Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

Status
Not open for further replies.
BasiC said:
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.

I agree with those who say this is a non-issue. If people really want to cheat their way through the game, they will. They can use this exploit, or they can use a savegame editor. Those who want to actually play the game won't use the exploit. I've known about this exploit for years, and I've never been even tempted to use it. It'd ruin the game.

As for fixing it... Does the game engine have a way of easily making certain items have level requirements? If so, this could be solved in the way that Fallout 3 solves it. I acquired some Power Armor pretty early in the game, only to find that I need "power armor training" before I can actually don the armor (aside from the fact that the power armor isn't as overwhelmingly powerful in FO3, adding only 2 points to strength while also robbing 2 points of agility, with an AC rating that depends on how damaged it is). Replace "training" with a level requirement, and this "problem" is solved, if it's possible to do it that way.

Personally, I'd rather see Killap spend his time on changes to the RP that actually affect gameplay, though.
 
hi, i have another question, since i don´t really know if it´s a problem: i´m wearing a metal armor mark 2 and am playing on hard. many enemies completely fail to wound me however, and i´m wondering if that´s how it´s supposed to be?
just now i encountered a group of raiders, armed with assault rifles and combat shotguns, but even when i stand right next to them(playing hth) they fail to deliver any damage, i´m always hit for none. salvatore´s men wouldn´t hit me for any damage either, and there i wore mark 1. plus, back in the den, when i was hired to help fight against tylers gang, they would hit me pretty hard(wearing leather armor) but were completeley unable to harm each other(all of them wearing metal armor). they only hit each other for damage if they delivered criticals.
is that normal?

€: also, when i fought the hand to hand combats in new reno and sf, my enemies would hit me only for either critical or no damage(endurance 8)
 
Fury said:
Mind explaining what ammo type you used and what you were shooting on? I might be able to calculate the correct damage then

I had Sulik wearing Leather Armor, with DT 2 and DR 25%.
I shot him with a .44 Magnum, loaded with .44 Magnum JHP. The weapon's damage rating is 12-18. The ammo's DMG MOD is 2/1 and its DR MOD is 20, just like in original Fallout2.

Therefore, the non-critical damage per shot should range from:

12 times two, minus two, minus 0.45 times 22 rounded down = 13
to
18 times two, minus two, minus 0.45 times 34 rounded down = 19.

I know this is how it worked in the original. In this Restoration Mod, it doesn't. This weapon, and others that benefited from good ammo stats in the original, no longer do as much damage as they did in the original. Yet the armor stats, the weapon stats and the ammunition stats look exactly the same as in the original game.

The reverse is true of the 14mm Pistol. Its damage rating is still 12-22, and the ammunition's DMG MOD is still 1/2 and its DR MOD is still -50. With the DMG MOD halving the weapon's damage, the weapon should under no circumstances exceed 11 hit points of damage in a non-critical hit. Yet it somehow does, consistently, do much more damage than should be possible.

All this strangeness is happening in fights vs all critters, not just when I shoot my own NPC to test it.

What bothers me is that these damages make no sense. The ammo stats seem to stand for nothing in this Restoration Mod. In the original game, the uselessness of most AP ammo was clearly a slip-up on the part of the developers, but at least one could calculate the damage that any given weapon (except the ones such as the .223 Pistol with negative DT mods that the game did not document) would do, provided that one knew the stats of the gun, the ammo, and the armor that the target was wearing. Now, with the meaning of the ammo modifiers seemingly lost, the only way to find what works against what is to test, test, and test.

I am not opposed to the fixing of the AP ammo problem, which seems to have taken place here, but I would very much prefer if the changes were such that one can see them in the item stats. Now, all I know is that the modifiers cannot be trusted anymore, and that if I am to determine what gun to use in a given situation, I simply have to test all options extensively, instead of just doing the math.
 
Suggestion: The ammo damage modificator might be applied after the other calculations. Just a guess but its stated after the other ammo effects in the game as well... That would explain slightly lower damage with the JHP ammo.

