Fallout 2 Restoration Project 1.1 (Unofficial FO2 Expansion)

Status
Not open for further replies.
Omegawolf said:
Hey Killap, has the AP ammo mod been fixed? I'm dying to see the strategic usefulness of AP ammo in action.

That wasn't my work, but the work of Glovz. I am not sure whether to renable it as an option in the installer, since many seem to choose all the options without reading what they do. Still, one can enable the ammo mod by opening up the ddraw.ini file and scrolling down to the bottom. It has been updated since the initial release of my expansion, so it should hopefully work better. Do tell how things work out for you if you choose to enable it.
 
As killap said, all you need to do is edit a setting in the ddraw.ini file now to activate the mod.

The older version with the modded exe is no longer needed.
 
Glovz said:
As killap said, all you need to do is edit a setting in the ddraw.ini file now to activate the mod.

The older version with the modded exe is no longer needed.
Woops, just realized I called you Goz by mistake. My appologizes. Too many nicknames to remember...
 
I'll do that, then. Been a little preoccupied with other things lately but when I try the mod I'll let you know how it turns out.
 
LeMiserable said:
In my opinion there should also be a "Recommendations List" added to the "List of Bugs".

Yes, and I don't know if you got my message about it awhile back, Killap, but in the future, perhaps a post-1.2 update when you decide to work on general improvements to existing thingies, when all the bug-squashing is done, I hope you'll consider this:

An improvement on the sneak skill. There are so many doors and shelves, such as the door to Metzger's room, and the shelf behind the First Citizen to name a couple, that are only accessible with use of the sneak skill (or killing them.) However, when you finally do get a look at what they're guarding.... it's absolutely nothing. I recommend finding all these empty opportunities, and making the sneak skill as useful in the game as I believe it was intended to be. (Perhaps they just forgot about it?) I really hope this is considered as a future enhancement. Playing a sneaky character is quite appealing for a new experience.
 
killap said:
Omegawolf said:
Hey Killap, has the AP ammo mod been fixed? I'm dying to see the strategic usefulness of AP ammo in action.

That wasn't my work, but the work of Glovz. I am not sure whether to renable it as an option in the installer, since many seem to choose all the options without reading what they do. Still, one can enable the ammo mod by opening up the ddraw.ini file and scrolling down to the bottom. It has been updated since the initial release of my expansion, so it should hopefully work better. Do tell how things work out for you if you choose to enable it.

I've been using the third option (tweak) and so far, pretty great. Damage with .45 AP is not so good but better against guys wearing higher quality armor, which is just as it should be. Haven't done a lot with 10mm AP but 5mm AP seemed fine overall. (Much better than before, at least. I remember taking all the ammo I had after getting Sniper, and killing everything I came across with an Avenger until I ran out. More fun, since the fight would last longer than a single shot to each of my opponent's eyes.)
 
Bugs:
The car is lost if you drive to the revamped Vault 15 Squatter map. (The one with all the crops and livestock.)

A game crash when loading "A Den Caravan Attacking a Vault City Caravan" near The Den.

Spelling:
"Quiet" is misspelled as "quite" several times in The Den Orphanage quest.
 
I don't know if anybody noticed, but morticia opened a RP suggestion topic... Maybe all the suggestions could go in there?

Btw: "During one of Killap's long periods of absence, on March 9, 2008, Nevill from the NMA forums went ahead and fixed many bugs and errors in F2RP v1.1 dated February 22. Nevill's fixes can be found here: http://www.nma-fallout.com/forum/viewtopic.php?t=40590&postdays=0&postorder=asc&start=999"

Should these get incorporated in v1.2?
 
Elitech said:
I don't know if anybody noticed, but morticia opened a RP suggestion topic... Maybe all the suggestions could go in there?

