Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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Darek said:
Just to narrow thing down a bit, what was your install history?
Did you ever have the extras installed and then later removed them?
If not, did you only use the installer without the extras?
Did you ever use the manual install?

No, always installed without the extras from the installer
Also I reintalled everything when updating from RP 1.1 to 1.2 also without extras

Anyway, copy paste from my other post

This is the order:

1 - Downloaded RP 1.2 from killap.net
2 - Installed Fallout 2 humongous install
3 - Installed RP 1.2 with no extras
4 - Downloaded and installed the fixes from the first page
5 - Set everything to read only
6 - Copied the savegame over
7 - Started Fallout 2 and loaded my savegame

That's pretty much it.
If you need any other info just ask
 
Hey Killap,

I think I just found another semi-major bug.

The bug is with the explosives in the cave at the raiders base. If you follow the raiders from vault city and come into the camp through the cave, the explosives you see right away when you come in can be disarmed an infinite number of times yielding unlimited xp.

I don't know if anyone mentioned this yet, but I wouldn't think you can disarm a bomb twice :D


(*Edit*: I went a little further and it seems like all the explosives in the raider cave can be disarmed an infinite amount of times)
 
Just wanted to say I had the same issues as Lord D with the clean 1.2 install (no armor, no wasps). Not a big problem for me but maybe something to look at.
 
Someone mentioned the following situation before and I can't find the discussion about it (searched back the last 10 pages, may not even be on this list):

Sulik and I (6th level) are travelling from Modoc to Den when we encounter robbers... 8! of them. If I didn't immediately run to the exit, we were dead. This happened on 2 separate occasions. I never had this happen before and unless I immediately run to exit, I'm toast. I'm playing a noncheat character.

I always thought that encounters scaled somehow to party size and/or level. But, this seems like overkill. As I said, this has never happened before that I can remember.

----
Also, the second Kaga encounter was damn near impossible trying to play a non-combat focused character. He was doing between 10 and 20 points of damage each hit. I had only 50 hp. By the time I was able to close the distance, I was usually dead. (Couldn't hit worth anything with my pistol.) Perhaps this is an intentional reminder of the brutality of the wastes, but kinda puts a damper on the idea of playing a non-combat oriented character.

Thanks!
 
Hey guys I just exported the skilldex folder from master.dat and found this 2
guardianus1.bmp
scourgenv8.bmp
 
earthdude said:
Also, the second Kaga encounter was damn near impossible trying to play a non-combat focused character. He was doing between 10 and 20 points of damage each hit. I had only 50 hp. By the time I was able to close the distance, I was usually dead. (Couldn't hit worth anything with my pistol.) Perhaps this is an intentional reminder of the brutality of the wastes, but kinda puts a damper on the idea of playing a non-combat oriented character.

now that you mentioned it, Kaga was a great pain in the ass for my diplomatic character too. I had to use load a lot just to get lucky and survive the first two encounters. Though, it made me feel like the wastes are a tough place for "wimps" again.
 
Jotisz said:
Hey guys I just exported the skilldex folder from master.dat and found this 2
guardianus1.bmp
scourgenv8.bmp

First one is a original art for "Guardian of Wastes" reputation. Second one is art for Alcohol addiction, which killap still haven't implented (hint hint :P).
 
I have to disagree nuka cola has this one

(its from an unofficial Hungarian translation mod of the official version I just cut of the other parts to make it smaller)
 
I found something strange about "Errors"
Before finish Chad quest in Broken Hills when I talk with caravans people and ask them "whats your name" they say I'm Error but now (in the meantime finish chad, mine quest and have Marcus) they say real Name... Maybe some variable was change??
Other:
found untranslated text when eat candys from EPA and drink Nuca-Cola (Polish ver.) :)
 
a couple o'issues...