Second suggestion: The DR mod might actualy work in the negative area as well. That means having a DR mod of -50 will actualy increase the damage of the hit by 25% vs a leather armor. This is another blind guess but since the game obviously processes negative and positive modificators for the DR it might work this way. Same thing was the case in Baldurs Gate later with DR... below 0 would have increased damage and above 100 actualy regenerated you :P
 
The AP ammo mod does change the values and behavior of AP ammo and JHP ammo. So yes it is difficult to calculate the end results on your own.

I did this because without changing the .pro and .msg files needed for the user to see the new values you could turn the mod on and off without the need to start a new game or screw-up old saves.

For RP 1.3 I gave killap just a few .pro files that change the modifiers from 1/2 to 5/4, but did not give him a modified .msg file so the ammo affected (all AP ammo) will still read 1/2.

With RP 1.3 I would recommend to killap that he set DamageFormula equal to 0 or 2 in the ddraw.ini file, if the user chooses to have the AP fix upon install.

The DamageFormula equal to 1 setting will be reserved for my more extensive Combat Overhaul Mod.
 
my fallout 2 disc cracked and i cannot get it to install so i have the gog.com one and this patch is not working it says running in compatibility mode. Does anyone know a way around this because it really sucks that i cannot get the improved fallout 2 i've waited forever for.
 
Hello people! Been checking this forum a lot but never got the time to participate. Until now.

I looked through this thread and the wiki, but didn't find this bug:

I'm not entirely sure why this happened, but when I was in the Den killing off the people at the church, all of sudden my aim percentage vanished (when you target something with a gun or anything, you get this % hit rate) so now I've been playing the game without the aim. Luckily after booting the game entirely (just loading the game didn't work) I get the aim back. I'm currently trying to re-enact the bug, in case there was such.
Anyone else experienced similar? I'm using all the latest upgrades Killap has offered us.

Also want to thank you mr. Killap for doing this and Interplay for leaving so much code behind for us!
 
@ the lone deathclaw,

Check about half-way down page 81 of this thread for help with the gog/compatibility problem.

{several posts there, so I didn't add a direct link.}
 
Glovz said:
The AP ammo mod does change the values and behavior of AP ammo and JHP ammo. So yes it is difficult to calculate the end results on your own.

And The Restoration Project has the AP ammo mod implemented?

Glovz said:
I did this because without changing the .pro and .msg files needed for the user to see the new values you could turn the mod on and off without the need to start a new game or screw-up old saves.

That's crummy. Can I have the real values in a text file, excel file or somesuch? Because for me, a significant part of the fun has always been the possibility to make tactical decisions based on the item stats.
 
ocelot said:
And The Restoration Project has the AP ammo mod implemented
Yes, but it's one of the extra's that you can choose when you install the RP. So it's not actually part of the RP.
It's a bit strange so many just check to install everything without having a clue what it is, and then come here and wonder why things are not working as normal.

The ammo damage can easily be changed back to normal by changing a setting in the ddraw.ini file. It can be done any time and wont mess with your saves.

ocelot said:
That's crummy. Can I have the real values in a text file, excel file or somesuch? Because for me, a significant part of the fun has always been the possibility to make tactical decisions based on the item stats.
Have you tried the Fallout wikia? Not saying it's there, but it may be.
 
Now with all the armors and all NPCs in the game available to me I can make some comments on the NPC Armor Mod I think. Gotta say i realy love most of it.
Marcus "new" Armor (guess its salvaged from the Leutenant?) looks neat and Dogmeat in LAPD dogarmor is brilliant!

For the rest:

Sulic: Very nice work here from "naked" to Powerarmor. The Head and some tribal assesoirs always make him easy to identify. The naked feet are a nice detail :P Best is the Powerarmor set. Tribal markings make it unique!

Vic: Leatherjacket and Armor are well done. Metalarmor is ok too. The combat armor look is a bit strange imho. Doesnt realy look like a good protection to me when half of the armor is missing... Powerarmor, well its just the standart set with helmet. Hard to differenciate when you are wearing Powerarmor yourself.

