Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

Status
Not open for further replies.
coffinshaker said:
Nope, couldn't find any signs of a patch000.dat file and the readme says version 1.0, so that's what I'm running, I guess.

Man, this thing is driving me nuts. You install the whole thing to get something new out of a great, old game only to find out that the new parts have already been done for you, and to top it all off the game crashes whenever it feels like it. Guess it's a good thing it's not that bad on it's own, but I really wanted to try out RP(or at least anything that's not plain old vanilla F2...)
Yeah that's sad, don't know what to say. All references I've been able to find point's to the game being patched with the official patch is causing your problems.
This is from the unofficial patch install readme:
Q: I just finished the Temple of Trials and the pipboy already says I completed quests in Redding or other locations. What gives?
A: Did you follow the installation instructions above? Most likely you still have the patch000.dat file in your Fallout 2 directory. If so, remove this file and RESTART the game.
Did you install the official patch anytime recently, and it's still hiding around somewhere? You can always try to install the game to a different folder.
Meh, I don't know.
 
Hm that could be the reason... Try to patch the clean install to version 1.02 be4 you install the RP
 
Fury:

You mean, patching in the offical patch first and then overwriting it with RP(which includes the unofficial one)?

Darek:

I guess I could've saved some time looking through the notes myself, couldn't I? Thanks for giving me the heads up, though. :)
 
Afaik most versions of FA2 already come patched to 1.02... so i guess the RP is planning with that version.
 
Ha! Seems that it helped just installing the game in a a different folder; first thing that jumped at me was the fact that the rock behind Klint at the stirt actually showed a message instead of 'You see: Rock.", and now I'm a good 30 mins in and everything works like a clock - no crashes and no messed up questlog!

Perhaps this isn't a newsflash, but could the fact that Vista(Swedish) puts the installed files in 'C:\Program' instead of 'C:\Program Files' be the root of evil in this case? Apparently, from what I've read on the subject it shouldn't make a difference, since they show up as in C:\Program Files' in the registry.

Anyhow, big big thanks to Fury and Darek for holding my hand and leading me through :clap:
 
Modoc - Jo Won't give the Ghost Farm Quest

I was having a bit of trouble, and noticed this in the release notes:

If you begin to ask Jo about a GECK, but at any point select an option that ends dialog before actually getting the quest, when you subsequently talk to Jo, this branch is missing from dialog options, so there is apparently no way to activate it again. This is no longer the case.

Unfortunately, this still seems to be happening.

What might I have done wrong?

I used the Windows Installer, and my game install is located in "D:\Game_Installs\Fallout2\" rather than "C:\Program Files\..."

I'm at least pretty sure it worked, because after installing it, loading any previous saves resulted in crashed - as expected.

Any tips?
 
serious bug
begging for hotfix


so many pages and i cant believe nobody found this bug.

brain rat is still heavily bugged. he can easily make vault village unreachable

* 1. Get weapons for Connar to be used at the nearby village.

1) Connar will tell you to find Joe near Cassidy's bar for help in obtaining the guns. He will send you to Harry to buy them, then you can return with the weapons for 800xp. Talking to Joe will also reveal there is a better way to solve the problem. Joe will refer you to Councilman McClure, and also tell you some ghouls might be behind the problem. If you ask Connar about the rats he will tell you the same thing, and also give you one of the amulets if you want. Talk to McClure and tell him you think you can get rid of the molerats by finding out who controls them.

2) In the Gecko junkyard, find the hole in the back to the hidden home of the 'Brain' rat. The rat will tell you about optimising the power plant, and you can get him to stop the molerat attacks in exchange for agreeing to fix the powerplant.

