Fallout 2 Restoration Project 1.2 (Unofficial FO2 Expansion)

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Killap, good luck with the new stable release, your mod is quite hard and entertaining. my guess this will be another staple for the year 2009!
 
Apologies to everyone for not releasing on the 1st. The release got delayed a bit but everything is going well. Just so I don't disappoint again I will say a release will occur by the end of the weekend (most likely earlier but I will give a buffer in the event something else crops up)

Hang in there everyone, it will soon be time. :D
 
First post: I've been a lurker, but I had to register if only to encourage you, Killap, and to say thanks for all the hard work. Definitely looking forward to trying your patches (and mods) - a welcome antidote to my F3 disappointment. :-) I'll be happy to report any bugs as I find the time to play.

Eagerly awaiting the excellent fruits of your diligent labors!

-m
 
Meh, hoped id get in some 1.3 time be4 going skiing (leaving on the 3rd) - but it wont be like that... Well, doesnt matter - ill have a fully working/tested 1.3 when i come back :-D
 
Hopefully you'll add the newest version of the engine tweaks in 1.3; the version in 1.2 had the strange movie errors and I couldn't use 1.2 with with the newest engine tweaks version. :/

Anyway, I can't await 1.3. :D
 
Been f5:ing this page every 15 minutes for four days now!! Any news killap? Im dying here :D
 
I just wanted to say thanks for your awesome work killap. Just played through Fallout 2 with the RP 1.2 mod and I loved it, great experiencing new things in a game I have spent so much time with already.

A little something that happened to me though (not sure if it's supposed to be that way or not) but I couldn't complete the quest with the spleen in San Fran since when I tried to talk to him about the surgery he only told me to go seek out my own cults doctors (I had joined the Hubologists at this point) and thus I couldn't save Chip's life. Note that Dr Fung was not inside the house but outside close to the fighting ring and before I joined the hubologists I could talk to him just fine. If it's intended to be this way well then it's fine I just thought it was a little strange not being able to talk to him at all really about this quest.

Anyway, great work and I really enjoyed the EPA and all other new places and quests. Keep it up! :)
 
Shame on you for joining those wackos :mrgreen:

Seriously, thought: shouldn't there be a doctor among the hubologists? If the Shi doctors don't patch them up because they are enemies, how do they treat the wounded and such?

Also, how does the Restoration Project treats the Bozar? It should be a single-shot big gun with the sound of the .223 pistol in Fallout 1 and an obscene range. :wink:
 
Makenshi said:
Also, how does the Restoration Project treats the Bozar? It should be a single-shot big gun with the sound of the .223 pistol in Fallout 1 and an obscene range. :wink:

AFAIK the restoration project does not affect gameplay balance, which concerns weapons as well. It is suppose to bring back areas, people and other content that devs planned on putting in, but didn't.

For changes in combat system, I recommend one of two mods - Weapons Redone and Combat Overhaul Mod. Both are available here on NMA.
 
Chancellor Kremlin said:
Can we at least have a preview of what to expect? The suspense is killing me :x

Here's a teaser: one part will (hopefully) involve new and completely-unseen-before animations ;)
 
Sorry for even more delays everyone. I basically hadn't touched anything Fallout related for several days and only yesterday (Jan 4th) did I actually sit down and work like a fiend. Real life commitments take priority.

Here is the situation. Because I was behind in working on the RP, new dialogue was not sent to the translators in time. I *could* release today, but this would mean that the French and Polish translations would not be complete and some parts would remain in English. The german translation is also still in the works but I am not sure when that will be complete. I hate releasing things half complete, so I don't want to release in this state, yet I also don't want to hold the release back for too long. A new semester of classes starts for me in a week, so I obviously want to release before then. I also don't want to rush the translators since they are doing this in their free time and they really don't have any obligation to kill themselves over this.

At this time I have decided to wait a few days and see what happens. To compensate, below is a change log of what to expect in RP 1.3. This update started off as a big maintenance release to address all the known bugs in the RP (many more have been fixed than what is listed, but I just lost track) Interestingly, the majority of the bug squashing was actually done to vanilla Fallout (thanks to the lists by Haenlomal) Of course, bug squashing is not the only treat in this new release. The biggest content change are 3 recruitable npcs found at the EPA. They are quite detailed with hundreds of lines of dialogue. A few other additions/modifications are also included to further improve things. I will stop droning on and just let you read the log. When this baby finally gets released you won't be disappointed!

