Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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ahhhh, yeah. ok. i was sitting here scratching my freakin' head...and i thought "unless killap did something to cause that ghost farm fall to actually cripple these guys...." hehehe. wow, well...that's actually pretty cool.

(btw, fantastic fucking job man! i know i'm asking what sound like fairly pedestrian sounding questions so far, but i'm more excited about this patch than fo3! :D )
 
TwinkieGorilla said:
(btw, fantastic fucking job man! i know i'm asking what sound like fairly pedestrian sounding questions so far, but i'm more excited about this patch than fo3! :D )
No problem. Many hours of my life went into this and I'm happy people are enjoying my it.
 
Hey guys, I have this problem with alot of critters doing 0 damage with JHP (also often with melee attacks) It seems to be mostly against me and NPC's all in leather jackets. I'm kinda confused about whether i should disable Glovz' damage formula in the ddraw.ini or what ...

Can anyone help?

I have RP 1.2, Magnus 1.3 weapon modifiers, Sfall and the weather mod installed.
 
I'm pretty sure that Glovz' and Magnus' mods don't play nice together. You have to choose one or the other.
 
@Killap

Thanks for all your great work :D

I think it's now that I'll replay Fallout 2 one more time...

BTW: When I first played and finished Fallout 2 I had no Patch installed, I used version 1.0 from the beginning to the end, and I noticed some bugs, but I never realized that it had so many!
It even had a bug that helped me the first time: Myron could produce infinite number of Stimpacks with only one supply of raw materials! It was a kick ass bug, I played almost all the game with Myron as my background sidekick, When I played Fallout 2 for the 2nd time, but with the 1.1 patch installed I realized it was a bug and told Myron to take a hike...

Anyway, Thanks for your dedication to Fallout 2 and Congratulations for all your work.
 
@Josan12
Dravean is correct that the AP Ammo Mod nor the Tweak will work with Magnus' weapons mod.
 
klamath.jpg


No hard feelings, TwinkieGorilla. Normally, I'd know better than to poke fun at a Forum Orderite,
but in this case I simply couldn't resist. Then again, perhaps I merely enjoy living dangerously. :wink:
 
Here's some bugs and errors I've come across (most are very minor).

I'm playing on Windows Vista, Fallout 2 (v1.1, US, Humongous)
I'm using the newest version of the RP with all fixes. The only other mod I'm using is Magnus's Weapons Redone.

1. On the wiki page for this project there is an unconfirmed bug report about never being able to ask Vic about the water flask.

I can confirm that this is the case for me as well. I've started several new games and no matter what I do, I can never get Vic to say anything about the water flask. Instead, I get the option to ask him "Where's Fred again?" (Despite him never telling me about Fred in the first place). He'll then respond with, "From Ed, he's a brahmin dealer over in Vault City. You been there before? Let me show you on that map thing of yours." I then get the pipboy message, "You learn about Vic being a trader." and I get 200 xp.

So it seems he thinks that I asked him about the water flask. If I then try to ask him about something, I can once again pick the option "Where's Fred again?" and he'll say, "Vault City. Check that fancy map thing of yours."

2. I found a minor typo with Vic. If you kick him out of the party by telling him to wait, and then try to talk to him again, one of the many things he can say is, "Hey, Boss. You want me to join up with you know?"

I'm pretty certain that "know" is meant to be "now".

3. In the Den, the addicts on the west side seem to have an ungodly amount of action points (enough to punch about ten times in a row, or walk across the entire map in one turn), while the east side addicts seem normal.

Here's a couple things I found with the Slaver Camp.

1. After I got the slaver camp location from Metzger, I noticed that it had appeared on my map in a block of nine visible squares. However, instead of the Slaver Camp being centered in the nine squares, it is instead in the top middle one.

2. When talking to the door guard at the Slaver Camp, if you fail to convince him that you're there to get more slaves for Metzger, he'll give you the option of "Leave now or you'll find a bullet in your head." You can then choose between:
"I'm leaving."
or
"I think I'll stay and kill you first."

If you choose, "I'm leaving." you'll exit dialog, but before you have a chance to do anything the slaver will enter combat and shoot you, saying, "I warned you, asshole."

