Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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Just a quick question about sfall

I am an on and off fallout player and am going to be playing through FO2 over the summer. I don't want to have my game end, I want to just take my time. I am using the latest patch for FO2 and was just wondering since sfall is already in the update, do I have to make any changes to get rid of the 13 year time limit? If I have to do something, what exactly is it.

I read quite a few pages, but didn't find any direct answer.

Thanks in advance!
 
I can't seem to install the patch... It just says that I should install new hardware with the XP hardware manager than crash. It also says that I need to put it into the installation directory, which I did, but it still doesn't work. Trying on a non-patched Fallout 2 on XP.
 
Darek said:
@ Ringadon Blue,

Did you check (or rather use) the additional car fix mentioned in the first post of this thread?

No I had not, I managed to overlook those extra itmes when I last downloaded the fix, Guess it's time to start over again, but oh well.

Thanks,

Ring
 
killap said:
Alas, a release cannot happen at this time. I am in the middle of massive presentations and there a few kinks still left to be worked out.
Take your time. The result is probably going to be very, very worth it so I (and I think many others too) can wait :)
 
Been playing this mod for some time and while the flare part and the non-responsive team-mates are errors of the game since before here comes a few new ones from the mod:

In Den the part when you get the info from the guys in the church about them being drunk and having a party is broken.
While the addition of the party in the residential area is a nice addition it just become to hard as the people in the party obviously haven't had a few beers and don't have their perception lowered.

I would suggest lowering their perception (the ones in the residential area) a bit to stimulate the gained advantage from them having a party. Ellse it's to much trying to beat 2 parties. Tho I've done it after a few tries despite the char being a diplomatic one. But I had to abuse some game weaknesses to do it. One more thing that's kinda bad is the fact that you start in the middle of the "party", surrounded by the enemy. Why not start outside of the house or something?

The Orphanage part is kinda weird, it's not bugged but it basicly just gives you one dialouge option and no exit option. As soon as you start the "get out of the house" part you can't stop it, you can't even say "nevermind". So you are bound to kill a bunch of poor folks just to house a bunch of poor children. I think the whole quest as one is messed up.

Third and biggest problem is Kaga.
First Kaga was pretty cool.
Second Kaga, on my way to Vault city has 600 hp. That's 400 more than my entire party.
With a diplomatic/sneak character as mine I stand no chance.

Granted I was running low on stims then but what the hell, this is the wasteland. You're a poor tribal. You aren't supposed to have 10 stims per team-member when exiting the Den.
Basicly that thing screwed my game up and while I don't know if it's ever gonna get "fixed" I'm kinda hoping for someone to give me a tip on how to remove Kaga right away. The difficulty is just absurd.


If I was playing "the best of the best" character I could think off I probably could've beaten him. But I'm playing through the game for like the 4th time now and I was hoping for just a polished Fallout 2, not an "insanely increased difficulty" fallout 2.

Even more importantly the game crashes if you try to run away from the encounter. I could uppload a saved file if you guys want.

EDIT: After some tries it seems it was as I suspected. The Hitpoints are there just to make sure he doesn't die so that he can return later. In reality he has about 80 Hit points.
That's better but I think it goes against the whole freedom thingy of Fallout. If you get lucky you should kinda be able to kill him for ever even early on. Anyhow, I guess it was pretty smart as long as people don't have awarness and freak out. ^^ The game still crashes if you try to leave the encounter tho,.



Overall though I'm extremely pleased with the mod and the game hasn't crashed once for me yet except for the Kaga part.
 
Kaga has been totally revamped for the next version of the RP.

But you make a good point about the orphanage quest, there should be at least a dialog option to change your mind about kicking out the homeless.
 
Username said:
One more thing that's kinda bad is the fact that you start in the middle of the "party", surrounded by the enemy. Why not start outside of the house or something?

I agree with this point. Lowering their PE stats would also be an appropriate touch. I have sometimes found this fight pretty challenging and a few times have just been blasted on the first turn by a critical hit before i could even move :( It is very early game when most players have few hit points ...
 
Josan12 said:
Username said:
One more thing that's kinda bad is the fact that you start in the middle of the "party", surrounded by the enemy. Why not start outside of the house or something?

I agree with this point. Lowering their PE stats would also be an appropriate touch. I have sometimes found this fight pretty challenging and a few times have just been blasted on the first turn by a critical hit before i could even move :( It is very early game when most players have few hit points ...
Maybe give the npc at the party a random dose of beer/booze between 1-3, this would simulate a party having been going for about an hour or so.

