Fallout 2 Restoration Project 1.1 (Unofficial FO2 Expansion)

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RakuPL said:
Hi All!

Killap & the rest :), I have a question, because I'm not sure enough from what I could find in the forums. Does F2RP1.1 work with other than english language versions? Can some text be left english after installing it over polish F2?

I hope You guys can explain it to me.

Thanks in advance ;)

I believe killap addressed this in his other thread...and I think you want to rename a certain directory from "English" to whatever language....hold on lemme see if I can find his post then I'll edit mine.

I found it, it's actually in his original post lol.
Additionally, version 1.2 will be multilingual.
killap said:
*Note4: For non English users, you need to rename the:
\BlackIsle\Fallout2\data\Text\English folder to whatever language you are using, such as German, in order to play.
 
Tokk said:
i cant seem to find the village that is supposed to be outstide vault city, where is it?
It's located in the first post in this thread. Read it carefully, and you'll find the village!
 
Tokk said:
i cant seem to find the village that is supposed to be outstide vault city, where is it?

... got to talk to Stark after missions around Gecko and to NCR. Must be done before the end game, 'cause after, Stark just talk about Enclave.
 
little thigs

Hi all! First I want to say thanks to killap for his great work! I really enjoy the new locations and quests! :D

Here are some observations and suggestions. I'm not sure if they have been talked about already.

Find Becky's book in den - sometimes it is nowhere to be found. I ran into this issue with the original f2 + official patch too. In my experience when you first get go to DEN you immediately need to get the money quest and after that the book quest from Becky and then go get the book right away.

Protect cows in Modoc - 1. Sometimes the cows attack you for no good reason. 2. Sometimes your NPCs attack the cows for no good reason, or after you/NPC misses a wolf and hits a cow by accident. Both will result in many many many dead cows.

Slaver camp - When fighting slavers I accidently hit a slave. This resulted in Cassidy shooting with H&K Caws on full auto at the slaves in the cage. He managed to kill 5 before I was able to kill the last slaver and end the fight.

It seems like if you hit someone your NPCs will consider them the enemy even if it was an accident...oops! a slave was hit instead of a slaver.

Kill rodents at the field in Modoc - a few times a pigster went into the same square with a tall plant. Somehow it is not in line of fire even if you are next to it. You have to move away to lure it out of "hiding" so to speak.

Some doors in Modoc, vault city and in NCR close after you open them. Sometimes it is very annoying. In the vaults it is ok. Electric doors and all, but normal wooden doors should stay open unless you close them.

It would be really cool (although not necessary) if there was a small status bar in the upper left/right corner of the screen which would list all NPCs in your party and their health. i.e.
Sulik 55/84
Vic 60/60
Awareness perk helps a lot with determining how badly you party is hurt but you still have to click each member individually.

Also it would be very nice (could be impossible to do) if you could see all your NPCs and your own inventory next to each other when opening the the inventory. Would make moving thigs from one member to the other a lot faster and easier. Now you have to open dialogue which is horribly slow or use steal and run after your party members while they try to keep longer distance from you :P

Now back to the world of Fallout! Cheers! :)
 
@ ufo_hunter

Sounds like you need to make your own mod lol. These are all of course great ideas and some of which would just require too much attention when it seems like theres other issues at hand first. I would assume that alot of the NPC scripts and such all revolve around an ancient engine that may be near impossible to tweak. I remember reading an interview with one of the lead designers of Fo2, and he mentioned how difficult it was (at the time) just to impliment viable NPCs alone.

As far as Becky's book, there are 3-4 locations that the book can be in, maybe you should check out the nearly ultimate fallout guide for specific locations. I've never not been able to find it personally.

Regarding the doors closing...remember there ARE doors in real life with spring hinges that close automatically (I believe the game even has a sound effect for that)
 
McRae said:
... got to talk to Stark after missions around Gecko and to NCR. Must be done before the end game, 'cause after, Stark just talk about Enclave.

Wouldn't it be better if that VC village quest was available before the NCR one.
I somehow tend to do New Reno-Vault City relation quests before going to NCR. What do you guys think?
 
RageSka said:
McRae said:
... got to talk to Stark after missions around Gecko and to NCR. Must be done before the end game, 'cause after, Stark just talk about Enclave.

Wouldn't it be better if that VC village quest was available before the NCR one.
I somehow tend to do New Reno-Vault City relation quests before going to NCR. What do you guys think?

Well of course but the quest is only to scout a path to the NCR. But I'm with you, I usually save NCR for much later and any time spent going down there is time wasted, car or nor car.

That being said, also brings up alot of other issues regarding quest order and the location of certain maps, but I would argue that this ties into the beauty that IS Fallout. By that I mean the need to manage your time based on your playing style and what you prefer to do first, or last.
 
