Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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Darek said:
Skynet said:
I think this was made to avoid a confusion if player for example plants a item on shelf, then later in game uses the shelf from differend spot and wonders where the item vanished.
I'm not quite sure if that answers my question. :scratch:
That extra shelf can't hold any items, it's not even an option. Or are you saying that setting the action flag to "pick up" removes the shelf's storing ability? If so that's a pretty lazy and ugly workaround by the devs.

Yes. If they had kept the storing ability for that part, there would be one shelf with two inventories. So the "pick up" flag is crude, but effective solution.

It's just the limitation with this engine . There will be clipping issues if a scenery is "too long". That's why they have wall art in two pieces for example.
 
Skynet said:
Yes. If they had kept the storing ability for that part, there would be one shelf with two inventories. So the "pick up" flag is crude, but effective solution.
Would setting the flag to "use" instead turn it into a "double" shelf?
Is the reason the "pick up" flag is being used, that the devs wanted to be sure the hand icon is shown over the whole shelf?
So it wouldn't be mistaken for just scenery, if part of it just have the look icon?
Oh well, if it's an engine limitation I guess it's not much that can be done. It's bugging me that's all.
 
Darek said:
Is the reason the "pick up" flag is being used, that the devs wanted to be sure the hand icon is shown over the whole shelf? So it wouldn't be mistaken for just scenery, if part of it just have the look icon?
Yes, that is the reason. And yeah, the reason for all of this is engine limitations.
 
Hi :)
I was wandering if I could play the the 1.2 with 1.1 text files?
I'm asking because I have Polish version of vallout and only translation for 1.1 is available.
 
Premislaus said:
Hi :)
I was wandering if I could play the the 1.2 with 1.1 text files?
I'm asking because I have Polish version of vallout and only translation for 1.1 is available.
The 1.2 installer includes the latest (newer than what is found here at NMA) Polish text files (as well as a full French translation). The Restoration Project is multilingual now. :D
 
killap said:
Premislaus said:
Hi :)
I was wandering if I could play the the 1.2 with 1.1 text files?
I'm asking because I have Polish version of vallout and only translation for 1.1 is available.
The 1.2 installer includes the latest (newer than what is found here at NMA) Polish text files (as well as a full French translation). The Restoration Project is multilingual now. :D
 
Hi, I've got a problem with the endings.
After completing the game, the movie with the platform blowing up is shown twice and then the game exits to the menu.
I've tried both disabling hardware acceleration in dxdiag, and downloading the enclave_verti patch (although I didn't take the vertibird to the platform).

Here's the savegame if it might be of any help: http://raddox.net/hosted/SLOT01.rar
Thanks in advance!

Edit: Got it working! The problem only occurred when I entered the staircase to the south after the last boss, but not if I exited the platform to the north.
Is this maybe not a bug but a feature, to show that you're still on the platform when it blows up?
 
@Raddox
Just tested and everything worked fine for me. I exited out the main door, tanker video played, all the slides played just fine, and I was given the option to continue.


Edit: Got it working! The problem only occurred when I entered the staircase to the south after the last boss, but not if I exited the platform to the north.
Is this maybe not a bug but a feature, to show that you're still on the platform when it blows up?
Ah, this has to do with the verti pad on the top. I shall address this. The problem is when you exit the map it plays the ending video, but I added the verti pad at the top so no video should play until you leave the main door (assuming you came on the tanker and not the verti.) It isn't doing this currently.

EDIT: The problem occurs when you have not taken the vertibird and go to the vertipad after killing Horrigan. It is fixed now - fix not released yet.
 
There is one recipe for Mr. Chemmie that calls for an 'Apple' instead of 'Fruit'. I think it was for making Mentats. Obviously, it takes Fruit and works but the description could be changed to match.


And is there any use for the 'Robot Parts' on the ground of the 3rd floor of the Hubologist Stash? It's too heavy to pick up. I'd love to see a way to upgrade Skynet's armor or weapons.
 
Well I gutted my version of Fallout 2... and I am right now collecting your updates as best as I can so I can have a functioning fallout 2.
 
Vardaman said:
There is one recipe for Mr. Chemmie that calls for an 'Apple' instead of 'Fruit'. I think it was for making Mentats. Obviously, it takes Fruit and works but the description could be changed to match.
The same bug (the fruits referred to as "apples") appeared when Ann from the Vault City Village first asked me to get her the food delivery. All subsequent references (including the Pip Boy status) called them just "fruits".
 
@ killap,

About the car trunk bug.
What I am thinking is that I know way to little about the proto files.

First is 00000455.pro in the save slot the car trunk?
How is it edited in-game? It happens at least one time in New Reno (storage capacity) Does it happen any other time?
I would guess that the action flag is set to "pick up" somehow during the game. Isn't that the only way?
Also are there any saves around for this bug? If so, shouldn't it be easy to check if the flag has been changed?

jfreund said:
The only variable I can see between the trunk working or not working is whether I have recruited an NPC. According to Per's guide, the primary reason for the original bugs concerning the car were due to its being coded essentially as an NPC.

