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: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?
Do the other items work though? I will check the script and see if something is wrong with the mentats.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)
I'll check then.laclongquan said:Of all the rest only Mentats got problem. Even the two special options are fine.
It should be possible. Again, I will take a look.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.
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'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 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)
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?
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?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.
I'd be interested too.Deever said:I can give exact details on what settings I use in ddraw.ini if you or timeslip needs them.
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.tomten said: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?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.
EDIT:I'd be interested too.Deever said:I can give exact details on what settings I use in ddraw.ini if you or timeslip needs them.
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.
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.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.. =)