Fallout 2 Restoration Project 1.1 (Unofficial FO2 Expansion)

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Congo Levi said:
The Rangers in NCR are still a bit bugged. I've killed the slavers at their camp (which happens really early in the game every time...) then i get the reward in NCR for murdering their faces, i get the free the slaves from the Bazaar quest, after which i recieve the quest to kill the slavers in their camp... So i take the quest, i ask for backup, we go to the slaver camp (which is at this point empty) and... the rangers who accompanied me stand there, while the ranger chick in NCR keeps telling me i should wipe the slavers out quickly...
Ah, yeah that issue is probably still there. There was one report of this peviously but I didn't get to it. I fixed the other bug where the Ranger kept giving xp for wiping out the slaver camp. I will look into this one that you mentioned.


@bonzadusty
You are not running a windows 9x machine (95, 98) right? Still, the new dll is more for the random knockback issues, as opposed to the random blank encounters. I am still not sure what might be causing them but they stopped happening to me after making a slight change.
 
How many ways to get told about Slave Camp? I still havent any ways to find it.

And do you notice that all the ranger safe houses in the north get their rangers killed?
 
Gameplay questions...

laclongquan said:
How many ways to get told about Slave Camp? I still havent any ways to find it.
3 ways actually.

laclongquan said:
And do you notice that all the ranger safe houses in the north get their rangers killed?
Not sure what you mean.

Again, please keep such questions in the gameplay thread.
 
sam0t said:
Encountered a weird bug. When doing the Temple of Trials, I enter the last map in which you go left to challenge the fist fighter or you can go right to kill some ants.

If I decide to go right to fight the ants the game literally freezes, the second clock just spins and it takes literally minutest to complete one fighting turn with only one ant as enemy. I´ll do a reinstall of the game and install the 1.1 restoration mod again tomorrow. I did install the 1.1 on right on top of 1.0 this time.

Did a fresh install of f2 and installed restoration project 1.1 on it, this fixed the above problem. Atleast I have not encountered any annomalities since then.
 
@Killap
Nay i'm not running on either, I'm currently running windows XP hence why i saw the ddraw.dll and hoped it would fix the problem :( since then i tested several new characters i.e. the pre made female character and some fresh male characters without any FACHE interference and i still get the bug :|
 
Lara "tonight"

A really trivial issue: Lara will say "don't stray too far, we need to do this tonight" even if you've rested for two weeks inside the church.
 
Another odd thing, seems buggish: Did the Modoc Ghost Farm quest and saved just before I told Jo The Mayor about it.
If I tell him that it was a community of mutants and I killed them, I get 500 xp and my Modoc reputation changes to Hated.
If I tell him that it was just ghosts and they're gone now, the exact same happens
 
Hiho,

great mod from what I hear (I didnt get very far until now).

I just would like to agree with some of the comments concerning random encounters. I get about 2-5 per square on the way from den to vault city, most often highwaymen or robbers which is impossibly hard at this stage of the game.

It is possible to defeat one or two groups but since I get so many encounters its impossible to walk this route without constant save and reload or spending ages of resting after every fight.

It also gives huge amounts of loot if you actually decide to fight.

I know the wasteland is dangerous, but right now it is at least of me (amd 3000+) a sprawling bandit paradise.
 
hakan said:
Hiho,

great mod from what I hear (I didnt get very far until now).

I just would like to agree with some of the comments concerning random encounters. I get about 2-5 per square on the way from den to vault city, most often highwaymen or robbers which is impossibly hard at this stage of the game.

It is possible to defeat one or two groups but since I get so many encounters its impossible to walk this route without constant save and reload or spending ages of resting after every fight.

It also gives huge amounts of loot if you actually decide to fight.

I know the wasteland is dangerous, but right now it is at least of me (amd 3000+) a sprawling bandit paradise.
I have been trying to understand what might be the best balance in changing values in:
ddraw.ini
Code:
;This will change the physical speed at which you move across the map
;Changing this value to something > 30 (default of this mod) will make things speed up.
;Changing this value to something < 30 (default of this mod) will make things slow down.
WorldMapFPS=30

;Set to 1 to enable Ray's patch to make world map encounter rate independent of your travel speed. (Only works if you use also use WorldMapFPS)
WorldMapEncounterFix=1

;Obsolete, but can still be used if you know what it does.
;WorldMapDelay=0
and in \data\Data\WORLDMAP.TXT
Code:
; This sets up the default values for data that is used by the worldmap
[Data]
; Encounter frequency percentages:
Forced=100%        ; This shouldn't change
Frequent=38%       ; Was 9/3d6
Common=22%         ; Was 8/3d6
Uncommon=12%       ; Was 6/3d6
Rare=4%            ; Was 5/3d6
None=0%            ; This shouldn't change

; Terrain types:
   ; WIP! # is the number of pixels drawn before skipping?
;terrain_types=Desert:2, Mountain:4, City:1, Ocean:1
terrain_types=Desert:1, Mountain:2, City:1, Ocean:1
; These short names are used for debugging only
terrain_short_names=DES, MNT, CTY, OCN ; WIP!WIP!WIP!
But before I can do this analysis - what are the mechanics behind the WorldMapEncounterFix?
 
