Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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

FYI: You only need to install the Restoration Project over a clean install of Fallout 2. You don't need to install the official patches or Killap's patch, as they're already included int he Restoration Project.

I don't know if that's the cause of your issue, however.
 
Well, I always meet the same bug, but I use only RP.

P.S. The last fight with Mosticator always locks the game :/.

P.P.S. I have "slayer", "better criticals" and "more criticals" perks.
 
0 damage critical kills (which "living anatomy" fixes) tend to bug some quests, exp gains, and San Fransisco/New Reno fights.

1st round kills, and kills in general also do the same.

Try doing New Reno before level 24

If you already have better criticals, save before each match, aim for the head, and hope you score a knock out and not

"Unfortunately, they are too busy noticing the onrush of air hitting their brain to notice THEY'RE FUCKING DYIIING"

p.s, i love you killap.

I have some suggestions and am willing to offer my services to making Fallout 2 not only work like it was supposed to, but BETTER.

http://www.tnargrant.deviantart.com/

Can i apply?
 
tnarGrant said:
I have some suggestions and am willing to offer my services to making Fallout 2 not only work like it was supposed to, but BETTER.
Can i apply?

Restoration Project is about implementing the original dev ideas, just how they were, not worse, not better.

Anything that makes Fallout 2 "work better than intended" is another mod. Or an addon to the RP, which should be fine.
 
I went through the Mac version's master.dat, and found some interesting differences with the Windows version, though most are replaced by patch000.dat . A bunch of maps and scripts are different, but it's hard to figure out how. In data/city.txt, the Military Base and SAD have town map entrances for all levels, not just the surface outside. There's also an entrance directly into the Shi temple.

Two lines of T-Ray's dialog are different:
Code:
{575}{}{Done. (Takes money) Give me some time, and it'll be out in fronta town for you. Don't worry...no one'll stake a claim on it while you're away. An' look: you ever need batteries, come talk to me, and I'll hook you up.}
{615}{}{Course you can. I'll leave your car out in fronta town for you. But don't worry...no one'll stake a claim on it while you're gone. An' look: you ever need any batteries for it, come talk to me, and I'll hook you up.}
Sounds like he was supposed to put the car back where he took it from, rather than making you drive it off the chop shop map. I don't know if it's worth adding these things, but I figure they're worth mentioning.

Finally, in the Windows master.dat, the files data/combat.txt and data/todo.txt give a fascinating look into ideas the developers had but never implemented.
 
More content for the 1.4 release :) How many other msgs have extra text?

edit

I don't have data/combat.txt and data/todo.txt in my master.dat
 
bug in klamath

I think I found a nasty bug from the RP 1.2.

But first I want to thank Killap for all the hefty work you've done with F2. I have enjoyed a lot F2 and this expansion. You've done a lot good for F2.

Anyway, I've once played the RP 1.2 to end before, and no worries there. Only thing I can remember is that the ending scenes with no voice, go off so fast(few seconds) I can't read the texts. I have text speed as 'normal'. The ones with voice don't change so fast.

Now I restarted the game with little bit different character, and when in Klamath I try to enter the trapper town, game crashes. I see a blink of the screen before it crashes. This is quite nasty, since I can't get the gun near the keeing rat..I've tried many times and the game always crashes. I can get to the vertibird area and the wooded area with geckos.

So it has worked before, but not anymore. Can't think of any other change than slightly different character. I have installed the RP over clean full install, I recall. It's been a long time since I've installed it. I think I will try a fresh install but I doubt it will do any different.

add:I found some references for this crash from this thread, but no sollution. I found a personal sollution, yet another clean install and the RP 1.2 over it. I can't see why it works now, because it's the same kind as previous install, US 1.0 version on Windows XP, no patches, just RP 1.2.
Maybe somehow playing the game previously screw up some of the files.
 
Blackened said:
tnarGrant said:
I have some suggestions and am willing to offer my services to making Fallout 2 not only work like it was supposed to, but BETTER.
Can i apply?

Restoration Project is about implementing the original dev ideas, just how they were, not worse, not better.

Anything that makes Fallout 2 "work better than intended" is another mod. Or an addon to the RP, which should be fine.

I understand what the RP is. But it's evolved from just fixing bugs, lost dialogue, broken scripts, etc.

Restoration Project is about implementing the original dev ideas, just how they were, not worse, not better.

If there is room for improvement, why not?

I'm not expecting RP to become like Megmod (which is fun, but the dialogue fails incredibly with it's horrible translations and over use of ? and !, not to mention the amount of bugs, and bugs with bugs)

Cockroach.

I'd like to see things like;

From megamod:
-Letter from the past random encounter
-Temple of Trials conspiracy (they believe you cheated)

-Bunker 21, Vault 14/23, Shack, Scraptown, Farm outside Den, Scene of an accident, Ruined City, BOS Bunker, BOS research facility

-Black Scorpion (loved the suprise in the ToT)
-Cameron's riddles at end of ToT (just tweak the wording a bit)
-Working Gila Monster/Cockroach
-Navarro quests

-BUT NONE OF THAT NEW VISION, lootable armor, etc
-Just the add-ons that enhance, and are working/bug free/not corny/and don't make the game easier than it already is

Not from megamod:
-Use of the Deathclaws critters from Tactics
-More variety in critter strengths/colors
-Finesse weapon graphics mod
-Completion of the sub
-All Fallout 1 special encounters
-Revival of easter egg (chicken) npc
-General fix of all bugs

-1 ridiculous town only available once you beat the game, that has all the bosses from F1, F2, tactics, and the Overseer (this is not serious)

*passes out from over excitement*
 
tnarGrant said:
I'd like to see things like;

