I installed the RP 2 and did a quick run through the Temple and around Arroyo. I think all the new maps look very nice.
A few things I noticed while porting over a few modifications to RP 2 that may or may not be a problem:
1) The base pro files for the new potential party members (502, 503, 504) are correctly placed in master.dat by killap's batch file, but also remain in Fallout2\data\proto\critters as well. My understanding of the issues involved is that this may cause a problem, but I could be wrong (I deleted them just in case).
2) I noticed all three new potential party members have the same AI packet number assigned for their respective body types in aibodymsg.txt as well as aigenmsg.txt, which seems highly irregular to me (as if something went wrong while editing their AI packets in the mapper). I could be completely wrong about that, though, so if anyone has already picked up one of the new npcs perhaps you could comment on whether or not they are using the correct in-combat floats/combat taunts.
3) Maybe this was a bugfix from somewhere in the distant past, but I see that the somewhat obscure conversation the player can have with Cassidy about Myron if Myron is in the party (starting at Node1101 in vccasidy.int) is still disabled (as it was in RP 1.2 as well). While adding some extra conversation for Cassidy I also fixed this part for myself, but I'm wondering what the original reason was for taking that out/if it was just an oversight. On the subject of Cassidy, since he has some float text if booze is used on him why not also add a check to see if he's given a bottle of Abbey wine to drink? Also somewhere earlier in the thread someone mentioned something about unarmored Cassidy; killap actually used the "Evil Cassidy" animation for this (which is fine), but that could be a source of confusion during discussion since there is also an animation set called "Unarmored Cassidy" out there.
4) The Mordino slaves at the Stables are still set to fight on the side of their oppressors during combat. This has been brought up before and it seems like killap chose not to address it, so I think we can assume it's working the way he wants. However if you're not happy with this detail, just open up ncslave.int and change one line in map_enter_p_proc:
op_critter_add_trait(op_self_obj(), 1, 6, 58);
to:
op_critter_add_trait(op_self_obj(), 1, 6, 139);
5) Npcs that use the npc armor mod don't change their appearance while wearing environmental armor (this was also the case in RP 1.2, so perhaps that's the way killap wants it);
6) In the auto-installer, the option for the add-on npc armor mod says something like "Some npcs (Vic, Sulik, Miria) change their appearance based on the armor they wear." I picked this option while installing the RP 2, and while most of the right scripts were installed the mcmiria.int I ended up with didn't have any code for Miria changing her appearance (I fixed it for my own game). Perhaps this is intentional, but in that case the text in the installer should be changed so it doesn't mention Miria. killap also made a small but wise change so npcs will re-equip their weapon after changing their armor (good job, killap
)
7) For Sulik and Cassidy (and probably other npcs, but I didn't look yet) killap added some new dialogue lines for them to report if they are poisoned or irradiated, but each of them already had several existing dialogue lines for these things in their msg files.
8) I know many other people have very pressing issues and killap will be busy for some time before getting down to truly trivial stuff, but if a detailed changelog was kept I'd be interested in knowing at some point what change was made between RP 1.2 and RP 2 to the file "ncprosti.msg" (as it's a huge file and going through line by line to look for changes will take me a very long time).
9) If you're using RP 2 with
Windows 98, I'd recommend the following changes to ddraw.ini from the default setting that comes with RP 2 for Windows 98:
;Set to 1 to enable functions relating to overriding the file system (not available on win9x)
UseFileSystemOverride=0
;Set to 1 to use the fallout 1 code to control world map speed
WorldMapFPSPatch=0
;XX ;This will change the physical speed at which you move across the map
WorldMapFPS=25
;XX ;Only set to 1 if your systems high performance timer is unreliable for some reason
ForceLowResolutionTimer=1
;XX ;Set to 1 to enable Ray's patch to make world map encounter rate independent of your travel speed
WorldMapEncounterFix=1
WorldMapEncounterRate=1