Fallout 2 Restoration Project 1.1 (Unofficial FO2 Expansion)

Status
Not open for further replies.
mechanon said:
I have Fallout 2 1.02.23 exp 1.1.

I think it's a prepatched no kids version, its from some 'Fallout Ultimate Collection' box.

I used the custom install guide somewhere in the beginning in one of the exp threads, and everything works...
Since you did a custom install does this mean you did not want to use the installer or it did not work for you? Also, when you installed the game originally, did you do so by running the CD installer or by manually copying files over?

If you did a proper install of the game originally, could you test something for me. Could you go to your start menu, then click run.

Next...
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)


mechanon said:
except for the elevators in EPA. I guess the custom script thing instead of the standard button graphic does not compute. Maybe remap the elevs like in SAD, where one goes lvl 1-3, the other 3-4 ? It feels to me like the poor old F2 engine can't take any more non-standard stuff... :)
So, elevators are hardcoded into the game. You cannot add any more and only modify ones that exist. I could make the EPA elevators use the same method other elevators in the game utilize, but this would mean some other location that uses elevators (like SAD, Military base, etc) would no longer have elevators that work. Doesn't sound good to me. Also, the problem isn't the method used for elevators, but rather a problem with the game saving map content as it tries to teleport you to the lower levels.


mechanon said:
I also couldn't open the door to the other slaves in slave camp, unlock worked fine but open does nothing, only the anim, no message.
So, this has been mentioned many times, but what is odd is that it works and has always worked just fine for me. Not sure what to say. I'll still look into it and see if I can come up with an explanation.
 
mechanon said:
... its from some 'Fallout Ultimate Collection' box.

Is that the one that has the first 2 Fallouts ASWELL as Tactics? Cos I got that one too and have similair problems to you

except for the elevators in EPA.

Yar, tis true, it quits straight to the desktop for me, how about you?

mechanon said:
I also couldn't open the door to the other slaves in slave camp, unlock worked fine but open does nothing, only the anim, no message.

I had the same problem but after several tries it randomly worked for once. So just try opening it 5 or 6 times. You're talking about the wooden door to the north-east slave shack, right?

And If you do the Vault City/Gecko Quest/s, prepare to experience a few bugs.

GTG it's 6 am, time 4 bed lololol
 
since ghost farm quest Sulik is always running away during any fight! whatever I'll change in his options he's still running away what never occured before ;/ Sulik never did a runner before ;) its quite annoying

I cant complete ghost farm quest properly cause when I get back to Modoc I get only option to attack the farm, no matter that I've been couple of times in modoc then on the farm to forward messages ;/
 
waynestatic said:
since ghost farm quest Sulik is always running away during any fight! whatever I'll change in his options he's still running away what never occured before ;/ Sulik never did a runner before ;) its quite annoying

I cant complete ghost farm quest properly cause when I get back to Modoc I get only option to attack the farm, no matter that I've been couple of times in modoc then on the farm to forward messages ;/
Sulik probably has his limbs broken. Get him fixed in Vault City.

As for finishing the quest, you probably made the wrong dialog choice when you first met Karl (same as I did), we're looking for a solution to that, meanwhile don't go back to Jo, just do other quests and if we find a solution go back and finish it then.
 
Ah, here we go!

Silly me, I did a humonguous install first, and then exp 1.0.

Then I found the custom install thing where I copy some .dat files and the music over, but I never _uninstalled_ F2 when I did that, I just tried doing the custom thing because I wanted to reinstall, but the installer takes too much time :)

As a result though, in the registry it says "1.0", but I have this weird feeling that I have a "defiled" version anyways...

I'm going to try a complete un&re-install, without any weirdness, see what version it says in the main menu, restore my saves and try EPA elevs again.

And by the way, Killap, you are a beautiful person and I love your work. Just the patch and exp 1.0 are worth more than any hyped-up 15-minute-playability crap title that's in stores now.

I remember being a captive of the Fallout games when they were released and this stuff is the best that has happened to me in a long time.

Thank you.
 
I am sad for the fate of the Ghost Farm

dagorkan said:
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.


This is terrible news as I cannot speak to Karl either, and although he is clearly verbally distressed about his garden, my character is too socially inept to give Karl the great news that his farm is actually just overridden by a bunch of mole-eating, half zombies living in a giant fallout shelter directly under his abode. Oh and also those things on spikes are not humans, thats just theatrical work with cow innards, which is still overtly gross and extremely wasteful. Well, maybe those fallout shelter zombies had it coming then and my character is showing a little freewill by choosing not to tell Karl about his farm, thereby dooming the residents of the Ghost Farm fallout shelter.
Anyways, if someone has any idea's or line of code that would override my characters use of free-will and give him back that idea of unquestionable and inherent 'purpose' or clear 'direction' via PIP that used to be his mode of existence.
Playing the demi-god, or possibly part of the will of a character in the game can be tough.

