Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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Killap! Thank you! What perfect timing. I had just started to play again but checked to see if you'd been able to find any fixes and here they are. Thank you.
 
I've no idea if this has anything to do with the RP, but I can't seem to assassinate Bishop "cleanly". If I try to replace the explosives in the safe, the game crashes. If I repair the safe, go downstairs, and wait ten minutes, I hear the explosion, get the XP for killing Bishop, even get the message, but instantly get a crash less than a second after the message. If I repair it, leave New Reno, walk around for a few days, then come back, Bishop doesn't use his safe, and isn't killed. The moment I wait for ten minutes, though, he decides to use his safe, and the game crashes again. I do get an error message, though.

Currently using:

English FO2
Windows 98
Restoration Patch; no other mods.
Small install(Any other install causes the game to quit to desktop before the intro movies play.)
 
@Full_Metal_Wolf
Explosives are known to crash the game. I for one have never had a problem with assassinating Bishop this way - but many have reported the exact problem you are describing. I'm afraid luck is our only friend in this situation.

Small install(Any other install causes the game to quit to desktop before the intro movies play.)
That doesn't sound good. I have no idea what could be wrong though.
 
Have you tried saving on the second floor of the casino, loading, and immediately trapping the safe and blowing him up? That usually works for me; if I've been on any other map since loading the game, it tends to crash.
 
Kanhef said:
Have you tried saving on the second floor of the casino, loading, and immediately trapping the safe and blowing him up? That usually works for me; if I've been on any other map since loading the game, it tends to crash.


Dude, you're awesome. It worked. Bishop was hit for a ton of damage, killed, and no crash. I had tried saving in the club before, but had never exited, then reloaded, before trapping the safe. I am eternally in your debt. :clap:
 
Do you guys mean you can blow Bishop up with the safe while still on the second floor? This never worked for me.
 
I don't know if this problem is caused by RP or even if it's a real problem. It had made me loose my nerves, scream, almost smash my keyboard and finally register here in search for help.

The problem is the final boss. No weapon does any damage to him! I'm using the gauss rifle. I hit him in the eye (smashing it), he attacks 2 moves later, I hit him in the head (damage his arm controll mechanism) he carries on attacking like nothing happens. That wouldn't be such a problem if I dealt ANY damage! Not ONE attack delt damage to him :( I can't believe I've made it this far and can't finish the bloody game!

If this is not a problem then please give me the name of the script file that controlls his attributes.

Thank you in advance!
 
P$YCH0 said:
I don't know if this problem is caused by RP or even if it's a real problem. It had made me loose my nerves, scream, almost smash my keyboard and finally register here in search for help.

The problem is the final boss. No weapon does any damage to him! I'm using the gauss rifle. I hit him in the eye (smashing it), he attacks 2 moves later, I hit him in the head (damage his arm controll mechanism) he carries on attacking like nothing happens. That wouldn't be such a problem if I dealt ANY damage! Not ONE attack delt damage to him :( I can't believe I've made it this far and can't finish the bloody game!

If this is not a problem then please give me the name of the script file that controlls his attributes.

Thank you in advance!
The problem is the ap ammo mod. A quick fix to this is to open ddraw.ini in your main Fallout 2 directory and scroll down to bottom. Look for something called "DamageFormula=" Change the value (probably set at 1) to 0.
 
Omegawolf said:
Do you guys mean you can blow Bishop up with the safe while still on the second floor? This never worked for me.


You save on the second floor(where Angela and Mrs. Bishop are), exit to the main menu, reload your save, then get to the third floor(I used the "0" trick to escape Bishop's dialogue) and repair the safe. Head back down, possibly having to use 0 again(Assuming you turn off the "Can't use 0" option in ddraw.ini) and wait ten minutes with the Pipboy. As Kanhef said, the problem seems to stem from having visited another map after loading the game.
 
