Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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PastaMasta said:
It's alright, I was joking. It's just a plutonic love. :oops: Like you would love a dog or a sandwhich.

Right now, Im trying to decide wheather u wanna eat him or have him follow u around everywhere... I think i might be onto something, if im not on the wrong track :-D
 
spam +9

take it easy guys..

It's getting somewat anoying that when everytime I check the new post of the topic, it's spam instead of somekind of update or bug report
 
This thread will be dead and archived when version 1.3 arrives, but to give you all something better to do than fill it up with spam, lets have a nice list of all the mods that are proven compatible with v1.2. I know there are quite a few, and I would like a list of them.

One never knows, does one? Pennsylvania, New Jersey, and New York might be wiped out tomorrow by some freaky flu. It could happen! :D

So If I happen to be living in Antarctica, or on the Moon, I would like to have a nice list to choose from of all the compatible mods I could install. Everything.

Really, what of us who plan to be living elsewhere soon, and far beyond where we will be able to download v1.3 and the inevitable fixes.

V1.2 is a great part of our history. Time of your life you spend is not nothing, it adds up to something.

Killap knows the sense and reality of the equation. One hour of his time equals 100, 1000, 10,000 hours of our time. It doesn't work in reverse though. I cannot give him my wasted time to use. We don't ask. We don't complain. We wait.

We waste the limited time of our lives in the world He creates for us to play in. That makes him a God, or at least a minor diety. Who else can give you that?

New signature should be = America: Love it or Leave it! or just be Illiterate and litter it like they tell you.
 
Sulik not using weapons anymore

After Googling and doing a basic search I found nothing on these.

Installed Fallout 2 + US patch 1.2 + F2RP

Regardless of what I set the combat settings to (melee, unarmed, or ranged/melee) Sulik will not swap out his 'weapon' when I order him to "use best weapon". I have no dialogue option to tell him to put his weapon away <edit>. He has a weapon from each class so that the order to swap them is valid. (edit added) He is not using any weapons under any circumstances, and he is not crippled in any way. He did use melee without problems when I picked him up at level 4, but something happened.

I have also had about 6 CTDs with the following error when Vic is using a 10mm pistol in combat

Error Message:
"Instructions @ 004af4b0 referenced memory at 041f8060. The memory could not be read from."

(Edit addition) The memory location changed when gave him a hunting rifle, but the instructions are the same.

(Edit Addition) I forgot to include this earlier: There are many instances where either Sulik or Vic will either not engage enemies (especially new encounter types, like when Evicting the Squatters) at all, or they stop fighting during combat for a few turns and then spontaneously start again. This seems to happen more often with Vic than Sulik but I have seen it in both of them. The NW corner of the building that becomes the Orphanage extends off the map and a squatter can hide there and cannot be targeted. If the companions were helping it would not matter but since they do not, it means reloading the entire battle again. Until it is patched then players should start the 'cleansing' from the Upper Leftmost Corner of the building.

I looked through about 40 pages of the various thread that this mod cascades across, but did not see anything about these two problems. If they have been noted before could someone please post a link to the fix for them (or at least the thread and page number).

Thanks!
 
@ FourAces,

I have never heard of the that problem.
I would suggest that you do a complete reinstall of everything.
Also, if you could put up a save somewhere, me or someone else could take a look and see if we can find something (though it's not sure the save is bad).
 
Re: Sulik not using weapons anymore

EDIT: I've not had the problems you have with Sulik of Vic.
My Sulik progression is as this: The big pfat Sledgehammer -> Power Fist -> Mega Power Fist -> FN EL (what ever it's called) shooting 4.7 mm


FourAces said:
After Googling and doing a basic search I found nothing on these.

Installed Fallout 2 + US patch 1.2 + F2RP

Regardless of what I set the combat settings to (melee, unarmed, or ranged/melee) Sulik will not swap out his 'weapon' when I order him to "use best weapon". I have no dialogue option to tell him to put his weapon away <edit>. He has a weapon from each class so that the order to swap them is valid. (edit added) He is not using any weapons under any circumstances, and he is not crippled in any way. He did use melee without problems when I picked him up at level 4, but something happened.

I have also had about 6 CTDs with the following error when Vic is using a 10mm pistol in combat

Error Message:
"Instructions @ 004af4b0 referenced memory at 041f8060. The memory could not be read from."

(Edit addition) The memory location changed when gave him a hunting rifle, but the instructions are the same.

(Edit Addition) I forgot to include this earlier: There are many instances where either Sulik or Vic will either not engage enemies (especially new encounter types, like when Evicting the Squatters) at all, or they stop fighting during combat for a few turns and then spontaneously start again. This seems to happen more often with Vic than Sulik but I have seen it in both of them. The NW corner of the building that becomes the Orphanage extends off the map and a squatter can hide there and cannot be targeted. If the companions were helping it would not matter but since they do not, it means reloading the entire battle again. Until it is patched then players should start the 'cleansing' from the Upper Leftmost Corner of the building.

I looked through about 40 pages of the various thread that this mod cascades across, but did not see anything about these two problems. If they have been noted before could someone please post a link to the fix for them (or at least the thread and page number).

Thanks!

I've had the exacly same problems and I also listed them.
The problems that my NPC's simply won't fight sometimes, even when I'm getting hit. They just stand there.
But to my knowledge this is a F2 inherited error?

I found a way to make them react though...lure the enemy just besides your NPC ally and they will fight.


