Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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killap said:
Just a heads up to everyone, but it looks like 1.3 will require starting a new game - old saves will not work. Sorry about this, but the new content breaks current save games.

Keep this in mind while you play or prepare to start a new game.

good thing I already finished my game with 1.2 and now I'm just waiting for 1.3 to start a new one.
 
I just ran into my first issue with the mod. I can't seem to get the raider's camp to show up on the map so I can, uh, raid them. I'm looking in the normal spot (4 squares north of Broken Hills). Anyone encounter this and/or know a fix?

Or does it require a higher Outdoorsman skill or something like that now?
 
terminal mehmet said:
I just ran into my first issue with the mod. I can't seem to get the raider's camp to show up on the map so I can, uh, raid them. I'm looking in the normal spot (4 squares north of Broken Hills). Anyone encounter this and/or know a fix?

Or does it require a higher Outdoorsman skill or something like that now?

How to get the Raider map location have change... there is two way now; one is from Vault City at night and the other is from New Reno.
the raider map does not appear 2freely2 you have to find it now. :)
 
There is something annoying. I had sullik as a groupmember. When I wiped out some people for the vault he stoped talking to me. He isn't a friend of mine anymore. strange thing is that he follows me around the world map. and every portal (the green grids).

This is very irritating because he keeps his gun on him. In NCR I can't come anymore because they'll start shooting because he doesn't put his gun away. I can't join as a recruit in navarro, because you have to come alone...



IS there a way to solve this without killing him?



Also for a quest in The broken hills I have to get that air purifier in New Reno from Renesco. But he is gone, this because someone wiped him out because he gave their kid some bad drugs. I can't fand another way to get the air pirifier.
Or am I missing something?
 
killap, could you say some words about new content in the dedicated RP or this thread? if not a secret of course ;)

Shi sub would be nice to find...

killap said:
Sorry about this, but the new content breaks current save games.
 
Gert said:
IS there a way to solve this without killing him?

Sell him as a slave... but killing innocent people is bad!! Or perhaps increase your karma. Sometime Sulik turn mad when you are too evil... :evil:

Other NPC have some reaction like that too so be careful

Also for a quest in The broken hills I have to get that air purifier in New Reno from Renesco. But he is gone, this because someone wiped him out because he gave their kid some bad drugs. I can't fand another way to get the air pirifier.
Or am I missing something?

Yes, you've tell the Wright the wrong person, remember than Renesco working for another family so perhaps THEY have to do something with the Wright kid death... no?
 
Touquet said:
Gert said:
IS there a way to solve this without killing him?

Sell him as a slave... but killing innocent people is bad!! Or perhaps increase your karma. Sometime Sulik turn mad when you are too evil... :evil:

Other NPC have some reaction like that too so be careful

Also for a quest in The broken hills I have to get that air purifier in New Reno from Renesco. But he is gone, this because someone wiped him out because he gave their kid some bad drugs. I can't fand another way to get the air pirifier.
Or am I missing something?

Yes, you've tell the Wright the wrong person, remember than Renesco working for another family so perhaps THEY have to do something with the Wright kid death... no?

Karma = 760

And renesco is already dead :( :(
 
I have a question to which I can't find an answer.

I played with Glovz AP Ammo Fix at first, but it seems to make the game.... a bit more unbalanced in the beggining the it was. I mean especially the fights that take place during "gang war" quests. All those stupid gangsters are armed with JHP ammo and Metal armor causing constant "* was hit for no damage" situations. I understand, that the damage formula in this Fix was changed so that JHP would be less effective against metal armor, but it makes no sense that two gangs prepared to fight each other are armed with ammo that is totally ineffective against their foe. Not to mention that my magnum still does better against them with JHP ammo then with AP ammo.

I'd like to play the game with the standart damage formula(damage = raw damage * ammo dmg multiplier * (100% *(armor dmg resistance + ammo resistance modifier)) - armor damge threshold) but with AP ammo ignoring damage threshold(AP bug fixed). Is it possible?
 
@Ylenard
Open the ddraw.ini file in the Fallout 2 folder with Notepad and change DamageFormula=1 to DamageFormula=0

I would suggest possibly trying the Tweak which is DamageFormula=2, but that's just me. ;)
 
Thanks Glovz. I read about your Tweak, and it definately makes sence, so I'm gonna go with 2. The thing that I actually couldn't find is whether AP ammo works like it should with 0/2 or not...
 
Just started my first game with RP1.2.

Anything done to the Brahmin drives? They were/are quite buggy and your car is left behind...

What about the Ranger's quest where you have to attack the slave camp? The one up north with sulik's sister. If you accept help from ranger is your car left to NCR?

What happens if you give the ranger safe house map to the slaver outside NCR for some xp and then kill them all right away for the rangers? Do the slavers still have e-mail or mobile phones :P to instantly spread the locations and thus all the rangers die at the safe houses?
 
@Ylenard
Unfortunately there is no perfect fix for AP ammo that everyone will be happy with or have the correct balance, because as you mentioned there may be times when NPCs have the wrong ammo to be using against whatever armor.

You could try my Combat Overhaul Mod, but it too will not change what critters are carrying. If you do try this mod, know it will work with DamageFormula = to 0, 1, or 2, but I am not sure how it will behave with 0.
 
killap said:
Just a heads up to everyone, but it looks like 1.3 will require starting a new game - old saves will not work. Sorry about this, but the new content breaks current save games.

Keep this in mind while you play or prepare to start a new game.

Perfect excuse for me to play an evil character :twisted:
 
@ Golan2072

Any chance you can put up your save game somewhere?
I would like to see the Hub crash and I seem to be unable to reproduce it from my own.

cheers
 
Jihan Nyhn said:
killap said:
Just a heads up to everyone, but it looks like 1.3 will require starting a new game - old saves will not work. Sorry about this, but the new content breaks current save games.

Keep this in mind while you play or prepare to start a new game.

Perfect excuse for me to play an evil character :twisted:
Heh, it is funny you mention that. There is something special being integrated with evil characters in mind.

Guest said:
killap, could you say some words about new content in the dedicated RP or this thread? if not a secret of course ;)

Shi sub would be nice to find...
I cannot really comment right now. I don't want to get too many hopes up if the current plans fall through.
 
Darek said:
@ Golan2072

Any chance you can put up your save game somewhere?
I would like to see the Hub crash and I seem to be unable to reproduce it from my own.

cheers
PM me with your e-mail address and I'll mail it to you...
 
Will 1.3 address the problem with the slavers running for the edge of the screen as soon as combat begins? I think that is a fix I'd most be looking forward to. Especially since if you go there as a ranger, combat begins immediately, before you have a chance to go lock doors or get a better position.
 
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