3) If you solve the problem without ever buying the weapons, then Connar lets you keep the $10,000, and you can't get the 800xp.

its possible to go straight to point 2 without getting the quest from stark and never see vault village in the result


i arrived at vault city and as usual started with simple quests and gecko power plant problem. i think its logical to do gecko quests first and leave ncr scouting for later as its dangerous trip. doing it this way i talked to brain rat about power plant and then suddenly i got dialogue:
something like this
brain:ok you've fixed the plant, now go optimise it
chosen:kk, but remember we have a deal. you'll pull back your man or there wont be any optimisation.

and then the message that i stopped brain's monsters. i was like "whaaat?". but i didnt find it as something wrong and continued. after power plant optimisation i reported it to mclure and he said
mclure: wow, rats stopped attacking our patrols.

again i didnt know what he's talking about.
then i went to ncr, returned and no, no. vault village quest line is broken. cant get village quests at all, stark wont talk about it.

this way vault village is completely unreachable and my way of solving quests isnt something unusual. who said i shouldn't talk to brain rat, who said i should go to ncr first. there's just a dialogue option avaiable to everyone which breaks whole vault village quests tree.



i'm on my 2nd perfect run with RP. first time i had 10 points in agi, didnt know that EPA gives perma +1 agi bonus so game restart :shock:. now this...


killap, anyone. please, please, pretty please. can you make a hotfix before version 1.3 which forces stark to give this quest regardless of brain rat bugged dialogues? i'd like to see this village
:notworthy: oh please. there's no 1.3 ETA and its pretty serious bug since its locking unlocked content :crazy:


oh. im lurking on this forum for some time. never posted before but im enjoying it very much, especially great mods and this preciousss RP.
 
I've run across what appears to be a bug with calculating begining skills. All of the non-combat skills from First Aid all the way down are 10% lower than what the listed formulas should give. Also, a many of the formulas are even different from what I remember them being. Checking, NMA's info pages on the skills back me up on that.

For example on NMA's lists the first aid formula is 30%+PE, while in the game it's now telling me 0%+(2x(PE+IN). With 5's in all stats that should come out to 20%, however 10% is in fact what shows up. I can see the patch or the mod changing the formula. Heck, I like having IN play a role in First Aid, it makes sense. But something seems really wrong here. 10% starting First Aid skill for an average person is terrible. Has anyone run across this? Is it normal? I haven't performed a clean install due to time constraints right now, but I will by the end of the weekend. I just want to know if I'm crazy here.

Please forgive me if this has already been address in this thread, but I don't have time to wade through 80+ pages of posted to see if anyone has come across this.
 
Flash_in_the_flesh1 said:
taarn said:
All of the non-combat skills from First Aid all the way down are 10% lower than what the listed formulas should give.

change difficulty from hard to normal to fix this "bug"

Well blow me down. I've been playing Fallout and Fallout 2 for years and I've never noticed this. Consider this 'bug' fixed.
 
After Chad was put in prison he still showed up for the caravan runs.

I was in NCR and had left my car in Broken Hills and I was able to buy the supercharger thingy for the car nonetheless. :/
 
My only recent save is on one of the Kaga encounter maps. Whenever I load it up, I get the Kaga dialogue again, but without Kaga's model being actually present (the save having been made after dealing with Kaga in that instance). If I go diplomatic, I still get all of the experience, and If I attempt to attack Kaga, nothing happens because he's not there. Is this likely to cause any complications or bugs with Kaga in the future?
 
Can't get Ghost Farm Quest, Or Little Johnny

As with my post before, I could no longer get the Ghost Farm Quest after being rude to Jo in Modoc. I loaded an earlier save and tried again, and still this time (as before) although I got the GF Quest, I cannot get Balthas to mention Little Johnny!

I have seen him, @ GF, and one of my dialog options with Jo was "They have little johnny... let's attack now!", but never anything other than that, with Jo or Balthas.

What's the deal? I have great Karma, and am now even Idolized in Modoc, because I solved Ghost Farm.

What gives?
 
I suppose I have reported it already but I will again: after havin Lo Pan teach you 4 times you choose the training line while speaking to him, he will say something like "You already took the test of the Dragon!" even if you didn't talk to Dragon (even if you did it would be senseless anyways...)
 
Re: Can't get Ghost Farm Quest, Or Little Johnny

Josan12 said:
anon_login_001 said:
I cannot get Balthas to mention Little Johnny!

What gives?

You gotta have at least PE 6 to get that quest.

Well, whatthe- ... Thanks Josan12 - I've never played with a PE<6, and just realized that on this playthru I left that at 5. Weird.

Thanks again for clearing that up.
 
Melchior The Magnificent:

Was there ever any intention of a dialog tree regarding Melchior's son in Redding when you encounter Melchior in the military base? Seems like a situation ripe for at least some dialog....
 
Status
Not open for further replies.
Back
Top