Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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I've just gotten done with fallout 3. I've played a little of fallout 1 which I love. When I move onto fallout 2. Should I play the game with the restoration installed for my first play through or should I wait?
 
Xixao4590 said:
I've just gotten done with fallout 3. I've played a little of fallout 1 which I love. When I move onto fallout 2. Should I play the game with the restoration installed for my first play through or should I wait?

I'd say go for RP, it's like an expasion to the original FO2. Killap just restored/added things that didn't make it to the final release due to lack of time - might I add he is doing a bloody good job. Might be worth waiting for 1.3 though.
 
WolfWitness said:
If you're really itching to try it, get 1.2. Me thinks it's safe to say RP 1.3 isn't coming out anytime soon.

I don't think you are going to catch killap with that twig of yours :lol: Because you are fishing, right? :)
 
At this point I'd definitely recommend that people wait until 1.3. The improvements are vast and the wait won't be much longer.
 
Been following This thread for over a year now patiently waiting for 1.3 Why haven't I played 1.2 you may ask. Because the saved games arent going to be compatible. I decided to post because it seems all the impatient ungrateful posters out there have persuaded Killap to not include the shi sub, therefore making it almost a complete RP. I am slightly dissapointed by this and just wanted to say Killap, If you decided to put the shi sub back in and we had to wait another year, The people who really love this community and game wouldnt care. The choice is obviously yours but I would love to see a final compete release rather than an incomplete one.

If you do decide to release without shi sub will the update with it be compatible as far as saved games go.

Thanks for all the hard work you and countless others have done already. Thanks.
 
Deadman87 said:
I don't think you are going to catch killap with that twig of yours :lol: Because you are fishing, right?

Uh... It must be a cultural barrier or something, but I didn't quite get the joke if that's what it is... :?

Oh yeah I just remembered this but I'm just wondering why the Enclave guys in the vertibird assault encounter have two G11s each? It's not like they can dual-wield them or anything. And as far as I know, Enclave troopers don't use those guns, shouldn't they be armed with like laser pistols, plasma pistols/rifles and vindicator miniguns?
 
Xixao4590 said:
I've just gotten done with fallout 3. I've played a little of fallout 1 which I love. When I move onto fallout 2. Should I play the game with the restoration installed for my first play through or should I wait?

Better try the original game. You could use Killap's unofficial patch, or you could not use it.

If you wish everything as left by the devs, just install Fallout 2 and its latest official patch, I think it was 1.02; if you want the original game, but with less bugs (over 800 bugs fixed), then you should install the unofficial patch - by the way, at the time of RP 1.3's release, there will be a new unofficial patch release, with important bugfixes.

And if you want to play an extended Fallout 2, that has all the original game has, plus some additions that don't make big difference, are by original dev ideas, and look like the other content in the game, but is fanmade and is not canon, then play RP - I suggest you wait for 1.3.

If I was you, I would play it with the unofficial patch. You could wait for its next release - meanwhile you could replay Fallout 1.
 
WolfWitness said:
Oh yeah I just remembered this but I'm just wondering why the Enclave guys in the vertibird assault encounter have two G11s each? It's not like they can dual-wield them or anything. And as far as I know, Enclave troopers don't use those guns, shouldn't they be armed with like laser pistols, plasma pistols/rifles and vindicator miniguns?

I believe this has been addressed in 1.3. Also, if you encounter those Enclaves guys at lower level, they will have Combat Shotguns instead of G11Es. I think the reason for these weapons as opposed to standard Plasma Riffles/Vindicator(?) is keeping balance in game (I mean, should you really be able to fight Enclave guys with Vindicator Guns/Plasma Riffles when you're at Gecko and unless you're making shortcuts the best armor you have at this point is a Metal Armor?...)
 
New Reno:

After killing Westin for Bishop I went to talk to him to take the quest to kill Carlson, even though I have agreed to do the job right on Bishop stops me and threatens that if I won't take the job he will blow my brains up (because I obliterated his mercenaries).
 
@zenitfan4life Actually, the G11 way better than a laser/plasma pistol. G11s are more likely to chew threw metal armor than those two standard weapons.
 
Hey Killap, you might want to check this out for your 1.3 RP, http://www.nma-fallout.com/forum/viewtopic.php?t=50641&start=0

to cut the story short, in the official fallout 2 guide, the developers
said this:
"Fire Geckos are especially tough and can actually breathe fire. No one knows what toxic substances are combined in their gut to make their breath fiery. Their hides are far too mangy and burnt to be worth anything."

so you should be able to skin Fire Geckos or not? or you might just lower the price that you sell the hides
 
A question to the developer. Some NPCs, namely Sulik, Goris, Vic and Dogmeat are configured in the "data\Data\party.txt" file to have 7 levels, but never reach the last level in game. Looks like an engine limitation prevents party members from leveling up more than 5 times. Is this going to be corrected?
 
B-2Admirer said:
A question to the developer. Some NPCs, namely Sulik, Goris, Vic and Dogmeat are configured in the "data\Data\party.txt" file to have 7 levels, but never reach the last level in game. Looks like an engine limitation prevents party members from leveling up more than 5 times. Is this going to be corrected?
No, I've tried to work around the engine issue but raising the cap breaks to much stuff to be worth while; it's easier to just add an 'if dude level > whatever then set_critter_extra_stat(whatever is approprite) /display float(whatever)' style block to their scripts.
 
Timeslip said:
No, I've tried to work around the engine issue but raising the cap breaks to much stuff to be worth while; it's easier to just add an 'if dude level > whatever then set_critter_extra_stat(whatever is approprite) /display float(whatever)' style block to their scripts.
Well, maybe it's better just to remove one of their intermediate levels since it doesn't really matter in the long run which stats a party member had in the past.
BTW, Timeslip, did you check on the issue with set_script that I PMed you about?
 
B-2Admirer said:
Well, maybe it's better just to remove one of their intermediate levels since it doesn't really matter in the long run which stats a party member had in the past.
BTW, Timeslip, did you check on the issue with set_script that I PMed you about?
That's actually a great idea to skip some intermediate levels, this way the NPCs are going to be stronger and it would help tremendously during the wasteland encounters, considering how much tougher those have become.

Speaking of party.txt, there's a party member (#15) called Chicken. Is that Rose's 'chicken' (aka Deathclaw) that's being referred to? Does this mean that there was meant to be a way to recruit it? Just some food for thoughts...
 
One more thing, I have some bugs to report about 1.2 and I noticed they have not been posted Here. I reported them before in some thread in this website but it looks like they were not updated (to my knowledge, perhaps Killap knows about them). Anyhow, does anyone know the most recent thread where 1.2 bugs are to be reported so Killap can see those (before 1.3 comes out). Thanks in advance.
 
Post them here or the technical wiki you linked to. I occasionally check the wiki, but it needs some cleanup, which will occur when 1.3 is released. That page of bugs looks really daunting because it includes unofficial patch issues. While the issues do apply to the RP, that page should be strictly for RP (ie issues with content added by the RP) issues only.
 
I found a strange thing playing version 1.2. When i talk to companions to heal themselves, they don't, they say "ok, boss", and that does nothing, they stay wounded and stimpacks\powder stay in their inventory. Is that fixable somehow?
 
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