Fallout 2 Restoration Project 2.0 (Unofficial FO2 Expansion)

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Broken dialog after getting the HMR for the Brain. I'm following the rat village quest line.
I talk to the Brain and it'll show the last peace of dialog for the last person I talked to.... and the first option will follow their dialog tree :shock: Or it'll crash.

BrainDialog.jpg

Following the tree I managed to get Cassidy to rejoin my party :clap:

savegame
 
@ Kallisti and Brunzer, you might want to get the second fix as well.
Darek said:
AlphaDeathclaw said:
Darek said:
Here's the Francis fix again.
Put in your data/scripts folder.
That helped with Francis, thanks. Any file to fix the informing of Marcus or the missing wife guy? :mrgreen:
Alright, alright fix for missing persons quest.
This also goes into your data/scripts folder.
NOTE that you have to run down to the cave where the bodies are again, since it didn't register earlier.

Brunzer, you are correct in your assumption that the game is not registering that the player actually found the missing people. That line about tunnels is new and the change wasn't implemented everywhere it needed to be.
 
Brunzer said:
1. When fighting with Cameron in the temple of trials, there was no damage displayed when Cameron scored a hit. Although hit points were subtracted as normal (when I scored a hit, it was displayed properly)
I've made a little screen of this problem:
cameronhit.png

That´s not unique, it appears in other combat as well.
 
earthdude said:
Bugs I've encountered:

1. I have no ambient music. Sound effects, etc. work fine.

WinXP SP3, 1024x768 res, White label FO2 with Windows installer RP 2.0.2d. Not using DX9.

I found the solution:

in fallout2.cfg are the lines
Code:
music_path1=sound\music\
music_path2=sound\music\

In my installation directory is an empty folder with the path 'sound\music\'

But, there is a fully populated folder in 'data\sound\music'

Changing the above code to
Code:
music_path1=data\sound\music\
music_path2=data\sound\music\
solved the problem.

Now the question is how did this happen in the first place....
 
Tony Brasco said:
Actually, I think that is working correctly. Torr indeed stays with the brahmin and does not return to town, and you can say more to Maida after the Duntons confess. The quest requires more than just the radscorpion limbs, try looking at the brahmin in the Dunton's backyard...

I'm in the same spot as endcore and I have looked at the brahmin. Any more ideas?

Oh and a big thank you and congrats to Killap and team. I'm very excited to be going through this project.
 
@BuxnaMan, Tony Brasco, KQX

I had already looked at the brands on the brahmin (twice) before. It seems like this quest is broken somehow, but it's a complicated quest involving a lot of scripts so I don't have any guesses about what the problem may be. I had just played RP 1.2 Klamath a few weeks ago, and as I recall what happened is that while Torr never did come back to town, after saving the brahmin by killing the scorpions I got a new line of dialogue with Maida, who told me to talk her to mom. After that Ardin had new dialogue options allowing me to tell her that the Duntons were rustling the cattle. Those last two steps aren't happening, and if they were replaced with something else then whatever new is supposed to occur isn't happening either.

@.Pixote
I'm not sure what to do about the non-stacking items, as I don't quite understand why it's happening yet.

I'm not telling you anything you don't already know, but something is seriously wrong with installation if you're seeing the kinds of disasters you described :cry: . You probably don't want to do a reinstall, but I'd start by finding a fresh copy of vault13.gam (maybe from a manual install pack), using it to replace the one in your Fallout2\data\Data folder, and starting a new game. Although it would be pretty unusual, I'd also look to see that your savegames (and the files in them) as well as your Fallout2\data\Data folder (and the files in it) aren't for some strange reason getting set with the "read-only" attribute.

@Darek, Mash
As it was discussed before, I tried to check out the EPA (in the Mapper). The underground levels map looks ok, but I'm not able to even open EPASL.map or epax.map; therefore they surely won't work in the game for me (no problem, eventually I'll figure something else out for those). From what's been posted here plus some other research, I understand now that my troubles with some of the maps are because I don't use the hi-res mod on my game (or my mapper). I'm very reluctant to even try the hi-res mods for various practical reasons, but I certainly understand that the game has to evolve to keep up with modern technology if it's to stay alive. Such sentiment certainly isn't meant to take anything away from Mash's fine work on the hi-res stuff, without which there would probably be far fewer folks still interested in playing FO2 on new computers. In any case though killap should probably change the hi-res mod from an option in the installer to a requirement (since it is a de facto requirement already), and remove all the EPA content from the Windows 98 installer (plus add a modified coast5.map) to prevent future confusion. The reasons for removing it from the Win98 installer would be:

a) according to my understanding, the hi-res mods require a later version of sfall than any of the versions that are compatible with Windows 98;
b) a computer running Windows 98 likely doesn't have the horsepower to manage the game window in the way required by the hi-res mod, and is therefore likely to lead to frustration for the end user.

