Fallout 2 Restoration Project 1.1 (Unofficial FO2 Expansion)

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I installed it on Fallout 2 1.02d (Maximal installation)

I'll install some of these fixes, I didn't notice the fist page as google landed me on the second page
 
Falax said:
I installed it on Fallout 2 1.02d (Maximal installation)

:P Hide before people here try to lynch you :mrgreen: You're supposed to install it over unpatched 1.00 version of Fallout 2. Killap's unofficial patch includes fixes in the official patch (and more) and that in turn is included in Restoration Project.

Is your game CD prepatched or did you install the official patch yourself? And, just to make sure, is it english (not german, french, japanese, martian or other)? Also what OS do you have?
 
Falax said:
It was prepatched.

Oh, maybe their spare you then :wink: Have to find a way to unpatch it then. I think there was instructions how to do it here somewhere. You'll probably need to uninstall and reinstall tough. :(

I'm bit busy now so if someone else could give/find them for you.

So for the record installation order is (for upteenth time :mrgreen: ) :
Fallout 1.00 humongous install
Fallout 2 Restoration Project (1.1 atm)
Quick Fixes (the .int files go to Fallout2/data/scripts folder and files in 'encounter rate fix' goes to main Fallout2 directory. In all cases overwrite the allready existing files)
 
So far I have just started playing the game and have had a few crashes. I am running a Windows XP system and had to do the manual install of Fallout. Then I loaded the official patch, Killap's patch and the restoration project.

I suspect those are the problems.

My game crashes- goes black and is unplayable- when I move from downtown Klamath to trapper town or to fight the robot. I also had a crash after I did a save and then tried to steal. Once the game crashes, that saved file goes right back to the crash.

I am assume reloading is the answer here?

Also, while I appreciate what you guys are doing, at this point this thread is running 26 pages. I suggest to split it up into something more manageable so that people looking for help don't have to search through 26 pages.

By the way, Killap- you are now a moderator here. Welcome!
 
One of my friends had 1.0 Fallout 2, so he sent unpatched files to me, so now I installed RP 1.1 and then fixes, including encounter fix, however the encounter rate is still the same, like one encounter every second of travel. The only difference I now see is that fade-out/in is a lot longer.
 
Falax said:
however the encounter rate is still the same, like one encounter every second of travel. The only difference I now see is that fade-out/in is a lot longer.

Its random i think but i will say after i test it a bit longer i installed this fix today...car is solution :)
 
Oh I changed the travel speed to 50 and it seems less frequent now, I managed to pass 4 map fields without encounter, so I guess it depends on map travel speed as well. The fade speed is back to normal, for some reason, running fallout2 sometimes randomly slows fading time, but most of the time it's fine.
 
Hee. I just found the cheapest exploit ever. More centered on the game itself, and I'm sure it's been brought up elsewhere, but I want to share.

If you use Tag! on a heavily pumped skill, it doubles the % based on the % you put in.

So say you have Energy Weapons at 100%, with 90% having been added to the base 10%. It becomes 190% when Tag!'d.

When you Tag!, you can readjust invested points for the skill. Consider it's at 190% now, and that 1% onto it is 5 skill points.

Every -1% is +5 skill points until you come down back over the hill, and then +4, +3, +2, etc.

You can pump other skills (such as Big Guns for those that enjoy having a full spread arsenal) to 100% using this little trick. God, it makes Tag! more useful.

Edit: It would be interesting to see if someone making a character throwing all their skill points into one -untagged- skill, like Small Guns, with tags going to other skills to float it, maybe Energy Weapons or Big Guns to supplement it for the later use of skill points. If they used Tag! with the skill at 300% or something, it'd be insane to see the character stats once things are redistributed. You could just over 200 skill points into another tagged skill... Would be some insane combat damage (or first aid healing, if you're batty).

Edit2: For characters with the Gifted character trait, this can instantly give you back all skill points you lose via the trait.
 
Re: marihuana

isfet said:
when I use marihuana with mentat and buffout her effects are pernament

edit: now I noticed it also happens when I use it alone

another edit: I'm not sure whats going on but I restored my stats via falche. after a few days I got a message that my stats have been increased (like Id use marihuana) and after some time they returned back to normal (no side effects). could it be it's a bug or is my install damaged somehow?

Same thing, I have had superhuman abilities for days now, the effect just won't wear off.

Sorry that I can't provide any more specific details, been driving around and doing some "footwork", been prolly using some of that green stuff to solve some quick fights or something.

When I entered S.A.D, noticed that I have 8 in endurance instead of 4, 8 in perception instead of 6, and 10 in agility instead of 9, and as said, the effect just won't go away. Played 10 days forward from that just to test it out and nothing.
 
Falax said:
Oh I changed the travel speed to 50 and it seems less frequent now, I managed to pass 4 map fields without encounter, so I guess it depends on map travel speed as well. The fade speed is back to normal, for some reason, running fallout2 sometimes randomly slows fading time, but most of the time it's fine.

Did you change 'WorldMapTimeMod' or 'WorldMapFPS'.

First changes how fast game time goes in world map (100=normal, 150=50% faster, 50=50% slower and 0 stops time entirely).

Second chages how fast you move around the map. I for one have it at 15 because with 30 I'm across the map in a minute or so.

To chage just the encounter rate you should adjust the 'WorldMapEncounterRate' instead of above two settings.

You did extract the encounter rate fix files (ddraw.dll, ddraw.ini and fallout2.exe) into main Fallout2 directory did you and overwrote the existing files?
 
