Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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For some reason since installing this mod I get seemingly random memory access errors I've never even seen before, I can't say 100% that it's solely the mod causing it though. Need to do some more testing, but I only encounter it in the modded game, not with a clean install.

Also, New Reno is screwed for me. Every time I enter NR the map newr1.map (Virgin Street), the map goes blank and draws cursor trails wherever I move the mouse (only on the playable area though, kind of like drawing loads of objects on a blank map in F2Mapper). If I scroll the map to the right I can see some figures standing around but the map seems unfinished - I know it's not because I checked it in F2Mapper and it displays fine - am I the only one with this problem?

I've uninstalled/reinstalled to no avail btw, for me at least Reno's dead Jim. :(
 
I've noticed that my Fallout 2 tends to crash more often if I have certain programs running on the backround while I'm playing it. For example MSN Messenger. But mostly just when someone sends a message to me.
 
Yeah I always make sure I have anything that could minimize fallout off for that reason. Aim always crashes FO when I get a message, my windows ToDo program crashes it to when it "alerts" me.

Of course I never have a problem Alt-Tabbing and browsing the intertron for stuff while the games running... kinda weird.
 
Talking Heads

Hi!

Fallout 1 has twice more talking heads than Fallout 2, which is absurd because the latter is a much, much, much bigger game.

As I understand Sulik's sister (what's-her-name?) shall have a talking head, or have I missed something?

Does anything think that it would be good to introduce a talking head for one or two crucial characters from the game? 'Cause I've got the feeling it's precisely missing them, and that they were supposed to be there.
 
Hmm, well that was interesting... I did a reinstallation of the game & patch, but instead extracted the US patch and swapped the fallout2.exe with the original (I'm using the UK version), and the game actually works now.

Without wanting to jinx the situation (touch wood *scratches head*), I've now been playing for over 6 hours straight now with only a single (recoverable) crash, New Reno's problem has vanished, and no save game corruptions have occured. :mrgreen: :mrgreen: :mrgreen:

I did a binary comparison of the UK and US .exes and they are almost completely different, so I'm thinking the problem is with the UK version. Heh, surprise surprise there lol.

Out of interest, was the mod developed using the US version?
 
I have a problem with this mod-it doesn't work. I install it and run the game and there's the version number of the mod on lower right corner of the main menu, but when i start playing, nothing has changed. No karma title, no stone behind Klint, no npc armors that i can see etc. What's wrong??
 
Killap, the search function has not been kind to me, so I must ask this. I'm thinking of installing both the restoration mod and your official patch, because both look just plain sexy from the descriptions. However, I'm not sure if installing them one on top of the other is a good idea, and I figured you might know.

I also figured you might have built your unofficial patch into the restoration mod. Have you?
 
Recon Rover Rick said:
I also figured you might have built your unofficial patch into the restoration mod. Have you?
yes he has, you should only install the RP :wink: (and the fixes from the first post of this thread)
 
Um, Bear Dude, sorry to bother u, but... what's with RP 1.3? Is that still being worked on?

Sorry if it was mentioned somewhere be4, I just came back from vacation... The last thing I remember is killap saying it should be out by the end of august...
 
I managed to get the mod working but now every time i enter trapper town the game crashes and a (dwwin.exe) error occurs..
 
SilverM said:
Recon Rover Rick said:
I also figured you might have built your unofficial patch into the restoration mod. Have you?
yes he has, you should only install the RP :wink: (and the fixes from the first post of this thread)

Indeed, thank you. :)



I have a couple notes about the mod so far. All I've done thus far has been to get through the temple of trials, but I do have two observations. First one is, when you have to blow up the door, there is a trap under the door. Now, I can almost always see this, as I usually have a perception of 7-8. However, when I played through, I couldn't see this at all. Now, maybe that's just a fluke, although I still couldn't see the trap plate after stepping on it, but it's still a bit odd. Is that your doing, Killap?

Actually, never mind, I found it. It was just moved back from where I remember it being.

Second, and a bit more up to interpretation, the skeleton in the room with the scorpions; wouldn't that probably be the Kaga himself, and if so, shouldn't it be removed? Or are you just treating it as some poor unfortunate villager? Very probably the latter, though I suspect that's technically supposed to be Kaga and is all of him that made it into the release. Either way.

Nice easter egg rock, by the way. :)

Oh, one other thing. When talking to Maida Buckner in Klamath, you get the option to ask about Sulik even if you haven't talked to him yet. Same thing happens in the vanilla game too, so eh.
 
