PastaMasta said:Don't question my love for Killap!
The only thing that I question right now is your sexuality [/cruel sarcazm]
PastaMasta said:Don't question my love for Killap!
It's alright, I was joking. It's just a plutonic love. Like you would love a dog or a sandwhich.Ravager69 said:PastaMasta said:Don't question my love for Killap!
The only thing that I question right now is your sexuality [/cruel sarcazm]
PastaMasta said:It's alright, I was joking. It's just a plutonic love. Like you would love a dog or a sandwhich.
Installed Fallout 2 + US patch 1.2 + F2RP
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!
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
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
Note that that is for the installer version.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.
Darek said:...and the unofficial patch incorporates the US 1.02d patch.
From the Fallout RP wikia page:
Oh it will!martynas.t said:Fan made Fallout mod is dead . I hope this one will make it.
killap said: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.