Fallout 2 Restoration Project 1.1 (Unofficial FO2 Expansion)

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After i installed fixes for 1.1 i get less encounters and i get constant crash when i give virbid plans to bos so 1 file is bugged...

I tested it without fixes and no error accourse...so im 99% sure its 1 of the fixes...

Killap you maybe know what file is responsible for that?

Question Killap where can i increase hp for NPCs what files? Marcus could use some he dies preaty fast and Miria too... :)

Any way its great add-on i hope you will add some more content and maybe some modders could help :)
 
gregor_y said:
After i installed fixes for 1.1 i get less encounters and i get constant crash when i give virbid plans to bos so 1 file is bugged..

I tested it without fixes and no error accourse...so im 99% sure its 1 of the fixes...
That's odd. Are you sure you installed the right fixes and put them in the correct areas? Also, yes, you will get less encounters. This can be changed though...I mention this several posts back.

@everyone
I honestly cannot keep up with all the messages being sent to me personally or posted here. I becoming a little too busy to handle such in depth support, maintain the mod, and have a life. If you have problems, please experiment and try to pinpoint the issue. Don't just post and say you get "tons of crashes" That's meaningless to me. I'm going to try and get another update (1.2) out early next week which will include many bug fixes and maybe include some structural changes to the mod (ie use a dat file rather than have everything extracted.) I hope to even include a new method of getting into the lower EPA levels for those with crashes there. Still, don't expect miracles. If you are having odd crashes, its most likely to continue (unless making it a .dat fixes everything) . Like I said, different systems seem to be at fault here rather than my work.
 
Hey Killap.

I'd just like to say thank you for the awesome work you've done on the expansion.
I haven't had any noticeable problems or crashes with your mod but then again I haven't had any extended sessions playing it. An hour here and hour there.

I hope your putting real life and your studies ahead of the mod. :-)
 
shift said:
I guess my other post got kinda lost, so I just say the main thing again:
I can't talk with Karl about Ghost Farm and I can't tell Jo about Karl, so it's impossible to finish Modoc quest (in other way than just letting farmers kill The Slags, of course)
Now I also noticed, all other slags than Vegeir, two guards by the hole, guard under the ladder and kids disappeared

Second bug is just that the golden watches wasn't removed from me

shift said:
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.

I'm having the same problem - anybody figure this out? There must be some way to complete the quests..
 
Hey Killap. Any plans on changing the Bozar to be the sniper weapon it was meant to be? I'm almost sure it got its scripts crossed somewhere and ended up with a machinegun script. I mean, it's a .50 cal Barret, it's listed as the 'ultimate sniper weapon', yet it's got a 30 round clip and only Burst-fires.

I mean, I think that would count as something to do with a restoration project. That, and fixing the crossed Gecko endings if there's enough evidence to support they were. >_>

Note: On the Gecko ending thing, I bring the evidence that the armed takeover by Vault City is more something that one would expect to get if you DIDN'T optimize it. (yes, VC is a bunch of socialist prudes, but come onnn, not even I could see them being /that/ bad) Just clarifying that my position on this is one of a mixed up designation for the endings...

Edit: The description of the Bozar.
"The ultimate refinement of the snipers art. Although somewhat finicky and prone to jamming if not kept scrupulously clean, the big weapon's accuracy more than makes up for its extra maintenance requirements."

The sniper's art is one that counterpoints on the creed of the whole 'one shot, one kill' idealism.

Edit2: Video of the new iteration of the real-world weapon. http://www.youtube.com/watch?v=TWJp14tkBlU

Edit3: I'm not pushing for any of this. The work you've done so far is excellent, and there's nobody who can say any different. I'm just asking into what the future might hold.
 
Crowley said:
Where is the blue level? Is the area where you find the environmental armor supposed to be that?
No, that's not the blue area. You get to it via one of the elevators (not the service one)
 
shift said:
I guess my other post got kinda lost, so I just say the main thing again:
I can't talk with Karl about Ghost Farm and I can't tell Jo about Karl, so it's impossible to finish Modoc quest (in other way than just letting farmers kill The Slags, of course)
Now I also noticed, all other slags than Vegeir, two guards by the hole, guard under the ladder and kids disappeared

Second bug is just that the golden watches wasn't removed from me


I have similar problem.I can talk with Karl(he told me his story),but when i talk with Jo there is no option in dialogue regarding Ghost farm quest or Karl :(

Sorry about my english
 
Typos :

Primitive Tribe Chief :

Sulik and the tribe's chief exchange grettings.

Perhaps he is holding here there or knows where she might be held.

If not, I am sorry, we are a primitive tribe and not to connected with outside world.

Sulik's sister

Please, get me and (others) out of here.

Primitive Tribe head warrior

We fight only to protect ourselves and (to) find food. (wouldn't 'to defend ourselves' be better and how does finding food involve fighting?)

nacre History holodisk

But I what if my entire town wants to join?

Possible Bugs :

woos in gecko (the tavern keeper) has no store inventory, ever.

during the Vault village quest I found two instances of Connars(sp? the Vault Village leader). One was in va, where you meet him in the first place and other was in VC tavern behind the gate and he was pissed to me for some reason (Like id failed the mission for them already). I did complete the quest in time though (the brain way). Forgot to check if he's still there and he might have been there from start as he was hidden in left side corner from entrance.