Well "search" wasn't very helpful because the words are too general so i don't know if this has been covered so here goes:

Music wasn't loaded properly because the folder that the configuration file was pointing was wrong. I am refrering to HUMONGOUS installation (don't know about the others) so in order to make music work you have to edit the fallout2.cfg with a text editor, find [sound] and under it change:


music_path1=sound\music\
music_path2=sound\music\

to

music_path1=data\sound\music\
music_path2=data\sound\music\


If this isn't sth that only happened to me, then it would be really nice if you considered adding this change to your mod. I believe it was supposed to be that way in the first place.




Also if you have time please check this bug:
http://www.nma-fallout.com/forum/viewtopic.php?p=532537#532537
 
Enclave landing zone/foyer elevator probblem...

Hi;

didn't find anything on this one so I thought I'd ask... I just took the vertibird trip to the Enclave for the first time ever... just to find that I seem to be unable to descend to the lower levels ("using" the elevator does precisely nothing, not even issuing a message). Did anybody else encounter this bug? Or am I just missing anything???

My environment:
- XP Home SP 3
- F2 US, humongous install
- official 1.02 (I know it shouldn't be necessary...)
- RP 1.2 + all of killap's extra patches
- magnus' "weapons redone" 1.7 (cannot possibly interfere, or can it?)

I can supply a save game if you'd want to try yourself...

Thx for your help, esso
 
Re: Enclave landing zone/foyer elevator probblem...

esso said:
Hi;

didn't find anything on this one so I thought I'd ask... I just took the vertibird trip to the Enclave for the first time ever... just to find that I seem to be unable to descend to the lower levels ("using" the elevator does precisely nothing, not even issuing a message). Did anybody else encounter this bug? Or am I just missing anything???
It should work like other lifts. Just walk to the center of it.

@everyone

A new semester of classes have begun and work is beginning to steam in. It doesn't look like 1.3 will be out this August but I am going to try really hard to get it out before Fallout 3 hits the streets. I still have a few more bugs to iron out as well as a few minor new content additions. The major content addition (the 3 npcs at the EPA) is 66% done. I haven't completed the third npc as I haven't received the dialogue for it yet and even if I had, I probably wouldn't have had the time to work on it yet. The Shi sub will not be in 1.3 and I don't know if it ever will be included in the RP. Someone approached me about making graphics for it, so perhaps it will in fact see the light of day. No promises though.
 
Re: Enclave landing zone/foyer elevator problem...

killap said:
esso said:
Hi;

didn't find anything on this one so I thought I'd ask... I just took the vertibird trip to the Enclave for the first time ever... just to find that I seem to be unable to descend to the lower levels ("using" the elevator does precisely nothing, not even issuing a message). Did anybody else encounter this bug? Or am I just missing anything???
It should work like other lifts. Just walk to the center of it.

Gosh, indeed -- I just tried using via the "hand" icon -- got used to from the Navarro-style lifts... silly me; thx alot :)
 
Re: Enclave landing zone/foyer elevator probblem...

killap said:
esso said:
Hi;

didn't find anything on this one so I thought I'd ask... I just took the vertibird trip to the Enclave for the first time ever... just to find that I seem to be unable to descend to the lower levels ("using" the elevator does precisely nothing, not even issuing a message). Did anybody else encounter this bug? Or am I just missing anything???
It should work like other lifts. Just walk to the center of it.

@everyone

A new semester of classes have begun and work is beginning to steam in. It doesn't look like 1.3 will be out this August but I am going to try really hard to get it out before Fallout 3 hits the streets. I still have a few more bugs to iron out as well as a few minor new content additions. The major content addition (the 3 npcs at the EPA) is 66% done. I haven't completed the third npc as I haven't received the dialogue for it yet and even if I had, I probably wouldn't have had the time to work on it yet. The Shi sub will not be in 1.3 and I don't know if it ever will be included in the RP. Someone approached me about making graphics for it, so perhaps it will in fact see the light of day. No promises though.

I thought the Sub was finished a long time ago? I remember ages ago talking about its designs...

Also, will Tommy be in the RP?
 
I installed mod and everything was working ok except, now i cant use rifles.
I put them in the slot to use them, they are in the slot but i cant use them. There is just a picture and i cant click it. It is like when you put a picture of elvis or a plant or something like that non usable.

Pistols, smg-s. melee weapons and everything works fine but rifles dont?

anyone else?
 
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