Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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Amazing

Wow, I had never heard of this Project. It sounds very ambitious and more importantly it sounds successful! I'll wait for the next release to download. Thanks Bear Dude, great job. :clap:
 
@ Goweigus,
He only restocks every two weeks, are you sure you've waited that long?
Also, when you tried to bargain with him, are you sure you didn't have any unsellable items mixed in there?
Lit flares, armed dynamite, geiger counter or motion sensor or stealth boy that are turned 'on', geiger counter or stealth boy that have used some of their charges? I can't remember if there are any other unsellable items.
Just try to sell your items one at a time and see how that works.
 
i had a stealth boy but i didnt sell it to him in the end so I am not sure.... No i didnt have any of those items, maybe each time i did have the stealth boy in there... That has charges btw? I guess I shall wait the 2 weeks and see what happens. But i thought it was weird that he didnt have any of those mining chips and I have never bought any (he had them before I traded an expensive gun for all the money)
 
Refresh my memory please...
The Stealth Boy, does it give you more Armor class or some kind of sneaking bonus?

And... Is it possible to get Bounty Hunters, even wenn you're not a Slaver or Childkiller?

I really like those Bounty Hunters, good fighting & Grenades :D
How does they get triggered?
ECBHuntr.int ; Random Encounter Bounty Hunter # local_vars=8
Not have Ruby installed, so i'm not be able to check the script out.

Im not like to play a Evil person. Not made for me.

Karma = -1163, LvL 15.
 
What i try to say is: it would be fun to get those encounters wenn you're not an Evil Person :D

I did analyzed to Worldmap.txt. Need to know what that encounter triggers.
Childkiller, Berserker or ???
My new Character has One Handed & Throwing, and those Bounty Hunters provide much grenades & XP, wait every 2 days for 2 grenades in NR or VC is not really tempting to take throwing as Skill.

Play a good character again, not like a bad guy.

Maybe an option to give Bandits/Mauraders/Highwaymen one with grenades. An Item change in the Worldmap.txt?
Or add a type with grenades.

Problem only are the proto files. Hoboligist have throwing skill about 60+, rest not very interesting.

Thug (though,melee/agile) have about 30% throwing
Guards have throwing to
Marauders have about 40% throwing
Raiders about 70% throwing
Bootleggers 50-70%
Press Gang & Mercenary's No throwing skills 0%


************** KILLAP **************
Check this....

*Edit: [Encounter: KLA_Bandits]
Somehow they not use the Frag Grenade wenn change the Item. Just attack Unarmed. Dont know what the scripts are doing.
So a better option is just add the Frag/Plasma Grenade.

Im happy now... started with the KLA bandits and give the leader Item:(1-3)25, Frag grenades. Now it will be interesting for throwing characters.

Stealing 1 grenade from a trapper, but killed by a Homeless child (carry 1 Frag Grenade) :D

Merchants got Item:(1-9)25, so they carry 1 till 9 grenades randomly.
Now need to modify much encounters.
 
Limbabnees said:
What i try to say is: it would be fun to get those encounters wenn you're not an Evil Person :D

I did analyzed to Worldmap.txt. Need to know what that encounter triggers.
Childkiller, Berserker or ???
...
Play a good character again, not like a bad guy.

In the following line:

enc_09=Chance:15%,Enc:(2-4) Bounty_Hunter_Low_Mid AMBUSH Player, If(Global(0) <500> 6) And If(Player(Level) < 13)

you'll want to remove the part where it references the global variable 0. In that example, it says that you have a chance of having the encounter in that terrain/tile if your character is less than level 13 and your reputation is less than 500 (is that 6 a typo?). So, just make it

enc_09=Chance:15%,Enc:(2-4) Bounty_Hunter_Low_Mid AMBUSH Player, If(Player(Level) < 13)

and you can get the encounter regardless of whether you are a good guy or a bad guy.
 
@ MIB88, Thanks.

