Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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Quothz said:
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!
Thanks for the kind words. You'll be even more impressed with the latest version when it comes out.


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.
Like Dravean said, this should be fixed, but I'll double check.

Quothz said:
Modoc: Karl found his twin brother on his way back!
Odd, I'll have to look into this.


Quothz said:
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).
Yeah, I've seen this happen. Never sure why though.

Quothz said:
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.)
Good point. I forgot that they could be encountered during a caravan run. I've addressed this and they no longer reward you when you are with a caravan.
 
Timeslip said:
ok, this seems even more complicated than I thought...

The problem is that because force_encounter causes a random encounter, the player isn't considered to be in a town. However the car position is updated to the town of the which ever map you force_encounter too regardless. For actual random encounter maps, since that's the normal behaviour, everything is fine and when you leave you take the car with you correctly. For other maps, things go horribly wrong, because the map scripts assume that what just happened to them isn't possible. When you get to your destination, the engine updates the car current location correctly, but the map script doesn't spawn the car.

Since I don't really feel like adjusting every map script that handles a car, my workaround is to create a new force_encounter2 function that forces the encounter without spawning the car on the map. It's not perfect (you wont get access to the car trunk in the encounter,) but it means that you'll still have your car when you get to your destination.

@killap
Is this something maybe that should be addressed in the UP or RP instead of by sfall?

More detail in the FO2 Engine Tweaks thread on page 62.
 
As I promised, here is the final change list for the upcoming release.

Most of this has already been posted before, but it's been a while and I thought it would be good to give a definitive list. Stirring up some excitement doesn't hurt either. :)

First, this upcoming release is actually going to be v 2.0 rather than 1.3. The reason for this is that too much has changed between 1.2 to warrant just a .x increase. This is a big overhaul and honestly, this release is what I wanted the RP to be from the very beginning.

Changes:
Code:
-Complete dialogue overhaul for every RP location and character

The dialogue in the RP often left much to be desired and it never quite fit with the rest of the vanilla dialogue. Well, this should hopefully no longer be the case and all the dialogue at RP locations should seamlessly fit into the game. A big thanks to community member Dravean for his help in this area.


-Kaga Redone

Kaga has always been a sore spot for the RP. Since he was one of the first new RP content to be found in the game, he often acted as a turnoff to new players. He was a poor example of what the RP had to offer and this has been addressed. Kaga's encounters are no longer scripted sequences and nor are they forced. Kaga's encounters are just like normal encounters, but deadly ones at that. You'll get some dialogue to go along with it too, but it has completely been rewritten.


-Complete overhaul of the EPA

The EPA was always a location that could have been awesome, but fell short. This has been addressed and the location has been completely redesigned - new map, new dialogue, new quests, new secrets, etc. A big thanks to Pixote for his awesome mapping and graphic skills.


-3 new recruitable npcs available

To go along with the EPA overhaul, there are now 3 npcs that can join you which are found there. The one you get depends upon the skills you have chosen to develop.


-Improvements to every RP location

Not only has the dialogue improved at every RP location, but the quests have also been altered. The quests at these locations have been improved and new ones have even been added.


-Shi Submarine

Sailing to the Enclave no longer requires just fixing up the Tanker. The undead guardian of San Francisco is preventing anything from entering or leaving the harbor and something has to be done about it. This content has finally been realized thanks to the beautiful graphic work of Continuum.


-Vertibird is no longer flyable to the Enclave, but...

In an effort to continue making the RP as close to the intent of the original developers as possible, it was decided that flying the vertibird didn't quite make sense. For example, how could the Chosen One get all his people (in addition to everyone else) out of the Enclave in *one* Vertibird? It appears that I was wrong with what the developers wanted and what is more probable is that the Chosen One was supposed to be able to stowaway on a Vertibird to Navarro. An original game file seems to confirm this. Thus, in much the same way as the player could get to the Military Base in F1 at an earlier time than usual, the same concept is now possible in F2. The chance of survival is slim, but it's not impossible.


-Improved maps

Both vanilla and RP locations look better than ever thanks to help of community member Pixote.


-New extras

New animations are available in the extras section of the installer. In addition, Mash's high res patch now comes bundled, as well as his appearance mod.


-Tons of bug fixes

Countless bugs and other quirks have been addressed. Stability +1!
 
