Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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In 1.3, what about...

* Implied uses for useless items such as Ball Gag?
* Tragic and alcohol addiction (not sure if this is already in 1.2)
* A Mr.Cheater perk/reputation thingie?
* Dr.Jones in Vault 15 as an NPC?
* A food system
* Pipe rifle loaded with rocks?

Gracias.
 
killap said:
Darek said:
Your companions are suffering from crippled limbs
Hopefully this question will no longer come up after the next unofficial patch/RP 1.3 are released. NPCs will now complain when radiated, poisoned, crippled, etc.

Yes!! Good good good. Do you need help writing some floaters, Killap?
I think it was suggested earlier in this thread, but it would be cool if each NPC has their own unique complaints... :D
 
Chancellor Kremlin said:
* Implied uses for useless items such as Ball Gag?
The ball gag already has a use in the RP. Other useless items are not being considered.

Chancellor Kremlin said:
* Tragic and alcohol addiction (not sure if this is already in 1.2)
Tragic addiction is already in the RP. Alcohol addiction is not. Last time I had worked with it I came to the conclusion it was bugged (hardcoded problem)

Chancellor Kremlin said:
* A Mr.Cheater perk/reputation thingie?
Not being considered.

Chancellor Kremlin said:
* Dr.Jones in Vault 15 as an NPC?
I had brought this up a while back and was going to make him recruitable. Several individuals were not too fond of this (too many npcs in the game already) so the idea was scrapped. I still went ahead and did some modifications to him, however. This is another new thing for RP 1.3. He is now more complete in my eyes.

Chancellor Kremlin said:
* A food system
A nice addition to Fallout, but out of the scope of what I plan to do. This could become a extra in the installer, however, if someone wishes to create such a system.

Chancellor Kremlin said:
* Pipe rifle loaded with rocks?
Not being considered.
 
WEED

I can’t remember the exact effects of marihuana, but as “occasional” smoker I’d recommend them to be changed since they’re a bit inaccurate in my opinion. As a recreational drug (unlike other chems, which were developed for military purposes) it shouldn’t be as powerful like let’s say Mentats and there shouldn’t be no withdrawal effects. I suggest:

Reduce Strength and Agility by 1 – when you’re high you tend to be kinda lazy and clumsy
-2pts to Perception – audio-visual hallucinations
Add 2pts to Charisma – you feel more relaxed and easy going
Add 1pt to Luck – coz everything is just fine

This way it would a perfect drug for social characters. What do you think?

EDIT: Almost forgot, the effects should last about 6 hours.
 
killap said:
The ball gag already has a use in the RP. Other useless items are not being considered.

Really?? What use does it have?

Also can someone confirm for sure that there's no use for the army technical manual etc that are found in Abbey and EPA? I have a feeling there is, otherwise what would be the point to add useless items to game? =)

P.S. Killap, you are the man, I am looking forward to your RP 1.3 more than I was looking forward to Fallout 3 =)
 
The ball gag doesn't really do much to my knowledge.
Female characters can dance in new Reno. If you have the ball gag on you, there is a 25% chance she will use it (same thing if you have a leather jacket, but you only get a 20% chance to wear that). Anyway you get 300xp instead of 150xp for the first successful dance, but it has no effect on how much money you earn.

There is no use for the army technical manual etc. That has already been covered either in this thread or in the gameplay one.

About a food system, wasn't there a rather heated discussion about that somewhere earlier?
EDIT: Found the link.
 
crabhead said:
Energy weapons appear quite late in the game (some become useless at that time). So it is a big difficulty for those who chose the "EG" skill at the beginning. There should be several E weaps in Klamath or Den or even Vault city.Not need to be Alien Blaster or Pulse Rifle, just enough to scare bad guys eh...eh. That's my idea... ^^
No, I disagree, energy weapons are a big part of the backround story of fallout2, their scarcity and power in the wastes is exhibited by how much they have aided the Salvatores in keeping their territory and even making advances in Reno. Giving energy weapons freely from the beggining, will seriously screw that, especially when you consider that the great and powerful Salvatore lightbringers are mere energy pistols... not that the Enclave would arm anyone with anything more powerful lest they become a threat to them.
Besides big guns are rare in the beggining as well, if you cant live with that then simply tag those skills later on and choose sth else in the beggining.
 
crabhead said:
..Marcus and Sulik keep removing their power fists all the time.

try set "weapon - unarmed" preference for him AND "distance - on your own" preference (in combat settings screen), this always works fine for me. but Sulik with melee weapon (the sledgehammer) is better option, in my opinion.
 
killap said:
Chancellor Kremlin said:
* Implied uses for useless items such as Ball Gag?
The ball gag already has a use in the RP. Other useless items are not being considered.

Chancellor Kremlin said:
* Tragic and alcohol addiction (not sure if this is already in 1.2)
Tragic addiction is already in the RP. Alcohol addiction is not. Last time I had worked with it I came to the conclusion it was bugged (hardcoded problem)

Chancellor Kremlin said:
* A Mr.Cheater perk/reputation thingie?
Not being considered.

Chancellor Kremlin said:
* Dr.Jones in Vault 15 as an NPC?
I had brought this up a while back and was going to make him recruitable. Several individuals were not too fond of this (too many npcs in the game already) so the idea was scrapped. I still went ahead and did some modifications to him, however. This is another new thing for RP 1.3. He is now more complete in my eyes.