System/installation summary:

Laptop, XP Pro SP2, Core 2 2.16 GHz, 2 GB RAM

Fresh humongous English FO2 v1.0, Expansion Pack 1.1 (downloaded Mar 20), engine fixes for NT/XP from post #1.

I can provide savegames of the trunk working in the Den before purchase (player solo), the bug in the Den before purchase (player + Sulik), and the bug in VC (player + Sulik, Vic, Cassidy).
Hm, so it's not win9x related anyway. I wonder if he has those saves left?
 
@Darek

I do have save games of individuals plagued with the car trunk bug.

Here is one e-mail I got.

The first is a save from
after I bought the car and I have a couple instances
of the invisible trunk in my inventory that I grabbed
before I bought it. The second is
a save from before I interacted with the car at all.

save 1
save 2

Here is another e-mail I had gotten about the trunk bug:

The bug is present in the save in NCR (Adam > 036) and i could replicate
it from Adam036, however i am no longer able to do this.

036 is in Redding, as soon as you leave town you'll have the third Kaga
encounter. This is where i could replicate the bug by knocking Kaga out
(Sulik is good at doing this with the ripper)
and then stealing all his goodies from him while he's passed out.
As soon as he revived he ran off and after i put his goodies in the trunk,
the bug struck. (the very next time i tried to open the trunk)

save games
 
Thanks.

Well in the first two saves 00000455.pro is corrupt. It's only 53 bytes instead of the 59 it should be (the file in master.dat is 65 bytes, every single one in my saves are 59, I don't know what the difference is). The mapper crashes the moment I put the mouse pointer over the trunk proto.
Since it was broken before he bought the car it may be a faulty install or a bad disc. 00000455.pro is created already when you make your first save, so how are we supposed to know if it was bad from the start?
It's easily fixed by replacing the faulty proto file with one from a working save.

The second set of saves were pretty useless, 7 of the saves CTD when I try to load them. All of them where the trunk were supposed to be broken. There was nothing wrong with the car trunk proto however, so whatever it was, it's not the same as the first two saves.
 
I started a new hardcore (no reloads) game with RP 1.2 installed.


Again, as I was with 1.0 and 1.1, I am very impressed. The bugfixes are immensely appreciated and it is something you can't take for granted once you've played through FO2 a billion times and are used to being plagued by them every step of the way. It's very refreshing.


I only have one suggestion / note. The NPC Armor Mod does severely reduce weapon selection when in use. For instance, if Sulik dons Leather Armor, he can no longer wield knives, combat knives, spears, et cetera. If you make the mistake of making him wear Leather armor and don't have him disarm himself, he will stand in combat doing nothing.

I understand the NPC Armor Mod is "4th-party" in this context. I liked the B-Team Mod better solely because it expanded weapon selection for NPCs rather than reduced it.

And when playing a no-reloads game, I'd much rather Sulik or Cassidy sacrifice themselves to save me than vice versa.

Once again, thank you for this incredible work.
 
soulmata said:
I only have one suggestion / note. The NPC Armor Mod does severely reduce weapon selection when in use. For instance, if Sulik dons Leather Armor, he can no longer wield knives, combat knives, spears, et cetera. If you make the mistake of making him wear Leather armor and don't have him disarm himself, he will stand in combat doing nothing.

I understand the NPC Armor Mod is "4th-party" in this context. I liked the B-Team Mod better solely because it expanded weapon selection for NPCs rather than reduced it.
Weapon selection for party members isn't reduced with the new armor mod. The same animations present for the NPCs in the original game were done for the armor mod. Unless frms are missing, each NPC can use all the same weapons they could in the original game. Speaking of missing frms, Sulik is actually missing leather armor frms in regards to using knives. This will be fixed in 1.3.

Still, I suppose I can include the old b-team mod in the installer. This way people can choose either the new armor mod or the old b-team mod.
 
killap said:
Weapon selection for party members isn't reduced with the new armor mod. The same animations present for the NPCs in the original game were done for the armor mod. Unless frms are missing, each NPC can use all the same weapons they could in the original game. Speaking of missing frms, Sulik is actually missing leather armor frms in regards to using knives. This will be fixed in 1.3.

Still, I suppose I can include the old b-team mod in the installer. This way people can choose either the new armor mod or the old b-team mod.

Interesting! In that case, I retract my statement and I apologize. Not even ten minutes after I posted I tossed the combat leather jacket onto Sulik and he was happy to wield the combat knife once again.

And then again, choice is always good.

I appreciate your responsiveness and patience. I work for a WISP and deal with "enterprise" software developers all day long - and most of them, despite being paid for their work, have short fuses.

Your project is so damn good that we will be updating our game guides due to all the changes.
 
I have no idea if this is related to the patch or not.

I saved inside the reactor in Gecko, inside the storage room. I quit and came back to it later. When I loaded my game, the ghouls in the reactor went hostile.

Of course I murdered them all but it's very strange.
 
Weird. I was able to reload the save, toggle combat, save before they initiate combat again, reloaded, and they didn't go hostile.

I preserved the save where they go hostile if anyone wants it.
 
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