Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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Have some bugs reported here:
(FYI, I used the small installation (1.1 MB), hope it does not cause any trouble. I know Killap know but I think no harm letting him know it again, his works is terrific, totally fresh experience almost as the first time I explored and struggled through FO. I'm really grateful for that, thanks a lot.)

-I still can use energy cells on Dogmeat to recharge the car.

-Sometimes Cassidy, K-9, caravan guard (from caravan quest, not the random encounter) attack me instead of the enemy, I did not even touch them.

-I did not get the exp. for ending Raider's raid by diplomatic way. I felt a little weird so checked with the walkthrough later on, it claimed 3000exp. I started another character and did it again but still did not get any.

-Still get the raider encounter after all the raiders abandoned their base. Is it supposed to be so? It is reasonable because you did not kill them so they still can wander around. But they abandoned their base. If they still hang around then I think they have no reason to leave.

-I can not copy the botany data to holodisks. Every time I use I just read through and don't find any option to copy it. (I did visit Abbey before).

-Oh, i'm not sure what this is but feel weird. I named my char “Feargus”. Sometimes (not always) I examine a trap, it says “Feargus fails to diarm the trap” instead of “You fail to disarm the trap”. I don't recall anything like this in previous plays.

-Just minor thing, when trying to get Miria, i used mentat and managed to become dummie at the time we got caught. But the floating text for shotgun wedding still as normal, should be Oog oog Gah Gah. If we can change it then it will be even more hilarious.

-I thought you already aware of sudden death bug when you suddenly die of nothing, not radiation nor poison while traveling or resting No matter how many times you reload or what you are doing, you always die at exactly the same moment. Sometimes reload earlier save works, but sometimes not. But if you are successful, at that moment you only feel very nauseous. It always happens for my melee chars so I guessed it was because of Rad-away (those aliens). In fact I managed to survive using another Rad-away (2 wrongs equal 1 right huh?). So in case the bug strikes, hopefully you guys don't have to tear you ears apart.

-Just small thought, while the plant in Broken Hills chatting with Typhon, they mention about a Power Armor kept in the closet. Maybe after hearing about that we can now loot the PA or ask Typhon, he will give us for previous trouble. Of course after so many years it does not work, or dirty. Wearing it will cause can not walk or can not run (like Tin Man) or itching (Per/Cha -1, you can take a bath though). We can ask Skeeter or T-Ray (he does ask to borrow your PA if you are wearing one) to fix it for high price or take a long time cause of its high tech or high Repair and Science skills to prevent from getting PA so early. Or maybe the “PA armor” they mention is simply a toy he used to play with when he was young (like “Metal insects”).

-Oh, and about stealing from shop keeper issue, I think after a long time playing FO, you don't bother about stealing from shop keeper anymore, when you know where when and how to save money for upcoming events or to earn money more than enough. But for a few first times playing, it will make surviving the game easier to encourage the player a bit , doing quest and exploring other things in FO take lots of time and are really hard (without Per's guide) you know.

-I don't get the idea about the children patch, I used the automatic installation (include the children patch), but the age can not go lower than 16. Is 16 considered children??
 
UniversalWolf said:
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. :)

Well, the question here would be how much is "so much" lol. Even though I never really need that money anyway, it is still very tempting to steal it to save yourself time of running around. It's tempting, but I truly believe that the extra running around and hassling is what Fallout II is all about and why we all love it for all these years.

I'm pretty sure it's not hard to make it that whatever money the shopkeeper has on him will only appear on his body once he is dead, not when you try to steal from him. This would be a lot more balanced and fair, because again, it's not possible to steal from the rest of shopkeepers.

P.S. About the suggestion to be able to steal from all shopkeepers: Would it really be fun to steal the items like Hunting Rifle and Armors early on from Klamath and Den traders? These items are normally hard to get in the beginning, and breaking this balance would surely make the gaming experience worse imo.
 
malichai11 said:
Golan2072 said:
So, will v1.3 fix the leveling issues with the NPC armor mod (one of my favorites)?

What issues are those?
The issues are that if you use the NPC Armor Mod (which I really like), your NPCs sometimes fail to level up.
 
thai1109 said:
-I don't get the idea about the children patch, I used the automatic installation (include the children patch), but the age can not go lower than 16. Is 16 considered children??
The children fix doesn't affect player character creation, it restores children to the game that were censored from the European version.
 
zenitfan4life said:
P.S. About the suggestion to be able to steal from all shopkeepers: Would it really be fun to steal the items like Hunting Rifle and Armors early on from Klamath and Den traders? These items are normally hard to get in the beginning, and breaking this balance would surely make the gaming experience worse imo.

Stealing them should require high thievery skills.
 
Golan2072 said:
malichai11 said:
Golan2072 said:
So, will v1.3 fix the leveling issues with the NPC armor mod (one of my favorites)?

What issues are those?
The issues are that if you use the NPC Armor Mod (which I really like), your NPCs sometimes fail to level up.

That would be a bummer. What if you choose the option to remove the random element from NPC leveling? Can you use that option with the NPC armor mod to insure that your NPC's level? Or does it not matter either way?
 
nevermind then @ blackend

added a link to the files that you shouldnt have to even register to download in the megamod thread
 
@Nirran:

It's Restoration Project, which means it only adds things that were originally intended . Yes, I love crafting systems too, but I don't think yours will fit in the RP.

Better instead create another thread about your work (or post it in the Megamod thread), I'm sure it will be well appreciated.
 
I will definitely keep an eye on this. (Although, I am unable to download the files, even after completely registering.)
 
killap said:
crabhead said:
When exactly does the patch come out? I've been waiting for soo long... :x
January 1st if all goes well, which it currently is. It will be worth the wait.

Aw damnit, and I just started a new playthrough with 1.2 version :?

Just kidding. Nice to hear from you again Killap and I'll be waiting eagerly for the release.
 
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