Cassidy: Well the unarmored model just uhm well... Leatherjacket is weird too... he suddenly got black hair! Leatherarmor is his normal look and Metal and Combat is very good. Best one is again the Powerarmor. Almost Spacemarine like! Seargeant (is it? Im no expert on that, but deffo noncom) stripes and flag makes it look realy unique!

Well Lenny and Myron aint included in the mod i guess... at least i wouldnt get a different model for Combat and Powerarmor.

Dont realy care about Myron, hes a twat anyway. But Lenny with a unique Powerarmor would be rather cool. Think of fieldmedic markings or so. Same for Vic... maybe techmarkings like black-yellow stripes or a wrench-symbol or something...
 
I can't be bothered to read 85 pages, but is it okay that I am hitting things for a critical and them dying instantly, but their hps are not at zero? I sometimes hit things for zero damage and they die.
 
Once you have the Better Criticals perk, there are criticals to the head, eyes, and torso of most critters that cause instant death, regardless of the amount of damage done. More details than you probably want are on the Vault-Tec Labs wikia: Critical hit tables.
 
I've been playing F2 with the restoration project active and I'm beginning to wonder if my install of the restoration project is not in some way flawed or glitched. While the rock object establishing that I am playing the Restoration Project appeared and I've been able to encounter new additions like Kaga, the Primitive Tribe, etc., I've also found a few bizarre inconsistencies. For instance, Killap's unofficial patch, which I have been told is integrated with the mod, states that it fixes the toxic goo in the Toxic Caves so that all forms of Power Armour confer complete immunity. Yet when I was running through it in Advanced Power Armour, my character experienced the damage animation (obviously sustaining no actual damage in the process) and the mutated toe later appeared on my foot. I also believe that I am unable to use plastic explosives to detonate the blockage at the Military base entrance.
 
Andkatus said:
I've been playing F2 with the restoration project active and I'm beginning to wonder if my install of the restoration project is not in some way flawed or glitched. While the rock object establishing that I am playing the Restoration Project appeared and I've been able to encounter new additions like Kaga, the Primitive Tribe, etc., I've also found a few bizarre inconsistencies. For instance, Killap's unofficial patch, which I have been told is integrated with the mod, states that it fixes the toxic goo in the Toxic Caves so that all forms of Power Armour confer complete immunity. Yet when I was running through it in Advanced Power Armour, my character experienced the damage animation (obviously sustaining no actual damage in the process) and the mutated toe later appeared on my foot. I also believe that I am unable to use plastic explosives to detonate the blockage at the Military base entrance.

The armor works like it's supposed to. And you must use the mining cart with a metal pole and dynamite to open the entrance.
 
So I've installed Fallout 2, patched it to 1.02d and then installed the Restoration Project 1.2 mod.

I crash to the desktop and get this error when starting a new game (this happens after the village elder's speech movie):

RPerror.jpg


I'm running on XP, and used the appropriate executable included with the Resotration Project package. Fallout 2 runs just fine if I remove the mod, of course.
 
I seem to have a weird glitch after installing RP 1.2 that I have never encountered during my countless replays of Fallout 2.

NPC followers, such as party members and Smiley the trapper etc sometimes gets stuck and acts as a "container" (shelf, bookcase etc) I can loot everything they have, they will not move, I cannot talk to them, nor are they affected by anything.

What gives? It's slightly annoying, and reloading does not help. Even moving to other areas won't help sometimes.
 
Draconis said:
I seem to have a weird glitch after installing RP 1.2 that I have never encountered during my countless replays of Fallout 2.

NPC followers, such as party members and Smiley the trapper etc sometimes gets stuck and acts as a "container" (shelf, bookcase etc) I can loot everything they have, they will not move, I cannot talk to them, nor are they affected by anything.

What gives? It's slightly annoying, and reloading does not help. Even moving to other areas won't help sometimes.
Hmm that sounds interesting, can you provide any savegames?
I have played around with the RP a lot, and have never seen anything like that.


@ coliphorbs,

Does it crash just before or after the temple? Does it crash during or after the movie?
Did you try to reinstall everything? Note that you don't need to install any patches, they are included in the RP.
 
Status
Not open for further replies.
Back
Top