Fallout 2 Restoration Project 1.1 (Unofficial FO2 Expansion)

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OH NO!

No mac expansion? .... sniff!
I guess i'm gonna have to introduce
my mac to the horrors of microsoft ......
sniff .... :cry:
 
Bug: The Game crashes everytime I try to plant the "normal" EPA seed in Arroyo... strange, it works for the "experimental" seeds :crazy:
 
Plant seeds in Arroyo

Hehe, just got 5 packet of 'good' seeds and 3 packet 'experimental' seeds. As well as bug spray, plant spray. Guess my lil ol tribe will get new corn next crop after all. Learn about crop rotation in computer.

By the way, Killap, my chum, my Great Old One: can you pretty please make a 'supply food' in Arroyo? Just make changes in three dialog of Aunt Morlis, Mynoc and Nagor. Give 10 Iguana-on-a-stick (2 kind), and/or jerky, and/or 20 Nuka Cola to each one to get 300Xp?

We can give food to Cody (New Reno), give wine to Father Tully, no reason why we cant supply food to our tribe. And it will make use of iguana. No reason for our tribe to get hungry when we get a car to transport food, even from Iguana stand in NCR if necessary.
 
@Cyclis

OWW! i forgot to mention that you need a "Fallout2.exe" file that has a 1.0 version...
i can upload it on rapidshare for you in about 12 hours (i have only one computer in my home for six people :crazy: ) but if you have a gmail account i can send you the file on an attachment.

@Killap

Hey, do you have any ideas of what is causing the crash on the primitive tribe on Win 9x? throw some so i can test it by myself and i don't bother this much :P
BTW, the thing about Jason... i could talk to him on a new game (with a full edited char) :? there is some requirements before talk to him?
And, for last... i have a crash WITH a error dialogue on the bishop's casino... the thing is this: i went to the casino to kill bishop, and i killed the entire third floor (except Mrs. Bishop, whom i screwed to get the "Speech booster"), which Bishop is located; and the second floor. When i go down to the first floor, i start combat, and i hit with ANY gun to the Big Thugs wearing a blue suit and a white hat and the game crashes... well, i reload the game (i've saved it on the first floor) and when i try to do ANYTHING (except enter inventory and use things, reload a gun or moving) the game crashes.
Well, i tried to save it on another slot, and when i try to load this copy of the saved game, it's corrupted and i can't load it...
If you need ANY other explanation (except the scripts thing) , please ask.

Thank you very much killap, you are a dedicated programmer :clap:
 
load error

biggest Resptect for this mod, man.

but I have a bug (?), which is:
if I quickload several times in a row (like I quicksave, try to steal, get noticed, get shot at, quickload, try to steal, get noticed, etc...), sometimes after the fourth-fifth time a pop-up comes saying something like:

Error
Your game is not loadable

and kicks me back to the main menu. luckily from there I can normaly load again, so it's more of an inconvenience than a serious bug, but I thought it might worth mentioning it here.
 
I don't want to join in some kind of a bug pile on -- I really do want to say that this is a titanic effort that's been put into building this thing.

However, in interests of further improving it, another bug report --

I can second the error in the Vault City / Gecko quest to optimize the Gecko Power Plant. It works correctly up to the point where you get the holodisk with the plant data, but when you go to Vault City neither McClure nor the Central Computer have any dialog options for optimizing the data.
 
Slave Camp how-to-get:

Killap, if Slave Camp position can only be known through either Merzger (now dead) or the slaves in his holding pen (now run away like bats out of hell when he's dead) then I am screwed. My policy is when I get back to the Den to get the car is destroing the nest of Slavers. So... no way to ask anybody to get the position. Can you put a map of Slave Camps (like the map of Rangers) on the bookcase or something?

Mr Chemmie buggies:

Very interesting is Mr Chemmie. It makes use of your Science check and various other things you normally get an inventory full of (First Aid Kits...) But! I cant make Mentats. The dialog say that It's made and I should go collect the thing but no item put on the ground. Can you check the script attach to Mr Chemmie? (I eat a Mentat to get IN 10, and Science of 125)
 
laclongquan said:
Killap, if Slave Camp position can only be known through either Merzger (now dead) or the slaves in his holding pen (now run away like bats out of hell when he's dead) then I am screwed. My policy is when I get back to the Den to get the car is destroing the nest of Slavers. So... no way to ask anybody to get the position. Can you put a map of Slave Camps (like the map of Rangers) on the bookcase or something?
The shelf is a good idea, but I am pretty certain the slaves should open dialogue with you as they run away. Is this not the case?

laclongquan said:
Very interesting is Mr Chemmie. It makes use of your Science check and various other things you normally get an inventory full of (First Aid Kits...) But! I cant make Mentats. The dialog say that It's made and I should go collect the thing but no item put on the ground. Can you check the script attach to Mr Chemmie? (I eat a Mentat to get IN 10, and Science of 125)
Do the other items work though? I will check the script and see if something is wrong with the mentats.
 