I can move in combat mode infinitely with the bonus move perk (quick saving and quick loading and i have the bonus movement points over and over again)

However i love Killap's mod, thank God and mainly Killap for it :lol:
 
But before I can do this analysis - what are the mechanics behind the WorldMapEncounterFix?

As author I'll try to explain (but my English....)

What we see in engine:

int time;

worldmap_loop()
{
draw_map(); // in this function variable time get result of TimeGetTime function;
while(moving)
{
....
// worldmap moving
spacial_encounter();
}
}

spacial_encounter()
{
if ((TimeGetTime()-time)>0x5DC)
{
time = TimeGetTime();
// check for encounter frequency and so on
...
}
}


What I made:

int time;
int loop = 0;

worldmap_loop()
{
draw_map(); // in this function variable time get result of TimeGetTime function;
while(moving)
{
loop++;
....
// worldmap moving
spacial_encounter();
}
....
}

spacial_encounter()
{
if (loop>0x5)
{
loop = 0;
// check for encounter frequency and so on
}
}

I used 5 value to loop chek, because I think (calculated) that 1500 (0x5DC) get about 5 loop of worldmap travel cycle on old PC. But if you proof that we should change this value - this is quite simple. Just set another value (7-10) for example, and you will have less encounters.

P.S. I hope you understand me...
 
I get often some kind of error which throws me out of the game. The errors happen quite often. Im using winxp, had a fresh install of f2, on which i installed your patch and then the fallout better graphics mod
 
hakan said:
Hiho,

great mod from what I hear (I didnt get very far until now).

I just would like to agree with some of the comments concerning random encounters. I get about 2-5 per square on the way from den to vault city, most often highwaymen or robbers which is impossibly hard at this stage of the game.

It is possible to defeat one or two groups but since I get so many encounters its impossible to walk this route without constant save and reload or spending ages of resting after every fight.

It also gives huge amounts of loot if you actually decide to fight.

I know the wasteland is dangerous, but right now it is at least of me (amd 3000+) a sprawling bandit paradise.

I realize that a higher enounter rate than my processor will allow was certainly intended by the original devs, but I agree that I feel the current setting is too much. The side effect of constantly running into things is that it doesn't feel like a wasteland anymore. Instead it's like moving through a metropolis of farmers, moonshiners and bandits. Fallout should feel like a lot of things, but crowded definitely isn't one of them.
 
Just a little suggestion:

It would be great if you include the Miria Mod into your file. I like that mod very much but I am sure it won't work together... :cry:
 
sonarone said:
I get often some kind of error which throws me out of the game. The errors happen quite often. Im using winxp, had a fresh install of f2, on which i installed your patch and then the fallout better graphics mod
The fact that you are running another mod prevents me from knowing whether my work is the cause.

gnugnu said:
Just a little suggestion:

It would be great if you include the Miria Mod into your file. I like that mod very much but I am sure it won't work together... :cry:
we'll see.

@those complaining about encounter rates.
I've asked Timeslip if he could make this option in his tweaks customizable. Hopefully he'll make this possible and it will be up to your personal taste regarding how often encounters occur. But out of curiosity, is everyone getting tons of encounters and you guys are just keeping quite (or maybe you like all the encounters and thus haven't spoken up) or are some of you not seeing 5 stops per square thereby making this an issue with which only some of your suffer?
 
@ killap - I think the encounter rate is great. Yes, theres a good chance of encountering highwaymen and robbers on the way to vault city but this is what i remember from the vanilla FO2 back in the day. (playing with your october patch - i havent played restoration as im on a mac - please make a mac version of the installer!! :) :) )
 
Josan12 said:
please make a mac version of the installer!! :) :) )
Like I said Timeslip's tweaks are the reason there is no Mac version of the mod. All the forced random encounters as well as several script fixes and engine tweaks are only possible because of them. If I made a Mac version without the tweaks, I would have to either rethink how I implemented some things or completely remove them thereby making the mac users miss out on what the windows users have. Still, I suppose that is better than having nothing at all. :P
 
Josan12 said:
@ killap - I think the encounter rate is great. Yes, theres a good chance of encountering highwaymen and robbers on the way to vault city but this is what i remember from the vanilla FO2 back in the day. (playing with your october patch - i havent played restoration as im on a mac - please make a mac version of the installer!! :) :) )

"A good chance"?
How many encounters do you get per square?

Perhaps the rate is different in the normal fan patch and the restoration project, but I cant imagine anyone liking the rate at which I get encounters... :(


@Killap,
Sorry if it is mainly complaining. I really appreciate the work you and others did here :)
 
puszki said:
@ Cyclis

If that's the case then I'll have to figure something out, because my Fallout 2 disc comes prepatched. I think there's a patch file in the game directory that can be deleted, but I don't know if that will cause a full revert to 1.0.

To revert to 1.0 you need to change some command lines on the file "Fallout2.cfg"
Seek for the lines "Critter_patches" and "Master_patches".
In both of these, after the equals sign put:
C:\Program Files\BlackIsle\Fallout2\data

Save the file, and erase "Patch000.dat"
Then install the expansion.

I hope this works for you...


My cfg already had those lines after a fresh install, and even though I deleted the patch000.dat the game still says that it's version 1.02. Maybe it's lying and only thinks that it's still version 1.02, but I doubt it.
 
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