Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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Sorry if it is a repeated question, but would there be a possibility to choose the second type of followers' armour animation? Although the present one looks good, I would prefer practicality(like Sulik with a shotgun etc). I have to say that this mod is fantastic(thanks to it i'm playing Fallout for the 19th time!), but it would be so nice to be able to give Sulik all kinds of small weapons.

Thank You for the mod, and sorry for any kind of problem.
 
Byku said:
Sorry if it is a repeated question, but would there be a possibility to choose the second type of followers' armour animation? Although the present one looks good, I would prefer practicality(like Sulik with a shotgun etc). I have to say that this mod is fantastic(thanks to it i'm playing Fallout for the 19th time!), but it would be so nice to be able to give Sulik all kinds of small weapons
I believe you're talking about the original B-Team mod that gave all followers the same animations available to the player.

I don't plan on supporting it since it's a hassle for me to have multiple versions of each script that I have to update. In any event, the original developers never intended for the followers to use every weapon, so this goes against the intent of this mod.


PROGRESS UPDATE:
Some nice progress made today. Finally implemented a good fix (or hack depending upon how you look at it :p) for Marcus and Dogmeat losing their increased resistances from their armor once they level up. This would only happen if they were wearing their special armors that you can buy for them. I even learned something new about how the engine handles animations.

Other things were checked off the to-do list as well.
 
hey. sorry i can't be arsed to search all night for the answer...so i'll ask directly instead:

hey, guys...did you ever re-balance the metal armor damage resistance or anything? i'm in the Den doing the Lara/Tyler gang fight and 98% of the shots are "no damage". that's just...sorry...that's just...

...fucking dumb.
 
TwinkieGorilla said:
hey, guys...did you ever re-balance the metal armor damage resistance or anything? i'm in the Den doing the Lara/Tyler gang fight and 98% of the shots are "no damage". that's just...sorry...that's just...

...fucking dumb.
I believe that was the result of the ap ammo fix that was an option in the installer. A better one is in place now, so hopefully issues like the one you mentioned won't happen again.
 
TwinkieGorilla said:
ah, crap. is there a way to take it out now that i installed it? i just hit the "all" checkbox and assumed everything was kosher.
Uh, not easily. Just backup your save games and reinstall the RP.
 
killap said:
TwinkieGorilla said:
ah, crap. is there a way to take it out now that i installed it? i just hit the "all" checkbox and assumed everything was kosher.
Uh, not easily. Just backup your save games and reinstall the RP.
Uhm... ?
It's just a setting in sfall.
Just open up ddraw.ini and set "DamageFormula" to "0".
 
ok.

MOTHERFUCKINGCOCKSUCKINGFUCKINGSONOFABITCH!!!!

*breathe*

*sigh*

dudes. why is this "restored" bonus fight with Tyler in the Den's residential area still fucked after i made this change? "Tyler was hit in the head for no damage". no. fuck you.

seriously, what? is there something i'm fucking missing here??!
 
Darek said:
killap said:
TwinkieGorilla said:
ah, crap. is there a way to take it out now that i installed it? i just hit the "all" checkbox and assumed everything was kosher.
Uh, not easily. Just backup your save games and reinstall the RP.
Uhm... ?
It's just a setting in sfall.
Just open up ddraw.ini and set "DamageFormula" to "0".
Oh yeah. So you see, I've been working on a new version of the RP for a LONG time now. You can't expect me to remember the setup to prior versions. To me, the latest unreleased RP is all I know. :P :wink:

EDIT:
@TwinkieGorilla

Uh, you sure it saved the change?...I know, but I just wanna check. :/

Honestly, the ap ammo change has gone through several revisions over the years, so RP 1.2 might have included the .ini file change AND something else. I'd seriously suggest backing up your save games and reinstalling the RP without the ap ammo "fix". To be sure everything is overwritten properly, delete the "data" folder from your main Fallout 2 directory before reinstalling the RP. Be sure you backed up your save games before doing this though!
 
hehe. yeah, i did actually back my games up, uninstalled it, reinstalled it without the ap mod, checked the ini file to make sure it was at 0 and i was still failing (i.e. 2-3 pts of damage per shot as opposed to at least twice as much in the battle at the church).

could it be this bonus Tyler fight is slightly un-balanced in comparison to the previous fight? doesn't matter since i'm past it now (after about 30 re-loads) but shit, man...shit.
 
TwinkieGorilla said:
could it be this bonus Tyler fight is slightly un-balanced in comparison to the previous fight? doesn't matter since i'm past it now (after about 30 re-loads) but shit, man...shit.
No, something isn't right. Hmm, well this doesn't seem to be happening with the latest, unreleased RP so hopefully whatever caused this has been addressed.
 
Hello to all from south of Russia! :)
I have an Interplay FC-version of Fallout 2 and I installed the RP 1.2. Great thing, I admiring you, killap. But after many hours of play, I found that Skynet doesn`t increase HP after levelling-up.
Did somebody had this bug? Or maybe killap know something about it?

P.S. sorry for my bad english :oops:
 
The_Postman said:
...after many hours of play, I found that Skynet doesn`t increase HP after levelling-up.
Delete the file "00000079.pro" in your data\Proto\Critters\ folder.
The next time you level up Skynet, he will be working correctly.

And no need to apologize for your English. :)

killap said:
Oh yeah. So you see, I've been working on a new version of the RP for a LONG time now. You can't expect me to remember the setup to prior versions. To me, the latest unreleased RP is all I know. :P :wink:
You're slipping man, just admit it. :lol: :P
Nah, I figured something like that was up.
 
2The_Postman:
Remove the file "00000079.pro" from the "data\Proto\Critters\" directory.

2killap
This issue has been brought up umpteen times. Why don't you include the info on how to fix it in the first post of this thread under the "**POST FIXES**" section?
 
killap said:
SHADOW-XIII said:
@killap: there is a case when charisma memory module does not give +1 effect (if you started with CH:10 and lowered it with for examle injected combat armor (Assault Enhancement) - is it going to fixed or left as it is ?
Did you recently test this? I thought I had a fix in place for this in RP 1.2...

There are less and less items on the to-do list. Hang in there everyone.
well i have RP 1.2 installed (exe with all addons from installer + miria mod + lootable armor) and just before I posted this I tried and no luck. (+just checked again)

Checked with savegame editor: Gain Charisma gave my character Charisma points to 11 (original points not counting -2 modificator from both armours) but then memory chip was used and Charisma was still at 9.

I edited my savegame to go original CH to 12 but still got savegame just in front of brotherhood computer with memory chip in my inventory if you need (just tell me which file you need and I can send it to you)
 
Darek said:
The_Postman said:
...after many hours of play, I found that Skynet doesn`t increase HP after levelling-up.
Delete the file "00000079.pro" in your data\Proto\Critters\ folder.
The next time you level up Skynet, he will be working correctly.

And no need to apologize for your English. :)
Thanks!:) I`ll try it.
 
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