Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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killap said:
Golan2072 said:
the NPC armor mod (very, very cool and adds a bit of realism to the game - actually seeing Sulik in Power Armor when he's wearing one was a delight!).
Did you have problems with the NPCs leveling? It was reported that they are not leveling properly with the mod.
For me they leveled in the same way as in the original (official patch) game - that is, randomly when you gain a level.
 
Just to clarify on the NPC leveling issue: they level, but then DE-level. Probably after I save and reload.

EDIT: Upon further investigation, they all use their base .pro files (eg. Vic: 0000062) or at least revert to that after I reload. I cannot edit the base .pro files installed by the RP either. FUCK doesn't recognize them.
 
Delete those base level files. I have seen this in the Megamod. Whenever they are inside the mod NPCs do not level correctly. If you get rid of them, they will level correctly. However, deleting the files will not cause them to get their levels back. I have no solution for that.
 
Dorsai! said:
Hi, I was playing Fallout 2 with the Restoration Mod 1.1 before and had no problems.

But today I upgraded to 1.2 and get the following error after the loading screen of the game:

Code:
wmAreaInit: Error Loading Cities

I tried to reinstall Falout 2 and the Restoration Mod, but it doesn't help.
I allready tried the City Limit Patch 2, but it doesn't help either.

Can someone help me with this.
I have the 1.02 US Version of the game.
And I'm running it under Wine 1.0 RC5, but that shouldn't be a problem, as the vanilla Version of Fallout and RP 1.1 worked flawlessly.
I get the same error when trying to run RP 1.2. I never tried to run version 1.1, but seeing as I am also attempting to run it under Wine (v. 0.9.59) it seems like there might be a bug specific to Linux/Wine-using Fallout players :/

A fix/work-around would be awesome if possible, though given the nature of this problem I dunno if that's feasible. Regardless, I've used your unofficial patch while playing FO2 in the past killap, and I really must say that your work is the utmost in nifty ^_^
 
beleth said:
Dorsai! said:
Code:
wmAreaInit: Error Loading Cities
under Wine 1.0 RC5, but that shouldn't be a problem, as the vanilla Version of Fallout and RP 1.1 worked flawlessly.
I get the same error when trying to run RP 1.2. under Wine (v. 0.9.59)
What does your Windows configuration look like? OS, SP, language etc?
 
beleth said:
I get the same error when trying to run RP 1.2. I never tried to run version 1.1, but seeing as I am also attempting to run it under Wine (v. 0.9.59) it seems like there might be a bug specific to Linux/Wine-using Fallout players :/
The city patch is applied via sfall in 1.2. You need to set wine to use the native/built in version of ddraw.dll, or sfall won't load.
 
BUG REPORT:
Just two for me,one of which i mentioned earlier
The absence of special stock in new reno arms,and i'm a wright made-man
killed salvatore,bishop and mordino too

2nd one,may not be a bug
But the turrets at the enclave base does no damage to Horrigan
But i remember in the old unpatched fallout 2 that it used to do some sort of damage to him
(i could be wrong though)

i nearly got whacked but won thanks to the "Hand Grenade of Antioch"(major kudos killap)

SUGGESTIONS:
"Hand wipe" at the Klamath bathhouse shouldn't remove "Virgin of wastes" title(thats just my view though)

Is there anyway to get a happy ending for Broken hills?
I know with the uranium supply running out,its only logical that the place should get abandoned,but still.....its kinda unfair

but all said and done,awesome mod
EPA,Abbey,NPC's appearance changing with armor and the numerous bug fixes made it worth playing fallout 2 again
 
@ radicalx

You probably overlooked the discussion of your New Reno Arms problem on the previous page. Please forward killap a savegame, if possible.

killap said:
Unconfirmed: New Reno Arms Supply - I became a made man for the Wright family and I'm supposed to get "special stock" at the New Reno Arms, but when I ask for the special stock the dude has no items available.
I really could use a save game here. Or at least someone else confirming this.
A savegame of the Horrigan/Enclave turrets issue would most likely be appreciated as well.

radicalx said:
the turrets at the enclave base does no damage to Horrigan But i remember in the old unpatched fallout 2 that it used to do some sort of damage to him
I can confirm that. In my last game I soloed the Enclave and took Horrigan out just using the turrets.
 
People with the special stock bug in new reno, can you please read this and give it a try.
Per's Guide said:
Being a Made Man of any family will give you access to Eldridge's special stock, which includes a Bozar and a Super Sledge. Which items he has at a particular time is slightly random, just like shops in general. If you don't see what you want, try leaving and re-entering the barter window; if that doesn't work, return at a later date (2-4 days).
I really don't think there is any bug here. I have looked at his special stock several times now. The number of weapons available range from 0 to 5. If he doesn't have any weapons just leave New Reno and come back after 4 days to let him restock. If you are really unlucky he wont have any special guns the second time either, but leave and come back and eventually you'll get them.
 
