Fallout 2 Restoration Project 2.0 (Unofficial FO2 Expansion)

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Travesty said:
One of the things that bother me is that on the first area of EPA it seems that only one of my followers can move at a time (when not in combat), I have Dogmeat, K-9 and Myron. I do remember of having trouble with 2 dog followers even in the vanilla Fallout 2 but right now it seems that there is even more difficulties in their behavior.
I’ve mentioned it before, but the problem relating to the frozen critters is thus:

One critical problem deals with the number of animated objects (Animate Forever script), or critters, each map (including all of the elevations) can animate at one time. The limit is 20. Therefore if you have for instance 18 animated scenery pieces on a map, a maximum of 2 further critters will be able to animate themselves - i.e. walk, scratch, fumble, etc. The rest will remain frozen to the floor, including NPC’s, even if the PC travels over the map any NPC’s over the 20 limit will remain frozen in the one spot (this excludes combat). The critters will take it in turns to cycle through their animations.

I don’t know if there is a cure…the only option is to remove some of the animated objects.

People - please take the effort to read through the thread from the start (I know it’s painful), but 9 times out of 10 your problems, and sometimes the solutions have already been discussed. :question:
 
.Pixote. said:
Travesty said:
One of the things that bother me is that on the first area of EPA it seems that only one of my followers can move at a time (when not in combat), I have Dogmeat, K-9 and Myron. I do remember of having trouble with 2 dog followers even in the vanilla Fallout 2 but right now it seems that there is even more difficulties in their behavior.
I’ve mentioned it before, but the problem relating to the frozen critters is thus:

One critical problem deals with the number of animated objects (Animate Forever script), or critters, each map (including all of the elevations) can animate at one time. The limit is 20. Therefore if you have for instance 18 animated scenery pieces on a map, a maximum of 2 further critters will be able to animate themselves - i.e. walk, scratch, fumble, etc. The rest will remain frozen to the floor, including NPC’s, even if the PC travels over the map any NPC’s over the 20 limit will remain frozen in the one spot (this excludes combat). The critters will take it in turns to cycle through their animations.

I don’t know if there is a cure…the only option is to remove some of the animated objects.

People - please take the effort to read through the thread from the start (I know it’s painful), but 9 times out of 10 your problems, and sometimes the solutions have already been discussed. :question:

is that hardcode 20 with only critters on the map?ie 20 critters and no animate forever on each elevation?

Nirran
 
Travesty said:
I just arrived at EPA, looks great. There are a few problems that I have run into that I will check (and I have to check them because I forgot to save). One of the things that bother me is that on the first area of EPA it seems that only one of my followers can move at a time (when not in combat), I have Dogmeat, K-9 and Myron. I do remember of having trouble with 2 dog followers even in the vanilla Fallout 2 but right now it seems that there is even more difficulties in their behavior.

Second thing that I noticed happened on the second area of EPA (after going down the elevator shaft), I used the pipe on the rightmost turbine and the turbine vanished as did the pipe. Where there used to be a turbine, there is now just a solid wall... Well I have to start from the beginning of EPA because I have no savestate between the time of me arriving in EPA and the turbine vanishing. (I did save the game after the turbine vanished if there is need for it)

yeah, no one read the desciption of the "old rusty fan". i also used the metal pole on the wrong fan, my first time.

suggestion: prefer to see some floating text of "rusting noise" to beg me to use the metal pole on the correct fan...
 
Hi guys,

Amazing looking mod - absolutely fantastic - but I have a little issue.

I've loaded it up - no issues - but I'm struggling with resolution decisions. I've tried every resolution using the Sfall options, and the lower the res the more fecked up the text is whilst the higher the res the less messed up but the smaller it gets and the game runs in a square in the middle of the screen as opposed to filling the screen.

Am I missing something or is there an option that makes the game easy to read etc.
 
joochian said:
yeah, no one read the desciption of the "old rusty fan". i also used the metal pole on the wrong fan, my first time.

suggestion: prefer to see some floating text of "rusting noise" to beg me to use the metal pole on the correct fan...

Yeah, I did not mind the fact that you can use the pipe on the wrong fan, it was annoying that the fan vanished and all there was was a wall. To me it did have a floating text that said something like "I might be able to squeeze myself throught that" when I got near the correct fan.
 
.Pixote. said:
UnoriginalPizza said:
In broken hills, liz's shop, has her basement been removed? I do not see it, but it's been a while...under the rug perhaps?
Look a little more closely, it’s there; it’s just not as obvious as before. (I wonder why she doesn’t want people messing around in the back of her shop). :roll:

Can anyone tell me if the Bridge Keeper (inspired by Monty Python) in the special random encounter, is wearing a purple robe (originally it was brown), and if the robe (inventory item) appears to be slightly burnt from laser attacks? Yes - No

thanks pixote, and drev, I'll have to test if outdoorsman effects position

somebody already ansewered you, but I'll do a quick check myself

managed to kill him solo with my .44 magnum without taking a dent ^^ regardless, my companions died on the way, so I won't be keeping this save :( here's a report however

in the save, it's called bridge bridge of death, should only be one "bridge"

the robes are purple, and here's the exact description

"this smelly, filthy garment must be made out of some special fabric in order to withstand the foulness of the bridgekeeper's body. oddly enough, it has plasma burns and scorch marks all over it as if the weapons were used against it... to no effect. You have NO idea why it's purple."