Mr Chemmie

I lack some material so I cant check Stimpack, POison, and poison antidote.

Of all the rest only Mentats got problem. Even the two special options are fine.

By the way, why we can only plant the experimental seeds on Arroyo? Why cant we plant the normal ('superior') seeds? Is that a bug or an intentional detail.
 
Re: Mr Chemmie

laclongquan said:
Of all the rest only Mentats got problem. Even the two special options are fine.
I'll check then.

laclongquan said:
By the way, why we can only plant the experimental seeds on Arroyo? Why cant we plant the normal ('superior') seeds? Is that a bug or an intentional detail.
It should be possible. Again, I will take a look.
 
samca said:
I don't want to join in some kind of a bug pile on -- I really do want to say that this is a titanic effort that's been put into building this thing.

However, in interests of further improving it, another bug report --

I can second the error in the Vault City / Gecko quest to optimize the Gecko Power Plant. It works correctly up to the point where you get the holodisk with the plant data, but when you go to Vault City neither McClure nor the Central Computer have any dialog options for optimizing the data.

I actually got around that. I went back to Gecko and talked to Festus again. He gave me the exact same speech about finishing the job and I got a second copy of the disk, and after I did that the disk worked with the Vault City computer.
 
killap said:
@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)
I'm on a modern machine with XP (two virtual processors, one of which F2 maxes out with its constant looping), and I've *never* seen as much as 5 encounters per square. I'm averaging one encounter every second square, and maxing out at about 2 per square. However, with Expansion 1.0 I got an empty/identical encounter after each encounter about 50% of the time; haven't gotten anything like that in 1.1 yet.
 
@killap

I too was getting up to 5 encounters per square with version 1.0, but after installing 1.1 the problem changed substantially for me. The side effect of course being that if you saved enough and persevered through all the tedious encounters you are swimming in H&K CAWS that sell for 5k+ each.

Anyway, the problem seems better now.

Has anyone else noticed that aiming for the eyes seems way less damaging than it used to?
 
killap said:
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?

I'm seeing things like 5 stops per map square, I thought it was because I had a higher luck character this round, but it still seemed excessive :)
The encounter rate was fine in your 1.0 mod.
I thought it also could be that since 1.1 I'm trying running in dx9 mode in a window, but I haven't tested without that to see if there's a differance.
I'm using fresh humoungous install, windows XP SP2, and your original 1.1 restoration mod (none of the recent fixes applied).

I just haven't had time to reply until now :)

Edit: Yeah, I can confirm its because I was running in graphics mode 5 (dx9 in window). I also run with a higher resolution and a filter setting of 5. I can give exact details on what settings I use in ddraw.ini if you or timeslip needs them.
I just set it to run normally in default original fallout graphics mode, and the enounter rate was about what I consider average, 1 encounter per couple squares.
So that could be why not many report it.

My guess is that its something to do with the speed adjustments to run properly and get the map to move properly. The game runs at about 100% CPU, although it only seems to take up spare cycles, since I can do other things while playing. So my guess is thats thrown out of whack when I run in a window in dx9 mode.
Plus, another thing that points to this is the map travel speed seemed excessively slow in a window, so I tried increasing the WorldMapFPS setting in ddraw, and it didn't seem to do anything in the dx9 windowed setting. But in default fallout graphics mode, it sped it up quite nicely.
I didn't want to screw with the other map/encounter settings in ddraw, so I just ended up using a character editor to increase my outdoor skill way up so I could avoid most of the way increased encountes :)
 
Deever said:
the map travel speed seemed excessively slow in a window, so I tried increasing the worldmapFPS setting in ddraw, and it didn't seem to do anything in the dx9 windowed setting. But in default fallout graphics mode, it sped it up quite nicely.
Yeah, 100% CPU is because of all the constant loops. Many old games work this way. Does DX9/windowed have any effect on the CPU usage? What method exactly do you use for running DX9/windowed?

