gives the message "She looks: Dead", while Pig, Mole and King Rats (as well as Robots) show the "He looks: Dead" message. Does the game not allow for an "It looks: Dead" message?


Finally, in regards to the Fallout 1 gun sounds mod...when I tried using the stand-alone mod FO1 Gun Sound mod some months back, the first shot with the old sound would work, but then the game would crash. Does the FO2EXP mod use the same mod, or did you do yours from scratch?

(Also, I was the one that first requested that Killap should add the FO1 gun sounds into his expansion, so if anyone is frustrated over its inclusion, blame me.)
 
Unkillable Cat said:
A small bug report:

Klamath:

# I couldn't find the dog that had they key to the north section of Trapper Town. Did you remove him?

I don't know anything about the rest, but I have seen the dog, maybe you just missed it...
 
Unkillable Cat said:
Klamath:

# I couldn't find the dog that had they key to the north section of Trapper Town. Did you remove him?

I found the dog. After i gave him the meat he attacked me. His battle aura was green, but we clearly wanted to kill me. Maybe he was too hungry. :?



Unkillable Cat said:
Primitive Tribe:

# I can't help but be a little bothered by the linearity of the quests here. They must be done in a certain order, or not done at all. Is there any chance that this could be changed?

At least the well quest.
 
Unkillable Cat said:
Arroyo:

# Your readme says "• Stealing from the Elder's chest, Hakunin chest, or Aunt Morlis' vase will result in a karma drop." I ripped off the Elder and Aunt Morlis, but incurred no Karma drop. Trying to steal from Hakunin's chest only made him notice me (and give me a minute pang of guilt) but my Karma was untouched.
I will investigate.

Unkillable Cat said:
# I know this is not a bug, but you can't pick up the rock you placed behind Klint, the one that tells you that you're running the Killap expansion/patch of superduperness. But as long as the Hand icon appears over it, people will try. Did you make this notice look like a rock just to annoy Per?
Well, I had it initially as being able to picked up, but changed this since I didn't want people getting a free rock (not like it matters, but it is then considered a change to the game which I don't want in the patch)



Unkillable Cat said:
# I couldn't find the dog that had they key to the north section of Trapper Town. Did you remove him?
No, he should be around. He likes to wander.

Unkillable Cat said:
# The alternate way to kill Keeng Rat:

# # I think you need to explain better in-game how to accomplish this. A player will see the damaged support beams and immediately get the right idea, but there are no actual indications of how to cause a cave-in. (Try to explain to a person how to get into the Military Base, you'll know what I mean.) I tried using a crowbar and/or attacking the support beam before finally finding the "proper" method. As you can use the Hand icon on these broken support beams without that doing anything, I suggest making the game display a message when you do so, something like "A well placed explosive could destroy this support beam and possibly cause a cave-in."
Noted. I shall change how this is done for the upcoming update.

Unkillable Cat said:
# # On that note, blowing up the northernmost damaged support beam can trap the player if he decides to run into the northeast corridor (towards the Trapper Town parking lot) after setting the charge. Is this intentional?
Sure is. I mean, this would happen in real life too.


Unkillable Cat said:
# I can't help but be a little bothered by the linearity of the quests here. They must be done in a certain order, or not done at all. Is there any chance that this could be changed?
Perhaps. I admit this expansion is my first attempt at making large mods. Primitive Tribe was one of the first areas I did (Abbey actually was the first) and elements were taken from Chris Park's mod. I was in the quest learning stage at this point. I will keep your comment in mind and see what I can do. Do keep in mind that I am more a chug along coder (ie you give me a task and I do it) rather than a creative mind. Still, I am pleased with many creative things in the expansion.

Unkillable Cat said:
# When Combat Looks are turned on, I never seem to get the proper gender type when I look at the bodies of non-human critters. Looking at Rats, for example, gives the message "She looks: Dead", while Pig, Mole and King Rats (as well as Robots) show the "He looks: Dead" message. Does the game not allow for an "It looks: Dead" message?
I've heard this before and I think it has something to do with the protos. Was it not like this in 1.02?

Unkillable Cat said:
Finally, in regards to the Fallout 1 gun sounds mod...when I tried using the stand-alone mod FO1 Gun Sound mod some months back, the first shot with the old sound would work, but then the game would crash. Does the FO2EXP mod use the same mod, or did you do yours from scratch?
I did just use that mod and actually didn't really test it. Big mistake on my part but yet I didn't see any reports about issues with it.

*EDIT*
Also, for those playing the Vault Village questline, do keep in mind that giving weapons is *not* the only way to end things. You have 3 paths to follow in the questline. One being bad, one okay, and the other being the best.
 