edit: the bridgekeeper also has purple robes on, but its supposed to be brown, thus the joke in the desription, "why is it purple"

it weighs 10 lb

edit2:I decided to kill him again to get his robes and the 7.5k exp bonus(if you don't get hit), so I find him again, get him unconscious, shoot him in the eyes for a critical hit of 1 damage, and...he dies. that was easy. is that bug?

edit3:saving here, then reloading causes you to get the "I feel the need to save in a new slot for some reason" message, even if you got it before, unless you revisit, then you won't get it, nor if you save and reload in your revisit

edit4:I've searched every nook and cranny and examined every wall and poster, even tried killing her to see if she had anything on her, and talking to her without party members and with other party members to see if I would get a different reaction, and tipping fill for 2 gold to see if he would tell me. seems like you revamped her basement entirely

edit5: ignore edit 4,It was under the rug, but not completely, I rechecked after I came out a manhole from under a rug in somebody elses house ;)
 
BUG: Can't get into Carlson's house

I can't enter Carlson's house ALTHOUGH I have both talked to Merk (gave him $50 for info on security), and stole Gunther's papers (and tried using it on the guard in-front of the entrance).

Both of these methods would work in the vanilla version (as well as in the RP 1.2).

This is quite a deal breaker for me, as I very much like blowing him up :-)

Has anyone else encountered this?

P.S.
Great work on the RP,
thanks for anyone who was involved.
 
i just encountered a caravan master (slavers) with 2 guards & and 2 slaves.. i wasted the caravan master & guards but not the slaves... when i ended combat.. i got -10karma... like wtf... i freed slaves... shite,,,,

can this be fixed on the next patch fix update?
 
marcinl0 said:
Therefore it is not possible to fix in any mod/fix (I don`t use sfall) ?

Not so far no. It would most likely require changes in save game format, difficult feat I would assum to acomplish thru hacking the .exe.

Oh and if you're using Killap's Unofficial patch or Restoration project then you're using sfall as both include and need it to function.

I would suggest you direct any game engine related issues to FO2 Engine Tweaks topic unless it's directly related to something RP or UOP does. Timeslip (author of sfall) can probably tell if it's possible and how hard it would be to accomplish.
 
Travesty said:
joochian said:
yeah, no one read the desciption of the "old rusty fan". i also used the metal pole on the wrong fan, my first time.

suggestion: prefer to see some floating text of "rusting noise" to beg me to use the metal pole on the correct fan...

Yeah, I did not mind the fact that you can use the pipe on the wrong fan, it was annoying that the fan vanished and all there was was a wall. To me it did have a floating text that said something like "I might be able to squeeze myself throught that" when I got near the correct fan.

yes, there is a text only when you are nearby,, but i was hoping there may be the middle fan would stand out visually on its own.. like all those other items that needed to be fixed, i.e. epa lights, vc's ventilation, stables mad cow, etc...

plus when you return to this area thru the fan, it was too narrow and those extra wall was redudant.. had to click my npc to give way... looks nice but functionality is lowered...
 
How am i actually supposed to fix the epa lights?
I think i have found the good generator. Description says "epa lighting", and it makes some strange noise: *bzzzt* *wrhii* ....

I have 10 intellect (with mentats) and more than 70% in science and repair.
With science i fail to learn anything, same when myron tries.
Repair is probably the weirdest, since it says everything works fine.
I've tried junk, super tool kit, and small machinery parts but to no effect.
Have i missed something or is it a bug?
 
Triplebuze said:
How am i actually supposed to fix the epa lights?
I think i have found the good generator. Description says "epa lighting", and it makes some strange noise: *bzzzt* *wrhii* ....

I have 10 intellect (with mentats) and more than 70% in science and repair.
With science i fail to learn anything, same when myron tries.
Repair is probably the weirdest, since it says everything works fine.
I've tried junk, super tool kit, and small machinery parts but to no effect.
Have i missed something or is it a bug?
Have you actually gotten the quest to fix it yet?
 
Couple of very small things I've noticed:

Arroyo:

1. A shelf in Aunt Morlis' hut is no longer accessible, there is a pot in front of it, or possibly the rug prevents access.

2. Also, in a hut next to the well, there is a shelf which is unaccessible due to a pot.

3. Same thing happens in Arroyo Bridge map, the hut on the right has a pot in front of the shelf. I don't know if these places have any items, but anyway.

4. Right under the hut of Jordan (one who trains Melee weapons if your skill is 36 % or above), a pot which you can not access is there.

Klamath:

5. After figuring out who is rustling the brahmin, and then reporting your findings to that woman (same bar where Sulik is), you get 10 karma. You can then ask about a monetary reward. In that case, you do not get any experience. If you do not ask for money (just say something like goodbye), you get 300 xp. Usually in these kind of situations, you should get the experience anyway. At most karma might not be given to you.