@all

I played a little more, doing the Toxic Caves and Klamath Rat Caves (I love playing an unarmed martial artist--I took out Keeng Rat on my very first blow with an aimed punch to his eyes). I wandered the wilderness some more levelling up, and then went into Den to barter and look around (I didn't do any quests yet except delivering Smitty's meal). While playing I ran across the following issues:

--Um, whoa...

[spoiler:acc0f12044]--Has there always been a fence door at the northern edge of the Trapper Town map, allowing the player-character to skip the Rat Caves and grab the car part from the car without any effort? The door isn't even locked. Maybe it's always been there and I just forgot about it, but it seems like some sort of testing aid that was accidently left on the map.

--I see what you were aiming for by taking all the rats out of the alleys and packing them into the one building leading to the ladder down in northern Trapper Town, but the rats are such pushovers I think it would have been better to leave the original rats in the other buildings and add even more for the building the player must go through to get to the ladder.[/spoiler:acc0f12044]

--I usually try not to mention a problem unless I have something helpful to say about it, but there's still something wrong (compared to the RP 1.2 problems) with Slim Pickett although I can't quite put my finger on it without looking at his script. It was a bit too helpful of him to give me the key the first time I asked him for it (by mentioning that I wanted to check out the car). There's also a conversation node with him that doesn't make much sense:

Slim: Well, little missy, you sure don't look chewed up by those rats yet--but you will if you keep pestering them. Just don't bring any back with you.
Chosen's options:
a) Don't worry, I won't.
b) No, thanks to you.
c) Uh, ok.

--This was a bug in older versions as well, but Whiskey Bob never updates his conversation options as the player completes quests in Klamath; even though the rat caves were cleared, the robot at the canyon was destroyed, Smiley was rescued and is standing in the room with him, etc, he still talks about these things as if they're urgent problems.

--When the Chosen rescues Smiley at the Toxic Caves he has a lot of items to barter, but the Smiley back home in Klamath never has anything in his inventory; if that's intentional, Klamath Smiley should probably be set to refuse bartering.

--This is nothing new (vanilla FO2 bug), but if the player hasn't yet picked up Sulik he continues to talk about how Smiley is missing even when rescued Smiley is standing right there staring at him.

--It seems like the critter teams should be reorganized in Klamath downtown. If one gets in a fight with the hated Dunton Brothers the "good guys" (Sulik if he's not in the party, the Buckners, the friendly dog who stares at me lovingly, the children) attack the player but the sleazy crowd at the Golden Gecko doesn't enter the fray (although Sally and her girls correctly fight for the boys).

--I got a random encounter on the Mountain6 map with Trappers fighting Geckos and all the enemies spawned at the southern spawn point, which is now too far south; as a result, I never even saw the Geckos due to scrolling issues, and by the time they all finished fighting two of the Trappers had gone down below the area I could scroll to as well (so I didn't get a chance to trade my charms for gecko pelts). I won't post any more of these issues as bugs now that I understand some of the maps have been modified with the hi-res mod in mind, but if anyone else had trouble with that frequently-appearing map I found that moving the eastern line of scroll blockers east about 3 hexes and moving the southern line of scroll blockers south about 8 hexes = problem fixed.

--The intial conversation with Little Johnny in the Den Residential is fairly manic; a few new dialogue nodes were added for the tyke but no hook to use them was put in place (likely an oversight). Dcliljny.int should be changed in the following way:

Code:
procedure Node001
begin
  op_gsay_reply(1371, 104 + (op_get_critter_stat(op_dude_obj(), 34) == 1));
  op_giq_option(4, 1371, 106, @Node002a, 50);
end

procedure Node002
begin
  op_gsay_reply(1371, 230);
  op_giq_option(4, 1371, 108, @Node003, 49);
  op_giq_option(4, 1371, 109, @Node005, 51);
end

procedure Node002b
begin
  op_gsay_reply(1371, 220);
  op_giq_option(4, 1371, 221, @Node002, 50);
end

Node002a (not shown) is fine as it's currently written.