Falax said:
fade-out/in is a lot longer.
I had this (actually fadein/out-time was completely random), but it went away when I made sure I had really followed all the installation instructions and didn't install any optional mods. Try uninstalling the Expansion (using the uninstaller) and reinstall without any optional mods.

If that doesn't solve it, find the post I made earlier in the thread about how your FO2 directory should look before and after the Expansion is installed, and tell us if you have any differences (at all) from what I wrote...
 
Hi Killap.

I have just recently started playing this fantastic mod aswell! Thank you..

I have one question.. it might be in this thread somewhere, but after digging about 13 pages in I decided to stop.

You mention a new area to Vault City... but where is it? I cant for the life of me find it anywhere.
 
Magent said:
You mention a new area to Vault City... but where is it? I cant for the life of me find it anywhere.
There is a gameplay thread for this type of question. This thread is only for bug reports, success stories, technical questions etc. No spoilers. =]

Magent said:
För fan...

EDIT: Not sure if this is interesting, but if you use FALCHE to give yourself 10000 EXP without changing your level, the game crashes with "The program encountered a problem at address 10021591 and cannot continue" next time you get experience. (Windows XP, Children mod)
 
Hey..

Sorry about that.. was suppose to paste a gif.. but placed that instead.. all removed now though.
and sorry for going to the wrong forum!
 
I have noticed several typos relating to the hologram in the red level of the EPA. First of all, the message when you fix it:

"You have find and fix the fault in the machine."

And when speaking to the hologram:

"-- help solve difficult mathmatical problems --"

Player's line:

"-- the only way I foud in was through the vents."

Finally, once you have found out about the other way in, you say "Thanks. Let me ask you something else." but that causes the conversation to end.

Where is the blue level? Is the area where you find the environmental armor supposed to be that? Regarding this area, I think you should add some message when you unlock the locker which requires a passcode.
 
Minimal Install

First of all, thanks to killap for his awesome job! You are no Bono!

I've been reading that most of you prefer the biggest (humongous) install option. I used it also for many years and with quite good reliability. Just the occasional black/blue screens without reasons etc... nothing big, nothing new. Recently I tried a different method, I made an image of my F2 cd (F2 US 1.0) and mounted it with alcohol 120%. Then I manually installed the smallest option; just fallout2.exe and properly configured fallout2.cfg. On top of that I installed killap's Restoration Project 1.1 with all optional mods, except Cassidy's talking head, and all the additional fixes so far.

Since then I have enjoyed practically crash-free "Fallout-2-as-it-should-have-been" -gaming experience. I also noticed small improvement on performance over the humongous install, but thats probably because I have an old machine (600MHz Celeron w. 512mb ram and 128mb Radeon 9600) running triple-monitor XP pro sp2. :roll:

However, few days ago I had my first strange incident with the Restoration Project. I started a new game, did Arroyo, Klamath and Den perfectly in a boy-scout'ish way. Met Kaga twice, couldn't kill him. Took Sulik and Vic with me and traveled to Primitive tribe. Got the weapons quest, went on fighting encounters to get standard spears (sharpened ones don't do, why?). Two squares east from Primitive tribe I bumped on Kaga the third time. This was odd... he had 600hp, an armor and a bad-ass rifle. He yapped about something and missed his first shot. Sulik scored a critical with Desert Eagle knocking Kaga down. He never got up, instead he swore revenge on the floating message and disappeared. The encounter was over, but when I stepped to the exit grid the game held a little black screen pause (10-15 seconds), but eventually threw me back into the world map... three squares east of Den?! My closest save was in Den so no way of reproducing it. I tried though, followed my steps as closely as I could, but still my efforts were in vain. Probably a one-time single platform thingie.

Since it's easy to make multiple tiny installations with mounted cd I also tested the game with just the official 1.02 patch and with just killap's newest patch. The same crash-free tranquility surrounded me. Sure, the bugs still present in official 1.02 cripple the game as usual, but if you know them you can avoid them. But no strange crashes for me anymore.
 
Another thing I forgot to mention in my previous post: The environmental armor does not protect against the poison in EPA for me.
 
when I try to hit a fire gecko in the eye with unarmed it sometimes just takes my AP and nothing happens.
 
welsh said:
Also, while I appreciate what you guys are doing, at this point this thread is running 26 pages. I suggest to split it up into something more manageable so that people looking for help don't have to search through 26 pages.
Well, just like the 1.0 thread, this one has also exploded with posts. I didn't want to have a separate thread for bugs AND installation issues, but apparently I should have. Still, its not like anyone really posts in the right area anyway, so it wouldn't have mattered.

Honestly, I don't know what to say about everyone's crashes. None of them happen on my system, and when a save file is sent to me to give an example of the crash, no problems happen for me.

I am beginning to question whether one of the issues is that the proto files for some are not being set as readonly. The installer claims to do it, and it works fine on my system (win xp pro), but perhaps windows vista doesn't like what the installer is trying to do. Can those with crashes check the directories under the data/proto folder and make sure all the files are set to readonly.

I have a feeling, though, that the majority of problems are in some way related to the ddraw.dll. I am not saying that file is bugged, but perhaps systems are not responding well to it. I mean, such problems have not been reported until I started including that file in my work.

Oh well, maybe I'll try and see if making my mod into a dat file clears this up. I do remember in the past though that some people had issues using a .dat unofficial patch file. We'll see what happens though.

welsh said:
By the way, Killap- you are now a moderator here. Welcome!
Nice. I can actually make some order in these threads now.
 
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