*Note bug fixes made to the vanilla game are not listed below but will be included in the unofficial patch change log.*

Code:
New Content/Vanilla Game Changes:

• Updated Sfall to the latest version (1.37).
• Source of the "too many items bug" seems to have been found and fixed. Hoarders rejoice!
• Added option in the installer for new animations for the Sniper, Hunting Rifle, FN Fal(s) and Wakizashi courtesy of Josan12. 
• New AP Ammo mod included which fixes the problem of hitting for 0 damage (Horrigan, etc).
• All party members will now give text floats when crippled, radiated, poisoned, etc.
• Kaga's dialogue is now all handled through the dialogue window rather than through text floats.
• There are now 3 (fully detailed) recruitable NPCs found at the EPA.
• Elevators at the EPA now act like elevators in the rest of the game (no dialogue window).
• New graphics for the cryogenic chambers as well as a new electric chair.
• Expanded Doctor Jones' (Vault 15) dialogue to bring better closure to him.
• It is now possible to smell the cologne on Cody's dead body and deduce that Jules is the killer.
• New and improved town map for the Abbey.
• Added "special surprise" found only after beating the game. Just travel the Wastes after beating the game and you will find this nice treat!

RP Bug Fixes:

• Bug with Aunt Morlis and the Flint has been corrected.
• Having sex with Slim Picket now correctly removes the Virgin of the Waste rep.
• Fixed obscure bug with Torr and unexpectedly failing his quest.
• Conditions for encountering the Gecko Verti Assault have been corrected. It was possible to not encounter them even though you were supposed to.
• Corrected numerous bugs with the Vault Village questline. This quest should now work as intended no matter the path chosen.
• It is no longer possible to go on a Broken Hills cattle drive after putting Chad in jail.
• Corrected a dialogue scripting error in the listing of vaults from the Vault 13 computer.
• Corrected a dialogue scripting error when returning the stolen body to the Shi.
• Corrected several bugs with taking the Vertibird to the Enclave (unable to continue playing the game after beating it, ending slides coming up too early, etc)
• If you kill everyone at the Primitive Tribe, you can now enter the cave on the shoreside.
• Inhabitants of the Primitive Tribe no longer display "error" as text floats when you are a Slaver.
• Fixed Windows 9x crash bug when entering the Primitive Tribe.
• Fixed problems with the car disappearing from the Primitive Tribe.
• It is no longer possible to speak with the Primitive Tribe leader from outside the tent without first having had permission to enter.
• Corrected map holes at the Abbey which allowed critters to go outside the visible part of the map.
• Giving Brother Paul at the Abbey the botany disk no longer displays a dialogue option of "error".
• Corrected bug which allowed for infinite xp when repairing the broken water pump at the Abbey.
• It is no longer possible to have the initial conversation with the leader of the Slaver Camp more than once.
• Changed the weapons the Slavers at the Slaver camp have for game balance.
• The Slavers at the Slaver camp will no longer run off the map thus preventing the Sulik Sister quest from becoming unfinishable.
• The Slavers at the Slaver camp will now correctly react when stolen from.
• Time now correctly passes when you travel to and fro the Primitive Tribe and Slaver camp (not via the world map)
• Fixed bugged stats with the drugs found at the EPA.
• Removed remote dynamite from the EPA as game limitations prevented it from working as it should.
• Fixed bug with Skynet (and hopefully others) which would randomly prevent them from leveling.
• Corrected even more typos/grammar mistakes.
• Numerous other bug fixes/code optimizations not worth mentioning in detail. More bug free than ever!
 
Great timing for me since I'm about to finish replaying FO1. Hopefully the NPC Leveling bug is fully fixed. It was screwing me hard in RP 1.2.
 
Ravager69 said:
Hey, did you include the fix for car disappearing in the Primitiva Tribe?
Yes, that issue has been addressed.

encinodude said:
Great timing for me since I'm about to finish replaying FO1. Hopefully the NPC Leveling bug is fully fixed. It was screwing me hard in RP 1.2.
That bug should be fixed (I cleaned up the proto directory) but since I never experienced it myself, I cannot be 100% certain.
 
killap said:
Ravager69 said:
Hey, did you include the fix for car disappearing in the Primitiva Tribe?
Yes, that issue has been addressed.

encinodude said:
Great timing for me since I'm about to finish replaying FO1. Hopefully the NPC Leveling bug is fully fixed. It was screwing me hard in RP 1.2.
That bug should be fixed (I cleaned up the proto directory) but since I never experienced it myself, I cannot be 100% certain.

OK, great! Waiting patiently for the final release - thanks again!
 
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