Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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LOL, I have seven different save files of completed games in RP 1.2. Meaning I completely finished the game with seven different characters. killap, I'm gonna destroy F5 this weekend, man. Your work is greatly appreciated, and I am anxiously waiting for 1.3

Edit: Oh yeah, I like the additional options. I use quite a few of them. Since they're "Additional Options," you can't really complain; you were just entirely too lazy to be installing a mod. Go do something requiring no concentration, like play 3shitty. Also: jeez, I miss Rosh sometimes.
 
mavi85bmn said:
Maybe those additional options shouldn't be included in RP installation, so most people who don't care about going through all the options wouldn't be bothered by it.

Ignore them. This works as good as not having them included.

Additional options can never be bad. Also, the ones included in RP are already limited only to very significant things.
 
sydney_roo said:
What are you talking about? By "lost in translation" I meant in a climax-wise sense not literally.

You won't miss something that you have never experienced. ;)

You may know it or not, but english isn't my native language and while i can comprehend most of the game in english, a lot of joke's and stuff would surely pass me by without being noticed.


Btw, i didn't get it what you meant with *lost in translation* at first, but i hope that i got it now this time. :)
 
You did but see what I mean? Even some jokes only make sense in English. Although I am not familiar with your version so it might be as well a perfect translation of english version.

Damn, maybe RP 2.0 will be released today! End of a week right? :-)
 
That's tomorrow, Sydney. And I think he said something along the lines of "maybe." :)

I've decided not to care about it, though because it's been indicated that version 2.1 will be the one that's properly finished, and I don't intend to spend my time playing it through only to discover that I've missed a lot of stuff that's going to be added later on.
 
mavi85bmn said:
That's tomorrow, Sydney. And I think he said something along the lines of "maybe." :)

I've decided not to care about it, though because it's been indicated that version 2.1 will be the one that's properly finished, and I don't intend to spend my time playing it through only to discover that I've missed a lot of stuff that's going to be added later on.

Fallout will be never finished till the end of time...
 
In that case, I'll probably play it when I have nothing better to do, like when I'm old and in my death bed, if computers will still be able to run these types of programs in that time. :)
 
mavi85bmn said:
I've decided not to care about it, though because it's been indicated that version 2.1 will be the one that's properly finished, and I don't intend to spend my time playing it through only to discover that I've missed a lot of stuff that's going to be added later on.
While 2.0 will not be a true "proper finish", this is only because there will inevitably be bugs to fix. There is no cut content (besides a food system) that is left to incorporate (at least that I know of). Anything major that might be added will be in the extras section of the installer. So, 2.0 is the last new cut content release. All other future releases will be for bug fixes and other assorted goodies.
 
Has the buggy nature of the caravans been fixed for 2.0? In my latest playthrough, I've focused on playing with the caravans trying to go round trips using just caravans. The most annoying one is that if for some reason you arrive at your destination but there's no-one there to greet you even if you did everything right (e.g. Hal for Westin's brahmin drive), you can never go on another brahmin drive. Back in NCR, Duppo will say another drive is ready and to show up at Westin's front gate, but Hal is no where to be seen.

An unrelated bug that may not be a bug is: if you are wearing power armor, it seems that the weight of the power armor is credited against the amount you can carry, which seems illogical since it is powered. Just carrying it in your inventory, of course, should affect the amount you can carrry.
 
Hi,
I am experiencing a crash in restoration project and maybe you guys would know how to help.
when I am trying to go to trapper town in klamath the gmae crashes after few seconds of loading.
I am quite advanced in the story line now, if that matters. I got the car and wanted to go for that part that saves some fuel but now i cant :/
Can anything be done now or I just have to play on avoiding the trapper town?
 
killap said:
So, 2.0 is the last new cut content release. All other future releases will be for bug fixes and other assorted goodies.
Killap,

Does this suggest that if there's a 2.1 version (or 2.01 or whatever), that we'll be able to continue saved games from 2.0?

Thanks again for all of the work you're putting into FO2, making one of the best games in PC history even better.
 
Lechuza01 said:
Hi,
I am experiencing a crash in restoration project and maybe you guys would know how to help.
when I am trying to go to trapper town in klamath the gmae crashes after few seconds of loading.
I am quite advanced in the story line now, if that matters. I got the car and wanted to go for that part that saves some fuel but now i cant :/
Can anything be done now or I just have to play on avoiding the trapper town?
Since you don't say much I'll just take a quick guess.
You have the German version and you need to get the blood patch?

It would help to know if you have been to Trappertown previously in your game and also how far into it you are.
 
killap said:
While 2.0 will not be a true "proper finish", this is only because there will inevitably be bugs to fix. There is no cut content (besides a food system) that is left to incorporate (at least that I know of). Anything major that might be added will be in the extras section of the installer. So, 2.0 is the last new cut content release. All other future releases will be for bug fixes and other assorted goodies.
Hey, I'm glad to hear that food system is planned to be implemented. This just gives me another reason to wait for the next version, aside from the bug fixes.