This way the PE loss of npc could vary and would make the event slightly different each time you played.

Just a thought.
 
Glovz said:
Maybe give the npc at the party a random dose of beer/booze between 1-3, this would simulate a party having been going for about an hour or so.

This way the PE loss of npc could vary and would make the event slightly different each time you played.

I like this idea... might have to steal it for my project! But, it doesn't have to be booze only. I mean, it could be randomly set for the partygoers to have random booze or drugs in their systems.
 
Wow, I always just assumed that the party goers had their perception lowered by beer, as that just makes sense. If that's not implemented, then it certainly should be.
 
MIB88 said:
I like this idea... might have to steal it for my project! But, it doesn't have to be booze only. I mean, it could be randomly set for the partygoers to have random booze or drugs in their systems.

Maybe the guy with the sledgehammer just took Psycho and Jet...
:mrgreen:
 
endings question

i had a question regarding the endings for f2rp, the per jorner guide implies that there was a fourth (best) ending for gecko, which was unattainable due to a script glitch, and i am wondering if this has been corrected. attempted forum searches either returned a ludicrous number of results, or none at all, and attempts to locate such info from the wiki or the guide to f2rp found there were also unfruitful. so my questions are: does this fourth ending exist, if so, has it been implemented, if so, what is its nature and what are the conditionals to evoke it. as a side note, are there any alternate endings for the poor deathclaws of vault thirteen, and if so, the nature/conditionals of those,

edit: ok, so having gone to the trouble of undat-ing the master file shows that there five endings for gecko, and two for the deathclaws of vaultt thirteen. so, have they been implemented and what are the conditionals if so
 
Comments on a couple of reported bugs on the wikia page:
Unconfirmed: I killed AHS-9 with super stimpacks, and the quest is still incomplete and I can't talk with the Emperor (AHS-9 is DEAD, why can't I complete the quest?)
Death by chems might not be setting variables properly. This could be a problem that affects other characters, though I didn't see any reports of it.
Unconfirmed: Myron displays a rather unusual level up message when he transitions to stage three. The reason is found in misc.msg, line 9012. The line reads: "I feel a great disturbance in the force. As if all my skills have gained % points." However, the in-game parser inteprets % as a variable and tries to substitute a value for it. The fix is to replace the symbol "%" with the word "percentage", which is what I think Myron is really trying to say.
Since printf is being called, using "%%" will produce the intended output. There are a few other lines that might display incorrectly for the same reason. Can anyone confirm if these do or do not work?
Code:
combatai.msg:{40967}{}{Missed me by a few % points.}
combatai.msg:{44439}{}{Power conditioning unit damage. Operating at 75% capacity.}
misc.msg:{9123}{}{TARGETING SYSTEMS RECALIBRATED. 20% INCREASE IN ACCURACY.}
@ Silvanis Noctura:
The missing endings have been enabled. You can get the best Gecko ending by optimizing the plant and giving the economic data disk ("Gecko Holodisk") to McClure. As for the V13 endings, once you talk to Gruthar after fixing the computer, you have two weeks to kill Dr. Schreber to get the good ending. Killing him beforehand works too. See here and here.
 
@Username
@Dravean

There is a way not to kick out the homeless people in Den. You can talk to them and convince them to work for the orphanage and in return they get shelter and Mom will give them food.

That's the way I have done it every time...

I agree that busting Tylers party should be affected by alcohol.

BTW, Has anyone tried if using alcohol actually lowers enemies perception? Let's say Metzger and his posse in Den. Will it make the fight easier if you use many bottles of beer/booze on them??
 
ufo_hunter said:
@Dravean

There is a way not to kick out the homeless people in Den. You can talk to them and convince them to work for the orphanage and in return they get shelter and Mom will give them food.

I'm aware of that, but you can't do that option if your character doesn't have a high enough speech skill. In such cases, it'd be nice to give the player the option to just walk away and let the squatters stay. Of course, this would leave the quest uncompleted.
 
ufo_hunter said:
@Username
@Dravean

There is a way not to kick out the homeless people in Den. You can talk to them and convince them to work for the orphanage and in return they get shelter and Mom will give them food.

That's the way I have done it every time...

I agree that busting Tylers party should be affected by alcohol.

BTW, Has anyone tried if using alcohol actually lowers enemies perception? Let's say Metzger and his posse in Den. Will it make the fight easier if you use many bottles of beer/booze on them??

Yeah you can use beer to lower peoples perception.
You can use that for more important thing than some stupid Metzger thing. Like when you want to sneak by a big fat supermutant and want him not to notice you ;)
 
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