Fallout 2 Restoration Project 1.1 (Unofficial FO2 Expansion)

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I can't use my skills on anything that's worth using them on in EPA.
I try to lockpick the doors on the starting map and nothing happens, no text in the dialogue box.
Same thing when I try to repair/science the lights down below. Nothing.
I can access the terminals and use skills on other stuff, though.

Running the US version, if it matters, and to be honest I'm not quite sure whether or not I had 1.02 installed before I installed the patch.
I'm leaning towards 'no' though.
 
EPA starting map problem?

Ehehe, it seem you forget the most basic of game: running round poking your nose into every crook and crannies. :lol:

Check out the area outside thosewall will ya? the detail so reminiscent me of Fallout 1, Vault 15.
 
mechanon said:
If the sound works in the little death screen thing, it works in the end movies too, at least for me :)

Well, actually that's the weird thing, because in 'normal' movies, like death and others that aren't from Restoration Pack, sound works fine.
But thanks for the suggestion, I'll try it out.
 
Great project. Many thanks to the developers!

I searched but didn't find a solution pertaining to my situation, so I'm asking here if anyone else has had trouble saving the game.

At first I could play and save normally, but suddenly saving stopped working, though I had just saved about five minutes ago. Now I just constantly get the nagging screen saying:
"Error saving game: unable to save"

I've tried emptying the Savegame folder, travelling to a different location, entering and leaving combat, dropping all the items in my inventory... nothing seems to help.

I don't know if this happens because of this mod or because of something else, but it has never happened before.
 
Re: EPA starting map problem?

laclongquan said:
Ehehe, it seem you forget the most basic of game: running round poking your nose into every crook and crannies. :lol:

Check out the area outside thosewall will ya? the detail so reminiscent me of Fallout 1, Vault 15.
You seem to have missed the part where I said I couldn't fix the lights. You know, the light generator? The one that's not on the ground level at all?
 
Brainleak said:
Great project. Many thanks to the developers!

I searched but didn't find a solution pertaining to my situation, so I'm asking here if anyone else has had trouble saving the game.

At first I could play and save normally, but suddenly saving stopped working, though I had just saved about five minutes ago. Now I just constantly get the nagging screen saying:
"Error saving game: unable to save"

I've tried emptying the Savegame folder, travelling to a different location, entering and leaving combat, dropping all the items in my inventory... nothing seems to help.

I don't know if this happens because of this mod or because of something else, but it has never happened before.
Give me more details.

What OS are you running? How did you install the expansion? What version of the game do you have (ie pe-patched? original? German?) Also, did you use any inventory/character editors prior to this issue occurring?
 
Re: EPA starting map problem?

Ok, I figured out what causes certain doors to break in EPA.

After you get the password "ABRE" and then open a door you haven't tried before (get a list of passwords) will make you unable to open any other doors.

To get around this, just try to open all the doors, so you get the "Confirm override code" message BEFORE you get the password.



PlanHex said:
You seem to have missed the part where I said I couldn't fix the lights. You know, the light generator? The one that's not on the ground level at all?

I think you haven't talked to the doctor yet. You can't fix the lights before you get the quest from him.
 
Re: EPA starting map problem?

Darek said:
Ok, I figured out what causes certain doors to break in EPA.

After you get the password "ABRE" and then open a door you haven't tried before (get a list of passwords) will make you unable to open any other doors.

To get around this, just try to open all the doors, so you get the "Confirm override code" message BEFORE you get the password.
This seems plausible. I shall look into it.
 
Excellent work on this. However, there is a problem with the quest to get the vertibird plans. Every time I try to give the plans to the BOS, the game crashes. Is anyone else having this problem?
 
PlanHex are you still having trouble with the generator? If I remember correctly, of the 4 generators sitting there, LOOK at one and only that one will give you some message about lacking part or something. After that you can use the Junk item on it to repair it. any Junk is okay, and the ground area with the scientist got 5 pieces (Warehouse area, its name is, south of the starting area).

Darek, good going with your discovery. those doors really bothered some of us greatly.