@ killap,

Updated Crash Items List:

Code:
Items:

Cat's Paw Issue #5                 Pip Boy Medical Enhancer
Raiders Map                        Pip Boy Lingual Enhancer
Rangers Map                        Password Paper (Tchaikovsky)
Survey Map                         Book "The Lavender Flower"
Magic 8-Ball                       Mutagenic Serum
Note from Francis                  Trigger Activated Dynamite
Bug Spray                          Fallout 2 Hintbook
Plant Spray                        Pamphlet (EPA)
Ramirez Box                        Field Switch

Holodisks:

M.B. Holodisks 1-5
Experiment Holodisk
Medical Holodisk
Evacuation Holodisk
Sierra Mission Holodisk
Broadcast Holodisk
Hubologist Holodisk

Teachings Holodisk		         - unused
Mutant Transmissions       	   - Fallout 1
Regulator Transmission		     - Fallout 1
Brotherhood History        	   - Fallout 1
Military Base Security Code      - Fallout 1

Three items that look like holodisks but are in fact: a wooden door, a guy in a funny pajamas, a pheasant.

That's about it. I've checked almost every item available, except the different containers and a few odd things (ie "do not use" items...).
So what is it about them? They all use scripts?

Having all these things on the same map does not seem to be the problem. I tried to put all of them in a container and on the ground, leaving the map did not cause map corruption. the problem seems to be only when I try to take them with me from the map. I don't know if the total amount of these items in a map, will have any effect if I only take some of them with me.

From this updated list, Golan's save had 9 items, Morticia's only 7, it fits.

If you have most of the items you'll probably be able to crash every single map in the game, I have only tried with tree different ones so far.

Anyway, I've tried to narrow it down but I don't know if I can do much more here. If the problem is script related, as in too many scripts or something is wrong with those scripts, that's more your thing. If not maybe Timeslip can do something.
 
@Darek

Wow, awesome job here. You are indeed correct. Every item you mentioned (Cat's Paw Issue #5 I am no sure about but I could be wrong) has a script attached to it) Does leaving the map with only 1 of these crash the game? That doesn't make sense since I swear I have done that before just fine. How many does it take to start crashing?
 
killap said:
@Darek

Wow, awesome job here. You are indeed correct. Every item you mentioned (Cat's Paw Issue #5 I am no sure about but I could be wrong) has a script attached to it) Does leaving the map with only 1 of these crash the game? That doesn't make sense since I swear I have done that before just fine. How many does it take to start crashing?

I think it depends on the map, 9 in San Fran, and 17-18 for outside temple and temple. 9 in San Fran is only under specific circumstances though. And as I said, I don't know how other crash items still left on the map will effect things. I was thinking of going on a crash tour and see, but it I'm getting a bit fed up.

Oh by the way, having none of these items in my inventory, I managed to bring 279 items with me. Could not carry more.

edit: cat's paw#5 is in the script list.
 
Darek said:
I think it depends on the map, 9 in San Fran, and 17-18 for outside temple and temple. 9 in San Fran is only under specific circumstances though. And as I said, I don't know how other crash items still left on the map will effect things.
Interesting. Perhaps the reason for the difference in items required to cause a crash depends on the number of scripts on the map...

I don't believe anything is particularly wrong with those scripts to cause a crash when leaving. At least we have list of items to watch out about. This is key information in avoiding the bug.

Thanks again Darek. You're a real sleuth.
 
killap said:
Interesting. Perhaps the reason for the difference in items required to cause a crash depends on the number of scripts on the map...
I was thinking something like that.

killap said:
I don't believe anything is particularly wrong with those scripts to cause a crash when leaving. At least we have list of items to watch out about. This is key information in avoiding the bug.
I did not mean "wrong" literally. More like if they contain some code or uses some special function that "overloads the engine when it's trying to save a map. The funny thing is that it can save the map while your on it just fine (with all the items), but when you are leaving with the items it cannot.