BTW: Already have my Grenades, modified the Worldmap.txt

But killing Bounty Hunters is a bad thing wenn you're a good person :D

Maybe change that in the future, say mercenairy's (Bounty Hunters) from Bischop after you clear out the Raiders Cave or something like that. Hunting good people :D

I gave all Human Encounters: Molotov Cocktails (Bootlegger,South of Den/Vault City), Frag grenades (South of New Reno) & Plasma Grenades (North of New Reno).
KLAD_Caravan, Farmers & Homeless (now)have Molotov Cocktails, instead of Frag Grenades.
All have (1-2), Traders have (3-5). Throwing Knifes always a minimum of 5. Item:(5-9)45
Traveller has (1-3) EMP Grenades :D

(Thinking about balancing now with Molotov Cocktails. ) *Edited

Very interesting now. I need so say it again. Very good for One Handed with Throwing Skill.

First time i picked the Heavy Ho! Perk at LvL 6 instead Quick Pocket.
My Character has ST 4 :D
In combination with Weapons Redone 1.7 is it a real new Dimension playing Fallout. Hope Fallout 3 has a delay for a month or so.

To bad the Bonus Rate of Fire and the Sniper not effect the throwing weapons. Hmmm, More Criticals Perks? Well... can't have it all :)
Do i need to Upload the Worldmap.txt for some who is interested?
 
Not exactly a typo; the board parsed the angle brackets as an HTML tag and messed it up. Fixed above. "If(Global(1) > 1)" is the check for being a child killer.

Maybe the bounty hunters could be changed to not give negative karma when killed. I don't know what controls that, though.

On another topic, the turbo plasma rifle has the same AP cost as the regular one, and looking at the protos, the laser rifle was clearly meant to have a burst-fire mode. Is either of these being addressed?
 
Wenn you let Yakuza wield Frag Grenades, they really use them....

I tested it with Yakuza wielding grenades = DIE HARD :D

Now you have a alround ambush, time to run wenn low on hitpoints :D

Time to modify the Worldmap.txt

; Proto's 31, 183, 185, 186, 189, 521 are modified, Melee & Throwing improved & all Female, Temp script from Robbers (625), Basic Types to add.
; type_00=pid:16777247, Item:(4-9)159(wielded), Item:6, Item:(1-3)273, Item:(20-50)41, Script:625 ; HP 75 Female Leather Jacket 31
; type_00=pid:16777401, Item:(4-9)159(wielded), Item:236, Item:(1-3)273, Item:(20-50)41, Script:625 ; HP 85 Female Leather Armor 185
; type_00=pid:16777399, Item:(4-9)25(wielded), Item:280, Item:(1-3)40, Item:(20-50)41, Script:625 ; HP 95 Female Metal Armor 183
; type_00=pid:16777402, Item:(4-9)25(wielded), Item:116, Item:(1-3)40, Item:(20-50)41, Script:625 ; HP 110 Female Combat Armor 186
; type_00=pid:16777405, Item:(4-9)26(wielded), Item:115, Item:(1-3)144, Item:(20-50)41, Script:625 ; HP 125 Female Power Armor 189
; type_00=pid:16777467, Item:(4-9)26(wielded), Item:115, Item:(1-3)144, Item:(20-50)41, Script:625 ; HP 150 Female Adv Power Armor 251
;position=Surrounding, Spacing:3
; Items: 6 Sledge, 280 sharpened Spear, 236 Combat Knife, 116 Ripper, 115 Super Sledge, 273 Healing Powder, 40 stimpak, 144 Super Stimpak

To bad no one thought about it much earlier.
(Bad)Merchants all have extra Guard in Metal/Combat armor wielding Frag/Plasma Grenades, No ratio.

NEW_Mobsters now have 45% Female with Tommy Gun, but 1 Male with Sniper Rifle 10%, also added 45% Female Thug with Frag Grenades

Dont mess with Rangers :D
Masters Army extra NightKin with Plasma Grenades.

ENCLAVE PATROL
Always found it stupid to kill Enclave Patrol while they just standing there. Now they are really Enclave Patrol :D
Use the script from the DeathClaws. Reminds me of MIB88, but there only the Deathclaw walked around.
Added after LvL 15 Plasma & Gauss Rifle
Serious need to sneak and walk away now or attack the one with the Plasma Grenades first :D

***Latest review after play several houres***
Wenn not quick kill those with Grenades, and not talk about Enclave, your body parts fly around.
Rest in Peace, Chosen One. :D
 
totally off topic (maybe I should start RP 1.3 thread), but just to make sure -

RP 1.3 will have all the fixes that were downloaded separately for 1.2 included, PLUS bug fixes... right?
 
