Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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On the topics of bugs, I heard there was a bug with the Pariah dog. You can actually gain luck from having it? Can someone explain this to me or this a waaaaaaaaaaaay old issue? Thank you!

@ Killap,

You have done an awesome job with your RP, I can't wait for 1.3 to come out!
 
Per's walkthrough explains the bug fairly well. Basically, start with a luck of 5 or less, then increase it with the Gain Luck perk or zeta scan (if it was 5, don't increase it by more than one point). Now find the dog – your luck shouldn't decrease – and kill it, which will raise it by its current value minus one. Best way to exploit it is to start with 4 luck, get the +2 zeta scan, find and kill the dog to increase your luck to 10. Alternatively, start with 1 luck, get zeta scan, exploit bug, take Gain Luck, exploit again and it's at 10.

It has been fixed in the unofficial patch (and hence the RP as well).
 
Uhrensohn said:
killap said:
I understand the frustration over waiting for the RP to be translated. My reasoning for this is many fold.

1. By releasing the newest RP without the all the dialogue files translated, I feel that the work is not complete and thus I am releasing an unfinished product. I cannot accept this.

2. If I release now and then re-release it with the translations, there will be versions of the RP 1.3 floating around the net without the latest translated dialogue files which will lead to confusion.

3. There are people who do play the RP with Polish/French dialogue and it just isn't fair to them to have an incomplete experience.

It is my fault for sending the new dialogue files later than what I wanted thereby leading to this new delay. Still, it gives me more time to test and ponder any other changes I wish to include in this release. Hang in there everyone.

U will just have to wait.

I lold a lot xD ..

(Dude he's the one making the RP.. telling him he have to wait is very funny xD)
 
oh ok, a misunderstanding then... thought it was fun because you quoted Killaps post as you were "replying to him".. nvm ;)
 
Josan12 said:
I too would love to see the Shi-sub realised - i think it's a great concept with lots of potential. I would be willing to team up with someone to try to make it happen and lift the curse! :crazy:
Well, I'm willing to make the sub once again, but this time I'll need help...

I'll need some concepts/sketches/references/whatever of the sub (retro like thing). If the sub must be partially deconstructed then this must be included as well (on that concepts/sketches/references/whatever).

To cut the work the map will be looking in this way (will be optimized for 1280x1024):




I'll make totally new wharf, so you'll only use that ugly (water like?) tiles. Everything will be done as scenery (Flat), so you'll skip this whole cutting into freaking tiles thing.

I'm not sure if I'll make FRMs from it, but if not then I'll provide a .psd, so someone with knowledge about scenery crap will be able to cut/align FRMs perfectly.


If anyone is interested in helping/have any ideas then bump Submarine Mod thread.

Wharf is already under construction:



I only need a damn critter to match a size... Can someone extract first frame from idle animation (player character)? Because I have no Fallout installed or any tools... :o
 
I'm pretty interested in participating in the sub mod, though I don't know what help I could offer. I am experienced a bit in using the mapper, so I could do the work of putting the whole stuff together, once there'll be the tiles to use. I'd do some sketches of how it could look like, but I'm not skilled in that field. I'll figure out something, but it'll take some time.
 
Any help with the look of the retro like sub (which is partially deconstructed?) would be really appreciated.

Anyway, the final size will be 1600x1200:



Now, I can move the wharf to the right, so there will be more space for adding some buildings, etc. In case of this map you won't be able to use any of existing tiles (exception: that water tiles), because they will not match to the wharf... Person who will be doing work in Mapper will be forced to "build" the exact copy of my 3d render :ugly:
 
Nooooo, great news will be when killap comes and says "1.3 has been uploaded and its so thoroughly tested its bug free" ;-) :-D
 
So 1.3 will be released when the submarine is ready?

What happened with the French translation?

I like very much the new Kaga - now he doesn't looks like he's the main thing of RP, but just one of it aspects (I hope you understand the last word, I am not sure it means what I want to say).
 
Blackened said:
So 1.3 will be released when the submarine is ready?

What happened with the French translation?

I like very much the new Kaga - now he doesn't looks like he's the main thing of RP, but just one of it aspects (I hope you understand the last word, I am not sure it means what I want to say).

No...i don´t think so :lol:
The Submarine Plot will take a lot of time, maybe in a 1.4 release but we have to ask Killap for further informations... :D
 
Blackened said:
So 1.3 will be released when the submarine is ready?
No, the Shi sub will part of RP 1.4, NOT 1.3.

Also, still no time frame on RP 1.3. Sorry everyone.
 
..my humble angle of view:

I don't need exact deadline, I personally prefer "When it's done" jobs. :-)

Keep your great work up, killap.
 
Continuum said:
I'll need some concepts/sketches/references/whatever of the sub (retro like thing). If the sub must be partially deconstructed then this must be included as well (on that concepts/sketches/references/whatever).
I just googled "nuclear submarine" and got a picture of a U.S. sub that crashed into an underwater mountain. It's modern and not retro, but it looks extremely cool. The nose is crushed in on one side.

What exactly does a retro submarine look like, anyway? I don't think the external appearance has changed much over the past sixty years.
 
UniversalWolf said:
What exactly does a retro submarine look like, anyway? I don't think the external appearance has changed much over the past sixty years.
For sure not like Ohio or Los Angles class submarines... Hard to describe such thing... :roll: Something that will be a mix between retro-futuristic crap and submarines from '50-'60, I guess...

Check out this crazy stuff:

http://www.nma-fallout.com/forum/viewtopic.php?p=500977#500977
 
Something i noticed in my last playthrough using RP 1.2. I went for the full unarmed route and it was a refreshing change...i usually can't prevent myself from playing classical diplo/sniper.

Anyway, with this char Punchito, i made sure to have maximum criticals, and i had those poor foes sliding on their back on many many tiles after they got hit by my punch. A curling game where the "ball" bleeds when it stops.

But i was really disappointed, given it was the first time i tried F2 the melee way, to find none of the critical deaths. Just couldn't trigger any of the gore. Even with enormous lethal crits, enemies would just slide and die.

Is there any possibility to have this "fixed" for melee attacks?

All that said, fantastic work Killap, looking forward for the next installments.
 
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