Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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Paul_cz said:
I wish RP was the ultimate package - containing patch, mod itself, timeslip's tweaks and high res patch too. And all nice and tidy with one installer and working perfectly on clean GOG version. Would that ever be possible ? : )

It DOES all of that. Every single item on your list.
It's as easy as:
1) Double click on GoG FO2 and install
2) Double click on RP 1.3 and choose your install options
3) Start Fallout, go to the options, click on screen, and choose what resolution to play at
4) Fun!

Even better, with GoG version of Fallout, you can easily install multiple versions of the RP if you want to try out different options.
 
Reconite said:
So, will this ammo mod be taken out in 1.3? Or fixed? Or just "don't install this component if you want to kill Frank"?
I provided killap with a more focused fixed that does not include engine changes.

The ammo fix in the sfall ini should NOT be set to 1 by RP 1.3 installation. This would keep the engine change from being activated.

After RP 1.3 is released I will update my mod and the option in the sfall ini should only be turned on if the whole of my mod is installed. This would be separate of the RP.

EDIT:
There is a second option in the ini for a slightly improved damage formula which should be ok to activate regardless of the ammo fix.
 
malichai11 said:
Paul_cz said:
I wish RP was the ultimate package - containing patch, mod itself, timeslip's tweaks and high res patch too. And all nice and tidy with one installer and working perfectly on clean GOG version. Would that ever be possible ? : )

It DOES all of that. Every single item on your list.
It's as easy as:
1) Double click on GoG FO2 and install
2) Double click on RP 1.3 and choose your install options
3) Start Fallout, go to the options, click on screen, and choose what resolution to play at
4) Fun!

Even better, with GoG version of Fallout, you can easily install multiple versions of the RP if you want to try out different options.

Hohoho thanks for the info good man.
That is simply perfect. Cannot wait to replay Fallout 2 with RP 1.3!
 
The only thing I missed in Fallout 2 was to finish the Gecko Powerplant quest Lynette's way, i.e. go there and kill all the ghouls (and possibly shut down the plant without blowing it up) and then have Lynette make me a citizen. This would be the truly evil/opportunistic way of doing it. Is this possible with the Restoration Project, or can it be added to a future release?
 
One question, do you have any plans on making changes to the manual of Fallout 2?

I`m just asking because in my opinion reading the manual is an essential part of the experience in playing Fallout 2 and you have made so many changes with RP that it might be good to update the manual.

This thought just came to me since I re-installed F2 with RP1.2 and started reading the manual (which is what I often do before starting to play F2 again, like I said its part of the core experience for me when playing F2)
 
Travesty said:
One question, do you have any plans on making changes to the manual of Fallout 2?
Travesty the idea is nice, but I would rather work on Fallout, than the manual to Fallout, but others might differ in that regard. I nominate you to be the official RP manual upgrader, good luck. Be sure to show us you progress time to time…and I’m not trying to be silly, you probably have more than enough talent to do it, people often underestimate them-selves.
 
Killap said:
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.

Can we have another progress update, if it's not too much to ask? :)
 
.Pixote. said:
Travesty said:
One question, do you have any plans on making changes to the manual of Fallout 2?
Travesty the idea is nice, but I would rather work on Fallout, than the manual to Fallout, but others might differ in that regard. I nominate you to be the official RP manual upgrader, good luck. Be sure to show us you progress time to time…and I’m not trying to be silly, you probably have more than enough talent to do it, people often underestimate them-selves.

Well it shouldn't be that hard to implement the stuff kilap, you etc. built in to the manua, or just write it in additional notes whom was working on it, which has been added etc. I have to agree with Travesty, for me reading the manual in the good ol' days was an essential piece of the fallout experience. Dunno, if you'd share the changes you've made, I would try to implement it in the manual if you want.


EDIT: I'm still curious - whose music do you added to the new areas in the RP? I really liked the music in RP.1.2 at "suliks village", who did that? Because I tried to make a sound similiar to that. :D
 
Would anyone mind helping me? :p

I just recently stumbled over my old combo copy of Fallout 1/2 & tactics, I was wondering if there was anything I needed to do before installing the RP mod?

I installed it once before, and the game crashed after I finished helping Torr with his Radscorp problems.
 
KQX said:
I have an update on my sanity: Increasingly unbalanced and the only prescription is 1.3!!

I CANT TAKE IT ANYMORE!!!...... *pulls out a revolver and puts it against the forehead* *BANG!*.

I just recently stumbled over my old combo copy of Fallout 1/2 & tactics, I was wondering if there was anything I needed to do before installing the RP mod?

hmm.... no, RP includes everything: Official patchs, killap's patch and the RP itself
 
BR4ZIL said:
KQX said:
I have an update on my sanity: Increasingly unbalanced and the only prescription is 1.3!!

I CANT TAKE IT ANYMORE!!!...... *pulls out a revolver and puts it against the forehead* *BANG!*.

I just recently stumbled over my old combo copy of Fallout 1/2 & tactics, I was wondering if there was anything I needed to do before installing the RP mod?

hmm.... no, RP includes everything: Official patchs, killap's patch and the RP itself

Ok, well any clue why it would crash on me after completing Torr's Brahmin protection quest?

