Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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@Glovz

Problem isn't related to party members. But the fact that the car is treated as party member does pain me inside...

Darek said:
What exactly is causing the problems with the car. How is it different from normal travel with the car?
Is it different because the party and the car is teleported?
If so could this not be solved by bringing Sulik's sister with you as a temporary NPC?

So, this is what I understand is going on.

One of the checks for the car is the calling of the function "car_current_town". This function returns an integer of the current town the car is at and the integers returned are defined in the maps.h header file.

I am manually creating the car at the tribe when the player is teleported there. The game still thinks, however, that the car is at the slavers camp. Problem is when you go back to the slaver's camp, where the game thinks the car is, the car won't show up. Reason: It is failing another check where though it knows the car is at the slaver's camp, it thinks the car has already been created at a specific location (the location just happens to correspond to the primitive tribe)

The only way to really address this is to manually alter the car_current_town function and tell it the car is at the Primitive Tribe when the player teleports there. Problem is this function appears to be hardcoded and cannot be altered through scripts. Thus, I am in contact with Timeslip to see what can be done about this.

If this fails, I will continue working on a hack to hopefully address this.
 
killap said:
Did you check Mom's diner?
Haha, I feel such a fool.

theflyingcow said:
Edit: I downloaded RP recently enough to have same code thats in post fixes but just to be safe i installed that on top and still got the car error.

killap said:
When you applied the fixes, did you load a save before returning to the tribe with Sulik's sister? Also if you have the car with you, you MUST use the car once when entering the wooded area. If you don't then you will loose the car forever. This is something I cannot fix. Perhaps I should have just left the car at the slaver's camp like what happened in 1.1.
I was initially playing on the "fixed" game already I just re-downloaded the single fix to see if i had randomly gotten a corrupt file (and in answer to your question I did load a save before).

Anyways, Thank you so much for doing this (and the unofficial patch which got you started)!
 
Good news everyone.

My new hack appears to work. I hate writing hacks, but sadly with this engine I have to.

Anyway...

Prevents car from appearing at the Tribe after rescuing Sulik's sister when you don't have the car in the first place. Also fixes bug where the car could be lost if you didn't leave the Primitive Tribe with it after returning Sulik's sister. Bug results in the car being lost forever. Real fix this time. Grab fix here (Just copy this file to your fallout2/data/scripts folder and overwrite what is there.)

Those plagued with the bug should regain the car as long as they return to the primitive tribe. Let me know what happens guys.

Archive/installer will be updated shortly. Once updated, the rock will says 1.2.2. The main menu will still say 1.2, however. Again, no need to re-download since applying the fixes is all that is needed.

EDIT: Installer/archive are now updated. Latest versions are in my signature. NMA doesn't have the latest fix released today but when I get confirmation that it does indeed work, I shall notify them. Of course, this means Brother None will kill me since I've already asked him to update the files several times. I guess I will die a hero. ;)
 
Might I suggest a temporary message either in Sulik's Sister's dialog or from an NPC or a side dialog with the main character upon being teleported to the primitive village reminding the player to enter and exit the car once before continuing, at least until this car bug can be fully squashed.

As for squashing it, perhaps don't add Sulik's sister to your party, but rather have her say something like "You go on ahead. I'll be right behind you." and having the player manually head back to the village to complete the quest. That would eliminate the need to teleport the car anywhere.

By the way, Killap, I'm afraid I can't find the thread for your patch.
 
Omegawolf said:
Might I suggest a temporary message either in Sulik's Sister's dialog or from an NPC or a side dialog with the main character upon being teleported to the primitive village reminding the player to enter and exit the car once before continuing, at least until this car bug can be fully squashed.

As for squashing it, perhaps don't add Sulik's sister to your party, but rather have her say something like "You go on ahead. I'll be right behind you." and having the player manually head back to the village to complete the quest. That would eliminate the need to teleport the car anywhere.
Umm, the fix I posted above addresses the problem 100% now (I hope so at least). I guess I didn't specifically say this. There is no need to re-enter the map anymore. Which reminds me, updating the F2RP wiki is in store.

Omegawolf said:
By the way, Killap, I'm afraid I can't find the thread for your patch.
It is a sticky here

SSgt Curious said:
Also is cassidys new head suposed to have spoken dialog with it, if so he isn't talking for me
Sorry I missed addressing this. Cassidy has no voice files, so all you will see is a head. Better than nothing though, right?
 
I have been playing around a bit trying to install the Win 98 version of RP on Vista, but the stupid .exe wont let me start the game. I wanted to see if I could run it in compatibility mode and get it to crash in the Primitive Tribe area. So I got the fallout2.exe from the 1.02d patch and
patched it with the citylimit49 thing. I then removed ddraw.dll to be able to play in compatibility mode. Obviously I didn't get sfall then, but I was able to complete all the quests with the Primitive Tribe anyway. No crashes or bugs there whatsoever.
I have no idea how similar compatibility mode is to actual win98, so it might not help anyone.

Now I was wondering a thing, for vista/xp the file is called ddraw.dll and in win98 it's sfall.dll. Are they exactly the same but just working on different OS? If someone were to try what I did in Win98 would they just remove sfall.dll instead of ddraw.dll?