--This may be an old problem (I can't remember), but if the player talks to Tyler in Den Business 2 without having ever talked to Lara or Metzger, the very first dialogue goes like this:

Tyler: Who the hell are you and what do you want?
Chosen:
a) Metzger sent me.
b) I'll be back.

Neither of those responses make any sense at all if the player is meeting Tyler the first time, as it's not known that Tyler works for Metzger nor that there would be some reason to come back in the future. To fix this all that's necessary is a line or two of extra dialogue and a small modification of dctyler.int Node006.
 
I have returned from my hiatus. Twas' not a relaxing one, as it was RL work specific, but nevertheless it is over.

So, only 19 pages since I left last Friday. Much less than I expected. ;)

There appears to be quite a few issues present in this release. I suppose that means much cursing of my name has occurred and many stormed off angrily. While I mod Fallout for fun, I do apologize if some were disappointed. I obviously don't have to say this, as this is a hobby of mine and everyone gets this for free, but I can still say that it saddens me that everyone cannot enjoy it to the fullest of its potential. While 2.0 was in production for quite some time, I did not work on it in a consistent manner. As a result, there would be several month "breaks" between workings, and despite documentation, this would often lead to something I implemented long ago breaking that I just wouldn't be aware of. You must also understand that A LOT changed in this release - both map-wise and code-wise. I obviously should have had more beta testing, but again too many RL delays caused releases to get pushed back too much. In the end, I just had to get this release out there, because honestly, it just never would have happened if I hadn't done it. And that was getting to me...

That being said, don't fret. I plan to go through the wiki and start fixing all the reported bugs. Hopefully I can get through it all in a week or two and release a hefty bug fix update. 2.1 will then be what 2.0 (and really what 1.0) should have been. If something has not been added to the wiki yet, PLEASE DO SO! :)

I haven't gone through the wiki yet or any of the posts here since page 15, so, I cannot make any comments yet. I do wish to thank all those who have helped people with RP installation issues and other such problems. Darek specifically. There are of course many others, but I just don't know who yet. Much thanks.
 
Endocore said:
@BuxnaMan, Tony Brasco, KQX

I had already looked at the brands on the brahmin (twice) before. It seems like this quest is broken somehow, but it's a complicated quest involving a lot of scripts so I don't have any guesses about what the problem may be. I had just played RP 1.2 Klamath a few weeks ago, and as I recall what happened is that while Torr never did come back to town, after saving the brahmin by killing the scorpions I got a new line of dialogue with Maida, who told me to talk her to mom. After that Ardin had new dialogue options allowing me to tell her that the Duntons were rustling the cattle. Those last two steps aren't happening, and if they were replaced with something else then whatever new is supposed to occur isn't happening either.

But have you tried looking at the brand AFTER having saved the brahmin? Not saying that it shouldn't register if you look at them before hand, but that might be the way it is at the moment.
 
Just wanted to say the Arroyo list on the wiki has been addressed. Not too many there obviously, but I've fixed them. The rugs (though very annoying) have not been removed. Instead, they have been readjusted to minimize annoyance. All chests, pots, shelves, etc are fully accessible. The Elder and Hakunin are clickable, but only on their upper body half. This seems acceptable.

I would appreciate it if the person who posted:
someone said:
When fighting with Cameron in the temple of trials, there was no damage displayed when Cameron scored a hit. Although hit points were subtracted as normal (when I scored a hit, it was displayed properly)
could reproduce this issue. I'm not able to. I wouldn't' mind others trying to reproduce this as well.

I'm off to bed, but more bug fixing tomorrow.
 
in Broken Hills, Marcus agrees to join me before i complete his quests.

+ he's over party limit!
 
hello everyone,
sorry for bad english,this is my first post.

first,thanks killap for this great work,its pleasure to play fallout 2 again with your project 2.0 mode.

second,i have encountered this bug:
-my character has stuck behind objects on every map.

please,look at this pictures:



thats my main savegame slot 1


but,i have my second savegame slot 2 from the early start of the game.
when i load this second savegame,my character is just fine,no stucking behind the objects on map.

now the question:
-can this be reparied (savegame slot 1) or i must load my early savegame slot 2 and continue from there ?