Killap, about the problem some of them cant get into sublevel, if I may make a suggestion? Can you make another gateway-duct like the one currently existing but leading to the blocked vents next to Mr Chemmie? That will serve as an extreme solution for people to access lowerlevel. Sure, got in that way they will get poisoned immediately due to the nature of that room but it's survivable. The problem is that you have to make changes to the map
 
Das Broodwich said:
Excellent work on this. However, there is a problem with the quest to get the vertibird plans. Every time I try to give the plans to the BOS, the game crashes. Is anyone else having this problem?
This problem is mentioned a few posts back. Please re-read the last few pages or just grab the fixes from the front page. I have updated several times the ddraw.dll/ddraw.ini files that come with my expansion.

laclongquan said:
Killap, about the problem some of them cant get into sublevel, if I may make a suggestion? Can you make another gateway-duct like the one currently existing but leading to the blocked vents next to Mr Chemmie? That will serve as an extreme solution for people to access lowerlevel. Sure, got in that way they will get poisoned immediately due to the nature of that room but it's survivable. The problem is that you have to make changes to the map
The problems isn't the method of getting to the sublevels (ie the elevator) but the map itself. I'm still thinking of a way to get around this but if I don't come up with something then the only solution would be to recreate the EPA maps. Of course there is a chance this might not even fix the problem. Either way, there is no way I am going to recreate the maps, so we'll see what I come up with.
 
killap said:
What OS are you running?
XP SP2.

How did you install the expansion?
I used the installer (and also installed the separate fixes found in the first post of the thread).

What version of the game do you have (ie pe-patched? original? German?)
Original UK 1.0. version.

Also, did you use any inventory/character editors prior to this issue occurring?
No, I didn't. The problem occured in the middle of a gaming session. I had saved my game a few minutes ago, and then tried to save again. I hadn't loaded a savegame between these two savings.

When I first encountered the problem I alt-tabbed to desktop, renamed my savegame directory and then tried to save again. When I tried to save using an empty slot, the game created the savegame directory, first save slot directory and some stuff under it (like proto, critter..) but for some reason couldn't complete the save.

Eventually I restarted the game, loaded my recent succesful save and played on. I haven't encountered the problem since, but if it happens again, I'll report here.
 
Great job killap! Real Great!
but there is a BIG problem..
NPC (Vic, Cass, Sulik..) they loose their exp. .
After long playing (lev. 30 of my character) Vic loose his level and from 117 hp he has 75 & low skills... don't know why.. help.
before saveing i have to lookout my NPC's is there everythig OK with them..
my pc: Win XP SP2, AMD Athlon 1700+, 512MB RAM, fresh install of FO2 eng. 1.0 + project 1.1
 
OK, new major bug...

I'm in Gecko, I had the usual 'reactor fixed before even arriving' bug, everyone's thanking me and I'm asked to just optimize the reactor.

But, I can't even get to the reactor. The security door (yellow) won't open despite having two yellow keycards. If I pick the lock they shoot me, if I steal another keycard (though I already have two) they shoot me.

Now, one keycard I found in Gecko itself somewhere, it's supposed to be there in the default game and walkthroughs mention it.

The other I didn't know, and I thought about it and realized that I picked up another keycard right at the beginning in Klamath from the Vertibird crash - and it was also yellow.

Could this be the cause of the problem? That there are two cards that serve different purposes (unless the Vertibird keycard is connected to the Reactor somehow?) and they've been mixed up (they stack, showing two of the same type of item) so the game isn't able to answer whether I have a specific key?

Lots of people claim to have finished this game, I'd like to ask you how you did it and why nobody has mentioned this major bug that I could find in a search.
 
There are indeed two kind of yellow keycard. One is the card from Klamath with another copy you can obtain somewhere. Another is the kind to open the Gecko doors, the like you can get from locker, guards, harold?, seven in total. YOu should have two pile of yellow keycards, use both to see, yes?
 
Brainleak said:
No, I didn't. The problem occured in the middle of a gaming session. I had saved my game a few minutes ago, and then tried to save again. I hadn't loaded a savegame between these two savings.

When I first encountered the problem I alt-tabbed to desktop, renamed my savegame directory and then tried to save again. When I tried to save using an empty slot, the game created the savegame directory, first save slot directory and some stuff under it (like proto, critter..) but for some reason couldn't complete the save.

