Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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Glovz said:
@Excidium
So often but not always?

If you turn off my mod (just adjust the ddraw.ini file setting) and try again, does it differ greatly?

There are a lot of factors to consider, how you setup your character is one of the biggest.

My mod is designed to not change things so drastically from the original.

When you say regular ammo I assume you mean JHP?

No damage is also always a possible outcome, with my mod on or not.

Yeah I meant JHP :) and often but not always.

Ok tried out with the option in the .ini looking like this:

Code:
;Choose the damage formula used to calculate combat damage
;1 - Fallout default
;0 - Glovz's AP ammo mod
;0 - Glovz's tweaked version of the original formula
DamageFormula=1

Broke havoc in metzger's guild.There,the only one hitting for no damage was metzger punching me on leather armor (I "borrowed" his shotgun) :twisted:

I had some bursts shots on his guards and himself,none hit for no damage,average of 14~35 on guards,5~15 on Metzger And I was getting hit for 3~9 with 14 crit by their pistols. But one guard got hit for 366 damage SMG burst :crazy:
 
I went with the delete everything then redownload everything idea. I'm in the process of doing it now.

I DID just remember that I used a seperate mod so, that might have been it.
 
Excidium said:
Ok tried out with the option in the .ini looking like this:

Code:
;Choose the damage formula used to calculate combat damage
;1 - Fallout default
;0 - Glovz's AP ammo mod
;0 - Glovz's tweaked version of the original formula
DamageFormula=1
Hold on a second. If what you posted here is what it looks like in your ddraw.ini file then you are stilling running the Glovz's ap ammo mod. Originally, it looked like this:

Code:
;Choose the damage formula used to calculate combat damage
;0 - Fallout default
;1 - Glovz's AP ammo mod
;2 - Glovz's tweaked version of the original formula
DamageFormula=1
Setting DamageFormula to 0 is the default game values, setting it to 1 is the ap ammo mod (which should work fine in the initial 1.2 release), and setting to 2 is the tweaked original formula which is broken in the initial 1.2 release but has since been corrected. What you did was change the comments, which do nothing. You have to physcially change the value of "DamageFormula"
 
killap said:
Excidium said:
Ok tried out with the option in the .ini looking like this:

Code:
;Choose the damage formula used to calculate combat damage
;1 - Fallout default
;0 - Glovz's AP ammo mod
;0 - Glovz's tweaked version of the original formula
DamageFormula=1
Hold on a second. If what you posted here is what it looks like in your ddraw.ini file then you are stilling running the Glovz's ap ammo mod. Originally, it looked like this:

Code:
;Choose the damage formula used to calculate combat damage
;0 - Fallout default
;1 - Glovz's AP ammo mod
;2 - Glovz's tweaked version of the original formula
DamageFormula=1
Setting DamageFormula to 0 is the default game values, setting it to 1 is the ap ammo mod (which should work fine in the initial 1.2 release), and setting to 2 is the tweaked original formula which is broken in the initial 1.2 release but has since been corrected. What you did was change the comments, which do nothing. You have to physcially change the value of "DamageFormula"

yeah :oops: was about to post how I had 3 no damage bursts and a aimed on the eye shot for critical no damage on a guard.let me try again.
 
@Excidium

But you ARE doing damage with the ap ammo mod, yes? The problem we are trying to address is whether you ALWAYS do 0 damage.
 
GlowHound said:
Everything is fully downloaded again and the Abbey works fine.
Good to hear. I guess something got corrupted or some old mod was left over. Did you use the installer or the manual install?
 
killap said:
@Excidium

But you ARE doing damage with the ap ammo mod, yes? The problem we are trying to address is whether you ALWAYS do 0 damage.

Yeah there was damage going on like 60% of the time. :wink:

Another test.

ok,with the option set to 0,a lot of guards were getting one-shotted by smg bursts,like in the old times.I only saw one no damage attack once,and it was guard using a regular pistol with AP ammo I think,at least that's what was in his body. All his other attacks were hitting normally,at least for default fallout.

With the option set to 2,smg bursts seemed more balanced,hit for average 35 damage. got hit for no damage plenty of time,even got knocked to the ground by a no damage hit,but it happened less times than that time I posted.i didnt get any 0 damage attacks on the guards.

Tried again with the option set to "1" and all the attackes were more balanced,only 2 attacks hit for no damage,a SMG burst that hit 2 guards and a guard shot that hit me.

Weird.
 
@Excidium
So it looks to me that you were using the AP Ammo Mod and possibly shooting an NPC wearing metal armor with JHP ammo. Which the mod will affect.

The whole point of the AP Ammo Mod is to make JHP and AP ammo behave differently.

