Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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hakimio said:
To get the power armour you need 130 repair, 110 science and advanced power armour requires 140 repair and 120 science. You don't have these kind of skills early in the game.

Anyway, I was thinking it could be OPTIONAL - just like NPC armour mod and AP bullets.

:ok: I support including the lootable armor mod with RP (or making it compatible with RP). It sure DOES make sence that you can take armor from a fallen NPC and high Science and Repair requirements for top armor models ensure that the game won't become unbalanced. So if hakimio or anyone else can adapt the mod to RP, I'll be very grateful :clap:
 
B-2Admirer said:
hakimio said:
To get the power armour you need 130 repair, 110 science and advanced power armour requires 140 repair and 120 science. You don't have these kind of skills early in the game.

Anyway, I was thinking it could be OPTIONAL - just like NPC armour mod and AP bullets.

:ok: I support including the lootable armor mod with RP (or making it compatible with RP). It sure DOES make sence that you can take armor from a fallen NPC and high Science and Repair requirements for top armor models ensure that the game won't become unbalanced. So if hakimio or anyone else can adapt the mod to RP, I'll be very grateful :clap:

Maybe it could some some more tweaks. make it also luck dependant. I would find it a weird idea that once I have the right amount of science and repair that everyware armour would pop up.
(except for horrigans armour :) )

Also it would be great if head and eye shots could make a difrence but thats a bridge to far right?
 
I think Horrigan's armor should not be present because Horrigan is not a human, wearing some kind of armor, but a cyborg (remember the words "he's now more than half machine"). Realistically, you couln't redesing such a combined entity into a superarmor in the matter of less than 10 minutes (the time you have before the meltdown).
 
B-2Admirer said:
I think Horrigan's armor should not be present because Horrigan is not a human, wearing some kind of armor, but a cyborg (remember the words "he's now more than half machine"). Realistically, you couln't redesing such a combined entity into a superarmor in the matter of less than 10 minutes (the time you have before the meltdown).

then don't boost your repair and science skills so high and you wont get it.
 
Oracle said:
Maybe it could some some more tweaks. make it also luck dependant. I would find it a weird idea that once I have the right amount of science and repair that everyware armour would pop up.
(except for horrigans armour :) )

Also it would be great if head and eye shots could make a difrence but thats a bridge to far right?

Oracle: I had considered luck as a factor. That is easy to implement. I also have a plan to implement an "Armorer" karmic title that will also affect this (I already have the artwork) as well as training by certain individuals (such as Balthas, which is a part of New Vision).

Implementing the above is not difficult... just time consuming. Every different type of critter script (that wears armor) needs to be modified, and there are a lot of them.

I was talking with others about the deal with head/eye shots being considered too. I couldn't figure out a way to do it. The game can make checks to see if a critter is somehow crippled or receives a certain critical hit (already worked into the MM for one aspect). And, the game can check if a hit is scored. But, I don't know how to make the game (through scripting) take into account such things as whether or not a critter is killed by headshots only or how many hits were received to the torso.

If you have any other ideas or want to discuss it further, please let me know (probably better in the MM thread, though).
 
MIB88, how difficult is to adapt the lootable armor mod in its current state (Science and Repair check) to RP? What files does it modify?

then don't boost your repair and science skills so high and you wont get it.
Wow, thanks! I wouldn't figure this out in a zillion years. The fact that the mod we're talking about is currently not compatible with RP and possibly never will makes your advice especially valuable :D
 
MIB88, is it possible to make the game check for dmg done? i.e. if more than 50% of dmg done to critter (in total, comparing with his HP) is "torso" dmg, armor will not drop?
 
B-2Admirer said:
MIB88, how difficult is to adapt the lootable armor mod in its current state (Science and Repair check) to RP? What files does it modify?

It would be relatively easy* to adapt it to the RP. Most scripts that use the lootable armor mod are for generic critters. So, most of my scripts for that won't remove content from the RP. Also, they most likely have any bug fixes from Killap already. However, I can't just give you that list. It's a pretty extensive list. Well, I could do it, but, I really do have other things to keep me busy. So, what you could do is this: download the standalone lootable armor mod. Open it and view all the files that are for critters. Make a list. You might want to view the scripts.lst file in the data/scripts folder (open it with notepad) to see which scripts are for generic critters. Wouldn't be a bad idea to even learn how to use the official mapper, so that you can see which scripts are used on which maps... just as a double-check. Then, just add the corresponding files from the MM to the RP.

Doing the above would work for generic critters in armor, like, say, random Enclave Patrolmen or Salvatore's guys. However, if you replace critters that have been modified for the RP, like Lara's gang in the Den, then you will break your game.

The other option is to take the code from my scripts and then add them to the RP scripts. That would take even more time, though. But, you would still have all the new content from any RP files.

*does not mean it could be done properly in only a few minutes... it's gonna be time consuming


Elitech said:
MIB88, is it possible to make the game check for dmg done? i.e. if more than 50% of dmg done to critter (in total, comparing with his HP) is "torso" dmg, armor will not drop?

I really don't think this can be done through scripting. Nothing immediately comes to mind on how to do that.
 
download the standalone lootable armor mod.
Where?

Open it and view all the files that are for critters.
You mean *.int scripts?

Then, just add the corresponding files from the MM to the RP.
But I suppose, there is more than just lootable armor added to the Megamod scripts, so just copying them over original RP files doesn't seem right, it could interfere with RP.

The other option is to take the code from my scripts and then add them to the RP scripts. That would take even more time, though. But, you would still have all the new content from any RP files.
Which SW is needed to do that? How can I determine which part of the decompiled script is responsible for lootable armor?
 
Um... just a question. Was the solar powered energy pistol removed from the Vault 13 Random Encounter in the Restoration Project? Its always been in there until now... I just went in there again and it wasn't there. Oo Was it moved? If so, where? I want it. :(
 
Judaeus Apella said:
Um... just a question. Was the solar powered energy pistol removed from the Vault 13 Random Encounter in the Restoration Project? Its always been in there until now... I just went in there again and it wasn't there. Oo Was it moved? If so, where? I want it. :(

It's in the EPA. If you want to know the specifics, you can check the Fallout 2 Restoration Project Walkthrough at http://numerometria.com/F2RP_WT.htm
 
Thanks :) That explains a lot, I haven't been there yet.

I also want to report something. I can't get in that new native villiage, it crashes every single time I try to enter it. :( Is this a common bug?
 
Judaeus Apella said:
Thanks :) That explains a lot, I haven't been there yet.

I also want to report something. I can't get in that new native villiage, it crashes every single time I try to enter it. :( Is this a common bug?
As has been said several times in this thread already...
The Primitive Tribe area does not work on Win9x systems. You can get a fixed map from this post. Just put it in your Fallout2\data\Maps folder.
And in case you didn't get the extra updates from the first post in here, go check it out now!
 
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