Anyway if someone with win98 wants to give it a try, here's the citylimit patched fallout2.exe 1.02d.

Don't delete or replace anything, just move the stuff out of your fallout folder temporary.

I admit I have no ide what I'm doing so don't blame me if it aint working. :)

cheers
 
Killap said:
Umm, the fix I posted above addresses the problem 100% now

Right, you only said it prevents the car from appearing if the player doesn't have the car in the first place =P Glad you found a solution though. I'll test it once I get there, but that may take awhile, as I plan on waiting for the Rangers' quest. I'm sure someone will beat me to it.
 
Darek said:
Now I was wondering a thing, for vista/xp the file is called ddraw.dll and in win98 it's sfall.dll. Are they exactly the same but just working on different OS?
I believe so.

Darek said:
If someone were to try what I did in Win98 would they just remove sfall.dll instead of ddraw.dll?
Yes.
 
killap said:
Sorry I missed addressing this. Cassidy has no voice files, so all you will see is a head. Better then nothing though, right?

It's alright you've been a busy bear dude thing lately. I personally never understood why they didn't make all the NPCs fully voiced with talking heads. It would have been interesting to have that for goris. speaking of goris what changes have been made if any to the vault 13 deathclaws elimination and the ending for it. When i have played before i could never save them due to timeing, frustrated the hell out of me.
 
Hmmm.

That part of a Kaga encounter, where you outsmart him and he dies....will that happen, every time? I have the game saved right before I encounter him and so far it's been happening every time I try, and I don't really want to deal with him that way. I want to go through all the encounters.
 
I had a slight bug with EPA. So far I've only explored the main surface map, the utility level and Orange Sub-Level 1. I've exited the map with the car, returned to it, and choose "Level One" from the map (looks like an old building blueprint) - and I've ended in Red Sub-Level 1 (which I haven't entered yet) instead of Blue Sub-Level 1!
 
Trapping Keeng Ra'at uses up a Dynamite and yields 600 xp. Killing him and all the other rats near him yields 300 quest xp, about 500 combat exp (you get 245 from killing Keeng), 109$ from a pile of bones and a Xander Root. Which would you choose?
 
I would choose both since it is possible. 8-) Though this is really more of a game thread subject.
 
Hi, I was playing Fallout 2 with the Restoration Mod 1.1 before and had no problems.

But today I upgraded to 1.2 and get the following error after the loading screen of the game:

Code:
wmAreaInit: Error Loading Cities

I tried to reinstall Falout 2 and the Restoration Mod, but it doesn't help.
I allready tried the City Limit Patch 2, but it doesn't help either.

Can someone help me with this.
I have the 1.02 US Version of the game.
And I'm running it under Wine 1.0 RC5, but that shouldn't be a problem, as the vanilla Version of Fallout and RP 1.1 worked flawlessly.


PS: Thank you for making this mod. Its really great.
One Question: I saw on the installation that the "B-Team" Mod was replaced with "Partymembers change appearence" or something like that. Is there a change between those two?
 
Another minor bug: In the EPA, if you look (or use?) at the air-vent entry (or at the middle elevator doors on the Service Sub-Level) you see the message "the elevator is obviously not working. You'll have to find another way in" which, If I understand this correctly, should appear only when you look/use the main elevator doors at the parking lot. In the service level it should also read "the elevator is obviously not working. You'll have to find another way out".

Also, in the EPA, if you anger the doctor, he releases his warriors; however, if you try to talk with him before they initiate combat (but after they're released), his conversation would be about how "you've proven yourself" by killing them - before you've even fought with them.

Another minor bug: in the Vault City Village, after you successfully complete the village quest (in my case, diplomatically preventing a Vault City attack), their leader still has the quest-completion conversation (that is, you telling him about managing to prevent the attack) - even after he's already heard this from you.
 
@ killap

I found the cause of the "Print to file" crash.

Although the printed text file is put in the DATA folder, the game reads .txt files from both Fallout root folder and the DATA folder. Now the print menu for some reason can't handle too long file names (no more than 15 characters.txt), so your restoration project corrections.txt and unofficial patch corrections.txt breaks it.

cheers
 
Dorsai! said:
One Question: I saw on the installation that the "B-Team" Mod was replaced with "Partymembers change appearence" or something like that. Is there a change between those two?

The party members no longer look like clones. ^_^ Well, except for Cassidy so far. Gave him a leather jacket and he grew hair. I didn't mind them looking like clones since they'd ultimately all look the same in power armor anyway, but I love the new appearance mod alot.
 
Another minor EPA bug: NPCs with talking heads (Sulik and Marcus) get a desert background rather the more appropriate vault background when in the EPA. Also, the (modded) Cassidy talking head uses a shed/shack/cabin/whatever background instead of the vault one when in the EPA.
 
Darek said:
I found the cause of the "Print to file" crash.
You old sleuth, Darek! :clap: How'd you manage to figure that one out?

@ killap

Don't want to seem nit-picky, but shouldn't "Slaver's Camp" read "Slavers' Camp" (with a plural, trailing apostrophe) since there are numerous slavers on the map? :shrug:
 
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