Eventually I restarted the game, loaded my recent succesful save and played on. I haven't encountered the problem since, but if it happens again, I'll report here.

Killap, could this be related to too many items bug?

Brainleak, did you by any change visit and upload the several holodisks from Sierra army depot or military base to your bipboy and read them or do you hoard items (have tons of different stuff in car, npc inventories and your own inventory)? Did your skill button turn black square?

I my self am suffering from this atm but I seem to be fine as long as I dont check status screen in bipboy or if I do check it I must exit the game (close the aplication) and restart it. For me it started after clearing Sierra army depot and adding those holos. As I understand it this bug causes save game corruption?
 
laclongquan said:
There are indeed two kind of yellow keycard. One is the card from Klamath with another copy you can obtain somewhere. Another is the kind to open the Gecko doors, the like you can get from locker, guards, harold?, seven in total. YOu should have two pile of yellow keycards, use both to see, yes?
Thanks you're right, I'd given it to an NPC
 
Static hologram, EPA

epac22
Code:
procedure Node008
begin
	gsay_reply(1461, 322);
	giq_option(4, 1461, 323, Node990, 50);
end

procedure Node009
begin
	gsay_reply(1461, 324);
	giq_option(4, 1461, 323, Node990, 50);
end
If I understood things correctly, calling Node 990 exits dialog prematurely. Should probaly go to node 006.


Doctor in warehouse, EPA

epac17
Code:
{243}{}{Thanks. Say, have you ever heard of jet?}
{370}{}{Jet? Yeah, that's the drug that most of Redding's been high on, if I'm not mistaken.
It's an exceptionally complex compound and my machines couldn't reproduce it even on maximum power. Why? What do you know of it?}

{371}{}{Well, I have here with me it's creator.}
{380}{}{[*Eyes sparkle*] Really!? Who? Can I see him? Maybe speak to him?}
{381}{}{Of course. His name is Myron. He's right here.}
{390}{}{Thank you for bringing that Myron kid to me. He's very knowledgeable! Not quite as intellectually adept as me, understand, but good nonetheless. If he ever wants to settle down, he can come here as my apprentice.}

{391}{}{I'm not sure he'd like being anybody's apprentice. We'd better be going.}
{400}{}{One moment before you go. Please take this as a token for bringing Myron here. I have no use for it anymore.}
{401}{}{Hey, thanks. Um, what is it?}
{410}{}{It's a Gatling Gauss Gun, or GGG, as I call it. Exceptionally powerful burst weapon, requiring high strength and great quantities of ammunition. It's the only one I have left here now from a huge batch that were intended for use on heavy turrets. The rest of them have now been dismantled. It will be of great use to you, I'm sure, in the deep wastes. This requires a further question actually...}

{411}{}{What's that?}
This little conversation should be removed, no?


The Dunton's:

Code:
{440}{}{You just better keep your mouth shut if you know what's good for you.}
{441}{}{Geez, take it easy. I was just going to tell you what a great idea I thought it was. Sheesh,
 calm down.}
{442}{}{Sorry. I will. Goodbye.}
{443}{}{Yeah, well, I'm taking off. Goodbye.}
{444}{}{I got a better idea. How about you shut YOUR mouth for a change. I'm tired of hearing you flap your
 rotten gums.}

This is the dialog you get back in town, after rustling the brahmin. It doesn't really seem to fit.
Also, if you don't talk to the Dunton's on the brahmin map, after rustling for them, you don't get your cut.
Since you can't go back to the pastures, maybe you should be able to talk about it on the town map as well?

cheers
 
I installed the 1.1 version over the 1.0 and the rangers dialogue after the 2nd mission is still the same. I always get the message that I should hurry up. I chose the "I will kill them alone" version. Win XP, US version of fallout.
 
Hi, everyone; I'm having serious trouble finishing all the fights I get when I challenge Dragon. Everytime after a few rounds game crashes, so it's not possible to finish it (not even to get to Dragon himself). I know it's most bugged part of the game, but it just crashes every time in the same way.

I'm also having another bug with battle messages, which don't consist with what really happens. Mostly, it writes someone's been knocked down, but he or she still stands. Also, when a hit should knock somebody to unconscious, it just make him fall and vice versa
 
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