Hey Killap!


First, i think you should include the "corrections.txt" of your unofficial patch in your expansion package.
Second, just a side note - ive also went into a blank encounter just after leaving kagas first encounter.
Third, as this patch utilises Timeslip's tweaks, i find it weird that the "ultra speed" is by default off... wont it be nice to add a little readme saying how to make the game start in window mode and how to speed up the combats? this mod is nearly treated like an interplay patch :)

Arroyo:

# Your readme says "• Stealing from the Elder's chest, Hakunin chest, or Aunt Morlis' vase will result in a karma drop." I ripped off the Elder and Aunt Morlis, but incurred no Karma drop. Trying to steal from Hakunin's chest only made him notice me (and give me a minute pang of guilt) but my Karma was untouched.
i ripped off morlis and thought the same... but when u run off from the pot then the karma drops
 
gracul said:
First, i think you should include the "corrections.txt" of your unofficial patch in your expansion package.
Second, just a side note - ive also went into a blank encounter just after leaving kagas first encounter.
Third, as this patch utilises Timeslip's tweaks, i find it weird that the "ultra speed" is by default off... wont it be nice to add a little readme saying how to make the game start in window mode and how to speed up the combats?
Good point. I shall indeed include the corrections.txt for the upcoming update. As for all the timeslip features...I disabled ones I did not need for the mod and decided against including a readme detailing what they all do. For one, I just didn't find the time to document them. (I mean Timeslip does include descriptions, but I suppose they could be more detailed.)

gracul said:
This mod is nearly treated like an interplay patch :)
Not sure what you mean here. I look out for the interest of the player though and try to make things as complex free as possible. Hence why I have an installer which does everything for you and all you have to do double click, click next, click finished, and then run the game.


gracul said:
# Your readme says "• Stealing from the Elder's chest, Hakunin chest, or Aunt Morlis' vase will result in a karma drop." I ripped off the Elder and Aunt Morlis, but incurred no Karma drop. Trying to steal from Hakunin's chest only made him notice me (and give me a minute pang of guilt) but my Karma was untouched.
gracul said:
i ripped off morlis and thought the same... but when u run off from the pot then the karma drops
So it does work, you just have to move away from it? I will have to double check the scripts since I just used what the devs already made. Perhaps they were thinking that if you had second thoughts you could put it back and not incur any karma deduction.
 
Feedback:


A great mod - I'm glad to see Fallout improved with what seems to be a very large scale mod (the only mod of its sort that I know of, though I'm sure there are other large scale mods, they...havn't come under my radar)

Some feedback however.

When trying to free Sulik's syster, any attempt to click on the gate (or to use the key on the gate) starts a script which forces me to talk to her. I'm not clicking on her - but on the gate. So, I can't free her.

I also experience a CTD when fighting the new Tyler's gang fight; I'm not sure exactly why, and I hadn't saved yet so I couldn't offer much more feedback - sorry.

I have a clean copy of fallout 2 + the most recent patch (whatever that was), and just your Restoration Mod and Unofficial Patch installed.
 
I cant get the raiders camp to show up on the map, I have talk to Stark about raiders but nothing pops up, talked to Wallace but he has no raiders option, maybe it is so that the new "Primitive Tribe" have come in the way for the "Raiders" marker to get on the map.
 
lastofthelight said:
When trying to free Sulik's syster, any attempt to click on the gate (or to use the key on the gate) starts a script which forces me to talk to her. I'm not clicking on her - but on the gate. So, I can't free her.
I know, this is intended. See what dialogue she offers.

lastofthelight said:
I also experience a CTD when fighting the new Tyler's gang fight; I'm not sure exactly why, and I hadn't saved yet so I couldn't offer much more feedback - sorry.

I have a clean copy of fallout 2 + the most recent patch (whatever that was), and just your Restoration Mod and Unofficial Patch installed.
I take it you have none of the extras installed then?

Karmeck said:
I cant get the raiders camp to show up on the map, I have talk to Stark about raiders but nothing pops up, talked to Wallace but he has no raiders option, maybe it is so that the new "Primitive Tribe" have come in the way for the "Raiders" marker to get on the map.
You mean the old Raider map? If so, that reminds me. Finding where the Raider's are at has been changed. The location can no longer be found by going straight to it on the world map. You can either find it from Bishop or by having fairly good outdoorsman. (hint: perhaps leave Vault city at night? I mean they say Raiders to attack at night, right)
 
killap said:
So it does work, you just have to move away from it? I will have to double check the scripts since I just used what the devs already made. Perhaps they were thinking that if you had second thoughts you could put it back and not incur any karma deduction.
Hmph, it does work correctly but after some time.
Take the coins from morlis vase, now open the pipboy and rest for 10 mins, voila! your karma just dropped by 3...
Guess the devs wanted it to be a "sneaky way", at first you dont know why your karma dropped...