But, Dagorkan's comment resonates with me because why would our characters' deny Karl's right to his home, little Johnny's living with half-zombie fallout shelter residents, dooming the underworld denizens to war with the town of Modoc, and the generally applied use of experience, if not a monetary reward, for being the arbiter that brings about a peaceful resolution to the stresses of post-apocalyptic life.
And while I ask forgiveness for this negative turn in my post, I believe that this whole episode has been a shitstorm for all parties involved, but especially for the citizens of poor Modoc.
 
More bug found, this time in The Den:

In Tyler gang quest, i asked to Lara wait because i need buy stimpacks in Tubby's, but when i enter in The Den West Side i complete the mission and get 1000 xp and money for the job "completed" :





I have the save if you want test.
 
@Zaius238

So, one could consider this a bug, but this actually existed in the original game as well. During the initial fight at the church, if you leave before the fight is over, you automatically complete the quest. The code for it was in the original 1.02 game and I just kept it in there for the expansion as well. I suspect there is a reason for having it do this and perhaps things break (ie duplicate laras, resetting dialogue, etc) if you don't allow the quest to complete before the player returns to the West Side. I suppose I could experiment and see what happens if this is removed.

Chucky said:
- The Gecko Powerplant problem solves itself automatically despite me not setting foot in reactor or even aquiring the Hydro-electric Magnetosphere Regulator
Can you elaborate on this?


EDIT:
Ok, I looked at the karl script and everything is fine. He will only no longer tell you about the ghost farm if you have pissed him off somehow. This includes calling him a shyster, telling him you will give him money when you don't have enough, giving him a nuka cola instead of booze, or making fun of him in some way. I just tested and played through the Ghost farm quest two times just fine. So, those who are having problems must have done one of the things I just mentioned.


@everyone who downloaded the new exe fixes.

There appears to be a bug in Timeslip's newest 1.19 tweaks. Those experiencing a crash when giving the verti plans in San Fran to the BOS are experiencing this problem because of the tweaks. Please download the files below to fix this problem and further crashes. You will see such problems occur when you get large amounts of xp in one sitting.

Encounter rate fix/melee knockback fix/other engine glitches fix: Download and extract the three files to your main Fallout2 directory overwriting the 3 files already there. *NOTE* This is for those running Windows 95/98/ME

Encounter rate fix/melee knockback fix/other engine glitches fix: Download and extract the three files to your main Fallout2 directory overwriting the 3 files already there. *NOTE* This is for those running Windows 2000,2003,XP,Vista
 
killap said:
@Zaius238
EDIT:
Ok, I looked at the karl script and everything is fine. He will only no longer tell you about the ghost farm if you have pissed him off somehow. This includes calling him a shyster, telling him you will give him money when you don't have enough, giving him a nuka cola instead of booze, or making fun of him in some way. I just tested and played through the Ghost farm quest two times just fine. So, those who are having problems must have done one of the things I just mentioned.
Hmm, I think I may have offered him a Nuka-Cola...

But I didn't see a response that would suggest he now hated more or wouldn't tell me his story.

Oh well, I'll know what to do on my next play through... Thanks for looking through it.

@SRV: I tried to edit the variables of my savegame but that didn't work for me. If you want to try yourself, I believe Global Variable 119 is the key, it needs to be set to '1' for you to be able to tell Jo in Modoc that Karl is alive. I tried using Fallout2Cracker without any result, there's a thread about it with more details in this forum...

Let me know if you do find a solution, I've given up and am focussing on finishing the rest of the game.
 
Rangers in safehouses all dead?!

About the Rangers in safehouses all dead, because I so loved those pantry EXP and money from Vortis.

Yeah, it's one of my gripe too.

I did the quest with Rangers' map. Immediately after that I destroyed the Vortis' group utterly. But after that travelling allover the map I saw that all the rangers in all the safehouses dead. DEAD.

NOOOOOO.
 
dagorkan said:
Hmm, I think I may have offered him a Nuka-Cola...
The text says he spits the drink at yells at your for trying to kill him. He then tells you to go away.
 
He didn't do any of that, but it's possible I didn't give him a Cola after all, it was a while ago...

ANYWAY... I MANAGED TO GET IT TO WORK

I don't know how, but I've just gone back to the Den (over a month after I left), after going to Modoc an Vault City, planning to get Vic out now I'm stronger, and I went up to Karl just to see what he said again.

Well, this time he had a different dialog choice, it was:

Karl: "Are you here to make fun of me again?"

Options:
- "Here take 100 bucks"
- "I'm out of here"
- something else

I gave him 100 bucks, because I'd never tried that, exit dialog, then talk to him again and I have five options, one of which is to ask him his story.

