Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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OK why not just making the armor u get there a worn version and add a few enclave that are not inkey roles that have it just to make the game feel more real..
Your a rookie and you were given a worn down,old armor.

ATM its broken IMO.If you've played the game before you must now deliberately avoid that spot if u don't wanna break the sequence of the game.This is a bad feature and while it didn't matter when the game just came out and nobody knew.
Now that almost everyone knows about it and even those that don't will almost surely stumble upon it if they search for info about fallout cause they have a hard time passing a certain spot,it is a good time to remove such "exploits" that ruin the gameplay for those that played fallout already.

Its just a shame locations cant be randomized on the map with some constraints to not break the game flow so that people who played fallout can enjoy the game over and over again with subtle changes.
IMO also you should remove the pin pointing of cities on the map by quest givers.they should only tell you which way to go but u shouldnt be shown the exact spot on the map.
 
I dont realy see the problem. Either you want the armor early in the game and then you will go for it, or you dont, and then you wont go for it. The general temptation to "cheat" doesnt mean you have to cheat. Same thing as with a character editor or so imho...

And while a randomized worldmap might increase replayability for some, I personaly thing those things are more suited for action RPGs and that character and story telling RPGs need some sort of solid fundament. San Fransisco is at a certain spot in the USA and not randomly placed somewere in the country. Well just my oppinion...
 
Fury said:
I dont realy see the problem. Either you want the armor early in the game and then you will go for it, or you dont, and then you wont go for it. The general temptation to "cheat" doesnt mean you have to cheat. Same thing as with a character editor or so imho...

I agree. I've never felt the urge to go a nab that armor early in the game. It makes the game so easy as to ruin the fun. Having fun, is the reason I play the game, so this makes no sense to me. On the other hand, I'm sure some people that have already beaten fallout would have fun with that exploit, so more power to them. I don't see a need to remove it from the game.
 
I like Kanhef's idea to BasiC's situaution, by imposing a level limit, balance can be maintained by testing and tweaking.

There is a difference between an in game exploit and an external cheater application; exploits are kin to defects, while cheating via modding (what a character editor does) is simply that, cheating.

EDIT:
Changed the above comments slightly, it was Kanhef's idea to have a level limit.
 
Some good suggestions, but, this all depends on whether Killap considers these suggestions in the spirit of restoration ....
 
You should try the Self Control mod. It's an instant fix for this, and is fully compatible with all of Killap's work.
 
I put a level 13 requirement for getting the vertibird quests in San Fran. It effects Matt the Brotherhood dude, Harry the Hubologist rocket scientist and Ken Lee of the Shi. As far as I know that's all involved, or did I miss someone?
Hakunin can give you the location after the fourth dream, but that's hardly relevant.

I did this mainly to see if I could, even though I'm not sure it's in the spirit of Fallout.

So if anyone is interested, please give it a try. Navarro at level 13

cheers
 
SPC said:
Can someone confirm this bug (?). I entered a cave full of robbers but they do not attack, just approach and then freeze.

SAVEGAME:
http://www.freenet-homepage.de/spc/slot02.rar

It's RP 1.2 without anything else but children added.

Yeah, that's a pretty bad bug. I've had it several times.
Is there a possible fix for this? It's probably related to the
cave robbers using the wrong AI packet or something.

If there's no fix i would suggest removing them from the
encounter table as whenever i've encountered it has provided
a crazy amount of XP and loot, without hardly even a fight...
 
Self control?
That armor,for a player familiar with fallout is a game breaker.
How am I to decide when to go and grab it?Its something that should come naturally not me deciding when i want to make most of the quests absolete.
The game as obviously balanced for a first run but now this armor is preventing it from being replayable and that is what is needed since all of us played fallout 2 and know about Navarro..
In every game there are rules by which you play,In fallout 2,it being an RPG,your goal is to develop your character so as to make it easier for you to reach your goals the way you want to reach them.
So if i play by the rules i am compelled to take that armor as soon as possible and it ruins the entire fun of trying to build an awsome unique character.
The best games are the ones that are as balanced as possible which in a game like fallout 2 means that you can combine many different traits that will allow you with the same XP to create equally powerfull characters.
So if i build a stealthed ninja non armed char it can if built correctly be as powerfull as a frontal assault brute character same goes with all kinds of other different char builds.
If the game is balanced for a Power gamer(one that tries to do all that is possible to create the best char with the least amount of xp) it will be balanced for all.
 