I hope you are planning to add sleep system as well, along with the bags as a requirement to carry more than a couple of pounds stuff around.
 
Darek said:
Since you don't say much I'll just take a quick guess.
You have the German version and you need to get the blood patch?

It would help to know if you have been to Trappertown previously in your game and also how far into it you are.

no not te german. English, Uk i bellieve but not sure
I do not have the blood censored. should I install blood patch anyway?

I think ihave been in trapper town previously. the problem is that i had quite a brake from f2 and now am continuing old savegame.

as for my advance in the game:
I have the geck,
got the citizenship of vault citi
repaired gecko power plant
killed all the riders
etc etc

Hard to list all I have done allready:)
character is 14 lvl so you can imagine that not that much

i was trying to go to the traper town allown and with the party, did not make any difference.

any ideas how to solve the problem??
 
Endocore said:
I was going through the RP 1.2 kcsulik.int script for reasons of my own and found a few things that may need attention.
Alright, just got around to this. Since I'm in a fairly good mood and don't feel like working on the terrifying about of work I have to do for next week, I'll give you some detailed answers.


Endocore said:
1) There's an obviously bad line in Node054:
Code:
if (op_global_var(233)) then
	begin
	end
If global_var(233), er, is...? I'm guessing it should be "==1," based on a few lines line in Global.h, but I couldn't find the exact info on how this variable tracks the stages of the GECK quest while writing these notes.
The full bit of code you are looking at is:

Code:
   if (dude_found_geck) then begin
   end
   else begin
      NOption(799,Node056,004);
   end

From the start, this is bad coding style (it should be not(fude_found_gecko) and then the dialog option), but then again I'm assuming they might have intended to put something in that empty if block. In any event, to answer your question that macro "dude_found_geck" expands to if (op_global_var(233)). Having an if statement like this is perfectly fine. However, you should only do this if you are checking a statement in terms of true or false (ie boolean). As long as global_var 233 isn't 0, then that statement is true. That's all we actually care about anyway in that check.

Endocore said:
2) Shouldn't the section:
Code:
procedure description_p_proc
begin
	op_script_overrides();
	op_display_msg(op_msg_string(383, 101));
end
instead be:
Code:
procedure description_p_proc
begin
	op_script_overrides();
	op_display_msg(op_msg_string(383, 102));
end
?
Nice catch. Seems like an oversight on their part.

Endocore said:
3) The first/biggest issue here looks like it starts right after the Sex Appeal check. Reaction is adjusted if self_obj is an evil critter (which Sulik isn't, but that's probably beside the point if it's all in a header file), and then in a separate subsection reaction is adjusted if self_obj is a good critter. The way I'm reading these two sections, the "Karma Beacon" perk is only considered if self_obj is a good critter, and is completely ignored if self_obj would happen to be an evil critter. If all this is the case, then it's obviously a problem. Either the Karma Beacon consideration should also be added into the evil critter subsection, or else moved to after both the good and evil critter subsections have done their respective thing.
This was an unused perk I implemented for the RP. You're correct, the karma beacon code is indeed only considered for good critters. Not sure why I did this. It's been way too long to recall what I was thinking at the time... I'll address this.

Endocore said:
The second issue is probably just an illusion based on my lack of understanding, but perhaps someone could explain it to me. In the lines dealing with the Karma Beacon modifiers check, the purpose of the phrase
Code:
and (karma_tmp != 0)
isn't clear to me. Wouldn't each of the lines in the Karma Beacon calculations be more concisely written as:
Code:
if ((op_global_var(37) ==1) or (karma_tmp >= 1000)) then
for the various values (karma_tmp >= 750, etc)?
Yeah, I'm not sure why I wrote it that way. I'll have to go over this.

Endocore said:
The third issue (if, again, I'm reading the script properly) is that it doesn't look like the effects of the Presence perk are being calculated properly. According to the game description:
You command attention by just walking into a room. The initial reaction of another person is improved by 10% for each level of this Perk.
I can't recall ever taking the Presence perk in a game, and therefore can't really say whether multiple levels are even possible as indicated in the perk description. However even if only one level of Presence can be taken, it doesn't look to me as if the calculation used in the script:
Code:
Static_Reaction := Static_Reaction + (10 * op_has_trait(0, op_dude_obj(), 10));
could possibly be right. It looks like it adds ten points (per level of perk) to the reaction calculation, which could be either considerably more or considerably less than ten percent of the overall value. Wouldn't a correct evaluation of the effects of Presence be something like:
Code:
if op_has_trait(0, op_dude_obj(), 10) then
	Static_Reaction := Static_Reaction + floor((Static_Reaction * ((level of perk) / 100)))
?
You're correct. They original devs are indeed just multiplying by 10. This isn't right. Also, there is no check for the number of levels of this perk, so having more than one wouldn't do anything extra. Perhaps something is hardcoded to handle this. I'll have to poke Timeslip and see what we come up with. You're solution seems fine if we could indeed check the number of levels taken for a perk.