I wish we could fix this, a list is not quite the same. We all know people don't read what they should. But yeah, it's better than before i guess

killap said:
Thanks again Darek. You're a real sleuth.
Thanks
 
@Full_Metal_Wolf

merf! I forgot that the casino has THREE floors (not counting the basement of course) I thought you managed to blow Bishop up while on the same floor he was on; the third. I was hoping that by being on the same floor, I could get around the crash, like with normal explosives.
 
Darek said:
killap said:
Interesting. Perhaps the reason for the difference in items required to cause a crash depends on the number of scripts on the map...
I was thinking something like that.

killap said:
I don't believe anything is particularly wrong with those scripts to cause a crash when leaving. At least we have list of items to watch out about. This is key information in avoiding the bug.
I did not mean "wrong" literally. More like if they contain some code or uses some special function that "overloads the engine when it's trying to save a map. The funny thing is that it can save the map while your on it just fine (with all the items), but when you are leaving with the items it cannot.

I wish we could fix this, a list is not quite the same. We all know people don't read what they should. But yeah, it's better than before i guess


Could it be fixed by moving all the script functions from items to player script (obj_dude), so that if the item X is used, it's function is called from player script?

This way all of those item scripts would not be needed anymore and could be removed.
 
FO2 is one of the games I play religiously as part of my hardcore (No dying, no reloading, no cheating) portfolio. As such I have always loved the unofficial FO2 patches and have recently come to love the FO2 restoration project.

I do have a couple of questions though.


1) Kaga puts a bad taste in my mouth. The whole thing really throws the element of the game off for me. Is there any drawback to simply deleting his file inside the SCRIPTS directory to remove him from the game altogether?

2) I've noticed once I head south of VC I tend to encounter Raiders with much more powerful weapons then they had in the past. I'm seeing them often attack me with Grease Guns, et cetera, when formerly at best they had assault rifles and desert eagles. Is this intentional? I don't dislike it - it makes it more challenging and as a hardcore player I love challenge.

3) I've noticed that my NPCs are able to use more weapons than they ever did before. Is this as a result of the inclusion of the brothers in arms patch or is it part of Killapp's patch? For instance, Sulik is now happy to wield the assault rifle.

Thanks in advance.
 
soulmata said:
1) Kaga puts a bad taste in my mouth. The whole thing really throws the element of the game off for me. Is there any drawback to simply deleting his file inside the SCRIPTS directory to remove him from the game altogether?
Yes, many do not like him. Removing glkagaen.int from the data/scripts directory is the only way to remove him without having any problems.

soulmata said:
2) I've noticed once I head south of VC I tend to encounter Raiders with much more powerful weapons then they had in the past. I'm seeing them often attack me with Grease Guns, et cetera, when formerly at best they had assault rifles and desert eagles. Is this intentional? I don't dislike it - it makes it more challenging and as a hardcore player I love challenge.
I haven't altered things like this. Many people say random encounters have gotten harder with my Restoration Project and the reason for this is because many encounters are based on player level. Because there are more quests now, people are reaching higher levels than in the original game.

soulmata said:
3) I've noticed that my NPCs are able to use more weapons than they ever did before. Is this as a result of the inclusion of the brothers in arms patch or is it part of Killapp's patch? For instance, Sulik is now happy to wield the assault rifle.
This would be because of the b-team mod. I take it you are still running 1.1 of the Restoration Project?

@Skynet
That is one possible solution. It still doesn't get to the bottom of the problem, but it is a good workaround.
 
I was just thinking, would it work to exchange the scripts for the troublesome items in the mapper with items that don't cause problems? To test if the scripts are the problem?
 
Darek said:
I was just thinking, would it work to exchange the scripts for the troublesome items in the mapper with items that don't cause problems? To test if the scripts are the problem?
No harm in trying. Just alter the protos with the mapper.

EDIT:
Out of curiosity, why isn't Ramierz's box (from New Reno) in that list of bad items? It is an item with a script attached...
 
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