Windows XP RP 1.2.2 Full install (I started game from RP 1.2.1 Full install).
Game crash (and save broke for ever) when I try save game after killed peasant by putting two plastic explosives in san fransisco (Peasant in room with Lo Pan).
I putted two plastics set on 3:00 to inventory peasant and run to east map. Then I return, look on peasant and try save , but game crash.
Saves from game link :
http://download.yousendit.com/6D02F9802C840A9B
Don't repair save but only look what case this and try fix for new release RP.
 
Pi|t|ek said:
Windows XP RP 1.2.2 Full install (I started game from RP 1.2.1 Full install).
Game crash (and save broke for ever) when I try save game after killed peasant by putting two plastic explosives in san fransisco (Peasant in room with Lo Pan).
I putted two plastics set on 3:00 to inventory peasant and run to east map. Then I return, look on peasant and try save , but game crash.
Saves from game link :
http://download.yousendit.com/6D02F9802C840A9B
Don't repair save but only look what case this and try fix for new release RP.
After planting any explosives on a NPC, NEVER leave the map. This will cause a crash, corrupt a save, etc. 99% of the time. This is a vanilla Fallout bug, engine related (we think), and with no known solution or idea where to look for the bug. :(
 
Eldridge always had special stock in the vanilla version. I'm consistently getting no special stock the first time I talk to him every game.

Killap, let me know if you got my save, and if it's the right one. Never sent one before.
 
Omegawolf said:
Eldridge always had special stock in the vanilla version. I'm consistently getting no special stock the first time I talk to him every game.
Sounds like New Reno Arms is a definite contender for further examination, then.

If it isn't a bug it should be made clear that the Made Man status awards you special weapons w/o guaranteeing their immediate availability.

I've never opted to become a Made Man, but I certainly wouldn't waste any time presenting my sweaty palms to Eldridge in hopes of getting those überweapons into my itchy fingers. Likewise, I'd probably have a few select words reserved for him upon leaving his shop empty handed.
 
Omegawolf said:
Eldridge always had special stock in the vanilla version. I'm consistently getting no special stock the first time I talk to him every game.

Killap, let me know if you got my save, and if it's the right one. Never sent one before.
Got it and did some testing.

So, each weapon has a 25% of being stocked - that is kinda rare. The reason, however, that you guys are seeing no more than 1-2 at a time is because of the inventory flush code I added to all the vendors. For example, Eldridge would stock 1-2 guns in his special inventory and you would see this the first time you enter. Next time you come, his inventory is flushed expect for quest items. Now say he only stocks 1 gun this time. Instead of seeing 3 guns, you only see 1 in his inventory. If he stocked 0 that time (luck was against you) you would see a completely empty inventory.

If you keep trying with the way things are setup now, you *will* see him restock - you just won't see him with a very large inventory at any one time.

Anyway, I tweaked the inventory flush code for his special stock and uploaded the modified script.

Fixes the problem with Eldridge's special inventory restocking incorrectly.
Grab fix here (Just copy this file to your fallout2/data/scripts folder and overwrite what is there.)

Once you apply the fix. Leave New Reno and come back to it in 4 days. Eldridge will have restocked by then.
 
Slowhand said:
radicalx said:
the turrets at the enclave base does no damage to Horrigan But i remember in the old unpatched fallout 2 that it used to do some sort of damage to him
I can confirm that. In my last game I soloed the Enclave and took Horrigan out just using the turrets.
Hmmm - are you playing with the AP Ammo Mod on?

If the turrets are stocked with JHP ammo, this might explain it. But I will have to investigate the proto file for the turret and horigan and do some calculations.

I might be able to fix this in my Combat Overhaul Mod by ajusting proto files there and making sure the turrets come preloaded with AP ammo. This wouldn't affect ammo they may have in their inventory as that sort of change would require a map change (I think) and that is out of scope for my mod. But would at least have the first round of shots do some good damage. ;)
 
Omegawolf said:
Eldridge always had special stock in the vanilla version. I'm consistently getting no special stock the first time I talk to him every game.
I stand corrected. :salute:
 
hey just a minor question is there anyway to revert the npc appearance mod to its "old" version?

and great job killap with 1.2 download it yesterday
 
BR4ZIL said:
hey just a minor question is there anyway to revert the npc appearance mod to its "old" version?
You mean where they all look like clones? If so, no. There is no compatible b-team mod with the RP right now.
 
Unbeatable Frank Horrigan on killaps 1.2 mod ?

Ok I think this might have to do something with the latest uo patches May 31, 2008 (1.02.25) and restoration mod June 9, 2008 (1.2)

Final boss Frank Horrigan not taking any damage from turrets and enclave troopers. I do max 5 points of damage with M72 gauss rifle and/or megapowerfist.

The only other NPC damaging him is the one with YK42B pulse rifle (about 40-50p damage). What's the problem here ?

I looked over the net for solution but this might be somekind of unique situation.
 
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