EDIT:Actually, all is well here. has_trait returns the number of levels for a perk (did not know that before) and multiplying by 10 is actually correct. if you look at the macros, reaction_top is defined as 100, so presence does indeed move you 10% closer.


Endocore said:
4) There are half a dozen spots in the script where Sulik abandons the player if the player is doing bad things, and in each of these cases he fires off a float message. In each case, though, the float message color is yellow--shouldn't the color be red, since Sulik is upset with the player in these cases?
Yeah, seems like an oversight. Basically, the developers used floater(#) for all floats in his script. This uses the default color of yellow and if any other color needs to be used, then float_msg(....) should be used instead.

Endocore said:
5) In Node1100, in the subsection where Sulik abandons the party due to a bad reputation in Klamath shouldn't the dialogue line called be 1025 ("You be causing trouble in Klamath. We're gone") rather than the confusingly generic line 921 ("You got a lot of problems with people. We'll go until you be figuring that one out")?
Makes sense. Seems like another oversight.

Endocore said:
6) This is fairly trivial, but the procedures "Check_Next_Third_Of_Areas" and "Check_Second_Third_Of_Areas" both set a background for Sulik's talking head in the Primitive Tribe area. The code in "Check_Second_Third_Of_Areas" will never be called on as the background will always be set (if appropriate) in "Check_Next_Third_Of_Areas," and since it's redundant it seems pointless to have it in there (although, if the script was compiled with a header containing these sections it's understandable why it would be present, just like all the pointless checks to update the player's marital status).
Oops, my bad. Yeah, this doesn't cause any problems but it is unused code sitting there. Plus, the second Primitive Tribe check is out of date anyway and the first one is actually the correct one.

Endocore said:
7) At the beginning of the script a local variable is declared,
Code:
variable Charisma_Roll := 0;
that doesn't seem to ever be used or referred to again. If it is supposed to refer to something in kcsulik.int (rather than something from a general-purpose header file), then there must be a problem.
This was a variable used by a few procedures that were commented out by the original devs. Seems like they just forgot to comment out this variable in the end.

Endocore said:
8) There are about 150 unused lines of dialogue in kcsulik.msg. Although many of these are duplicates of other lines or seem to have no easily discernible referent, lines 490-492 seem to pretty clearly (or at least, pretty clearly for Grampy Bone-speak) refer to the EPA. Shouldn't a clause using these lines be inserted into Sulik's "Grampy Bone says..." responses in Node027 to take advantage of the RP's additional content?
Can you compile a list of all these unused lines? It seems like a few of them might not have voice files attached to them (ie missing the slk#### tag on the message lines).

Endocore said:
9) There's an inconsequential error in Node027, due a small bit of confusion in Maps.h. The line:
Code:
else if ((op_cur_map_index() == 42) or (op_cur_map_index() == 43) or (op_cur_map_index() == 44) or (op_cur_map_index() == 45) or (op_cur_map_index() == 46) or (op_cur_map_index() == 43)) then
in the script obviously doesn't need the second reference to the NCR Council map.
Yep, seems like a mistake on the part of the devs. Doesn't cause any problems, but shouldn't be there.

Endocore said:
10) Right below this in Node027 Sulik's spirit-talk comments are set for Vault 15, but his stipulated responses have nothing at all to do with anything going on at Vault 15 as far as I can recall. Although his first comment from line 530 of his .msg initially seems appropriate, on deeper consideration I don't think "those that rest" could really have much to do with the squatters. Should some other lines of his dialogue (perhaps some of the unused lines) be used here instead? Note as well that lines 530-532 of kcsulik.msg are fairly apt descriptions of Navarro, which is dealt with in the very next line of the script (further suggesting the whole thing is a mistake/bug).
Well, I'm not entirely sure what is intended here. Maybe we can get some feedback from others here. My thoughts are:

Here are the lines used for Vault 15:

Code:
{530}{slk27sa}{An empty shell rests below those that rest.}
To me this would refer to the Vault below the squatters.
Code:
{531}{slk27sb}{Talons of death are close.}
While this sounds like a reference to the vertibirds, it might actually be a subtle hint about Darion's dog. Then again, talons are for birds...
Code:
{532}{slk27sc}{Small death will follow you.}
No idea about this reference.

here are the lines used for Navarro:
Code:
{540}{slk27ta}{The voice is louder than the sound of any gun.}
This makes sense since you should talk down Chris rather than blasting him away. However, it could also refer to everyone at the squat. Rather than blowing them all away, you should help them.
Code:
{541}{slk27tb}{Evil hops here.}
Not really sure.
Code:
{542}{slk27tc}{The pathway of evil is laid clear here.}
This really seems to refer to the minefield you have to pass through.

