Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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Hey Killap have you ever wanted to expand the Restoration Project into something much bigger? Like adding more quest, building on town-on-town war(Bishops raiders vs Vault City) or something? I know this is the RESTORATION mod and not the MEGAMOD, but change can be good sometimes.
I mean, if your all ready capable of adding all these new towns and locations that weren't in the original game than adding new locations all together shouldn't be that hard. I'll even help you write some of the dialog.(I'm a Mutants Rising writer, by the way).
I tried downloading the megamod once, but I found it so buggy and difficult to install, that I found it not worth installing.
 
@ Killap & Darek

If I understand correctly, the crash I had in the Hubologist area had to do with having too many items on me and in the car trunk (I used them as barter currency :)). So if I'll get rid of all unnecessary items the bug won't occur, would it?
 
Golan2072 said:
@ Killap & Darek

If I understand correctly, the crash I had in the Hubologist area had to do with having too many items on me and in the car trunk (I used them as barter currency :)). So if I'll get rid of all unnecessary items the bug won't occur, would it?
You shouldn't have to get rid of everything unnecessary, just a few select items. Check the list on page 38 of this thread.
From what I saw 9 of those items plus resting so the brahmins had time to take a dump, would result in the crash.
Most of those items are one-time use only and completely unnecessary to drag along with you anyway, so it's no big loss.
 
Hello,

Running the risk of sounding stupid, I have to ask -- what is this mod exactly?

I feel that the descriptions and overviews provided are not completely clear on some matters; is this a mod that attempts to utilise unused content created by Black Isle, but never implemented due to deadlines, etc. Or is this a mod that adds user/fan-made content based on obtained design documents (similar to parts of Team Gizka's efforts for KOTOR 2)?

Reading snippets from the RP 1.0-1.2 threads I could glean that you have included some user content (e.g. talking heads made by Mutants Rising team, goris robe fix). Regarding Shi sub -- is there any Black Isle art or is it all user-made?

Sorry if this Q has been answered already, I just do not have enough time at my disposal to read through all the 200+ pages of the all the RP threads.
 
About the armor mod. A choice of the two does sound good I guess, but to save a few hundred posts on the forum, they should definitely be mutually exclusive. I'm sure you've thought about this already, but just in case you haven't... =P I'm confident someone would install both of them and start whining on the board about how the NPCs don't work.

In my opinion, this new armor mod is superior in many many ways. The fact that all NPCs could use all the weapons you can makes them even more like clones. Keeping them to their original weapon set gives each NPC their own flavor.
 
EnslaveThemAll! said:
Hello,

Running the risk of sounding stupid, I have to ask -- what is this mod exactly?

I feel that the descriptions and overviews provided are not completely clear on some matters; is this a mod that attempts to utilise unused content created by Black Isle, but never implemented due to deadlines, etc. Or is this a mod that adds user/fan-made content based on obtained design documents (similar to parts of Team Gizka's efforts for KOTOR 2)?

Reading snippets from the RP 1.0-1.2 threads I could glean that you have included some user content (e.g. talking heads made by Mutants Rising team, goris robe fix). Regarding Shi sub -- is there any Black Isle art or is it all user-made?

Sorry if this Q has been answered already, I just do not have enough time at my disposal to read through all the 200+ pages of the all the RP threads.

It is an attempt (and a rather succesful one in my opinion) to "finalize" the game using unused content and design docs. The user content is optional for this mod, you dont have to install it. Im not a big fan of mods, but I'll never play F2 again without the RP. killap rules!
 
isfet said:
EnslaveThemAll! said:
Hello,

Running the risk of sounding stupid, I have to ask -- what is this mod exactly?

I feel that the descriptions and overviews provided are not completely clear on some matters; is this a mod that attempts to utilise unused content created by Black Isle, but never implemented due to deadlines, etc. Or is this a mod that adds user/fan-made content based on obtained design documents (similar to parts of Team Gizka's efforts for KOTOR 2)?

Reading snippets from the RP 1.0-1.2 threads I could glean that you have included some user content (e.g. talking heads made by Mutants Rising team, goris robe fix). Regarding Shi sub -- is there any Black Isle art or is it all user-made?

Sorry if this Q has been answered already, I just do not have enough time at my disposal to read through all the 200+ pages of the all the RP threads.

It is an attempt (and a rather succesful one in my opinion) to "finalize" the game using unused content and design docs. The user content is optional for this mod, you dont have to install it. Im not a big fan of mods, but I'll never play F2 again without the RP. killap rules!

