Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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Aight, basicly finished the mod now. (just got Enclave left).
Was a great mod overall. I quitel ike the primitive tribe and the small village quest near Vault City.

The church/city north of Gecko was amazing.


There are how ever two more things that I've noticed that need fixing and I belive they are the last two!

First of all it seems like something messed up the unnarmed combat for NPC's. I've thought through entire boxing matches and even the San Fransico thing without getting damaged even once by the enemy IF IT WASN'T a critical. In which case I did get damaged.

Now this is weird since I with my mediocre/good combat skills did damage most of the times in San Fran and almost every time with the boxers except with the last one.





The other issue is very minor and is definetly from Fallout 2 and not this mod. The "highly advanced poision" that you can get from the doctor in NCR (steal) can't be used on NPC's. No NPC gets poisioned by it/doesn't take damage from it at least from my expirments.



Anyhow thanks for the good mod! hope to see this one in the mega mod one day! And good luck with v 1.3
 
Vista problem

I too am running Vista and have multiple colors that make it unbearable, so I have uninstalled the restoration project and everything is back to normal.. what a shame
 
Re: Vista problem

XiolaBlux said:
I too am running Vista and have multiple colors that make it unbearable, so I have uninstalled the restoration project and everything is back to normal.. what a shame
Instead of uninstalling, maybe you should have tried to make it work first. In ddraw.ini (in your fallout folder) you can change a setting to use dx9 mode instead. That fixes the problem for many.

Look for this:
Code:
[Graphics]
;Set to 0 for 8 bit fullscreen
;Set to 4 for dx9 fullscreen
;Set to 5 for dx9 windowed
;A dx9 mode is required for any graphics related script extender functions to work (i.e. fullscreen shaders)
;Modes 1, 2 and 3 are no longer supported
Mode=0
Where it says "Mode=0", change that to "Mode=4".
 
More stuff to do while waiting for the RP 1.3. :roll:

I 'enhanced' the Abbey, the EPA and the Primitive Tribe maps once seeing some gaps in walls, clippings.. and overlapping of the PC with the environment.

Took up mapper and, as I said before, 'enhanced' the maps. The changes are mostly minor: adding walls where there should be, removing walls where there shouldn't be. -Same with blockers(of all kinds). Funny to say this, cause I never use it, but most changes are visible when opening the in-game map.. but there are some other additions/alterations.

So, if anyone's looking to go through the RP(yet again), feel free to try 'em out. They are sure to bring some novelty, visually at least.

The Abbey [101KB]*
The EPA [259KB]*
Primitive Tribe [89KB]*

*split for better compression.
 
Unno said:
I 'enhanced' the Abbey, the EPA and the Primitive Tribe maps once seeing some gaps in walls, clippings.. and overlapping of the PC with the environment.
Cool! Keep in mind though that RP 1.3 will alter these maps (required changes) so sadly what you did will become invalid.

@everyone
Much progress: More bugs fixed as well as fine tuning to all the new locations. Expect a pretty significant overhaul to the EPA as well.

Oh, and work on integrating the sub is underway. Current plan is to include it in 1.3.

No release date at this time. Summer 2009 sounds reasonable though.
 
Keep in mind though that RP 1.3 will alter these maps (required changes) so sadly what you did will become invalid.
Heh. Just like the rest of the game. Every time a fresh version.


Anyways, got some.. observations, which RP mappers might take into consideration.

Enclave encounter near Gecko. Vertibird shadows are misaligned a bit, and the tail shadow is missing completely(see Navarro for reference). Also, IMO, the map, even tho it's visited only one time, is a complete scenery overkill. No dis intended to the designer/mapper, but sometimes less is more. -I think that the big pile of rocks southeast of the vertibird is a result of a scenery spam because it has the same script as the pile of rocks holding in the Modoc 'Chicken'. You gain some exp by clearing it. -Might be intentional, but...

Brahmin in downtown Broken Hills have no scripts.

Modoc main. The abattoir sign is clipping with the wall. Moving it to the left wall(our left) of the door seems to do the trick. :roll:

Speaking of old, the Tool Board at Klamath Bathhouse is filled with some minor items, but is inaccessible. This one seems to be an intentional teaser.

NCR, Westin Ranch. In the house to the south, near the brahmin pen, there are some floating rakes. :freak:

Down the Redding mine, where the White Wanamingo is, near the south ladder a 'Rocks' scenery is going through a wall(no cover as in other places).

This last one is 100% opinion. -Metzger, a Slave Master, has a plain Shotgun, his guards have 10mm Pistols.. but Don, Metzgers 'lackey', and his compadres, at the (new)Slaver Camp, have Assault Rifles, a Ripper, a Combat Shotgun.. and whatnot. -Even Vortis and his gang, all the way down in NCR, have Desert Eagles with the exception of one 14mm Pistol(Slave Overseer). Maybe balance things a bit? :wink:

~Just a though...
 
PastaMasta said:
It's the Frank Horrigan styled cutscene once you leave arroyo. It's so friggin annoying.

The Kaga encounters won't be handled like that in the next version of the RP. He'll instead be a chance encounter (similar to the Morton brothers). And you won't be forced to stand there and watch a conversation take place through floats. Instead, dialog will be handled in the standard text interface.
 
Killap, if you were a sexy woman and anywhere within a 10 kilometre distance away from me I would make sweet, sweet forced love to you.
 
Anyone had the problems I described with melee damage dealing nothing on me? Like in San Fran or in New Reno boxing. If it wasn't a critical it wouldn't hurt me.

Suspecting it has something to do with the armor-mod but I'm not sure.

Anyway just completed the game two days ago and the whole Enclave part went smoothly. Good job :)
 
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