Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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earthdude said:
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....

That's rather an easter egg than a serious case :]
 
Hello guys, been a while since I posted anything, good to see that everything is good, happy upcoming holidays to everyone =)

I just wanted to list 2 more quick bugs, and a weird thing that happened to me in game. Here are quick bugs:
1). When you steal/trade the flint from your Aunt Morlis, and then offer the 3 healing powders for it, she says "I have misplaced the flint. Oh well, at least I get to keep my powders. Now get lost!" This doesn't make sense, since she does not take away your powders. I think it should say "Oh well, at least YOU get to keep your powders."

2). When you bring the flint to the bridge guard, talk to him, and get to the "Here it is" line, you can actually hit the trade button and drop all your spears, and then he ends up making you a sharpened spear out of just a flint stone! And you can just pick up your normal spears after the dialog ends. I think this can be fixed the way Aunt Morlis and flint exploit was fixed.

Now, here is the weird thing:
1). When I encounter Kaga for 1st time, I saved the game after he hit me with his spear. So we fight, he got a lucky shot 2nd time so I had to re-load, and when I re-loaded, he went back to giving his loooong speech about his life, but my character wasn't locked and I was able to kick his ass, and even kill him if I wanted to. I have a savegame of this.

I appreciate any feedback from you guys!
 
Also, this post is primarily for Killap (I guess):

Not that I am a hardcore fan of melee weapons, but I do think (and I'm sure there are others) that when playing a melee character there's too much of a gap between crappy and good melee weapons (assuming that one plays a normal game, ie not running to SF after Arroyo), especially now that there are more quests to do and harder battles/enemies to fight. I mean, sharpened spear is good for Arroyo/Klamath area, it can even be pushed to Sulik's tribe and maybe Den (excluding Metzerger's gang), but after Den it gets ridiculous. You need to wait until you get power fist or ripper, which kinda comes later game (again, assuming a normal pattern). I have dealt with this problem by freezing time, running to New Reno, getting the Louise Swagger (or however you spell it), then running back to Klamath, resuming time, and then playing the game. But this action isn't exactly normal or enjoyable, but it does improve the balance and the enjoyment from the game; it makes a melee game a lot more fun. No joke, try it =)

Bottom line, I think it'd be really cool to create a new melee weapon that does more damage than a sharpened spear and less than, say, a ripper, and make it available in Modoc (Balthas) or Den, or maybe get in Sulik's tribe as a reward for one of quests. It would be cool to have an improved sledgehammer (something between normal sledge hammer and super sledge), with like 8-20 damage, or a special club, stick or a knife, you name it! I think it'd spice up things in 1.3, but it's your call of course, thanks for everything you did already, your Restoration Patch is maybe the best thing I ever saw on improving a game, especially my favorite one =)
 
I would like to report a bug I have been getting after activating the game speed multiplier in the ddraw.ini.

My problem is that all the loading screens, like when you start up the game, the game menu screen etc. take ages to fade in and out. This is really anoying as it means starting and quiting the game takes ages.

Other than that the game works fine and the speed multiplier works once a game has eventually loaded.

I know this is not directly related to killaps patch but because the engine tweaks are part of the package I thought I might seek help from you guys. Anybody have an idea what might be the problem?
 
I've recently started a new game with the RP + Combat Overhaul 2.0 mod and I'm missing an one, whole Sulik.

While running around Den (I think I stole shotgun n shells from Metzger and ran towards exit), somewhere in between Sulik simply vanished. My karma was 150, I didn't do anything evil (and certainly didn't sell him to slavers), but he is nowhere to be found, even after going to the other side of the town\exiting it.
 
Another bug - when I got special kevlar armor for Dogmeat (LAPD), there are no sounds for him any more. When Dogmeat attack someone there are no sounds, only sounds of opponent/target...
Only Dogmeat is quiet like a ninja :)

sorry for my english :D
Killap is tha Boss! :)
RP Rulez :P
 
ravager you havent sold sulik to metzger didnt you? :P

zenitfan, melee progresion is fine. you have klamath rats, radscorpions and toxic cave. den lara/tyler fight, then nothingggg. modoc nothing beside wolves and rats which can be left for later. vault city and no fight necessary again. then go straight to broken hills (its normal pattern). take 2 buffouts and win powerfist from francis. after VC, its normal to go to broken hills or new reno, so go with your power fist to reno, upgrade to mega and steal some SEC from salvatore.
 
Ravager69 said:
I've recently started a new game with the RP + Combat Overhaul 2.0 mod and I'm missing an one, whole Sulik.

While running around Den (I think I stole shotgun n shells from Metzger and ran towards exit), somewhere in between Sulik simply vanished. My karma was 150, I didn't do anything evil (and certainly didn't sell him to slavers), but he is nowhere to be found, even after going to the other side of the town\exiting it.
Did you accidently kill a child? I think Sulik will leave if you are a child killer (not 100% sure).

Other than that, the Combat Overhaul Mod contains nothing in my mind that would cause Sulik to disappear (no scripts affecting Sulik are included).
 