Chris Parks said:
The EPA was always a location that could have been awesome, but fell short

Only bit that stings a little. :cry:
Keep in mind Chris that the EPA changed dramatically from the version you made. I had my own vision and it fell short from *my* expectations. I meant in no way to offend you. :/
 
@Killap,is it true you have found a way to eliminate the "too many items" bug?heard that from somebody

Nirran
 
Nirran said:
@Killap,is it true you have found a way to eliminate the "too many items" bug?heard that from somebody
Yes. The problem seemed to be having too many items with scripts attached to them, not having too many items in general. This was solved by moving 80% of these item scripts to the player's script.
 
killap said:
Changes:
Code:
-Vertibird is no longer flyable to the Enclave, but...

In an effort to continue making the RP as close to the intent of the original developers as possible, it was decided that flying the vertibird didn't quite make sense. For example, how could the Chosen One get all his people (in addition to everyone else) out of the Enclave in *one* Vertibird? It appears that I was wrong with what the developers wanted and what is more probable is that the Chosen One was supposed to be able to stowaway on a Vertibird to Navarro. An original game file seems to confirm this. Thus, in much the same way as the player could get to the Military Base in F1 at an earlier time than usual, the same concept is now possible in F2. The chance of survival is slim, but it's not impossible.

I don't have the design docs with me, but I always that thought that going to the Enclave via Vertibird was part of the intent of the original developers. Otherwise, it wouldn't make sense for them to even create an ending for the Hubologists wherein they actually have the fuel.

As I see it, the Vertibird-to-Oil-Rig option is there for the truly evil character: The player aligns himself/herself with the Hubologists, gets fuel for their shuttle, destroys the Shi Emperor, and decides to take the "easy way out" and not bother saving his/her people. The Enclave had to be destroyed -- regardless of his/her tribe, the Enclave with its spread-the-FEV-globally-plan is a direct threat to the player character's survival -- but the player can chose to be an evil git and ignore his/her tribe. As I understand it, there is some things hard-coded into the engine now to make this scenario impossible, so maybe it's much more work than it's worth.

Having said that, I do vaguely recall that the text files associated with the player sneaking on-board a Vertibird are located in the New Reno section of the files, so maybe the developers intended for both options to be possible, but decided to drop them for whatever reason.

Cheers,

-- The Haen.
 
Haenlomal said:
I don't have the design docs with me, but I always that thought that going to the Enclave via Vertibird was part of the intent of the original developers. Otherwise, it wouldn't make sense for them to even create an ending for the Hubologists wherein they actually have the fuel.
I always considered everything related to the Hubologists a joke on the part of the devs. However, I can see where you're coming from.

Haenlomal said:
As I see it, the Vertibird-to-Oil-Rig option is there for the truly evil character: The player aligns himself/herself with the Hubologists, gets fuel for their shuttle, destroys the Shi Emperor, and decides to take the "easy way out" and not bother saving his/her people. The Enclave had to be destroyed -- regardless of his/her tribe, the Enclave with its spread-the-FEV-globally-plan is a direct threat to the player character's survival -- but the player can chose to be an evil git and ignore his/her tribe.
Interesting. The player goes to the Enclave, destroys it, and leaves his people behind. Intriguing, but would conflict greatly with the ending Arroyo slide. However, this could easily be disabled if the player chooses this route. Hmm..

This could be done, but some dialogue tweaking (with the Elder, etc) would be required. Sounds like a great final evil act on the part of the player.

Haenlomal said:
Having said that, I do vaguely recall that the text files associated with the player sneaking on-board a Vertibird are located in the New Reno section of the files ...
Yes, it is the Salvatore-Enclave transaction where this happens.
 
Haenlomal said:

It was my idea to alter this, and here I'll copy and paste the reasons I gave Killap for the change:

After doing my research, I've concluded that the original developers intended to have the PC use the vertibird to get to Navarro, *not* to the actual Oil Rig. And the PC was never intended to "fly it", they simple stow away on it and hitch a ride.

I'll explain my case:
1. It doesn't make sense. Not only is it stated in-game that vertibirds are too complicated for outsiders to fly, but it's also impossible that that PC could use one to escape the oil rig with the prisoners. Vertibird's aren't all that large. There's absolutely no way that the PC, the Arroyo villagers, and all the Vault 13 residents could fit in a single Vertibird. It'd take an entire fleet of vertibirds to transport them all.

2. If you look at the way the game is structured, it's made very clear that the Devs expect you to take the tanker over to the oil rig. That's why there are so many quests all based around activating the tanker. Not only that, but they bothered to make what is arguably the coolest FMV sequence in the game for when you use the tanker. Had they intended you to be able to get to the oil rig with a vertibird, I'm certain they would have given that path the same care and detail. There has never been any information on them planning to make a movie of the PC flying the vertibird to the Oil Rig (in fact, the Fallout Bible includes a list of movies that were planned, but never finished for the game, and flying the vertibird to or from the oil rig is not among them).