RageSka said:
McRae said:
... got to talk to Stark after missions around Gecko and to NCR. Must be done before the end game, 'cause after, Stark just talk about Enclave.

Wouldn't it be better if that VC village quest was available before the NCR one.
I somehow tend to do New Reno-Vault City relation quests before going to NCR. What do you guys think?

Yeah, in a way I guess you're right. All I can say is that it depends of where you decide to go at the beginning of the game. Some decide to go Modoc/Gecko/VC or Redding/New Reno/Broken Hills... etc... so even if you change the quests order, you'll always find someone who won't be pleased :mrgreen:
 
@ SoldierOfTruth

Yes, some things are quite impossible to do with F2. Too bad...but it is still a great game. Sound for a closing door would be a nice touch.

EDIT-----
In primitive tribe cave I can still see Serin near the cave entrance at the left side IN the wall. I guess Sulik didn't carry him all the way :P

2nd Edit-------

Some people don't like Lenny in your party. Could it be done that if you put robes (from bridge keeper) on him no-one could know he is a ghoul? Since all NPCs show what armour they wear. Now I have a funny purple guy tagging along :D
 
ufo_hunter said:
@ SoldierOfTruth

Yes, some things are quite impossible to do with F2. Too bad...but it is still a great game. Sound for a closing door would be a nice touch.

EDIT-----
In primitive tribe cave I can still see Serin near the cave entrance at the left side IN the wall. I guess Sulik didn't carry him all the way :P

2nd Edit-------

Some people don't like Lenny in your party. Could it be done that if you put robes (from bridge keeper) on him no-one could know he is a ghoul? Since all NPCs show what armour they wear. Now I have a funny purple guy tagging along :D

Haha yeah I noticed the same bug in primitive tribe....but the quest is complete so no complaints here :)

And yes that would be awesome if you could cloak one of your NPCs to hide his/her identity.
 
SoldierOfTruth said:
I found it, it's actually in his original post lol.
Additionally, version 1.2 will be multilingual.
Great news. Waiting for 1.2 and playing 1.1 on english Fallout2 (in fact I own both polish (retail) and english (from polish games magazine), but when F2RP will become multilingual then I want to try it once again in my own language :)
 
I found a bug with the endings. Someone might have noted it but here goes nothing: So i got the Good Gecko ending and also the Redding ending in whitch it got annexed by Vault City, and yet i still get the ending where Vault City's reactor couldn't support them and NCR conquered them. That's absolutely against all logic.
 
DreadSquirrel said:
I found a bug with the endings. Someone might have noted it but here goes nothing: So i got the Good Gecko ending and also the Redding ending in whitch it got annexed by Vault City, and yet i still get the ending where Vault City's reactor couldn't support them and NCR conquered them. That's absolutely against all logic.

Did you optimize Gecko's reactor? Also, did you give the economic disk to McClure in vault city?
 
DreadSquirrel said:
I found a bug with the endings. Someone might have noted it but here goes nothing: So i got the Good Gecko ending and also the Redding ending in whitch it got annexed by Vault City, and yet i still get the ending where Vault City's reactor couldn't support them and NCR conquered them. That's absolutely against all logic.

From The Nearly Ultimate Fallout 2 Guide:

Vault City

1. Population driven to NCR by radiation: Don't fix the power plant (blowing it up works too).
2. VC independent, Westin and Lynette marry (!): Fix the power plant, kill the raiders, expose Bishop's plan and deliver the two holodisks but do not collect the final reward from Randal (bug), and don't kill Westin or Lynette (obviously).
3. VC annexed by NCR: Fix the power plant, don't bring the Account Book or Bishop's Holodisk to Lynette.
4. VC becomes part of NCR: Fix the power plant, kill the raiders and bring the Account Book or Bishop's Holodisk to Lynette. (You get this one if you fail to get ending 2 for any reason, e.g. killing Westin or picking up the reward.)

There doesn't seem to be a fitting ending for Vault City if you optimize the power plant.
 
SoldierOfTruth said:
Well supposedly killap changed this in his restoration.
For Gecko, yes for sure. For Vault City? I don't know, at least I could not find it in the endgame text. There are two fixed endings for VC that has to do with it getting sacked though.
 
Darek said:
SoldierOfTruth said:
Well supposedly killap changed this in his restoration.
For Gecko, yes for sure. For Vault City? I don't know, at least I could not find it in the endgame text. There are two fixed endings for VC that has to do with it getting sacked though.

Woops yeah I was thinking of Gecko. Well...assassinate that first citizen b*tch and see what happens :twisted:
 
SoldierOfTruth said:
DreadSquirrel said:
I found a bug with the endings. Someone might have noted it but here goes nothing: So i got the Good Gecko ending and also the Redding ending in whitch it got annexed by Vault City, and yet i still get the ending where Vault City's reactor couldn't support them and NCR conquered them. That's absolutely against all logic.