JHP = GOOD against armor that is NOT metal based
AP = GOOD against armor this IS metal based

also

JHP = BAD against armor that IS metal based
AP = BAD against armor that is NOT metal based
 
killap said:
Darek said:
Is flying the Vertibird dependent on if a certain amount of time have passed in the game, say, not before the tribe have been kidnapped, or something?
Well, only the verti from Navarro can be flown. So, since Navarro only shows up when the tribe is kidnapped, that is when you have the chance to fly.
Meh, I already pushed "rest until morning" button 95 times and found it out before I saw your reply. :roll:
Anyway, you can get the location of Navarro from Matthew of the brotherhood as well, but then I could only get the dialog with the guard but not get in the verti.

After talking to Hakunin I can get into the verti as well, but I can still not access the air control terminal.
When I push it my character tries to use it but absolutely nothing happens.
When I tried it in the Mapper I can access it and sometimes the guard closest to me tell me to keep my hands off, but in-game it doesn't work.
Any ideas?

cheers
 
Good to hear. I guess something got corrupted or some old mod was left over. Did you use the installer or the manual install?

The installer. I had put a mod in the directories(it was one to get Horrigan armor, the Not Rated one) forgetting that mods not included with the patch wouldn't work/would screw with the game.
 
Glovz said:
@Excidium
So it looks to me that you were using the AP Ammo Mod and possibly shooting an NPC wearing metal armor with JHP ammo. Which the mod will affect.

The whole point of the AP Ammo Mod is to make JHP and AP ammo behave differently.

JHP = GOOD against armor that is NOT metal based
AP = GOOD against armor this IS metal based

also

JHP = BAD against armor that IS metal based
AP = BAD against armor that is NOT metal based

I see,that's good to know, that's why they hit me for no damage sometimes,i'm wearing leather armor :)

So,should I play with the option set to 1 or 2?
 
Darek said:
Anyway, you can get the location of Navarro from Matthew
Ah, yeah. Forgot about him.

Darek said:
When I push it my character tries to use it but absolutely nothing happens.
When I tried it in the Mapper I can access it and sometimes the guard closest to me tell me to keep my hands off, but in-game it doesn't work.
The air control terminal works like this. If there is a guard inside who is visible (ie not dead) the terminal script will alert the guard to yell at you. If you touch a second time, the guards inside will attack you. If none of the guards are alive, then you will have free access to the terminal. Found a problem though. If a guard is alive and you pass the sneak check, nothing will happen. Oops. I'm assuming you are always passing the sneak check in game and sometimes didn't in the Mapper.

It is possible to take the verti out without alerting the base (you can talk your way through it with the guards near the verti) so I should have caught this.

So, here is a fix for this.
Grab fix here (Just save this to your Fallout2/data/scripts folder and overwrite what is there)


Excidium said:
So,should I play with the option set to 1 or 2?
Definitely 1 if you are using the initial 1.2 release.
 
Killap said:
This is something that has always been in the game. Bodies quite often get lost under carpets, etc.

Think there'll be a fix for this eventually? Killing Boss Salvatore on his rug causes problems too. Somehow, I always manage to get all but a pixel of him on that rug when he dies.
 
Omegawolf said:
Killap said:
This is something that has always been in the game. Bodies quite often get lost under carpets, etc.

Think there'll be a fix for this eventually? Killing Boss Salvatore on his rug causes problems too. Somehow, I always manage to get all but a pixel of him on that rug when he dies.
Sadly not. The problem is a result of the way the scenery objects are handled in the game.
 
killap said:
Definitely 1 if you are using the initial 1.2 release.

Ok :mrgreen:

Thank you killap and glovz for all the assistance and quick answers! I'll keep you both updated with any issue I may find regarding the ammo mod or the RP :)

:clap:
 
@Excidium
Depends how you want to play. Sounds to me like you don't care to switch ammo types when fighting different enemies. I suggest you add the latest ddraw.dll and set the DamageFormula setting to 2 or 0.

The AP Ammo Mod will not please everyone, no mod ever does.
 
killap said:
If a guard is alive and you pass the sneak check, nothing will happen. Oops. I'm assuming you are always passing the sneak check in game and sometimes didn't in the Mapper.
The second part is correct I believe, but I don't understand why the first part worked in the Mapper but not in the game. Oh well, I guess it don't matter anymore. It's working now. 8-)

Thanks for your quick help.

cheers
 
killap said:
Sadly not. The problem is a result of the way the scenery objects are handled in the game.
This is probably more work than it's worth, but is it possible to make floor tiles that look the same as the scenery? Then you could remove the scenery objects, which would solve the problem.
 
Hi, I have not had a chance to read the thread and check if this has been discussed.:

error-1.jpg


Just installed it :( auto installer, any ideas? UK FO2. Probably a noob mistake on my part somewhere :oops:
 
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