Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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For free cookies, that restock every 2 days :mrgreen: MOAR cookies!!!

I'm pretty glad, that RP1.2 has such small weight (my traffic is reason for not playing Megamod yet). And i don't want play old 1.2 version, when there is at least POSSIBILITY to play 1.3 in this year!
 
Demonslayer said:
Puokki said:
I don't think Dr. Jones should be recruitable, but at least the player shoul be able to tell him it's OK to leave after the raiders there have been wiped out.

+ find him on another location for free medical assistance :)

Why not a speech check to convince him to stay and help the Settlers outside of Vault 15?
 
Blackened said:
I think people should get their posts vatted and/or receive a strike for asking for something not originally intended to be added to RP :twisted: Outside this thread should be fine.

Bad idea. Not everything that RP contains at this point was intended by developers you know. If something is technically feasible, makes sense and improves playability or fills the blanks then it would be stupid to leave it out just because some very talented guys on a very tight scedule could not think about it 10 years ago.
 
Puokki said:
I don't think Dr. Jones should be recruitable, but at least the player shoul be able to tell him it's OK to leave after the raiders there have been wiped out.
I'm pretty certain I mentioned my plans for Dr. Jones awhile back, but I'll say it again since this thread has grown out of control and it indeed has been a while.

What Puokki said is EXACTLY what I'm doing. He is not recruitable, but you can tell him to leave.

I actually have a good amount of free time coming up (finally!), so this should hopefully be what I need to finish off this release. So that everyone knows what to expect (and increase the hype :P) I'll compile a list of all the changes in this release and post it here. I need to compile this anyway for the readme, so why not now. 8-)
 
Not everything that RP contains at this point was intended by developers you know.

Yes, but it is optional on the installer. Can you name a feature that comes with the original package (and is NOT optional) which was not originally intended?

I agree that since RP's aim is not to improve the gameplay, but to add originally intended features, its gameplay can be improved (though the current RP, and I believe the upcoming version, have a great gameplay). But that should be done with separate mods.

I also think it will be best if in the original version of RP, there is everything that was intended (even that rainbow homosexual stuff), and there should be a few alternative options, one for removing just the most annoying and unnecessary additions (food system) and adding some of the most needed changes (AP fix, in case it wasn't originally intended), one with loads of changes to improve the gameplay without regarding what's originally intended and what not (Dogmeat and Marcus armor), and a few for people who want to improve their gameplay, and yet stay closer to what was originally intended, and don't like the extreme variants. Plus standalone mods for the RP (lootable bodies, weapons redone). I'm not sure this is a really good idea, because whoever mods RP will have to create a separate version for every version of RP. But I'm not sure if this will take much time.
 
Blackened said:
Plus standalone mods for the RP (lootable bodies, weapons redone). I'm not sure this is a really good idea, because whoever mods RP will have to create a separate version for every version of RP. But I'm not sure if this will take much time.
Have you secretly been reading my hard drive…when these guys built the Fallout games, there would have been hundreds of ideas discussed and tested, some obviously survived the filters they applied, other were caught and discarded. Different people would have applied different filters, Tim Cain this one, Chris Taylor another, there is no true and proper Fallout, even now these guys have mention how they would change a lot of what we consider cannon, because in their eyes it just doesn’t work as well in game (as was originally conceived). Killap will apply one filter and others another, but this is Killaps Restoration Project, and though the final result will be a mixture of people’s efforts, he applies the final filter. Conti built a beautiful submarine, but if someone made an even better one, Conti’s baby wouldn’t be there.

I have new ideas for the RP just like the next man, if Killap see merit* in them, as well as if they’re even possible to build, they might be found in a later addition of the RP. But new ideas need to have merit…

*Well built, convincing, beneficial to Fallout.
 
killap said:
Puokki said:
I don't think Dr. Jones should be recruitable, but at least the player shoul be able to tell him it's OK to leave after the raiders there have been wiped out.
I'm pretty certain I mentioned my plans for Dr. Jones awhile back, but I'll say it again since this thread has grown out of control and it indeed has been a while.

What Puokki said is EXACTLY what I'm doing. He is not recruitable, but you can tell him to leave.

On a similar subject (and this is a little bit of nitpicking, but I have been doing a lot of storytelling analysis lately so) the dialogue on Kaga encounters bothered me a bit.

When Kaga informs the player character about him being the first chosen one and being banished, it is a good dialogue. But in my opinion Kaga should at least hint to the fact that he was forced to give away his vault-suit, or that when he was cast out he would have just left the suit somewhere. It is a somewhat poor storytelling if it is left to the player to think what happened without pointing to whatever that would be considered "canon".

Also this thought came to me that how did the villagers learn that Kaga had turned bad? Probably traders such as Vic. So in my opinion (again) this should be portrayed in the text. Possibly on a case where Vic would be on players party when there would be a Kaga encounter.

These things bother me because Kaga encounters are fairly short, so they should have as much stuff crammed in to them so that they would not be "just" supporting scenes. And when I say "just" supporting scenes, I mean no disrespect, I enjoy the fact that there are those scenes, its just nitpicking about the storytelling and "Why`s and why not`s".

