Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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"2) Some homeless people on random encounters say "We're hungry!Help us!" without space between sentences."

This makes me remember... Is the bug still present in which you use food on the said homeless people and then the game swiches to combat and they run away from you?
 
Still I don't get any experience for killing radscorpions in Klamath. The quest doesn't even cross out after killing all the scorpions. I get the message that all the scorpions are dead but after I leave the location i read that I failed to protect Torr's cows ;/
 
Why is it that the poisonous vapors in the EPA chem room still harm characters encased in Power Armour? The suits rather clearly possess filtration systems, as evidenced by the fact that Power Armour users are immune to the radon gas in the Broken Hill mines, and seem to be environmentally sealed to boot, so I don't see why one should have to somehow wear a gas mask over that to be able to proceed through that part of the EPA. Speaking of which, shouldn't Power Armour make one completely immune to the Toxic Caves goo and the like (as opposed to simply not taking damage and eventually growing a mutated toe regardless)? I find it wierd that heavily armored high-tech sealed armour is somehow less able to effectively resist such environmental hazards than a pair of standard rubber boots? While obviously these aren't enormously pressing issues, they're still immersion-breakingly incongruous with what the capabilities of the armour would dictate.
 
I think there's a part in the game that is left with way too little attention: sneaking. If you have time for it Killap, could you add at least a couple of new quests that involve sneaking. I think there's a lot of potential wasted in the sneaking skill now, actually the whole skill is completely useless, and spending any skill points to it is just waste. So if you haven't planned the whole RP 1.3 full already, you should try adding some sneaking quests (and why not make an alternative way to solve old quests via sneak.)
 
Puokki said:
I think there's a part in the game that is left with way too little attention: sneaking. If you have time for it Killap, could you add at least a couple of new quests that involve sneaking. I think there's a lot of potential wasted in the sneaking skill now, actually the whole skill is completely useless, and spending any skill points to it is just waste. So if you haven't planned the whole RP 1.3 full already, you should try adding some sneaking quests (and why not make an alternative way to solve old quests via sneak.)

He has already done this with with at least one quest. You can now sneak into the raiders hideout and scare away their native guide.
 
Hi people, I having a problem accessing the vault at Vault City, there doesn't seem to be an exit grid to the vault. Does anyone else have this problem ??? I haven't experienced this problem before, prior to installing the RP
 
Become a citizen then talk to the guards outside of the vault and you will be able to walk through.
This was changed to stop the "start combat" exploit I believe.
 
Sorry people, problem solved, it was due to the fact that certain files were overwritten when I copied the files from the Lootable Armour mod, just had to copy back the original files and everything is working perfectly again, thanks for your help Darek :)
 
Question about 1.3: is there some kind of pre-change log? I mean, is there a list of things that will surely be included/modified, and/or thing planned to make it in?

I'd love to see this list :)

Andkatus said:
Why is it that the poisonous vapors in the EPA chem room still harm characters encased in Power Armour? The suits rather clearly possess filtration systems, as evidenced by the fact that Power Armour users are immune to the radon gas in the Broken Hill mines, and seem to be environmentally sealed to boot, so I don't see why one should have to somehow wear a gas mask over that to be able to proceed through that part of the EPA. Speaking of which, shouldn't Power Armour make one completely immune to the Toxic Caves goo and the like (as opposed to simply not taking damage and eventually growing a mutated toe regardless)? I find it wierd that heavily armored high-tech sealed armour is somehow less able to effectively resist such environmental hazards than a pair of standard rubber boots? While obviously these aren't enormously pressing issues, they're still immersion-breakingly incongruous with what the capabilities of the armour would dictate.

I seriously agree with this! :ok:
 
I don't know whether it's fault of armor mod chosen from options during the installation, but Sulik doesn't want to use any knives! I know that he doesn't tell us that he is proficient with that weapon but whooa - every tribal in this game can handle knife, right?

Besides he would use knives i without the RP so...
 
In Gecko while talking to Lenny we can ask him for healing if we or party members are hurt. And we can say "Thanks Lenny. Goodbye" - that option fallows you to further dialog. And "Thanks Lenny. I want to ask some questions" leads to ending the conversation.

Lenny also doesn't change his appearance after giving him armor. Leather armor at least.
 
Fallout 2 UK (1.0) + F2RP 1.2 crashes with memory read error on random encounters. The only time it didn't crash is when I got Kaga encounter (but it crashes even if I didn't have it yet). I tried decreasing encounter rate in ddraw.ini and it obviously helped. Is this the empty encounter bug mentioned on wiki?

Edit: and Fallout 2 UK (1.0) + latest killap's patch doesn't crash with the same character.
 
Hi i have FO2 UK + RP1.2 + Resolution Patch 1.3 and my problem is
i encounter empty map every while traveling on world map, plus my game very often start to crash (this is fixed by deleting worldmap.dat). And game crashes when entering klamath tunels.
Any idea how to fix this problems? Or anybody else having same problem?
 
Hm you guys use the unpatched version of Fallout 2? Afaik the RP workst best (or only?) with the patched game (1.02)
 
notAvailable said:
The only time it didn't crash is when I got Kaga encounter (but it crashes even if I didn't have it yet).
The Kaga encounter is the first thing that happens after you leave Arroyo, so what do you mean "it crashes even if you didn't have it yet"? I'm pretty sure it's not possible to get any random encounter before meeting Kaga, at least not if that part is working correctly.

flame2014 said:
Hi i have FO2 UK + RP1.2 + Resolution Patch 1.3 and my problem isi encounter empty map every while traveling on world map, plus my game very often start to crash (this is fixed by deleting worldmap.dat). And game crashes when entering klamath tunels. Any idea how to fix this problems? Or anybody else having same problem?
Does it also crash when you enter the crashed vertibird area in Klamath? Anyway first check to see if you have the file patch000.dat in your Fallout2 folder, if so, remove it.

@ Fury
Installing the official patch 1.02 does not make any difference whatsoever, since the RP installer removes it anyway. It will cause trouble doing that though if you use the manual RP install and don't remove the patch yourself. Also, on rare occasions the RP installer fails to remove the patch.

cheers
 
I thought Killap said RP contains his most recent patch, so it works best if unpatched to begin with, but also works with it. (Works great for me with US v1.0 anyway)

I'm wondering what could be different with the UK version besides kids?

RP includes missing children for 'non-English' games, but is this the same as the patch UK players need to see the kids?

Did you maybe install the children patch before RP, and that is confusing something?

I don't know, but strange both are having this trouble with the UK version, isn't it?
 
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