Did you optimize Gecko's reactor? Also, did you give the economic disk to McClure in vault city?

Well yeah, how else could I get the "Good Gecko ending"?

***BEGINNING OF SPOILER***

So I got this:

Gecko:
1:Optimizing Gecko's power plant became the first step in forging a spirit of cooperation between Gecko and Vault City.
2:Gecko's increased power production became instrumental in helping Vault City's expansion.
3:The harsh xenophobia of many of Vault City's leaders faded into obscurity while ghoul and human labored side-by-side to create a center of learning and tolerance where once had stood only enmity and distrust.

And This:

Vault City:
1:In the years following the destruction of the Enclave, Vault City continued to stagnate, choking on its own isolationism.
2:Its Vault 8 generator, which was never intended to support such a large population, prevented Vault City's necessary expansion.
3:Eventually, the city was absorbed by NCR, which had spread steadily northwards since its founding.

***END OF SPOILER***

I hope it's obvious to all that they are contradicting one another.
 
Bug report.

1) I can't open Hakunin's chest, I can't do anything with it. I provoke Hakunin to attack me, he runs out, I try to open the chest - no message, no result.
2) Hakunin's script misses a check if he actually sees you before entering the combat mode. This results in endless combat (if you hit him, for example) similar to the behavior of unpatched holy people.
3) Anna's Diary misses a description when looked at.
4) The robot in Klamath is no longer hostile if you end combat (leave the map or just hide).
5) I forgot if I mentioned Slim Picket bartering bug, but it never hurts to repeat. When you try to barter for the key, the dialogue is displayed atop the bartering screen.
6) I play with the Jinxed trait and critical misses with all sorts of outcomes are a common occurance. And I play Ironman, so I get to see Kaga quite often. And almost every time he misses and drops his weapon and then just stand there, doing nothing. Does he have an unarmed skill?
7) The trap on the door to Vic's Hut says "[Player's name] (fails to disarm/ disarm) the trap" while all other traps says [You].
8) In Nikki's dialogue after placing a bet the option "You Nikki?" leads to Node999 instead of Node010, ending the dialogue prematurely.
9) The playing machines in the "Desperado" (the ones that 'talk') are sometimes giving error messages.
10) I killed Skeeter for the car part. Now the ghoul's in the reactor and those who guard The Brain are hostile while others are not.
11) Lynette promised to grant me Citizenship if I solve the problem with the reactor, but never did. While not a bug per se (and this is how it should be according to the Per's Guide), I find it somewhat illogical.
12) There are TONS of typos in the expansion material. Mostly, it's punctuation (missing dots at the end of sentenses, missing spaces) and sometimes a phrase is repeated twise. I correct everything I notice and can list the files which I corrected if killap is intererested.

Seeing how the version 1.2 is delayed until the end of March, I decided to see if I can correct the bugs that trouble me most. The first among them was the bug with The Brain - after you tallk to him (or, more precisely, LOOK at him), the reactor counts as fixed. This was obviously a leftover from the testing of the Expansion, which could easily be fixed. However, I couldn't help but check the rest of the script. It was an unforgettable experience.

Variables setting when they should not to (gvar(161) in node 046, if I remember correctly, this is a variable that check if you are a member of the cult, lvar(14) in the middle of the talked_to_p_proc, and, of course, the gvar(83) at the description_p_proc), nodes leading where they should not to (there are no nodes leading to node044, instead they lead to node046, also the line saying "A rat plotting to take over the world" leads to node017 instead of forgot-what-its-number-is node "Well, despite your feelings..."), essential checks missing, wrong order of dialogue branches (which are marked as "cases" in the code) resulting in illogical behavior... The script wasn't a pretty sight, that's for sure.

So I decided to correct things and came up with this:
http://rapidshare.de/files/38780931/gcbrain.rar.html
The "int" file should go to the Data/Scripts folder, the "msg" - to the Data/Text/English/Dialogue. The way Fallout2 is scripted is somewhat counter-intuitive and my modding experience is less than 3 days :) so I wouldn't be surprised if some mistakes were left. The behavior of The Brain is corrected, too, and these changes can be argued about. Still, I think that it was an improvement. :)

I will try to do the same thing with Connar in the village near Vault City. As it is now, he can give you money for nothing, he can leave you without the money (and then say that you may keep it), and you can get karma penalties infinitely. Not mentioning the referenses to the non-existant 203 line in his msg file. :)

And the global variable 143 is strange... when it equals 5, you haven't helped the villagers yet, but they all think you did because they check if it is >3.
 
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