So you have no chance to actually leave. Perhaps it was intended this way, in which case you should just ignore this one.

3. If you manage to talk your way into the Slaver House, and talk to their leader, Don, you can have the following conversation:

PC: Metzger sent me. He needs a few slaves.

Don: Metzger sent you? [He fidgets uncomfortably] He wants more slaves already? He got a shipment last week.

PC: Are you questioning the boss? I don't think he is going to like to hear that. Perhaps I should bring him here so he can ask you personally. You know how much he loves repeating himself.

Don: Metzger sent you? Yeah right. He got a shipment of slaves last week. You're full of shit and you're wasting my time. Death is your only friend now. [Signals to his men] Let's take care of this loser.

And then combat begins.

So you see the first part of his second response is very redundant. I suspect it was meant to be his response if you failed the speech check on the first line. But anyway, Metzger's second response would work much better if you removed the first two sentences.

And a couple things with Sulik's Tribe.

1. I noticed that Manli and the Head Warrior both have 600 hp. I'm not sure why, as it doesn't actually make them that hard to kill if someone wanted to be evil (they have crappy weapons and no armor), it just makes it take a very unrealistically long time for them to die.

2. A minor typo. When I examine a random member of Sulik's tribe, I get the description: "On of the few remaining people in the tribe."

3. Just for fun, after freeing Sulik's sister and Sulik left my party to say "Byes" to his tribe, I then went to the Den and became a slaver. I returned to Sulik's tribe, and they went hostile, as I expected.

However, their combat taunts all said "Error". Also, Sulik (who was not in my party) joined the fight on my side, happily slaying his sister and his tribe. After we killed them all, I then talked to Sulik and had him join my party. He then instantly rebelled and attacked me for being a slaver. Pretty funny stuff.

4. And finally, I found that after I slayed everyone in the tribe, I still couldn't enter the cave that was being guarded. Just seemed a bit odd.

EDIT:

I found another odd thing with Vic. You can't rest around him if he's not in your party (i.e. you told him to wait). I can tell Sulik, Lenny, and Cassidy to wait and I can rest around them just fine, but not Vic.

At first I wasn't sure why I couldn't rest, but when I entered combat mode, I saw that all my NPC's (none of which were in my party at the time) were green except for Vic, who was red. As soon as I had Vic rejoin my party, I was able to rest like normal.

Strange.
 
I LOVE this mod, but can I somehow turn Cassidy's talking head off? To be honest I think he was better- looking without it. But thanks from giving this godly mod to us mortals!
 
Puokki said:
I LOVE this mod, but can I somehow turn Cassidy's talking head off? To be honest I think he was better- looking without it.

Remove the 16 casdy---.FRM files from \Fallout2\data\Art\heads folder. Edit HEADS.LST in the same folder and delete the last line (casdy,3,3,3) and the talking head graphics will be gone. Probably there are other files to delete or modify to remove the other side effects of the effects of the mod (?)

I haven't tested any more than this much, so I don't know if the FRMs for Cassidy in different armor even exist. - Until killap says how to do this properly, please don't blame me if it crashes or breaks something else!
 
I don't know if deleting those files and making those changes will work. Morticia is mostly right there. Those files were altered. But so is the vccasidy.int file (Cassidy's script). It will be looking for those art files. Deleting them may work, but I really do think it would mess up your game. The script might just ignore the fact that those graphics aren't there, and just display the default image and continue to work like before. Or, worst case, the game may crash every time you talk to Cassidy.
 
@ Puokki

You can always go the boring safe way, uninstall the RP Mod and reinstall it, this time without the talking head mod checked.
Though Morticia's way sound more interesting. :)
 
I would like to add to Dravean's thing about the slaver camp.

The first time through I killed everyone (or so I thought) and at the end, after searching for other slavers for 15 minutes, I still couldn't get Sulik's sister to come with me and leave... I ended up saving that game as "Slaver Camp Broken" and reerted back to an older save and went back.

Second time through I noticed that there was a slaver in the building that instantly ran from me as soon as battle begins. This slaver ran off the map before I could get to him and kill him (I am playing Unarmed). Sulik (my only party member) wouldn't go attack him, probably because I hadn't landed one on him or something.