EDIT:
Deever said:
I can give exact details on what settings I use in ddraw.ini if you or timeslip needs them.
I'd be interested too.
 
tomten said:
Deever said:
the map travel speed seemed excessively slow in a window, so I tried increasing the worldmapFPS setting in ddraw, and it didn't seem to do anything in the dx9 windowed setting. But in default fallout graphics mode, it sped it up quite nicely.
Yeah, 100% CPU is because of all the constant loops. Many old games work this way. Does DX9/windowed have any effect on the CPU usage? What method exactly do you use for running DX9/windowed?

EDIT:
Deever said:
I can give exact details on what settings I use in ddraw.ini if you or timeslip needs them.
I'd be interested too.
Yeah I don't have a problem with the 100% CPU, because like I said it seemed that it was low enough priority I could do other things like watch a movie while I play. I'm fine with that and I know some older games use things like that to "slow" modern processors. I don't know if it does the same in normal full screen fallout graphical mode, but I'm guessing that it does.

Under graphics section in ddraw.ini this is what I changed to run in a resized window with a scale filter:
[Graphics]
Mode=5
GraphicsWidth=1360
GraphicsHeight=1020
ScaleFilter=5

The resolution may look a bit weird but its still adhereing to the 4:3 standard AR of 640x480. Plus, since my monitor is 1920x1080, I need something thats close to 1080 on the height to properly fill my screen height :)
Scalefilter 5 is what I chose based upon screenshot samples in another thread, one for timeslips mod in this part of the forum. I think its called fallout 2 engine tweaks or some such if you want to check it out.


I also set:
WorldMapFPS=60
But that was only to get the map to move a little faster in windowed mode, I had the insane encounter rate before I even tried that. It doesn't seem to change much.
 
Cyclis said:
samca said:
I don't want to join in some kind of a bug pile on -- I really do want to say that this is a titanic effort that's been put into building this thing.

However, in interests of further improving it, another bug report --

I can second the error in the Vault City / Gecko quest to optimize the Gecko Power Plant. It works correctly up to the point where you get the holodisk with the plant data, but when you go to Vault City neither McClure nor the Central Computer have any dialog options for optimizing the data.

I actually got around that. I went back to Gecko and talked to Festus again. He gave me the exact same speech about finishing the job and I got a second copy of the disk, and after I did that the disk worked with the Vault City computer.

I actually had the same problem, after getting the disk from Gordon I talked to McLure and mentioned optimizing the power plant, after the conversation the Disk was not in my inventory anymore. So I talked to Festus and got another disk.

Also after optimizing the power plant I talked to the brain, and wanted to get rid of the molerats in the VC village but there was no option to do this. Also the brain seems to forget that you've optimized the power plant (if I talk a few days later to him he brings up the same dialogue as you never optimized the plant)
 
too much encounters...

I started using this restoration project and I noticed that when traveling in worldmap I get attacked a lot more often than in the original fo2...I mean a LOT. and that is really starting to piss me off... now I have my outdoorsman-skill over 100 and I don't get straight attacked but it is still kind of annoying 'cause I have to click 'no' on the dialog everytime an encounter stops me in the worldmap.

so I just wanted to know is a fix or bug or what the hell is it.. =)

a perfect mod but that amount of those encounters is quite much.
 
Re: too much encounters...

nephwork said:
I started using this restoration project and I noticed that when traveling in worldmap I get attacked a lot more often than in the original fo2...I mean a LOT. and that is really starting to piss me off... now I have my outdoorsman-skill over 100 and I don't get straight attacked but it is still kind of annoying 'cause I have to click 'no' on the dialog everytime an encounter stops me in the worldmap.

so I just wanted to know is a fix or bug or what the hell is it.. =)
Dude, there have been 100 reports of this already, including several pages of discussion on the topic, in this thread as well as the 1.0 thread.

That said; are you using 1.1 of the Expansion, installed over a fresh humongous unpatched 1.0? And if so; are you using Win9x?
 
hmm... didnt find it mentioned before.. so:

I got a crash every time trying to use the elevator (utility level) in the EPA... no matter which level i choose, the screen goes black and i'm out...

fresh copy of F2, no patch, Restoration 1.1...
got XP x64 Professional, i hope thats not the problem... since everything else seems to work.
 
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