Chancellor Kremlin said:
* A food system
A nice addition to Fallout, but out of the scope of what I plan to do. This could become a extra in the installer, however, if someone wishes to create such a system.

Chancellor Kremlin said:
* Pipe rifle loaded with rocks?
Not being considered.

Thanks Killap.

Also, I have found a possible bug with interesting effects.

It is possible to become a made man of at least 3 families by using power armour. I have not tried it with the Wrights as I wanted to get the 'Good' ending for New Reno (Wrights rule fairly), so I bottled the 'SAD' mission, and obviously did not get a reward.

Anyway, I completed the missions for all bosses, and started be being a made man of the Bishops. By that point however, I already had power armour, and by wearing it apparently the other families forget who you are and that you are allied with a previous Boss. By using this little exploit, I managed to then become a made man of the Mordinos, and then the Salvatores.

Notice that Mason stills recognises you and attacks you within seconds. I bypassed this by entering attack mode (A) immediately after goin upstairs in the Salvatore bar, pumping him with super stimpacks, and then going back downstairs (can be tricky if you don;t have a lot of AP's, which I did). Repeat the process (he 'resets' if you go back down) untill he dies. Then I spoke to Salvatore and became his made man too.

Interestingly, after becoming a made man of all three families, removing the power armour made no difference, I was welcomed in all three places, with the only difference being the bartenders would not serve me. Even Little Jesus would talk to me normally without power armour and being allied to at least 2 different families!
 
If the RP is about implementing the ORIGINAL Fallout 2 ideas by Black Isle, why are there so much suggestions? I mean, if someone suggests for new weapon and it's present in the next RP, it won't be so much of a Restoration Project anymore.

Anyway, it should be nice if you make everything (Kaga, Primitive Tribe, EPA etc.) as an option from the installer - after all, most of the things not being done by a team aren't done simply because they are not good enough - like the Kaga encounter - it just makes things harder for the player (though I couldn't say you shouldn't have implemented him).
 
Blackened said:
...Anyway, it should be nice if you make everything (Kaga, Primitive Tribe, EPA etc.) as an option from the installer...

Yeah, sounds like a good idea, doesn't it? However, it's much more work than it's worth, and the reason why I don't do with the Megamod. To make everything optional means making up so many different versions of things. For example, there has to be version 1 of a script (or map, or data file, etc.) that works with all options. Version 2 that works with options a, b, and c. Version 3 that works with options a, b, and d. Version 4 that works with options a, c, e, and g. And so on, and so on. Some things are easy... others, not so much.
 
No, it's not worth making several versions of a map. But I suppose it will be easy to make as option some main things that are not connected each other - like Kaga, EPA, the food system (I know it isn't in the RP yet, and maybe making it optional is one of the few (or maybe ever the only) ways of making it so that even those who don't want it will not be annoyed by it.

In this way, we can also have content in the RP that was not originally intended (like some perk remake).

OF COURSE, it's not worth making the PC able to choose how much of 10 optional NPCs are on some map, because that really means a lot of work (at least, it will require about 100 maps; the way I imagine it seems to me that they won't be so hard, but that's presuming that the NPCs haven't got any scripts attached to them - I am not sure this is possible and I don't think it's worth paying so much attention to NPCs without scripts anyway).
 
Blackened said:
Anyway, it should be nice if you make everything (Kaga, Primitive Tribe, EPA etc.) as an option from the installer

Those things are kind of the point of the Restoration Project. If you only care about the bug fixes, then you're probably better off just playing the Unofficial Patch.
 
One thing that has always bothered me is that you can steal off money from shopkeepers in San Francisco. It's possible to acquire 50000-60000 gold, buy any item you want and then just steal it off them. That really throws the balance off the game imo, and I think this should be changed. You can't steal money from other shopkeepers, why should you be able to steal from these?
 
zenitfan4life said:
One thing that has always bothered me is that you can steal off money from shopkeepers in San Francisco. It's possible to acquire 50000-60000 gold, buy any item you want and then just steal it off them. That really throws the balance off the game imo, and I think this should be changed. You can't steal money from other shopkeepers, why should you be able to steal from these?

...Or alternatively, make it so that you can steal money from all shopkeepers. (That would certainly make "Thief" characters more useful)
 
Dupin said:
zenitfan4life said:
One thing that has always bothered me is that you can steal off money from shopkeepers in San Francisco. It's possible to acquire 50000-60000 gold, buy any item you want and then just steal it off them. That really throws the balance off the game imo, and I think this should be changed. You can't steal money from other shopkeepers, why should you be able to steal from these?

...Or alternatively, make it so that you can steal money from all shopkeepers. (That would certainly make "Thief" characters more useful)

Uh, maybe, but this way you can effortlessly aquire huge wealth. I support the idea of not being able to steal from Shopkeepers in San Fran.

Oh, and I would like to see Slavers Guild expanded - if I am to wear that goddamn tatoo on my forehead, make it worth it. All you can get now is a couple of slave runs for about 5k gold and slavers encounters won't turn into fighting, but lots of important people won't even bother talking to me.. If the guild was implemented in the game already. why not improve it?
 
Dupin said:
...Or alternatively, make it so that you can steal money from all shopkeepers.

It would be nice if shopkeepers were standardized. It should be possible to steal from them, but not possible to steal so much so quickly and easily that it breaks the game.

I have a feeling that's much easier said than done, though. :)
 
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