And adding a line for Vic in the likes of "you are much nicer than your predecessor" would tie Kaga much more to the overall story. But that would not change the minor inconsistency of Player Character not recognising Kaga. Which could be explained with a vague line on dialogue like "boy have you changed over the years" or after the first encounter Player Character saying to himself that Kaga has changed over the years. Maybe adding a line that states that Player Character did notice that Kaga just vanished (or something) but did not really care because he did not know him all that well. The lines about Player Character remembering something about Kaga should be vague because the player can choose his own age, so in some cases it might not be plausable that Player Character was too young to remember. Maybe when Kaga became the first chosen one, not many people talked about the chosen one because the situation was not as dire as it is when the player character was sent out.

What a long analysis of so short encounters.

But like I said, nitpicking.
 
Travesty said:
On a similar subject (and this is a little bit of nitpicking, but I have been doing a lot of storytelling analysis lately so) the dialogue on Kaga encounters bothered me a bit.

Kaga was one of the first things I re-wrote for 1.3 (holy shit, that was over a year ago now). Hopefully, you'll be happier with his new treatment.

Oh, and Kaga was never the Chosen One, at least, not according to the Fallout Bible. All we can discern from the bible is that Kaga was cast out of Arroyo (for unspecified reasons--perhaps because they got annoyed with the way he speaks in third person) and that he thinks he should have been the Chosen One instead of you, which is, presumably, why he wants to kill you so badly.

I'm not sure where the idea came from that Kaga was the first Chosen One.
 
Dravean said:
Kaga was one of the first things I re-wrote for 1.3 (holy shit, that was over a year ago now). Hopefully, you'll be happier with his new treatment.

I`m sure I will.

Dravean said:
Oh, and Kaga was never the Chosen One, at least, not according to the Fallout Bible. All we can discern from the bible is that Kaga was cast out of Arroyo (for unspecified reasons--perhaps because they got annoyed with the way he speaks in third person) and that he thinks he should have been the Chosen One instead of you, which is, presumably, why he wants to kill you so badly.

I'm not sure where the idea came from that Kaga was the first Chosen One.

Probably just my misconception. It`s possible that my misconception has come from the time between my reading Fallout Bible and now, it has been a few years since I last time read it and (quite likely) my memory is playing tricks on me. There was some line on RP1.2 that seemed that it stated that Kaga was the first chosen one, but it probably its just my mind mixing it up. But I stand corrected and now it makes more sense.

Thank you Dravean.
 
Travesty said:
Dravean said:
I'm not sure where the idea came from that Kaga was the first Chosen One.
There was some line on RP1.2 that seemed that it stated that Kaga was the first chosen one, but it probably its just my mind mixing it up.

Your mind didn't mix it up, in RP 1.2, it does say he was the first Chosen One, which was one of the things I altered in my treatment of Kaga.

However, I think in 1.3 Killap still refers to Kaga as the first Chosen One in the patch notes--I keep forgetting to have him alter that.
 
Dravean said:
However, I think in 1.3 Killap still refers to Kaga as the first Chosen One in the patch notes--I keep forgetting to have him alter that.
Altered! :)

Some good scripting progress today. Should hopefully have the rest of my current batch done by the end of the weekend.
 
...5 years later...

"When is 1.3 going to be released?"


[spoiler:62c494210e]:D Just kidding, I trust everything will be done when it's done.[/spoiler:62c494210e]
 
@Reconite

Hehe, yeah it's been a long road. I'm not making any time promises right now, but I've got an estimate in mind.

I hope to have the changes written up by the end of the weekend. Stay tuned.
 
Killap, fantastic mod. I've been using your bugfix patch for a while, and it's great; this is the first time I've tried using any F2 mod and I'm deeply impressed. Thanks for doing this!

A couple bug notes, tho'.

Primitive Tribe, Save Serin: Serin's crippled limb can be healed with the doctor skill. Doing so doesn't change his description as having a broken leg, and you're still required to go get help to complete the quest.

Either healing his leg should allow quest completion (and perhaps disallow the shaman's flower-picking quest, and perhaps give a small additional experience bonus) or there should be a special doctorin' message along the lines of "Serin's leg is completely crushed. He needs help beyond what you can do for him here." My druthers would be to let the player fix the leg and walk out with him.

Modoc: Karl found his twin brother on his way back!

I got Karl's story before ever visiting Modoc so was able to save the Ghost Farm without a trip to the Den. I later told Karl to come home. When I returned to Modoc, Karl had decided Modoc was so nice he'd return twice--two of him appear in town, both on Main Street. I don't think this is a vanilla bug, although of course I might just not've encountered or noticed it before.

Edit to add another one. A sort-of one.

Caravans: This is really a vanilla bug, but y'ought'a be aware of it, because the RP exacerbates it in a minor way. I'm sure you're aware that, sometimes, when you finish a caravan encounter and leave, you jump back into the same encounter, with everything as it was (corpses still on the ground and such).

In the RP, when this occurs after defending homesteaders, they reward you again.

(It's weird that they pick you to reward when you're a hired guard, anyway. Maybe it's possible to make an exception such that homesteaders don't give rewards to you at all when you're with a caravan? Even better would be some floaty-text thanking and offering rewards to the caravan leader.)
 
Quothz said:
Primitive Tribe, Save Serin: Serin's crippled limb can be healed with the doctor skill. Doing so doesn't change his description as having a broken leg, and you're still required to go get help to complete the quest.

I'm pretty sure this one was has already been fixed for RP 1.3.
 
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