Elitech said:
totally off topic (maybe I should start RP 1.3 thread), but just to make sure -

RP 1.3 will have all the fixes that were downloaded separately for 1.2 included, PLUS bug fixes... right?

If you look at the head of this thread there are some post fixes since the last release of 1.2. Some are included in silent updates to the Installer.
Plus the Fallout 2 Restoration Project Technical Wiki has a number of fixes listed for RP 1.3.

Also I believe Killap should have the honor to open a RP 1.3 thread since it is his project.

~Phoenixclaws~
 
I'm trying to run the Restoration Project with WINE on Ubuntu and I get the error
wmAreaInit::Error Loading Cities!

I found that someone have had this problem before and someone else told that working with ddraw should fix this problem. How do I actually do this? Step by step please.

I actually didn't find ddraw from my libraries but ddrawex.
Is this effectively the same library?

And was this actually the solution. I didn't find any mentions about how this fix actually worked.
 
Jenian,
Are you using sfall?
If so, edit ddraw.ini in the fallout2 folder and change the setting CitiesLimitFix from 0 to 1.
That worked for me.
 
Jenian said:
I found that someone have had this problem before and someone else told that working with ddraw should fix this problem. How do I actually do this? Step by step please.

Hello,

open the console and type in "wineconfig". Then you go to libraries. There you have to add the ddraw.dll as Native, Bulletin. If you can not find the ddraw.dll in the list, you have to type it in manually.

After that, sfall should work on your system and also the Fallout mods that are using sfall.
 
Tabi said:
Jenian,
Are you using sfall?
If so, edit ddraw.ini in the fallout2 folder and change the setting CitiesLimitFix from 0 to 1.
That worked for me.
It was set to 1 as a default.
Lexx said:
open the console and type in "wineconfig". Then you go to libraries. There you have to add the ddraw.dll as Native, Bulletin. If you can not find the ddraw.dll in the list, you have to type it in manually.

After that, sfall should work on your system and also the Fallout mods that are using sfall.
Did this as you said. But it still reports the same error.
 
Do you have Fallout 2 installed in your Wine c:/ directory? I don't know if this has an effect, but if no, try to install Fallout 2 there.

On my Ubuntu/Linux machine everything works correct.

/Edit: Does Fallout 2 work with sfall and without mods installed?
 
I found the problem now. Apparently Fallout 2 works fine with all these mods. I just ran it the wrong way. So sorry for bothering. There actually weren't any problems. I tried to run it from a terminal but apparently I were doing it wrong way.

I accidentally got it working from Applications > Wine > Programs > Black Isle > Fallout 2 > Fallout2 . Then I checked the quick launch icon settings and found out that I were running it with wrong command and variables. So this time the problem were in the user rather than in the program :oops:

Lexx, Tabi. Thank you for the help though :)
 
Elitech said:
totally off topic (maybe I should start RP 1.3 thread), but just to make sure -

RP 1.3 will have all the fixes that were downloaded separately for 1.2 included, PLUS bug fixes... right?

phoenixclaws said:
If you look at the head of this thread there are some post fixes since the last release of 1.2. Some are included in silent updates to the Installer.

And if u READ my question, im asking bout those which ARE NOT included in the RP and must be downloaded separately for 1.2 - will they be included in 1.3? Or maybe they're not even needed for 1.3?

phoenixclaws said:
Also I believe Killap should have the honor to open a RP 1.3 thread since it is his project.

Yeah, what i meant was - RP 1.2 had a sort of a suggestion thread be4 it came out... I suppose its way too late for such a thing with 1.3 :-( So killap, we'll make a 1.4 suggestion thread when 1.3 comes out ;-)
 
Elitech said:
And if u READ my question, im asking bout those which ARE NOT included in the RP and must be downloaded separately for 1.2 - will they be included in 1.3? Or maybe they're not even needed for 1.3?
Any fix that came out (publicly or privately) after the initial release of 1.2 will be included in 1.3.
 
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