Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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I'd say it's not possible being all random encounters locations and the list being of fixed city locations, but it's not my strong point. Nevertheless that wouldn't help much. Location overlaps it's one of the flaws of the fallout map. The only solution I see would be through scripting.
 
Well, I can't tell you if it would work specifically in this case, but in general terms the idea should work. I don't know if it can be changed in the middle of a game... probably not. I seriously doubt it would work after the location has already been encountered. But, there are no real differences between some of those special encounters and regular cities. If you find this line
townmap_label_art_idx=
in the city.txt file in the data/data folder, you will see that there are labels for every location with a value other than -1. If you created a label (or just wanted to test this and reuse an existing label) and placed it in the data/art/intrface folder with the other labels, and updated the intrface.lst file, it should work. The location should be saved and associated with that new label, and you would be able to travel there with the click of a button. This should take you to the center of the circle/encounter.
 
The only solution I see would be through scripting.

So it can´t be helped, right? I guess, I was just unlucky. Let´s hope, I won´t have two special encounters on the same place next time I play the game.
 
User1981 said:
The only solution I see would be through scripting.

So it can´t be helped, right? I guess, I was just unlucky. Let´s hope, I won´t have two special encounters on the same place next time I play the game.
Yes, sorry you're stuck with the overlapping locations. It's an issue I've seen before. It's not very common, but it happens.
 
MIB88 said:
Well, I can't tell you if it would work specifically in this case, but in general terms the idea should work. I don't know if it can be changed in the middle of a game... probably not. I seriously doubt it would work after the location has already been encountered. But, there are no real differences between some of those special encounters and regular cities. If you find this line
townmap_label_art_idx=
in the city.txt file in the data/data folder, you will see that there are labels for every location with a value other than -1. If you created a label (or just wanted to test this and reuse an existing label) and placed it in the data/art/intrface folder with the other labels, and updated the intrface.lst file, it should work. The location should be saved and associated with that new label, and you would be able to travel there with the click of a button. This should take you to the center of the circle/encounter.

Heh, I tried this with an old save where I already had that encounter and it worked. Pretty interesting, thanks.

User1981 said:
So it can´t be helped, right? I guess, I was just unlucky. Let´s hope, I won´t have two special encounters on the same place next time I play the game.

Well, if you are really interested a cheat script can be provided to teleport you into that encounter.
 
It was just a general idea. So even if it, theoretically, happens to anybody when u have that (random encounter locations as labels), cant it be used to avoid such situations?
 
Well, if you are really interested a cheat script can be provided to teleport you into that encounter.

Would you provide this script? It´s not that important, but I don´t mind picking up dogmeat - just for the sake of the old, good days. And the cafe of broken dreams is an interesting location, too. I could just stand there, listening to their comments about the game.

If it doesn´t get to technical, I would like to try your solution. As long as I don´t have to search for some lines to compare in .inis and such. I´m the kind of man, who doesn´t care about, how things work, as long as they work.

Yes, sorry you're stuck with the overlapping locations. It's an issue I've seen before. It's not very common, but it happens.

Nothing to be sorry about. There may be some flaws left, but you have done a great job with the restoration project. I´d like to gratulate you and thank you for this.
 
User1981 said:
Would you provide this script? It´s not that important, but I don´t mind picking up dogmeat - just for the sake of the old, good days. And the cafe of broken dreams is an interesting location, too. I could just stand there, listening to their comments about the game.

Ok then. Download this file (GL_tobrokendreams.int) and place it in the DATA\scripts\ folder. Every time you press the 'K' key you'll be teleported into the cafe of broken dreams encounter, provided you already had that encounter before and are out of combat. Delete that file to remove. If it doesn't work, well, we tried.
 
Killap said:
Update:

First round of beta testing is currently underway. I'm still looking at an early January release, so hang in there gang.

Merry Christmas everyone!
 
Hey Killap! Can you modify "hip kick" stat? This is wierd when the damage caused by "snap kick" is the same as "hip kick" thought it took more AP...

--------------------

Did anyone finish the game without using any fire arm? I mean only using "unarmed" or "melee" or so...? I found CQC skills quite useful at the beginning but it'll become useless after that :?
 
crabhead said:
Hey Killap! Can you modify "hip kick" stat? This is wierd when the damage caused by "snap kick" is the same as "hip kick" thought it took more AP...
... and you need 7 agility instead of 6, to be able to use it as well.
It's the same thing with Strong Punch and Jab (though you can get the Jab one level earlier than the Strong Punch).
I find both Hip Kick and Jab to be useless. I wonder if they were first planned to be armor piercing like the other secondary hits/kicks? But maybe that would be too much of a boost. What about making the Hip Kick available at level 5, and give both it and the Jab a + 5% critical?
 
Hey Killap, happy birthday!

I already hear you : "Dude. What the hell? It's not my birthday!".


Yes. Yes it is! Two years ago you gave birth to the RP :

[spoiler:607ccb03e1]
happybirthdayk.jpg
[/spoiler:607ccb03e1]

:clap: <---- For you!


PS : Look guys, I can see 1.3 over there! It's heading towards us!
 
McRae said:
I already hear you : "Dude. What the hell? It's not my birthday!".
That's pretty much what I said.

McRae said:
Yes. Yes it is! Two years ago you gave birth to the RP :
Wow, that long already. Time flies. Thanks for the kind words!

McRae said:
PS : Look guys, I can see 1.3 over there! It's heading towards us!
You bet its heading towards us! Much sweat and blood is going into this freakin' amazing release! :) Still no exact release date BUT I did say January.

Since I haven't given an update in a bit, here goes.

Beta testing is continuing, bugs are being squashed and all corners are being polished. I'm really proud of this release and also appreciative of all those who helped (and continue to help) make this mod what it is. Hang in there everyone, the end is near!
 
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