Most of the times this seems to be happening when either you engage combat first.

Or when say a rat engages combat with you, you kill the rat but then while in combat move infront of an other rat.

Or the last option, when combat is engaged, you run out of the zone where the combat is and then return.



Though all of this is far less common than combat working.
 
Claude Frollo said:
Installed Fallout 2 + US patch 1.2 + F2RP

this is the wrong formula

right formula as instructed is : Installed Fallout 2 + F2RP

US patch 1.2 is the official or non official? Cause if it's the official it doesn't make sense as most Fallout 2 CD's shipped nowdays and even 5 years ago are with the most updated version anyway.

What you're supposed to not do is install the F2 Killap Patch first.
But you can do that to since there's an option in the install program for F2RP if you want to install the unofficial patch or not and you obviously click no if you already have.
 
US patch 1.2 is the official patch.
You shouldn't install this mainly because it's totally unnecessary and in rare cases the RP installer fails to remove it. Also, if you do a manual install you may be unaware that you should (or forget to) remove it.

Installing the unofficial patch before the RP shouldn't really be a problem (unless the RP installer fails to overwrite something), but doing it is just a waste of time anyway.
What you absolutely cannot do is install any of those patches after the RP!

To my knowledge the box is grayed out in the RP installer, so you can't really choose to install the patch or not. But maybe this is different if you already have the patch installed, though I doubt it.
 
Claude Frollo said:
Installed Fallout 2 + US patch 1.2 + F2RP

this is the wrong formula

right formula as instructed is : Installed Fallout 2 + F2RP

Really? As per the readme:

"Currently Supported versions of the "Fallout2.exe" are: US 1.02d"
That means that I have to install the game (1.0) and then patch it to 1.02, does it not? There is nothing in the readme about versions (other than the line I quoted) so in it's current state, it is saying to install the official patch and then the mod.

As for the other comments, I have the original version of the game. This requires the official patch to get it to a currently supported version of the RP.

No I did not install the unofficial patch since the RP incorporates it. I will test a reinstall of the mod then and see if that clears anything up.
 
...and the unofficial patch incorporates the US 1.02d patch. :)

From the Fallout RP wikia page:
The F2RP can be installed on top of the following:

* unpatched FO2 v1.0,
* with the official FO2 v1.02 US patch installed or
* with Killap's Unofficial FO2 Patch installed.

It is recommended to install the F2RP on top of a clean version of FO2 in order to avoid complications. If you have installed any mods, F2RP most likely will not work.

Installing Interplay's official patches or killap's Unofficial FO2 patch is not necessary since all fixes contained in those updates were incorporated into the F2RP.
Note that that is for the installer version.
 
Darek said:
...and the unofficial patch incorporates the US 1.02d patch. :)

From the Fallout RP wikia page:

And there is the problem. I did not go to the wikia page before I installed. I read the readme. ;)

Well after installing the manual version both Vic and Sulik have disappeared from my save games (all of them). Like an idiot, I assumed that there would not be such a critical difference between installer version files and the manual version, so I did not back the data folder up. Goodbye game. At least I was only L10 and still had a lot of the game to finish (about 20% done). I think I will put this back "on the shelf" until 1.3 comes out.

Even after this reinstall the staircase to Max in the Abbey (behind the podium) would not activate. The cover would move off of it, but the staircase was unusable so the "Deliver Parts to Max" quest cannot be completed.

One suggestion: Cut down the number of free manuals at the Abbey. It is much too generous (five or six for free). Give them to the guy at the front door to sell (at a reduced cost) since he has very little right now.
 
martynas.t said:
Fan made Fallout mod is dead :(. I hope this one will make it.
Oh it will!

@all

Since I want to keep everyone informed with what I am doing, here is some information.

Much progress on 1.3. The installer has undergone some changes/tweaks and it is much better now in my eyes. Gamewise, many bugs have been addressed as well as some non bug changes (ie to improve gameplay). Work is being done to ensure that each new location is as close to the original intent as possible.

Here is a run down of my todo list. Whether all of this will be part of RP 1.3 is debatable (and not a future release (1.4) or even at all), but this is what is what I have left for the RP.

-Bug reports from my testers on San Fran, Military Base, Navarro, Enclave. Reports will also be coming in for these locations in regards to the unofficial patch. Yay fixes!
-Improved dialogue at all the new locations. Some of it is kinda terse, has room for improvement, etc.
-Overhaul of the EPA entrance map. This will be done to be more in line with the design docs.
-Undisclosed change/addition to one of the EPA levels.
-Implementing the Shi sub.

This is what is left for the RP. Once each item on this list has been checked off, my work on the RP will finally be done and my goal of finishing what the devs did not have time for will be complete. Of course, bug reports will surely trickle in, but in terms of content, that is it.

I suppose if I was insane I could try and fully implement the reaction system the devs wanted to have as well as flesh out the empathy perk. A hunger system was another idea the devs wanted. Still, these things I don't really feel a desire to work on, so I won't. Maybe the hunger system but that would be an extra in the installer and not a forced install. Also, I wouldn't want to work on that alone.

Hang in there everyone. I know the wait has been long, but I promise that this is going to be the most stable and enjoyable release yet.
 
killap said:
I suppose if I was insane I could try and fully implement the reaction system the devs wanted to have as well as flesh out the empathy perk.

When you say reaction system, do you mean that karma and your deeds in the world woud have a greater effect on interaction? Sounds pretty cool if you ask me but must be a colossal task for modding.
 
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