From megamod:
-Letter from the past random encounter
-Temple of Trials conspiracy (they believe you cheated)

-Bunker 21, Vault 14/23, Shack, Scraptown, Farm outside Den, Scene of an accident, Ruined City, BOS Bunker, BOS research facility

-Black Scorpion (loved the suprise in the ToT)
-Cameron's riddles at end of ToT (just tweak the wording a bit)
-Working Gila Monster/Cockroach
-Navarro quests

-BUT NONE OF THAT NEW VISION, lootable armor, etc
-Just the add-ons that enhance, and are working/bug free/not corny/and don't make the game easier than it already is

Not from megamod:
-Use of the Deathclaws critters from Tactics
-More variety in critter strengths/colors
-Finesse weapon graphics mod
-Completion of the sub
-All Fallout 1 special encounters
-Revival of easter egg (chicken) npc
-General fix of all bugs

-1 ridiculous town only available once you beat the game, that has all the bosses from F1, F2, tactics, and the Overseer (this is not serious)

Interesting list.

Now here's what actually has a chance of making it to the RP:
-Completion of the sub
-General fix of all bugs
 
Strange, I have no idea what version of the game I found then.
combat.txt todo.txt
Enjoy. Many of the ideas would require engine changes, some can probably be done with scripting.

@Dude101:
Cameron and Lucas are named Dumar and Standing Fist respectively. Other than that, it's all typos and bugs. I have a tool that compares entire directory trees, so I've found every difference that there is.

The 'Armor Charisma' special perk should give +2 Charisma if it's used like the other armor perks. Might be appropriate for the Combat Leather Jacket: "This heavily padded leather jacket is unusual in that it has two sleeves. You'll definitely make a fashion statement whenever, and wherever, you rumble."
 
Oh wow, this is really interesting stuff. Thanks so much. Do you want a hand going through the Mac Msg files?

These are my fav lines so far:

(Special background stuff -- hawk shadow, tumbleweed,
shadows, clouds, mist, smoke, fog, etc.)

(Remote "robot" walking bombs?)
(Special critter attacks -- "Diseased" rats, paralysis
(lowers AP), acid?)
(Books: Intelligence should affect point value?)
(Weapons -- Grenade Launcher attachment?)
(Mad Max armor: should give Charisma perk?)
 
(i feel like i'm about to have to pass a speech check)

*uses mentats*


I do understand what is was meant to be,

Were things like NPC armor mod, AP ammo fix, quick goris derobing, Cassidy talking head, remove random element from leveling, etc parts of the original dev concepts? No.

Do they make the game "better"? Yes.

Killap has gone as far as fixing almost everything and then some. Add on/mods/enhancements/edits have been included in the RP before, i see no harm in adding more.

I'm just suggesting that some of the more complete/functional add-on/mods are included in the next RP.

Just because the game is like it was meant to be, doesn't mean there isn't room for improvement.

But even if i don't get my wish, i'm still glad killap made Fallout 2 good enough to pull me away from working out, bboy sessioning, and all social activities for an ENTIRE WEEK, and made me eat like shit.
 
tnarGrant said:
Were things like NPC armor mod, AP ammo fix, quick goris derobing, Cassidy talking head, remove random element from leveling, etc parts of the original dev concepts? No.

Do they make the game "better"? Yes.

First off, I don't quite agree that all those things improve the game. At least not the Cassidy talking head, which I'm not a fan of (no offense to whoever made it).

Second, there's quite a difference between the things Killap included as optional content, and the things you're suggesting he add. The current optional content is mostly cosmetic changes that don't actually effect the game play. You, on the other hand, are suggesting he add a ton of new locations and encounters that would have a dramatic effect on the game play.

You're basically asking Killap to turn the RP into the Megamod, minus the aspects of the Megmod that you don't agree with. You'd probably be better off trying to convince Magnus to alter the Megamod to your liking.
 
Dude101 said:
These are my fav lines so far:

(Special background stuff -- hawk shadow, tumbleweed,
shadows, clouds, mist, smoke, fog, etc.)

Ohhhh ... baby. My thoughts exactly. I've already made some Tumbleweed art and sent it to Killap ... maybe this'll make him want to include it ...

Hawk shadow ... nice idea. I'm thinking a fuzzy vulture shadow circling around and around for the desert maps. The SFX are even already there! I guess it would have to be a critter ..

All the weather stuff is possible, with Timeslips weather mod. Smoke is unfortunately left out of FO, but other games of th 90's included it such as X-COM ....

I'm off to trawl through these docs ... :D
 
@tnarGrant: It seems you got me wrong. You could certainly make the RP better. But if you do, it won't be a RP anymore. So, you could make it under the form of an addon - or a mod compatible with the RP.

It's really a good idea for Killap to first implement everything intended, and then make a mod, installed over the RP, that improves this. He's done his main work with including the AP ammo fix - but that's not going far from intended - they indeed intended to make AP ammo better than JHP vs. armored opponents.


By the way, it looks like the RP's going to be delayed for good, if that ideas posted by Kanhef were originally intended.
 
Blackened said:
By the way, it looks like the RP's going to be delayed for good, if that ideas posted by Kanhef were originally intended.
Don't worry, that list will not affect the release of 1.3 at all.
 
killap said:
Blackened said:
By the way, it looks like the RP's going to be delayed for good, if that ideas posted by Kanhef were originally intended.
Don't worry, that list will not affect the release of 1.3 at all.

Say, speaking of the 1.3 release date, do you suppose it'll be sometime this month? Next week? Tomorrow?

I ask because I've been putting off a game of Fallout 2, and I'd like to know if I should keep waiting or if I should satiate my cravings as it'll be a while.
 
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