Fallout 2 Restoration Project 1.1 (Unofficial FO2 Expansion)

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Re: one more question...

melektozu said:
My Fallout 2 is patched version... After first clean installation of game at lower right in game menu screen shows version "1.02"...

Therefore should i delete or rename patch0000.dat before installling expansion 1.1 ? Or this is not necessary? I read somethings about that forum pages...
Thanks for your help... sorry for my bad english :(
Did you use the installer?

Also, can you test something for me.

Could you please go to your start menu and select run and type regedit. Then follow these steps.

Go to HKEY_LOCAL_MACHINE
Next, go to SOFTWARE
Next, go to Interplay
Next, go to Fallout2

Now, what is the name of the next folder. (examples include 1.0, 1.02d, etc)

*EDIT* Actually, anyone that had problems with using the installer, if you could please follow the above steps (assuming you installed the game off the CD properly at some point) I would appreciate it.

Grimhound said:
Was Fred in the Den moved, or is he just missing?
He's there. Look harder. He uses the generic yellow critter frm.
 
One more thing that's always gotten grief with me. Killap, is there any way or any potential to making it so that some of the NPCs, including party members, can either be shoved to move out of the way or made so you can walk through them when not in a combat situation. Too many times I've end up blocked into a room and forced to re-load from a save due to a block.
 
1.0 here
I just wonder why the language value written in there is 'english', even though my game is in german.
 
killap said:
dagorkan said:
OK, so what do I do? I added files that are not needed, so are there files that I can delete which will fix the problem?

FYI I did read the entire thread, and it doesn't say that anywhere. The closest I can find is
"*Note: The expansion includes my unofficial patch, thus there is no need to install it separately. "
which suggests it's optional, and not the same thing.
Installing the official patch first shouldn't hurt anything. I wrote the installer to handle cases where the patch000.dat file is present or not which is the only thing to worry about when one installs the official 1.02 patch. So, it is okay to install the official patch first but not needed. I never do it so I cannot say whether things break or not with installing it first. My expansion (and unofficial patch for that matter) already includes the official 1.02 patch, so again there is no need to install it separately. The only bad thing someone might do in this situation is install the 1.02 patch last. That would be no-no. In any case, all you need to do to install my expansion is have the game install as humongous and then install the expansion. Nothing else.

As for the new ddraw.dll, ddraw.ini, fallout2.exe files that I posted, they were not meant to fix the odd crashes that some of you reported (like the EPA, Klamath, etc) The were meant to fix more odd combat crashes, give you encounter frequency customization, and maybe even fix the blank encounters. Many of you are reporting issues I frankly never heard of nor have any idea what causes the problem since I personally cannot reproduce it. Every machine really seems to be acting differently here...


Just for clarification, having a prepatched version of the game does seem to cause some issues. My CD is already a version 1.02 copy of the game (my original Fallout 2 CD is long gone - I've probably had and lost at least three copies of the game by now, mostly because I let people borrow it like an idiot) and I did have problems. I got my hands on a clean 1.0 copy of the game disc and it works correctly now.

Well, as correctly as Fallout 2 ever does, anyway. It still crashes constantly and I had to delete my current game after my Skilldex button disappeared for good due to the too many items bug - but of course, none of that is your fault. And I think in a weird sort of way, it just wouldn't be the same Fallout 2 experience if I didn't play in constant fear of it crapping out on me. When will the game crash again in the middle of an important fight? What will be the next quest line to totally break? It's like added suspense.

Anyway, as far as bugs are concerned I think most of them have already been covered so far that I've seen. The only ones that come to mind are that the PC stands with his back to Vic and Val again during their conversation, when Crockett in San Fran gives you back your hardened power armor he responds as though you've threatened him even if you pay for it, and all the dead bodies outside of SAD are named 'Brother Hal'.
 
agris said:
it seems like a large portion of these problems come from people not installing the expansion correctly and not reading the readme. if Killap has taken so much of his time to put this together, you folks can at least read the fucking instructions and stop waisting his time.

If this seems unprovoked I apologize; but it must be maddening for Killap to constantly be troubleshooting his code when the problem is on the user's end. My suggestion? Edit the first post, be generous with bold type-faced instructions.


QFT
 
Hi there, at first I would like to thank you killap, for all the effort you put into this and congratulate you for the whole job.

Now, to the other stuff: I have your restoration pack, version 1.1 and I encountered quite unexpected bug - I can't finish Modoc main quest, because that line in dialog which would tell Jo, where Karl is, never appears. I can't even speak to Karl about anything but his regular dialog options...

Yeah and by the way - the golden watches didn't disappear after I gave them to Farrel.
 
Cyclis said:
Just for clarification, having a prepatched version of the game does seem to cause some issues. My CD is already a version 1.02 copy of the game (my original Fallout 2 CD is long gone - I've probably had and lost at least three copies of the game by now, mostly because I let people borrow it like an idiot) and I did have problems. I got my hands on a clean 1.0 copy of the game disc and it works correctly now.
Doesn't the prepatched game come with a patch000.dat file though? Also, can you follow my above steps to check something in the registry.
 
To hell with you killap may you rot in a Vault with no water chip. All I needed to do was deleting the freaking script file and the hint book worked as before.

Now to save you're place at the grate vault in the sky tell me what script file you made for the Vault city computer.

For you other out there that want the fun the duchbag killap removed all you need to do is delete this file: niF2Hint.int
In the script folder.
 
Karmeck said:
To hell with you killap may you rot in a Vault with no water chip. All I needed to do was deleting the freaking script file and the hint book worked as before.