Ok, thanks for the answer the readme clarified a lot though. I, too, am no huge fan of user-mods. I want to play Fo2 like BIS intended it to. If I wanted to spend time playing a mod, I might as well play Killa! or even Wasteland Merc.

And this brings me to my first bug report... hah.

I installed the mod using the windows installer, I checked the Goris robe fix, weapon sounds from Fo1 for some pistols and the AP ammo fix.

I am running on Win XP sp2, for what it's worth.

So, I am in the temple of trails, I have just murdered Cameron and decide to squeeze some exp. pts. by using the doctor skill on my char, when I finally succeed I see Hakunins final dream cinematic saying that the village is dying, etc and then I exit to main menu.
Wtf?

EDIT: I also installed all the post 9th June fixes.
 
Not really a bug. AFAIK, if you turn Arroyo hostile or kill any of the villagers (even in the Enclave), the game ends at midnight. I didn't think it was possible to kill Cameron, but maybe an exception to the script could be made in his case, or make him unkillable like the Overseer.
 
Cameron can be killed without repercussions, but only when in the Temple and it is during the fight. So either we got a random glitch or you killed him after he said you won (ie fight is over).
 
killap said:
Cameron can be killed without repercussions, but only when in the Temple and it is during the fight. So either we got a random glitch or you killed him after he said you won (ie fight is over).

Well, that explains it. I had chased him down after the fight.
I had also failed several times with the healing and it seems that each time you use the doctor skill 1 game hour (vs. ½ h for first aid?) passes, so this gives credit to Kanhef's theory...

It was strange, however. I had never experienced anything of the sort through all the years of playing Fo2.
 
wouldnt the items crash just be a the code spreadsheet overlay?
like there being too many items then there are entry points for code for the mechcanics on all fronts? i.e. like to many NPC on your side and overzealous Mr chemmy type Mr Fixit type projects?
say there are 244 diffent slots in the spreadsheet. yet you have more weapons then there are slots.?
eh..
DESTROYAZ___
am I stupid or am I stupid?
 
Hi guys, im looking for yet another adventure in the wastelands(my 5th i think) so i would like to ask for just a quick explanation about killaps mods.

I used his final patch last year for my last playthrough and now i would like to try out this new mod!

As i would like to start as soon as possible could you please answer me:

1) What order does instal go, i instal F2 and then his final patch or just the mod, or both?

2) Is there a lot of content?

p.s
I now i should probably read and find the answer myself but as i said i would like to start ASAP and while i go dig out my F2 somewhere in my room, it would be nice if someone answers!

Thanks!
 
1) Install the RP on a clean installation of F2; it includes all the fixes from killap's unofficial patch and the official patch.

2) Yes.
 
@EnclaveThemAll!: The Doctor thing is appearing to me too - when I try to heal myself while in Temple of Trials, but I think it happens because my Doctor skill is too low - I kill myself.

Waiting for a long time at the Temple of Trials does not result in the Hakunin message appearing, and maybe even if I die it won't appear too. So it's possible for this to be a bug.
 
I think it has been mentioned before, but I am not able to complete the Challenge in San Francisco.

When I challenge the Dragon, and say test of skills, the script puts me in the arena, says fight, but combat doesn't start. IF I attack the other person, he fights back but after I kill him it doesn't progress to the next round.

Thanks in advanced!

Also, killing Lo Pan works, but I haven't tried killing the Dragon, only the Test of Skills part seems to be nonfunctional


Here is a save: http://www.firesickle.com/SLOT7.zip
 
@ firesickle,

Your save is crashing my game, what extra mods are you using?

You might want to fix that link of your's, no SLOT in upper case.
 
Hi Killap. Well done with this project, i'm enjoying the new content very very much

I have a bug report, which also happened to a friend of mine. I get a CTD on enterring Navarro, after accepting the "get plans for BoS" quest.

EDIT: we are both playing through with a super character (all 10 in SPECIAL), this may have something to do with it.
 
Wine Woes

Hi guys, the Resto Project looks awesome :), can't wait to play F2 again n check out all the new stuff, except....

Have encountered the same problem as those earlier guys running it under Linux/Wine. (wmAreaInit:: Error loading cities).

I tried running ddraw.dll as native, but this produced a "Error initialising video mode 640x480" message.

Any help much appreciated! :)
 
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