Btw: "During one of Killap's long periods of absence, on March 9, 2008, Nevill from the NMA forums went ahead and fixed many bugs and errors in F2RP v1.1 dated February 22. Nevill's fixes can be found here: http://www.nma-fallout.com/forum/viewtopic.php?t=40590&postdays=0&postorder=asc&start=999"

Should these get incorporated in v1.2?
So, that statement is misleading. As far as I could tell, only one bug fix was made by Nevill and it was for Brain in Gecko. Still, I will look at what changes he made and incorporate them if needed.
 
killap said:
Elitech said:
Btw: "During one of Killap's long periods of absence, on March 9, 2008, Nevill from the NMA forums went ahead and fixed many bugs and errors in F2RP v1.1 dated February 22. Nevill's fixes can be found here: http://www.nma-fallout.com/forum/viewtopic.php?t=40590&postdays=0&postorder=asc&start=999"
Should these get incorporated in v1.2?
So, that statement is misleading. As far as I could tell, only one bug fix was made by Nevill and it was for Brain in Gecko. Still, I will look at what changes he made and incorporate them if needed.
I changed the text, sorry. I still find it very confusing though. Have you been in contact with Nevill? Perhaps he has prepared fixes after all, like he said.
 
I've compiled all the bug reports from pages 35-62 of this thread and transcribed them to the F2RP wiki's bug section. Perhaps someone experienced with the mod could check the list to ensure that I haven't mixed up any new locations or quests. Thanks.
 
Slowhand said:
I've compiled all the bug reports from pages 35-62 of this thread and transcribed them to the F2RP wiki's bug section. Perhaps someone experienced with the mod could check the list to ensure that I haven't mixed up any new locations or quests. Thanks.

Awesome work. Now that's what i call co-operation ....
 
I don't think neville made just 1 change... That was just an example (I think).

All things written here (http://www.nma-fallout.com/forum/viewtopic.php?t=40590&postdays=0&postorder=asc&start=999") were changed.

Example: From wiki (http://falloutmods.wikia.com/wiki/F2RP_Technical_Info#Current_bugs), "CONFIRMED: Anna's Diary is missing a description when looked at."

I have Nevilles patch and I have the diary description...

Also, any chance of changing the res to 1024*768?

I don't know if it's a bug, BUT - I couldn't get the "get 3-step-plasma -transformer" quest in Gecko (from Skeet)... Bug or my bad? I did the super tool kit quest and that was that...
 
Elitech said:
I don't think neville made just 1 change... That was just an example (I think).

All things written here (http://www.nma-fallout.com/forum/viewtopic.php?t=40590&postdays=0&postorder=asc&start=999") were changed.

Example: From wiki (http://falloutmods.wikia.com/wiki/F2RP_Technical_Info#Current_bugs), "CONFIRMED: Anna's Diary is missing a description when looked at."

I have Nevilles patch and I have the diary description...
What file did you download then? I see a list of issues and the only link I found was to a file called gcbrain.rar with the only thing in this file being fixes for gcbrain.
 
Elitech said:
I don't know if it's a bug, BUT - I couldn't get the "get 3-step-plasma -transformer" quest in Gecko (from Skeet)... Bug or my bad?
Part bug, part your bad ;-) In the past I never had a problem receiving the quest from Skeeter. Consequently, I was surprised that he never asked me for the 3-step-plasma-transformer the last time I gamed FO2 a few months ago. Last week I discovered a forum posting that explained the script requires you to have an upgradeable weapon in your inventory in order to trigger the quest. Guess it was merely sheer luck that I previously received the quest at all.
 
Elitech said:
Just original game, then your patch, then Fixes for Windows 2000/2003/XP/Vista from http://falloutmods.wikia.com/wiki/F2RP_Technical_Info and after that http://rapidshare.de/files/38780931/gcbrain.rar.html

Maybe this is the new neville file and u got the old one? Really dunno...
Nah, I just downloaded his file and there is only fixes for gcbrain. When did you download my expansion? You might have the newest one from Feb 22. Some of the bugs reported might have been for the original 1.1 release.
 
Also, from Wiki:

UNCONFIRMED: I eliminated the raiders by talking to Shadow-Who-Walks, but am unable to tell First Citizen Lynette about it, and can't get the "deliver holodisk to Westin" quest.

Untrue (at least for me). To get "deliver holodisk" quest, you gotta have the holodisk AND the account book from the Raiders hideout...
 
Status
Not open for further replies.
Back
Top