Hi;

first, kudos goes to killap for his priceless work on rendering F2 into what it always should have been :)

Let me report some still open issues/items from my wish list in version 1.2 (maybe/probably already known: I'm currently too lazy to filter hundreds of postings for those... ever thought of setting up a public bug tracker system, eg bugzilla? :) ) :
- After delivering the EPA botanics information holodisk to brother Paul in Abbey, one of the player talk options says "error" (US version).
- Since uranium ore can be obtained via random caravan encounters around Broken Hills, it should have a bartering price (better yet a rather high one, regarding the scarceness of the material; price is currently $0). It should also be possible more than once to deliver ore to Broken Hills. If that's not possible/not wanted in scope of the RP, maybe uranium ore should be made unique (removed from traders' inventories).
- Anybody else had the effect of the "Better Criticals" perk not being available for option, even if all req.s ought to have been met? (My char is currently Lv 25, Pe 8, Ag 10, Lk 7 (one of my standard stat sets).)
- I think it is still mandatory to talk to that inconspicuous no-name lab tech in Navarro in order to play Quincy against Raul, even if Cookie has given away the information that those two are in continuous quarrel... imho, the player should get that talk option after talking with Cookie, possibly if his/her intelligence is high enough.
- Is it possible to add a "brahmin pastures" tag or the like to the Klamath town map? This would make it possible to catch up on the "brahmin mutilation" quest, even if one had left the radscorpion limbs there in the first place (I think there isn't any other way to confront the Duntons, or is it?).
- The quests from Typhon in Broken Hills ought to ge6t entries (or at least one) in the status list so it is visible that there's still something to do.

Oh yeah, I've got
- the US version
- official 1.02 patch
- RP 1.2 (all items enabled), plus all all additional fixes listed in the first entry
- Magnus' "Weapons Redone" 1.7

Thanks killap, pls keep up the good work :)
 
Skynet said:
Second one is art for Alcohol addiction, which killap still haven't implented (hint hint :P).
I tried doing this a while back and it would crash the game when the addiction would wear out. I'll look into this again though.
 
I have one more bug to report.

I dont get an option to talk to Painless Doc Johnson (Redding doctor) about the combat implants from Vault City.

But I can talk about them and even get the surgery with any of the others doctors.
 
@ Lord Danath,

From The Nearly Ultimate Fallout 2 Guide:
If anyone in your party is hurt or you are radiated, the opening dialogue will look a little different and you won't get the option to ask about implants, so you'll have to let him treat you or treat yourself first.
Is this helpful?
 
Darek said:
@ Lord Danath,

From The Nearly Ultimate Fallout 2 Guide:
If anyone in your party is hurt or you are radiated, the opening dialogue will look a little different and you won't get the option to ask about implants, so you'll have to let him treat you or treat yourself first.
Is this helpful?

No, the option is not there even when at full HP and not poisoned or radiated, my party members aren't hurt either.
 
Lord Danath said:
No, the option is not there even when at full HP and not poisoned or radiated, my party members aren't hurt either.
Well I tried with the save you sent me for your EPA trouble. You were radiated on that save. I went to Redding and took a rad-away, after that I could ask the doc about the implant. I loaded and tried again without the rad-away. This time the doc said I was injured and would not let me talk about the implants. I let him heal me, quit the dialog and talked to him again, this time I could ask about the implant.

If none of that works for you I don't know what the problem is, since your save works for me anyway. You can obviously send me your latest save and I can try that as well, if you'd like.
 
Darek said:
Well I tried with the save you sent me for your EPA trouble. You were radiated on that save. I went to Redding and took a rad-away, after that I could ask the doc about the implant. I loaded and tried again without the rad-away. This time the doc said I was injured and would not let me talk about the implants. I let him heal me, quit the dialog and talked to him again, this time I could ask about the implant.

If none of that works for you I don't know what the problem is, since your save works for me anyway. You can obviously send me your latest save and I can try that as well, if you'd like.

Ok. I will try again later. I saved in the Enclave Oilrig so i cant get out to test it. Probably gonna take a while since im getting my ass handed to me by those gauss rifles :x

Thank you anyway.

BTW: Did you have any luck finding which of the extras caused the problems with the missing FRMs in the EPA?
 
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