Edit: Yep, after 1 time unit passes the karma drops... I was probably lucky to take the coins at maybe 8:25 and look at the karma at 8:26...

Edit2:
killap said:
For one, I just didn't find the time to document them. (I mean Timeslip does include descriptions, but I suppose they could be more detailed.)
maybe atleast a note that you can scroll inv slots with your mouse wheel :)
 
gracul said:
Edit2:
killap said:
For one, I just didn't find the time to document them. (I mean Timeslip does include descriptions, but I suppose they could be more detailed.)
maybe at least a note that you can scroll inv slots with your mouse wheel :)
Good point. Though I don't think the majority of users read documentation (not trying to be offensive) I shall write something up.

Oh and @Karmeck and others wondering where the Raider location went. Be sure to read an edit to my post a little bit up.
 
Well, it seems that the karma drop occurs only for Morlis vase.
Items from elders chest and shelves wont make you loose karma, and it seems hakunins chest is completly unopenable (he repeated the samethings 3x, then run off so i closed combat and still couldnt get to the box... oh btw he didnt turn hostile after ive closed combat), also stealing directly from the chars wont make you loose karma.
 
gracul said:
Well, it seems that the karma drop occurs only for Morlis vase.
Items from elders chest and shelves wont make you loose karma, and it seems hakunins chest is completly unopenable (he repeated the samethings 3x, then run off so i closed combat and still couldnt get to the box... oh btw he didnt turn hostile after ive closed combat), also stealing directly from the chars wont make you loose karma.
I'll look into it. As for stealing from characters, this won't cause karma to drop.

Oh, and if people playing could let me know whether the Horrigan forced encounter (from the original game) still occurs or not, I would appreciate it. I don't remember if it did for me in my testing, but there was a report it hasn't shown up yet and I want to make sure it isn't the new forced encounters I added that broke anything.
 
Ok, i know this might be just bitching about a lil detail, but when you examine Feargus, the guy next to the well in arroyo you get a "You see your nephew, Feargus, crying about something as usual.", now my point is - after fixing the well you still get the message that hes crying about something when obviously hes happy that the well is fixed.
 
cheers[/quote]
Yes, there is. If you already did somes quests, try talking to the same people again.[/quote]
highlight below this to read the answer.

Once you did the weapons quest, wait a few days (ie sleep or leave the village and do something else) and then talk with the guy again.[/quote]

Sweer thanks that worked perfectly cheers, my characters been wondering for a couple of months now and still havent got the horrigan enocunter yet
 
The "figure out who is rustling the brahmin" quest, seems to not work correctly.

If you take the Dunton's quest to rustle the brahmin, both on the pasture map or before that, and then change your mind and scare them off, with the line -they're on to us... you are then unable to confront the Dunton's about the bug parts later. Also every time you talk to them after that you have to apologise for failing them, shouldn't once be enough?

You can't talk to the Buckner's about it either, so the quest wont get crossed out.
It is also possible to get the "figure out who is rustling the brahmin" quest after you have scared the Dunton's off, although you cant do anything about it.

I have another tiny problem with this quest. When you confront the brothers with the bug parts, and they confess,you make them promise to stop stealing brahmins. After that you shouldn't be able to report them anymore. I mean, whats the point? It would make more sense if there was a second dialog option where you say that it's none of your business, or that you will keep quiet, or something like that. And then you can report them.


Thanks for your nice work killap.
 
killap said:
lastofthelight said:
I also experience a CTD when fighting the new Tyler's gang fight; I'm not sure exactly why, and I hadn't saved yet so I couldn't offer much more feedback - sorry.

I have a clean copy of fallout 2 + the most recent patch (whatever that was), and just your Restoration Mod and Unofficial Patch installed.
I take it you have none of the extras installed then?

I always get CTDs here, they are random. This is without the expansion, I could never replicate any of them or I would have posted in the patch thread.
 
I have investigated and done some preliminary testing of the Ammo Mod and I have not been able to reproduce the errors mentioned. Still testing though.

@killap
My testing would go faster if you could send me someone's saved game where the error occurred or even just a saved game where the user has an assortment of weapons.

Also, Timeslip has mentioned the Ammo Mod could be added to sfall, I will be coordinating with him on what's needed there, so the next version of the Ammo Mod may not need me to hack the exe. :D
 
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