That bug has been around for a long time, I think it's in the official patched version. No one seems to know what causes it. Maybe it's because the robbers are wielding weapons, but are using the unarmed animations. They can't fire because they have the wrong animation, and the animation won't change because they're already holding their gun. That would explain why the ones with power fists can always attack.

It doesn't happen all the time, though, so you've earned all that XP and loot if you can clear out a cave full of robbers with gauss, plasma, and pulse rifles.
 
Pshaw. Once you know the ins and outs of any cRPG, there are always exploits you can take advantage of. Which you choose and which you don't will affect your gameplay.

Killap can correct me, as this is his mod, but isn't the intent to restore content that the developers didn't have time to put in? Is there any indication anywhere that the they intended for there to be level-limits on quests? That would seem to go against the very nature of this non-linear, open-ended game. Frankly, I believe doing so would go against the spirit of the game.

On the other hand, kudos to Darek for coming up with a mod for those who want it. That's awesome!
 
BasiC said:
being an RPG,your goal is to develop your character so as to make it easier for you to reach your goals the way you want to reach them.

So basicly the aim of a "Role Playing" game is to powerlevel and stuff items? :wink:

malichai11 said:
Is there any indication anywhere that the they intended for there to be level-limits on quests?

Not that I know...
 
malichai11 said:
Is there any indication anywhere that the they intended for there to be level-limits on quests?
As Kanhef and myself already mentioned, sheriff Marion in Redding have a level 10 requirement for you to do any of his quests. So it's already in the game, although that's the only place I know of.

The way I see it:
It is an exploit of the games open-endedness, the A key function and the much smaller amount of random encounters you get on faster processors. It ruins the game balance right away and takes away a lot of the excitement. I kind of doubt the developers wanted that, so I see it as something they overlooked.

That said, I'm not so sure it would be right to force someone to play a certain way. Going to Navarro right away only "breaks" the game for first time players, they will miss out on a "true" Fallout experience. As for everyone else, you know the game, if you want to break the game balance it's your choice.
So meh, I don't think it's worth imposing a level requirement for Navarro.
 
Seems probable that this has been mentioned already, but the thread is so long...

When you perform Binoculars on the ghost in Primitive Tribe, it says "you see s floating ghost, illuminated by..." with that "s" being a mistyped "a".

EDIT: And when you tell the shaman about the ghost, your char says 'It's the ghost of a young women...'
it should be "woman", not "women". "women" is the plural, but this is a single dead lady...

EDIT: The Warrior tells you that something "disastorous" must have happened to the tribe warriors who went hunting. It should be "disastrous".
 
Could someone please explain what is happening with the guns or their ammo? The damage that weapons do no longer makes sense. The magnum does much less damage than should be possible based on the stats of the gun, ammo and armor in question. The 14mm pistol does way more. I guess modifications have been made to fix the AP ammo problem or something? However, the ammo stats look the same as before. What's happening here?

I'm not saying the changes are necessarily bad, but I want to know what's going on. I like to be able to calculate this stuff myself, instead of just having to try each gun&ammo combination until I know what works best etc
 
arent all these efforts about making the game better for people who already played fallout 2?
I doubt the devs wanted to allow people to get a game breaking items the way its possible now.
I dont know fallout 2 in and out so i dont know about other exploits
but those that do should speak up so they can be corrected.

YOu dont have to put a level cap just alter it all so that the ways it is possible to get that armor are tougher so you cant easily aquire it and need highly developed skills to get it i dont remember the exact ways u can get it but if you talk yourself in there it should require very high speech skills and so with all other ways...
 
Darek said:
As Kanhef and myself already mentioned, sheriff Marion in Redding have a level 10 requirement for you to do any of his quests. So it's already in the game, although that's the only place I know of.
That'll teach me to join a conversation midway through. Whoops. I never noticed Marion had a level requirement during any of my playthroughs of FO2. I love this game.
 
ocelot said:
The magnum does much less damage than should be possible based on the stats of the gun, ammo and armor in question. The 14mm pistol does way more.

Hm the magnum worked fine for me... the 14mm aint that bad anymore but still the .223 pistol is far superior to any "bullet based" pistol with the exception of the Gauss pistol obviously.

Mind explaining what ammo type you used and what you were shooting on? I might be able to calculate the correct damage then

EDIT: Would be interesting to know what applies in what order... DT, DR (and its mod) and ammo Damage mod...

There like 2 possible extreems and a few more possibilities for that.

Say you score 10 Damage with damage mod 2/1 and a modified armour of 5/50%

The extreems would be 10 x 2 then minus 5 then -50% = 7,5 Damage

And 10 -50% then -5 and then x2 = 0 damage...
 
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