Endocore said:
11) Could someone briefly explain to me the purpose of the small subsection:
Code:
if ((op_cur_map_index() == 19) or (op_cur_map_index() == 37) or (op_cur_map_index() == 38)) then
	begin
		if ((op_elevation(op_self_obj()) != op_elevation(op_dude_obj())) and (op_local_var(11) != 0)) then
			op_move_to(op_self_obj(), op_tile_num(op_self_obj()), op_elevation(op_dude_obj()));
	end
found in "procedure map_enter_p_proc" for every single recruitable npc? Apparently it's intended to correct a possible elevation mismatch between the npcs and the pc on the northern Modoc, "Squat A," and "Squat B" maps, but I don't understand the point of it and am wondering if there are any situations where it ever does anything.
This is a special case that have to be considered for Modoc and Vault 15 (the squat section of the map). Consider an NPC left waiting at the squat. If you helped the people there and NCR is expanding the area, then when you enter the map the elevation has changed (to display the expanded Squat). Any npc that was waiting on the original level is now lost forever if you don't move them to the new elevation of the map that the player is on. The same is with Modoc and blowing up the outhouse.


Endocore said:
**************************************************

Unrelated to Sulik, there's a very old outstanding bug in all versions of FO2 (cite) where Billy in the Den stops hiring a female pc for sex after the first few transactions. In looking at Billy's script and his behavior in the game, I believe this is because his destination tile (13742 on the east Den map) after leaving the bar to go home for the night is either set incorrectly (it's off the playable portion of the map) or set so that the exit grid is somehow interfering with his path; he therefore gets "stuck" trying to reach an unreachable destination, and never resets to proceed back inside the bar. I've set his script to use a new destination tile inside the playable portion of the map, but I haven't had an opportunity to try my revised script over time in a real game. Does anyone have an opinion of whether or not I'm on the right track with that solution? If so, that's an additional issue that could be fixed by the RP.
I came across this is some time ago. You are correct in your approach to fixing it, as it is essentially what I did. It's been some time since I looked into this, but I do believe it is the result of the hex being off the map (and blocked by invisible blockers). However, I've run into many issues before with the critter walk commands, where they would get stuck if you had them walk to a location too far away, etc. I've never come to an acceptable understanding of this yet...



EDIT:
kungfujoe said:
Does this suggest that if there's a 2.1 version (or 2.01 or whatever), that we'll be able to continue saved games from 2.0?.
I plan to ensure that RP 2.0 saves will work just fine with future versions. You might have to load an earlier save to get around a bug, but saves should be compatible.

earthdude said:
Has the buggy nature of the caravans been fixed for 2.0?
Maybe... I thought I had addressed all issues I personally came across. Missing drivers at the destination was one such issue. All I ask is that if you do come across these issues in RP 2.0, you provide a save game for me to test.

earthdude said:
An unrelated bug that may not be a bug is: if you are wearing power armor, it seems that the weight of the power armor is credited against the amount you can carry, which seems illogical since it is powered. Just carrying it in your inventory, of course, should affect the amount you can carrry.
Interesting. Never noticed this before nor do I know what I could do about it.

mavi85bmn said:
Hey, I'm glad to hear that food system is planned to be implemented.
Yes, but no promises.

mavi85bmn said:
This just gives me another reason to wait for the next version, aside from the bug fixes.
Yeah, seeing how long it took to get 2.0 out (and it still isn't out as of writing this), I'd HIGHLY suggest playing 2.0.x series. 2.0.x will be bug fix releases and the first will surely come out with 1-2 weeks of release. 2.1 will be long way away.

mavi85bmn said:
I hope you are planning to add sleep system as well,
A sleep system has been considered. Again, no promises.

mavi85bmn said:
along with the bags as a requirement to carry more than a couple of pounds stuff around.
Bags are gone forever. They can be exploited (are buggy) and just confuse players too damn much.
 
Lechuza01 said:
no not te german. English, Uk i bellieve but not sure
I do not have the blood censored. should I install blood patch anyway
No, then you don't need it.
Have a look at my post here and see if that can help you.
 
killap said:
Bags are gone forever. They can be exploited (are buggy) and just confuse players too damn much.
This has been said earlier, but you've probably missed it. The bags and backpacks (along with all the related bugs) should be fixed and made necessary for carrying more than a few pounds of stuff around (without the car).
You can't do it otherwise in real life, and you shouldn't be able to do it in the game. This is about realism, not convenience.
I agree that the current use of bags is entirely redundant, but that's what should be revamped so they would make sense.

Whatever your decision on this may be, keep up the good work.
 
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