I've running 64 bit Vista Home Premium SP2

4gigs of 1066mhz DDR3 ram, and a geforce 9700m GTS 512mb

Edit: I also installed -everything- in the RP package lol. Except the children patch, since my version is a US version.
 
SainnQ said:
Ok, well any clue why it would crash on me after completing Torr's Brahmin protection quest?

I've running 64 bit Vista Home Premium SP2

Try running the game in win98 compatibility mode (right click the shortcut, got to properties, then the 'compatibility' tab).
 
I was playing Fallout 2 with RP 1.2 again (shoot me, I couldn't hold off until 1.3), no other mods, but don't know if this is correct...

When I use a slot machine it gives me the option to "Jinx the machine into giving you all its money." The skill that I think this should depend on is science, right? The related stats at the time were:

Intelligence 6
Luck 8
Gambling 50%
Science 40%

Yet when I click this option, 100% of the time I get all of the machine's money. I successfully cleared out Ascorti's Ace and left with +20k cash. It seems to me like this is bugged, it requires no skills (evidently) and has a 100% (or very high) success rate.

Asking if this is a bug, or not. And if it will be fixed in RP 1.3?
 
Reconite said:
I was playing Fallout 2 with RP 1.2 again (shoot me, I couldn't hold off until 1.3), no other mods, but don't know if this is correct...

When I use a slot machine it gives me the option to "Jinx the machine into giving you all its money." The skill that I think this should depend on is science, right? The related stats at the time were:

Intelligence 6
Luck 8
Gambling 50%
Science 40%

Yet when I click this option, 100% of the time I get all of the machine's money. I successfully cleared out Ascorti's Ace and left with +20k cash. It seems to me like this is bugged, it requires no skills (evidently) and has a 100% (or very high) success rate.

Asking if this is a bug, or not. And if it will be fixed in RP 1.3?

you get that skill from the toaster in EPA I believe, so it's not a bug, but it's definitely a bit cheap, I made a fair amount of cash on my run through of 1.2, but if it wasn't like that I wouldn't bother using it anyways. Besides if you just sell items throughout the whole game, and barter with just items, you'll have enough to get all implants anyways, slot machine trick or not, but the slot machine trick simply removes the worry about money entirely, even though that worry was very small from the beginning

so just whenever you happen to be at a casino, clean the place out, or if you feel like it's too cheap, either don't do anything with the toaster or don't cheat. In a way, it's a morale decision, cheat the machine for easy money, or be a good boy XD
 
.Pixote. said:
I nominate you to be the official RP manual upgrader, good luck.

I`m recovering from burnout right now (not all too severe, but enough to stop me on my tracks) so I`m not going to promise anything, but I did (for lack of better judgement) start going through the manual in both physical paper form and two different pdf versions.

The idea of doing this does pique my interest though, so I`ll have to get back to you on that.

.Pixote. said:
and I’m not trying to be silly,

Oh I believe you. On a completely different note, have you ever noticed that sarcasm does not come throught the written text. ;)

Surf Solar said:
Well it shouldn't be that hard to implement the stuff killap, you etc. built in to the manual, or just write it in additional notes whom was working on it

Question about how hard it would be to implement those things, really depends on what you want the outcome to be. On the official final patch of F2 there is a txt file that has some manual errata, that I think should be physically changed to the manual (to the file, not the print version because that would be quite difficult, literally copy pasting). Theres also the fact that does one want to build the new manual from ground up or as you said write things in additional notes to a pre-existing pdf file (I dont know if that is even possible, maybe?). But on that note which pdf do you want to use? The easiest would be the one that can be downloaded from NMA, but www.scribd.com has a pdf that has the original background that is on the paper version.

http://www.scribd.com/doc/7856464/Fallout-2-Manual

If taking into account the fact in which RP has been made, there should be the minor job of adding to the end of the manual a few pages for people to write notes (those pages are missing from the pdf version manuals).

So yeah, I often think WAY too much.

Surf Solar said:
I would try to implement it in the manual if you want.

If you want to, I got the feeling that .Pixote. would welcome it that someone would do it, and like I said earlier I`m not going to promise anything, but I will reassess the situation in the near future because this might be a interesting project to work on.


Ps. No hard feelings .Pixote.
 
UnoriginalPizza said:
you get that skill from the toaster in EPA I believe, so it's not a bug
Well that's certainly something. I haven't even been to the EPA on this character yet, it's not even on his map.
 
Reconite said:
UnoriginalPizza said:
you get that skill from the toaster in EPA I believe, so it's not a bug
Well that's certainly something. I haven't even been to the EPA on this character yet, it's not even on his map.
This is a bug in RP 1.2.

McRae said:
Can we have another progress update, if it's not too much to ask? :)
No real progress update yet. This (and apparently next week) are weeks from Hell for me...
 
I think I encountered a bug. I took Swift learner perk and I dont think it gives the 5 percent extra xp. At least all the values that I get from quests are shown without the 5 percent raise. Is`nt the perk supposed work so that if I get 100xp normally, with the perk I should get 105xp. At least that is how I understood from the description of the perk.
 
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