Flash_in_the_flesh1 said:
zenitfan, melee progresion is fine. you have klamath rats, radscorpions and toxic cave. den lara/tyler fight, then nothingggg. modoc nothing beside wolves and rats which can be left for later. vault city and no fight necessary again. then go straight to broken hills (its normal pattern). take 2 buffouts and win powerfist from francis. after VC, its normal to go to broken hills or new reno, so go with your power fist to reno, upgrade to mega and steal some SEC from salvatore.

So what you're saying is that walking around with a sharpened spear or a combat knife (best melee weapons early game imo) until you get to Broken Hills, which is at least 25-30% of game completed, is fine? When I show up at Vault City with a spear, I indeed feel like a tribal, lol. Besides, Francis gives you a power fist, which I think is not considered a melee weapon but unarmed instead.
 
yes, thats 30% of the game but only like 5% of fights. you dont have good weapons and you dont need them up to raiders, SAD, killing mob families etc. i love to play close combat chosen but im not restricting myself to melee only. its melee and unarmed both, same like most of ranged shooters will eventually choose energy weapons. if you dont like unarmed or (more likely) you dont have it tagged and developed yet then following normal patter you can get louisville slugger. if you really need it in modoc to make you look more civilised.. well i dont get it. baseball bat is as primitive as good trapper sharpened spear. if you need it to fight.. you dont need slugger yet, enemies are weak at this point and those who are not can be left for later.
 
andro1d said:
What about Dogmeat Sound Bug (after wearing Kevlar)? Anybody got this problem?

I created those new graphics, and i can probably guess what the problem is there. Can someone put this on the list of RP bugs in the Vault wiki for Killap to fix, please? (my guess is the SFX files for the dog need to be copied and renamed for the new armoured Dogmeat critter.)
 
zenitfan4life said:
When you bring the flint to the bridge guard, talk to him, and get to the "Here it is" line, you can actually hit the trade button and drop all your spears, and then he ends up making you a sharpened spear out of just a flint stone! And you can just pick up your normal spears after the dialog ends.
First of all you are abusing the trade button. If you hadn't, and instead tried to just talk to him without having a spear, you would know that he actually GIVES you one of HIS spears. He does not create one from only the flint, so no bug here.

zenitfan4life said:
When you steal/trade the flint from your Aunt Morlis, and then offer the 3 healing powders for it, she says "I have misplaced the flint. Oh well, at least I get to keep my powders. Now get lost!" This doesn't make sense, since she does not take away your powders. I think it should say "Oh well, at least YOU get to keep your powders."
Killap added 3 lines for the flint dialog:
Code:
{300}{}{Well, I seem to have misplaced the flint. Oh well, at least I got my powders. Now off with you! I don't have time to gossip.}
{302}{}{Well, I can't seem to find the flint. I'm sure you took it from me when I wasn't looking though. I caught you before. Now off with you! I don't have time to gossip.}
{303}{}{Well... Oh, I'm sorry but I seem to have misplaced the flint. I wish you a safe journey though, child. }
These are only being used if you trade for the flint in the middle of the conversation and then ask for it anyway.
Any of these would only make sense if you had stolen the flint from her, but when you steal it you can't talk to her at all afterward.
So I can't really see what he planned to do here.

I do know that talking yourself to the flint is bugged though (when she gives it to you she says she don't have it), this is cause the script checks to see if Morlis have the flint after she has already given it away, which she obviously don't, so she says the wrong thing.
Anyway, I like the idea of Morlis taking the healing powders from you, she's supposed to be a bitch. :)
Killap might just have forgotten to add that in code, but as I said, I can't really tell.

zenitfan4life said:
When I encounter Kaga for 1st time, I saved the game after he hit me with his spear.
Don't save in a fight, really. It can break things.

cheers
 
earthdude said:
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....

This maybe...can be a diplomatic way to solve this situation... :clap:
 
@ Killap


I Just wanted to say that your FO2 Restoration is the best thing that I have played in a long time. Nothing compares.

Just an idea, if expansion 1.3 is still in the works, have you thought of including a memory module that increases endurance? I have noticed in the game that you get many options to increase your SPECIAL skills, but you can only increase your endurance from a level perk. Just an idea. Thanks for all your hard work!
 
If it wasn't origianally planned by the developers, putting this in would run contrary to the intended purpose of the RP.
 
Darek said:
Anyway, I like the idea of Morlis taking the healing powders from you, she's supposed to be a bitch. :)
Killap might just have forgotten to add that in code, but as I said, I can't really tell.
cheers

Hey, thanks for response. I like the idea of Morlis taking your powders too, but the problem is that she doesn't!
 
1) One thing I don't like about the optional modification of adding original sound to the 223. pistol: magnum 44. has this sound as well. It's rather annoying. Should be changed. With 233. pistol it's just cool but with magnum... somethings off.

2) Some homeless people on random encounters say "We're hungry!Help us!" without space between sentences.
 
Kwiatmen666 said:
1) One thing I don't like about the optional modification of adding original sound to the 223. pistol: magnum 44. has this sound as well. It's rather annoying. Should be changed. With 233. pistol it's just cool but with magnum... somethings off.

its also too loud. much louder than any other weapon sound.
 
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