Den:

6. Above Metzgers', one slave yells, "You no keep us here!" Not exactly correct English...

7. If you have Charisma 1, Vic joins you, even after the dialogue states that he is not going to join you, and that he is going to Mom's to wait. But then the game places him as your NPC. If you dump him, he will not join, states the same thing about going to Mom's.

Vault City:

8. In Stark's office, near the northern wall there is two lockers and a female guard next to them. You can lockpick one of them, which has an SMG and a 14mm pistol inside. But if you now try to even close the door to that locker, the guard warns you. This is inconsistent and illogical, why does she let you lockpick that locker and steal two guns from it, but then suddenly cares if you want to close the locker? Perhaps she should not let you do anything to that locker.

Very small issues these.
 
More bugs I've discovered:

Modoc:

# After having "saved" Modoc (by delivering the letter to Jo and having him accept) but before getting Jonny returned to his parents, if you talk to Balthas, your only dialogue option is a "Go on" option that ends the conversation.


Vault City:

# A very minor issue, but the lock on the door to Cassidy's room in the bar is treated like it was a locked container, and not a door.

# While we're nitpicking, none of the other unlocked doors in the Vault City courtyard map have the "lock/unlock" scripts assigned to them, so you can't (un)lock them. I'm not just talking about the Vault City-like doors, but also the old-fashioned doors as well. As for the wooden doors in the Vault City buildings, I'm not sure if they're supposed to have locks on them, so I think they can be ignored.

# In the Corrections Office there's a locker that's a different shade of grey from the others. First off, you get no XP for disabling the lock on this locker, and secondly the two guns inside are loaded, but no ammo comes out if you unload them. Both guns are marked as having "none" ammo, yet you can fire them as normal.


General:

# While in Gecko, I found that I couldn't talk to any Ghouls that were standing in corn fields, and received the error message "You can't get there". Looks like corn fields will also have to be addressed like the new rugs and stuff. The cabbage fields work OK, though.
 
UnoriginalPizza said:
.Pixote. said:
Can anyone tell me if the Bridge Keeper (inspired by Monty Python) in the special random encounter, is wearing a purple robe (originally it was brown), and if the robe (inventory item) appears to be slightly burnt from laser attacks? Yes - No

the bridgekeeper also has purple robes on, but its supposed to be brown, thus the joke in the desription, "why is it purple"

I agree, the bridge keeper's robe should remain brown while he's wearing it. Not only does that allow him to more closely resemble the Holy Grail character he's a parody of, but, like Unoriginal Pizza pointed out, the joke in the robe item's description doesn't make sense otherwise. I'm sure if the original developers intended for him to wear a purple robe, they would have done so.

I love most of your changes Pixote, but I don't agree with that one.
 
Kaje said:
Hi guys,

Amazing looking mod - absolutely fantastic - but I have a little issue.

I've loaded it up - no issues - but I'm struggling with resolution decisions. I've tried every resolution using the Sfall options, and the lower the res the more fecked up the text is whilst the higher the res the less messed up but the smaller it gets and the game runs in a square in the middle of the screen as opposed to filling the screen.

Am I missing something or is there an option that makes the game easy to read etc.

Are you running it in directx windowed mode? open up ddraw.ini and find
Code:
[Graphics]
;Set to 0 for 8 bit fullscreen
;Set to 4 for dx9 fullscreen
;Set to 5 for dx9 windowed
;A dx9 mode is required for any graphics related script extender functions to work (i.e. fullscreen shaders)
;Modes 1, 2 and 3 are no longer supported
Mode=0

;If using a dx9 mode, this changes the resolution
;The graphics are simply stretched to fit the new window; this does _not_ let you see more of the map
GraphicsWidth=1280
GraphicsHeight=768

Maybe that will help. Myself I'm not using directx mode and using the hires settings to set my resolution, which is found by going to the main menu -> options -> at the top of the screen theres a SCRN button.
 
Tony Brasco said:
Couple of very small things I've noticed:
Den:

6. Above Metzgers', one slave yells, "You no keep us here!" Not exactly correct English...

Very small issues these.

Those grammatical errors are not errors I believe that they were intentional to put more of a basis on the unique characteristics of the differences of people throughout this world (Fallout world)

I actually like the way that people talk differently throughout this game, it is what makes Fallout more Fallout-ish.
 
rogerg2 said:
Tony Brasco said:
Couple of very small things I've noticed:
Den:

6. Above Metzgers', one slave yells, "You no keep us here!" Not exactly correct English...

Very small issues these.

Those grammatical errors are not errors I believe that they were intentional to put more of a basis on the unique characteristics of the differences of people throughout this world (Fallout world)

I actually like the way that people talk differently throughout this game, it is what makes Fallout more Fallout-ish.

i also had got Vic as a npc, even though his dialog is saying my party is full (I had ch6, with sulik, cassidy & lenny then).

i also agreed that alot of lock desked can be access with the steal skill. i.e. in vault city, chop shop, and those desk where people are asking you to stay away from...

agreed.. majority of the slaves are tribals.. and they would be talking like sulik's lingo.. we and i thinks this is ok...
 
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