Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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Finally, here's proof of what I've always known: experimenting with drugs is not only fun for the whole family, it can also sharpen your mind and body! Smoke about half a gram of EPA's fine haze using whatever filler you like, then pop a couple of Mentats to top off the experience. Wait until the bad aftereffects are gone, and look! You'll end up with a permanent +2 to your Endurance and Perception!
 
Nothing new. EPA drugs just have been assigned incorrect stats, this makes it possible to permanently raise PE by 1 and EN by 2 for each dose you take. This will be fixed in RP 1.3.
 
I just went and installed the restoration project to my cousins computer and noticed that there is one thing that would be a good thing to add to it. Support for a left-handed mouse.

I myself am not left handed, but my cousin is and normally in windows (and in many games too) the mouse buttons are reversed so that it is more logical for the left handed to use a mouse.

I tested Fallout tactics and it supported the left handed mouse. And in my opinion left-handed mouse support would be a nice thing to have for those who are left-handed.

I personally dont know anything about programming, so I dont know how difficult it would be, if even possible, but I`m hoping that you would at least consider the possibility to add left-handed support to some foreseeable future release of restoration project.
 
Travesty said:
I personally dont know anything about programming, so I dont know how difficult it would be, if even possible.
It would be completely trivial, but it's something for sfall to do, not the restoration project directly. I'll get it in for the next release.
 
Thanks to everyone for answering my question.

But now I have some very good news. My IBM T21 has awoken from her untimely death and is hauling ass as I type! She was suffering from the dreaded memory slot decay so a quick flip in the engine compartment did the trick. I also installed a 7200 RPM hard drive as well as XP SP3 and she absolutely screams now!

Now where did I put my old save game back ups... :mrgreen:
 
Hey,

I just found out about this mod. Started playing and I really enjoy it. I've been playing for a few hours and now ending up in modoc. This is where I encounterd the first bug.
*outhouse(toilet): I set the bomb to explode at the rocks, I climb up and nothing happens. I recive 31damage and a broken leg but the outhouse and the rocks are still there.

I've never had any problem with this the first 50 times I've played the game.

I installed the original game (UK version) then "F2_Restoration_Project_1.2". No other patches or modes are installed.

I don't know if anyone else experienced this problem, I wasn't able to find any information about it.

Kenneth
Greetings from Sweden
 
The wackiness with the exploding outhouse has been reported and (I think) has been fixed for the next release of the mod.

Try dropping the explosives at different places before climbing up the outhouse ladder, and you should be able to get it to work correctly. That is, if you still have a saved game before that point.
 
Dravean said:
The wackiness with the exploding outhouse has been reported and (I think) has been fixed for the next release of the mod.

One thing that's always bothered me about the exploding toilet is that the goo that covers everything afterwards is there years later. I'd think that after 6 months or a year that stuff should have washed away by then.
 
Blowfish64 said:
Oh my god, is this thing STILL not out?!
Sadly, yes. But that is life.

As I have said before, this release is going to be packed full of goodness, so the wait will be worth it.
 
I recently realised that I've been modding on an unpatched Fallout, so I decided to install RP 1.2 to see what diffrence will it make.

Wel, aside from the installation deleting all .msg and .int files that I've made so far (had a copy of the .ints fortunatly), I also seem to have problem with adding new .msg files. After creating a new script with a critter template in the FSE, I wanted to write some dialogue for it. I created a new .msg, wrote a few lines of text, added the nodes etc. SAVED, compiled it and wanted to try it out in the mapper. Unfortunatly, after initiating dialogue all I see is ERROR both in the NPC response and PC options. Also, the description of the NPC is from one of the Abbey .msgs.

Ah, what a mess.
 
Ravager69,

Check the 'pro_crit.msg' in 'data\Text\English\dialog' to make sure that you are not re-using existing numbers.
 
MaToX said:
Hi. Question: should I instal Saraph FO2Patch103b if I use Killap`s RP?
No. My Restoration Project comes with my own unofficial patch which includes hundreds of more fixes than can be found in Seraph's patch. Plus, his work is not compatible with the RP.
 
Morticia said:
Ravager69,

Check the 'pro_crit.msg' in 'data\Text\English\dialog' to make sure that you are not re-using existing numbers.

Wh...what the hell? How am I suppose to check if my .msg is using an existing number?
 
I was hoping someone else would explain this better since I don't know that much and may be incorrect or leaving out something important, but,

'pro_crit.msg' is the list of existing protos. The last one in RPv1.2 is {50800} or referring to '00000508.pro'

Assuming that your mod adds some new protos, they will need to be renamed with new PIDs and added to pro_crit.msg starting at {50900} to avoid conflicts. Oh, and whatever is added to 'pro_crit.msg' needs to be added to 'critters.lst' in 'Fallout2\data\proto\critters' also.

I cannot remember if there is another list of .msg files somewhere that might also need to match. :(
 
Ravager69 said:
Morticia said:
Ravager69,

Check the 'pro_crit.msg' in 'data\Text\English\dialog' to make sure that you are not re-using existing numbers.

Wh...what the hell? How am I suppose to check if my .msg is using an existing number?
The other way around, your scripts are using the wrong .msg files (or numbers).
If you decompile one of your script you can see the numbers assigned.

Here's an example from acKlint.int:
Code:
procedure Node001
begin
	gsay_reply(751, message_str(751, 103) + obj_name(dude_obj) + message_str(751, 104));
	giq_option(-3, 751, 105, Node002, 50);
	giq_option(4, 751, 106, Node003, 50);
	giq_option(4, 751, 107, Node004, 50);
	giq_option(4, 751, 108, Node999, 50);
751 is the number of the message file.
If you change them to say 10 instead, the script will call for Mynoc's message texts (instead of Klint's).
In scrname.msg (\Fallout2\DATA\Text\English\Game) you can see what the numbers refer to. Do note that the numbers in scrname.msg start at 101, and the ones used in the scripts start at 1. So for Klint that is 751 in his script but 851 in scrname.msg.

Though I don't know how useful this is, since you can only change existing .msg associations this way (what I know of anyway, haven't really looked into it much).

Maybe you should read problem with linking .msg with .int:
 
I decided to simply make a full-reinstall with RP installed BEFORE starting to mod. I guess the work I've already done made some mess in the game's files.

Thanks for the advice, regardless.
 
Hi Killap,

First off, huge thanks for this mod - it is awesome and actually got me to replay fallout for the God knows what time after not touching it for a good year or two.

I installed FO2, followed by the official 1.02d patch, followed by your unofficial patch, followed by your mod.

And now I'm running into a bug that I'm pretty darn sure was fixed ages ago. I'm playing a character with high criticals (35% chance at the moment) and so I always end up killing the boxers with those 0 damage instant deaths. First two fights went just fine, I killed the guys in the first round, but in the third fight I kill the guy and am left stuck in the ring.

Did I screw up something with installation? From what I remember the 1.02 patch is supposed to fix this. Any help would be greatly appreciated!

Edit: I also tried searching... didn't help, so please don't yell at me if it's been solved :)
 
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