Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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I've got a question, nothing big just something i've been wondering since i'm starting to understand how fallout's file structure works.

Why not just pack the patch and Expansion as .DAT files and just replace the patch000 file?
 
Shiozaki said:
Why not just pack the patch and Expansion as .DAT files and just replace the patch000 file?

That can be done. But consider this:
game uses master.dat and critter.dat first
files in data folder overwrite anything in those above two files
patch000 overrides anything in data folders

To make everything in a patch000.dat file means that small or even single file fixes would not be possible. Now, if a file is broken, you can place it in the correct folder in the data folder and the fix takes effect. Put everything in a patch000.dat, and you have to replace the whole thing for even just a tiny fix.
 
Darek said:
@ Knightrider,

Maybe you've got a broken arm, have you checked that?

Im embarrassed :)

I remembered that after I posted this post yesterday.
And to tell that I have played Fallout2 for at least 15 times already...
(but it was a long time ago.)
 
You know, I found out that you can't use the slot machines if either someone else is using them or if you yourself are standing directly in front of it. Seems a little strange to me. :P
 
Knightrider said:
Darek said:
@ Knightrider,

Maybe you've got a broken arm, have you checked that?
Im embarrassed :)

I remembered that after I posted this post yesterday.
And to tell that I have played Fallout2 for at least 15 times already...
(but it was a long time ago.)
This should get stickied - it's come up a number of times recently.
 
I think it's because it comes up in odd, though fitting places; I broke my arm falling down the rugs in the ghost farm, and didn't realize it until I went to clear out Farrel's garden. There really should be some sort of message in the message box or something, if there isn't already. Or maybe a little tab like the "poisoned" tab. Tactics, dare I say it, had the right idea there.
 
Kanhef said:
This should get stickied - it's come up a number of times recently.
I am actually adding a dialogue float for all party members regarding broken limbs. This way they will call out when one of their limbs are broken. As for the PC, well, one should check the stat page from time to time...

Other news:

I have received the dialogue file for the 3rd NPC at the EPA, so now it is up to me to script the NPC and tying up all the other loose ends.

I have been pondering whether to make the doctor at V15 recruitable. Looking at his script, they clearly intended to make him a party member. We'll see. At the very least, you will be able to set him free after killing Darion and his men. If I do intend to make him a party member, I will need someone to create more dialogue for him. So if anyone is interested, drop me a pm.
 
ChrisC said:
Will the encounter rate booster work with F2 Restoration Project?
There is no need for this mod. Just read the readme that comes with the RP and it will tell you what values to change in the ddraw.ini file to change the encounter rate.
 
killap said:
I have been pondering whether to make the doctor at V15 recruitable.

It just doesnt seem right to me. Lenny is a medical NPC so why would BS add another one?


EDIT:
killap said:
I am actually adding a dialogue float for all party members regarding broken limbs.

May I suggest making it an optional content? I'm not sure if the devs wanted it to be that easy.
 
isfet said:
killap said:
I have been pondering whether to make the doctor at V15 recruitable.

It just doesnt seem right to me. Lenny is a medical NPC so why would BS add another one?
Because he is a ghoul? I know what you are getting at though. It is left to interpretation why they scrapped the Vault 15 doctor idea.

isfet said:
May I suggest making it an optional content? I'm not sure if the devs wanted it to be that easy.
Really? I get so many e-mails, posts, etc saying x party member is always running away in battle, doing nothing, etc. The reason for this happening is because the party member has a broken limb. Unlike with the PC, there is no easy way to verify all is well with an NPC. In fact, there are already NPC dialogue floats for being poisoned, radiated, bleeding to death, etc. I don't believe they were consistent with this though.
 
isfet said:
killap said:
I am actually adding a dialogue float for all party members regarding broken limbs.
May I suggest making it an optional content? I'm not sure if the devs wanted it to be that easy.
I would say it is more likely something the devs didn't think of or something they didn't think important enough to spend their time doing. And I fail to see how this really makes the game any easier, it just makes it more logical and less confusing for some. Think about it, when the NPC:s have low health they bitch about it, but when they are really injured (crippled), they say nothing, does that make sense?

Also, what's the point of making it optional? Most just install all the optional content without knowing what it is anyway. :D
And I will nominate you to answer all the crippled limbs related bug reports in the future. :P
Edit: Damned I'm slow.
 
@Darek @killap

you might be right about the limbs. it makes more sense when the NPC inform you. at least no more crippled posts :D I believe everyone had enough of those.

EDIT: regarding V15 doctor - yup. thats what I had on my mind. I think he was scrapped because of Lenny, though the first time I met the doc I was a bit dissapointed that he didnt have a deeper backstory.
 
V15 Doc as NPC?

I also share the same point-of-view as isfet: the doctor in V15 was taken off the NPC list because Lenny was already there. Granted, they are slightly different characters -- Lenny's main skill is First Aid, and the Doc's main skill is Doctor -- but they fulfill pretty much the same role.

I guess you can script the Doctor heal broken limbs on any NPC companion once a day. That'd make the Doctor somewhat valuable, especially in an emergency. But if you do this, then there's no more reason for Lenny to be a NPC, other than the novelty of having a ghoul in your party.

In other words, IMHO I'd think hard before adding the Doc back in. I agree it's the developers' original intention, but I also believe that they intentionally took him out because of what I just wrote. Maybe some balancing to differentiate the Doc and Lenny is also needed?

-- The Haen.
 
Just a thought, but it would take more work. If the Doc from Vault 15 is added in, then replace Lenny with:

A new female (useful) npc, using the green haired female critter, maybe find her in New Reno.
http://www.fanmadefallout.com/procrit/index.php?crit=361

A child npc, could steal for you, maybe find him in Modoc/Ghost Farm (have Jonny recruitable after rescuing him?).
http://www.fanmadefallout.com/procrit/index.php?crit=297

A midget npc, good at melee, find him in New Reno (recruit Stuart Little only if you become champ?).
http://www.fanmadefallout.com/procrit/index.php?crit=433

One of these could bring some new variety to the game.
 
Someone alluded to this earlier, but no solution was posted that I can find....

Skynet levels up until I save and reload and then it reverts back to level 1 stats (I noticed because of its hit points). As far as I can tell, the other NPCs behave correctly. However, the game still thinks that skynet is level 6 since it never levels up anymore.

On another note, the yellow key card in Klamath says "Yellow Reactor Keycard"

RP 1.2, clean install.
 
Interesting proposal

Hey everybody, I found this in Per's guide:

a green star Will attack you if you attack his daughter Valerie in Vault City while he's in your party (but not if he's currently out of it, even if you kill her before his very eyes).

regarding Vic.

Does anybody stand with my proposal that it should be added into the pack that he attacks you even if he is not your party member?

Oh and regarding the recruitable Doc, I think it's the best thing and hell wait for it!
 
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