Thanks in advance
 
Endocore said:
Has there always been a fence door at the northern edge of the Trapper Town map, allowing the player-character to skip the Rat Caves and grab the car part from the car without any effort? The door isn't even locked. Maybe it's always been there and I just forgot about it, but it seems like some sort of testing aid that was accidently left on the map.

--I see what you were aiming for by taking all the rats out of the alleys and packing them into the one building leading to the ladder down in northern Trapper Town, but the rats are such pushovers I think it would have been better to leave the original rats in the other buildings and add even more for the building the player must go through to get to the ladder.

You certainly have a keen eye Endocore, I might be considered naughty but I added that door in an inconspicuous location for the player to avoid the rat caves… :look:

As for the rats, I never touched the little ones…if they were in other areas of the map I wasn’t aware.
 
in Broken Hills, when i confront Francis about missing people and let him go, the game crashes to desktop
 
bojanh66 said:
hello everyone,
sorry for bad english,this is my first post.

first,thanks killap for this great work,its pleasure to play fallout 2 again with your project 2.0 mode.

second,i have encountered this bug:
-my character has stuck behind objects on every map.

please,look at this pictures:



thats my main savegame slot 1


but,i have my second savegame slot 2 from the early start of the game.
when i load this second savegame,my character is just fine,no stucking behind the objects on map.

now the question:
-can this be reparied (savegame slot 1) or i must load my early savegame slot 2 and continue from there ?

Thanks in advance

Do you mean by "stuck" that you cannot move if this happens? I'm asking bacause I came across several instances in game where the player character is being overlapped by objects in the background (documented here) but in my case the glitches are not random and I did not hinder my movement.
 
Tolek said:
F2 - 2.0.2.d
Klamath - I agreed to Kill "Keeng Ra'at", received key from Slim Picket, but in PIP there is no quest. - I remember that once when I agree solve rat problem it appears in PIP. Thats normal?

The quest has always been like that, even in vanilla. It will appear and be crossed out in your quest list after you kill the rat.
 
Well it was a great play through so far, aside from some minor glitches. But now it looks like I encountered my first big one.

I'm not able to do the kung fu battles in SF because the game crashes A LOT (I'm fighting Dragon just to test my skills). It's the same crash that occurs from time to time during combat, but this time it almost always happens when fighting Jobe (not quite sure with the name - the one before the Master guy). The crashes mostly happen when I beat one of the guys and a next one is supposed to come - but they are more or less random.

I tried to complete the battles some 20+ times, but never was able to finish. I even tried to exploit the bug when your party members attack the opponents - didn't help. I never had problem with fallout crashing to desktop since this release of RP, and I'm using the same system I used to play RP 1.1. Perhaps it's a Sfall issue?

Anyone had a similar problem?
 
bojanh66 said:
hello everyone,
sorry for bad english,this is my first post.

first,thanks killap for this great work,its pleasure to play fallout 2 again with your project 2.0 mode.

second,i have encountered this bug:
-my character has stuck behind objects on every map.

please,look at this pictures:



thats my main savegame slot 1


but,i have my second savegame slot 2 from the early start of the game.
when i load this second savegame,my character is just fine,no stucking behind the objects on map.

now the question:
-can this be reparied (savegame slot 1) or i must load my early savegame slot 2 and continue from there ?

Thanks in advance

Looks like you are flagged as dead. This is a very old bug that occours since the very first Fallout. There was a tool somewhere, which fixed it... I think it was posted in this thread or the news thread as well. But there are so many pages now to look through...
 
@ bojanh66
Easy fix for your "ghost" or "flagged as dead" problem. Go here and download F2se.

Start the editor and choose your save. Press the Misc tab and then in the lower right side there's a check box for Ghost mode.
Tick it and save and then un-tick it and save again (or if it's already ticked, just un-tick it).
 
While reading this I've seen comments and things about Cassidy wearing combat armour and stuff like that, and missing animations etc... it occurs to me, can the player's followers now use big guns or laser rifles/plasma rifles/pulse rifles/flamers? Given that normal enemies wearing combat armour can use such weapons.

It always seemed rather lame that in both Fallout 1 and 2 only the player could use an energy rifle. (Oh, and Marcus.) Especially since at higher levels the player's followers in Fallout 2 actually have energy weapons skill and are decent using energy pistols, and the only thing stopping them from using rifles was the lack of animations.
 
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