I had to restart. Third time through, 2 slavers got away in this fasion and I had to restart again...

Fourth time through I targetted the one guy who always seems to run from me and pwnt him, then sulik killed the other woman running. I finally got to finish it.

Is there a way to kill people who go off maps like that? I have never suffered from this before (well once in FO1 in the raiders south of Shady Sands).

I think the shelter where the slavers are at might be too close to the edge of the map or something, or maybe that wimp guy who always runs is just too smart for meh.


Thanks for this sweet mod, I absolutely love it. In 1.1 version I struggled playing this character a whole lot due to the high frequency of random battles, but now that I restarted with 1.2, I am rocking through the game and loving the added stuff.

-Mad Props
-seanc
 
firesickle said:
In 1.1 version I struggled playing this character a whole lot due to the high frequency of random battles
If you set encounter rate=45 it feels more like it did on an old PC. Killap actually increased the rate above the original expectations.
 
Slowhand said:
klamath.jpg


No hard feelings, TwinkieGorilla. Normally, I'd know better than to poke fun at a Forum Orderite,
but in this case I simply couldn't resist. Then again, perhaps I merely enjoy living dangerously. :wink:

hahaha, awesome. no...i totally deserve it. when it comes to modding and technical shit, i'm a disgusting n00b. anyway, i try to behave myself in the mod forums. :wink:
 
About the slaver camp. Might I suggest a different kind of fix. How about setting it up so that if the slavers go hostile to you and one or more of them survive, reset them, only with better weapons, and perhaps more of them, like the escaped ones went and got reinforcements.

If not this, then I'm sure most of us would approve greatly of some method of making this quest more challenging should you fail to kill all of them, instead of just preventing it from being finished altogether. It seems if you approach the camp as a ranger, then it's nearly impossible to kill them all. Something's gotta be done.
 
that might work. Also, something I forgot to mention. I left the map and revisited it (without moving on the world map) a couple times to see if the slavers would reset, each time I came back 2 people with combat armor would appear and fight on my side. Each time I came back 2 more would accumulate.

I had sulik in combat armor on my side when this was happening. I won't be able to get a chance to reproduce this bug, but I am sure I will be able to figure out how to trigger it. Probably a script error.
 
firesickle said:
that might work. Also, something I forgot to mention. I left the map and revisited it (without moving on the world map) a couple times to see if the slavers would reset, each time I came back 2 people with combat armor would appear and fight on my side. Each time I came back 2 more would accumulate.

I had sulik in combat armor on my side when this was happening. I won't be able to get a chance to reproduce this bug, but I am sure I will be able to figure out how to trigger it. Probably a script error.

Could it be some ranger help??
Have you visit NCR and become a good ranger..

firesickle said:
Second time through I noticed that there was a slaver in the building that instantly ran from me as soon as battle begins. This slaver ran off the map before I could get to him and kill him (I am playing Unarmed). Sulik (my only party member) wouldn't go attack him, probably because I hadn't landed one on him or something
.

Try with the resolution patch ;) the screen is bigger than the map so good shooting 8-)
 
I just had a game freeze while loading when exiting the Hubologist area in SF for the second time. I've just formatted their HD and got the location of the Hubologist Stash. The freeze was pretty bad and seemed to take up quite a lot of system resources; it took me several minutes to get the task manager to respond and close Fallout 2.

I'm running a fresh Humongous install with Restoration v1.2 with all the fixes; I'm using the NPC armor mod, the Marcus armor mod, and the Cassidy talking head mod. I'm also using Windows XP SP2.

EDIT: I've checked it and it has nothing to do with formatting the Hubologist HD. If I exit the Hubologist map using the exist grid, it gets stuck anyway even if I don't enter the Hubologist bunker or touch their computer.

Save file sent to Killap.
 
No idea if this is RP-related, but here goes: Combat-looking at various people in Redding displays Error in the message window. If I normal-look at them first and then combat-look at them, the correct message is displayed all subsequent times. There is, however, a guy in a tent right next to where your car is in Main Street, and he displays Error no matter which way I look at him. He doesn't have a float, either.
 
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