I simply can't get the Fix Primitive Village Well quest to work. I can attach rope (or million) but cant attach the bucket. Also using hand on well after attaching rope still states that you need to attach rope and bucket. Unless there's other buckets than the one next to well, I have no clue how I could complete this quest. Bucket does not have use to option when held in hand btw. I can provide save game for this. (I have all the additional fixes installed).
 
I checked an old save game I still had from Klamath, went to The Den, you can find out what Karl's story is if you choose the 'tell me your story' option the very first time you have to make a dialog choice (first branch). If you choose anything else it seems to close it off permanently, all you can do is give him food or money or booze that does nothing but send him to sleep, or ask him a questions he never replies (though one strongly implies a Ghost Farm connection), and then falls asleep. If you choose right in the first branch you got the story but it seems only get floating text from then on (I presume until you are able to tell him to return).

I don't think that's how it was in the original, at least the walkthroughs don't mention that. They say ask for his story but also say you can return to the Den after Modoc and talk to Karl.

Anyway, I think it's pretty dumb - there's no reason to think that because you don't ask him his story right away (this is a complete stranger, first meet) you'll never be able to again. And shutting off 5+ quests (an entire location) for a single 'mistake' is clearly a bug.
 
killap said:
Like I said, different systems seem to be at fault here rather than my work.
Remember, those of us who have ZERO crashes and oddities usually don't post about it. And it seems that besides a few things (Vertibird plans, Modoc scripts, etc) most issues seem to disappear when people make *really* fresh installations.

It's a shame you can't just distribute a .zip file with a correctly installed FO2 and the Expansion and all the fixes pre-packaged and ready to use. ;]
 
tomten said:
killap said:
It's a shame you can't just distribute a .zip file with a correctly installed FO2 and the Expansion and all the fixes pre-packaged and ready to use. ;]

About fixes this file dcprosti.int if i upgrade it from http://www.killap.net/fallout2/expansion/fixes/ it causes error when i try to give virtbird plans to bos so question is if you upgraded that file too and you got or dont got that error?:)

Any way guys look on my earlier post and Grimhound post this guy is right Bozar shouldent have burst fire...
 
gregor_y said:
tomten said:
It's a shame you can't just distribute a .zip file with a correctly installed FO2 and the Expansion and all the fixes pre-packaged and ready to use. ;]

About fixes this file dcprosti.int if i upgrade it from http://www.killap.net/fallout2/expansion/fixes/ it causes error when i try to give virtbird plans to bos so question is if you upgraded that file too and you got or dont got that error?:)
That's some kind of script for a prostitute who runs out when you attack Tyler in The Den. You don't need it, and Killap never said to download it.
 
killap said:
@everyone
I honestly cannot keep up with all the messages being sent to me personally or posted here. I becoming a little too busy to handle such in depth support, maintain the mod, and have a life.
At least I totally understand and sympathize with your situation. I can wait until summer for updates if need be.

Now back to the regularly scheduled program. I noticed odd combat behaviour with one of the people at Tyler's party in Den. This is with the only guy in black leather on Tyler's side. In combat he runs away and none of the people on Lara's side try to attack him. After everyone else on Tyler's side was dead, this one fellow had ran far enough to end combat. I could run circles around him without him initiating combat, and the quest was not over until I killed him. I have a save ready just after dispatching the people at the church and heading to the party. This behaviour seems to repeat.
 
dagorkan said:
That's some kind of script for a prostitute who runs out when you attack Tyler in The Den. You don't need it, and Killap never said to download it.

I know but it was along with other fixes and i downloaded all :) any way killap going to kill me any way?:)

A and thx for answear i dident had idea what for was this script for...

Crowley said:
. I noticed odd combat behaviour with one of the people at Tyler's party in Den.In combat he runs away and none of the people on Lara's side try to attack him. After everyone else on Tyler's side was dead, this one fellow had ran far enough to end combat. I could run circles around him without him initiating combat, and the quest was not over until I killed him.This behaviour seems to repeat.

Hm i dident had problem like that...
 
Crowley said:
killap said:
@everyone
I honestly cannot keep up with all the messages being sent to me personally or posted here. I becoming a little too busy to handle such in depth support, maintain the mod, and have a life.
At least I totally understand and sympathize with your situation. I can wait until summer for updates if need be.

Now back to the regularly scheduled program. I noticed odd combat behaviour with one of the people at Tyler's party in Den. This is with the only guy in black leather on Tyler's side. In combat he runs away and none of the people on Lara's side try to attack him. After everyone else on Tyler's side was dead, this one fellow had ran far enough to end combat. I could run circles around him without him initiating combat, and the quest was not over until I killed him. I have a save ready just after dispatching the people at the church and heading to the party. This behaviour seems to repeat.
Erm, I didn't get that. All his guards fought to the end - I believe there were four gang members besides Tyler, one of them starts in a side room - how many did you fight?

What I did notice, as I just mentioned, is that prostitute who apparently runs away according to walkthroughs (+ there's a corresponding script). I didn't notice her on turn 1 somehow but on turn 2 you do see a woman run away.
 
Does that guy in black leather have an SMG? And he's opposite the exit? He didn't run away for me, he was the second last killed. It could possibly be due to numbers in the room (had Sulik and 4 of Lara's gang), that could have blocked off his easiest escape path, one started off in or next to the doorway - but there were plenty of opportunities later in the battle to run out.
 
This guy starts a couple of hexes right from Tyler in the same room, and is carrying a Desert Eagle and a clip of FMJ ammo. I'm mystified by this behaviour as well, since this is the second game I've started with the restoration pack and this did not happen when I did the quest during the first game.
 
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