Now to save you're place at the grate vault in the sky tell me what script file you made for the Vault city computer.

For you other out there that want the fun the duchbag killap removed all you need to do is delete this file: niF2Hint.int
In the script folder.
Wow, thanks. I remember this when I spend hours working on a project I don't get paid for. Oh, and yeah perhaps I'm busy and cannot get to everyone's personal question at the same time?

Oh and yeah, the hint book is still bugged if you use the old one, so you won't get full stats, etc without the fixes I put in.
 
killap said:
Karmeck said:
To hell with you killap may you rot in a Vault with no water chip. All I needed to do was deleting the freaking script file and the hint book worked as before.

Now to save you're place at the grate vault in the sky tell me what script file you made for the Vault city computer.

For you other out there that want the fun the duchbag killap removed all you need to do is delete this file: niF2Hint.int
In the script folder.
Wow, thanks. I remember this when I spend hours working on a project I don't get paid for. Oh, and yeah perhaps I'm busy and cannot get to everyone's personal question at the same time?

Oh and yeah, the hint book is still bugged if you use the old one, so you won't get full stats, etc without the fixes I put in.

I use't you're fixed hint book and ten saved and then deleted the script file :D

How hard would it be to just tell me to delete it, and right now you are doing it again. Not telling me what file is for the vault city computer.

You are like Bono, you do super nice thing but still are such an ass.
 
Hey Karmeck - FUCK YOU!

I don't care if this gets me a warning, I hope you get banned from this site for constantly pushing your own personal opinions on others, without excepting others feedback or criticism.
 
Karmeck said:
I use't you're fixed hint book and ten saved and then deleted the script file :D

How hard would it be to just tell me to delete it, and right now you are doing it again. Not telling me what file is for the vault city computer.

You are like Bono, you do super nice thing but still are such an ass.
Wow, thanks again for the compliment.

To calm you, here is the name of the file: vialocom.int

But seriously, I want to know why removal of the infinite xp from these two scripts troubles you so? Why is adding in xp from an editor really any different?
 
Now I'm kinda fuzzy on FO2's frequency of skill procs, since it's literally been years since I played it, but...

My outdoorsman skill is only at like 56%, but out of every like 5 random encounters (If not more often), I was getting the option to skip the encounter. I dunno if this is how it's supposed to work, seeing as my ODM skill is so low, though it's governing Attributes were rather high, but I thought I'd bring it up as something I find odd.

If I run into anything else, I'll let you fellas know.
 
killap said:
Karmeck said:
I use't you're fixed hint book and ten saved and then deleted the script file :D

How hard would it be to just tell me to delete it, and right now you are doing it again. Not telling me what file is for the vault city computer.

You are like Bono, you do super nice thing but still are such an ass.
Wow, thanks again for the compliment.

To calm you, here is the name of the file: vialocom.int

But seriously, I want to know why removal of the infinite xp from these two scripts troubles you so? Why is adding in xp from an editor really any different?

It was something I was use to, I don't like thing Im use to taken away, specially then no good reason is give.

As i stated before then i first discovered this, this "bug" did not hurt any one and there for there was no valid reason to remove it.

You removed a grate source of you for me in this game and I hated you for it. But now I can have fun again. Because for me the fun in Fallout 2 is after you finish the game, then you go and read this book, max out you're stats, get 999hp, can kill people with you're bare hands so that a part of their body fly of. That serve as a reward to me from my self after I finished the game.

And why did I not just settle with the book, it take on hour to read the computer don't use up any of you're in game time.

Im glad this is over whit but still fell sad then this could have been done in 5sec in one post.

Thx for you're grate work killap, now it is grate.

Peace.
 
Karmeck said:
You removed a grate source of you for me in this game and I hated you for it. Now I can have fun again.


wtf man? seriously, do us a favor and stop posting.
 
star said:
Karmeck said:
You removed a grate source of you for me in this game and I hated you for it. Now I can have fun again.
wtf man? seriously, do us a favor and stop posting.
Why? You can't pay for this kind of entertainment! Seriously, just from reading
karmeck said:
for me the fun in Fallout 2 is after you finish the game, then you go and read this book, max out you're stats, get 999hp, can kill people with you're bare hands so that a part of their body fly of.
I laughed so hard I cried.
 
Note: When you load from a save in a Kaga encounter, it starts everything over again. I managed to cripple him in both legs and paralyze him though, so I didn't get deathblowed by a repeat attack rush because he just kept on with his speech. Making a note of it, though.

..then it crashed.
 
I just started the 1.1 patch and these are things I've noticed. I can not find Fred, there is no music in the game, the sound effects and things like dogs barking are heard just none of the ambient music. One more thing I've noticed is that I get a hell of a lot of random encounters, much more then I ever remember. Last thing to note is that I have completed Modocs main quest with ease and did not have the problem of the option not being there.

That said, i'm enjoying this play through very much it seems harder but it's fun. Great work!
 
Grimhound said:
Note: When you load from a save in a Kaga encounter, it starts everything over again. I managed to cripple him in both legs and paralyze him though, so I didn't get deathblowed by a repeat attack rush because he just kept on with his speech. Making a note of it, though.

..then it crashed.

I mentioned this a while ago. Turns out saving the game during combat is not a good idea. Maybe the Kaga encounters could benefit from either being notified on the map like regular encounters (a la Morton brothers) so that the player has time to react or give the player a short period of control before the combat begins so that you have a safe saving point.
 
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