3. In the "Desert Transaction" sequence (between the Enclave and the mob family), there was text written for a sequence where the PC climbs into the vertibird, which then suddenly locks him inside and takes off (See what I'm talking about here: http://fallout.wikia.com/wiki/NewRVB.msg). I believe this is where all the rumors started that the PC would be able to "fly" a vertibird to get to an Enclave base. Anyway, it'd make sense for that vertibird to then land at Navarro, which is a much closer base than the oil rig. I believe this sequence was meant to serve a similar purpose to the part in Fallout 1 where you can have the Super Mutant at Necropolis "arrest you" and take you to the Military Base. It's simply a neat way to get a sneak peak at an end game place long before you're supposed to get there. Of course, the chance of getting out of that place alive at that early point is slim-to-none. So, just like in Fallout 1, you'll most likely die and have to re-load.
 
killap said:
Haenlomal said:
As I see it, the Vertibird-to-Oil-Rig option is there for the truly evil character: The player aligns himself/herself with the Hubologists, gets fuel for their shuttle, destroys the Shi Emperor, and decides to take the "easy way out" and not bother saving his/her people. The Enclave had to be destroyed -- regardless of his/her tribe, the Enclave with its spread-the-FEV-globally-plan is a direct threat to the player character's survival -- but the player can chose to be an evil git and ignore his/her tribe.
Interesting. The player goes to the Enclave, destroys it, and leaves his people behind. Intriguing, but would conflict greatly with the ending Arroyo slide. However, this could easily be disabled if the player chooses this route. Hmm..

This could be done, but some dialogue tweaking (with the Elder, etc) would be required. Sounds like a great final evil act on the part of the player.

I know the RP is only meant to restore originally concieved content but teleologically Haenlomal's argument makes perfect sense. The game is designed to give the player a wide range of moral choices including many bad and evil ones. It seems like a complete oversight that with the ultimate mission of the game this is not possible.
 
"Too many people to save" is not the only reason of vertiberd run Enclave-continent impossibility. There is another: EMI of nuclear explosion should kill all vertiberd's electronics.

So, it can (if Killap will do it) be possible to fly from continent to Enclave - few persons, no EMI. It can be possible to fly out from Enclave - leaving Arroio tribe and V13 people to die (for evil players).
But this is not victory, this is simple defeat with narrator's phrase such as: "If you wish you can be very proud of saving the whole world from the evil Enclave plans, but you lost all the chances to save Arroio. You die."
 
Chris Parks said:
Only bit that stings a little. :cry:
Don’t worry Chris; the EPA retains most of the maps that you built. I thought they were too good to remove, I just tweaked them a little to fit in with some of the other maps improvements found in RP 2.0.
 
Don’t worry Chris; the EPA retains most of the maps that you built. I thought they were too good to remove, I just tweaked them a little to fit in with some of the other maps improvements found in RP 2.0.

I had planned a complete rebuild of the EPA when I'd finished MR as the EPA was my first projecty and I knew literally nothing about scripting.

But its been done, so, never mind.
 
killap said:
All bags have been removed from the game. It is still possible to add one with an inventory editor though.
I think removing the bags is a bad idea, as they were obviously meant to serve a purpose by the Fallout developers. I understand there's a bug, but I think that should be fixed instead.
And let's face it, you can't just cram 200 pounds of stuff into your pockets alone, so it would even make sense to improve their usability, and make the bags a requirement for carrying stuff in it.
They should also vary in size, as to limit your ability of how much stuff you can pack inside them.

Also, food can be found anywhere in Fallout 2, as well as rooms for sleep over night that you can pay for. So it would make sense to implement the daily food/sleep requirement, possibly similar to the kind we've heard of from New Vegas.

These are just a couple of things I thought would make a great addition to this mod.
But even without that, I'm still downloading this mod just for the sake of this famous picture:

877619961cce9e96716f0ccc55a99963.jpg
 
mavi85bmn said:
Also, food can be found anywhere in Fallout 2, as well as rooms for sleep over night that you can pay for. So it would make sense to implement the daily food/sleep requirement, possibly similar to the kind we've heard of from New Vegas.

It's possible and some have done it, with more or less being successful. I don't think it's anything needed, though.
 
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