Note, this is a savegame that I hadn't hacked, (I tried hacking a copy of a savegame to set that GlobVar flag, whatever the number is, which I found reference to in the script). I previously had gone back to The Den from Modoc with all combinations of flags I could find, and none of them worked. The only options I had were give him booze, ask him about the GECK or "something about a garden", etc

I'm going to try to see if I can tell Jo that Karl isn't dead, fingers crossed...
 
killap said:
@csirifiszkio
Odd. No idea what might have caused the Trapper town issue. Out of curiosity, is the map reset? (ie are containers you previously empty now full, etc)

Well it happened to me second time with a new character, after gaming till I almost fall asleep in front of the screen and saved in the Den, next day I reloaded, Sulik was missing again!
Fortunately I found him this time in the Hole! :D
So shame on me, I reloaded my previous characters save and found Sulik in the Hole too...
 
killap said:
Chucky said:
- The Gecko Powerplant problem solves itself automatically despite me not setting foot in reactor or even aquiring the Hydro-electric Magnetosphere Regulator
Can you elaborate on this?

Well, I was given the quest to do something about the plant at Vault City, then I went to Gecko and spoke to Harold where he informed me that I needed to get the Hydro-electric Magnetoshpere Regulator. I then went straight to the Junkyard and went down to the Brain. He then said something along the lines of 'Fixing the reactor was only the first step to blah blah blah...' then I looked at my Pipboy and Fixing the Reactor was indeed crossed out in the status list, I went back to Vault City and all of a sudden everyone was calling me 'citizen'. It clearly skips from 'needing to get teh Hydro-electric magnetosphere regulator' to ' After Mclure made me a citizen'. I don't know if Harold informing me about the Hydro-electric Magnetosphere regulator or talking to the brain triggered the skip.

New Problem :

After wiping out the Merc raiders and showing Lynette the Account Book and Bishop Holodisk, I was assigned the task of delivering the Bishop Holodisk to Westin in NCR. However when I attempt to leave the Inner City of Vault City my game freezes on the loading screen and goes to a great blackness, I am then forced to Ctrl+Alt+Del.
 
Killap said:
@everyone who downloaded the new exe fixes.

There appears to be a bug in Timeslip's newest 1.19 tweaks. Those experiencing a crash when giving the verti plans in San Fran to the BOS are experiencing this problem because of the tweaks. Please download the files below to fix this problem and further crashes.

I need start a new game for this fix work, or i can still playing with my char?
 
Chucky said:
killap said:
Chucky said:
- The Gecko Powerplant problem solves itself automatically despite me not setting foot in reactor or even aquiring the Hydro-electric Magnetosphere Regulator
Can you elaborate on this?

Well, I was given the quest to do something about the plant at Vault City, then I went to Gecko and spoke to Harold where he informed me that I needed to get the Hydro-electric Magnetoshpere Regulator. I then went straight to the Junkyard and went down to the Brain. He then said something along the lines of 'Fixing the reactor was only the first step to blah blah blah...' then I looked at my Pipboy and Fixing the Reactor was indeed crossed out in the status list, I went back to Vault City and all of a sudden everyone was calling me 'citizen'. It clearly skips from 'needing to get teh Hydro-electric magnetosphere regulator' to ' After Mclure made me a citizen'. I don't know if Harold informing me about the Hydro-electric Magnetosphere regulator or talking to the brain triggered the skip.

I reported this same issue in unofficial patch thread a while ago.

"Bug found,

Talk to Harold and get the quest to repair Gecko power plant. If you then go to talk with the Brain, he will act as if you have repaired the power plant already."
 
Zaius238 said:
I need start a new game for this fix work, or i can still playing with my char?

Actually you dont need to start a new game atleast i dident have to...

All i can say killap fixes works not a single crash for long time...

Killap question how do you keep up with all those fixes,ideas,suggestions???
 
In the Abbey caves if you cripple the deathclaw and he runs off the map towards the green exit you'll loose him and combat will end - completing the quest is then obviously impossible.

Another thing is that when fighting said deathclaw my companions (Sulik, Vic and Lenny) would all stop attacking after a few rounds. They'd just stand there whilst I got the shit kicked out of me! Anyone got any ideas why they do that?
 
gracul said:
None that want to play fair uses the bag

I know we're kind of polluting the thread here, so this will be my last word on the subject - that is terribly inaccurate. Like I said earlier, I tend to cheat in the containers purely for convenience sake. It's just a question of remembering to move quest items to the top of your inventory. They don't affect ammunition or any other usable item, just items that are removed by scripts. And in my experience it doesn't break quests - if you forget and wind up with an extra quest item that should have been removed, just drop it. Presto, problem solved.

So thppt! :)
 
Status
Not open for further replies.
Back
Top