Fallout 2 Restoration Project 2.0 (Unofficial FO2 Expansion)

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your evil twin said:
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.

No, the animation sets are not complete.
 
Bug in the SAD: When retrieving the brain I did my regular "get Dobbs and his gun" thing so I did just that, saw him melt then went back to the menu and I could retrieve Dobbs again. I now have 400 BB's and 4 LE Red Ryder BB guns. I could have harvested more but I was running low on carrying space.
 
Killap said:
I would appreciate it if the person who posted:
Brunzer 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've tried a few different character builds, and with each the error seems to occur. It seems to happen when the enemy scores a targeted hit. I've started a few brawls in San Francisco, and it doesn't matter whether it's an unarmed hit or a hit from from a weapon. Whenever they score a targeted hit, only a dot is displayed.

targettedhit.png


This is clearly a hit in the eyes.

I've made a savegame just before the fight with cameron, though you probably can reproduce this error anywhere, with any character.

Savegame:
http://www.megaupload.com/?d=HOE1RKU2
 
killap said:
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.
I had a similar problem (except nobody could do any damage - the hit points were not reduced and it wasn't displayed) in a save which I unfortunately didn't keep. I know exactly how it happened though: I saved during combat and then reloaded. (It also happened in the Cameron fight by the way.)

This only happened in Temple of Trials, then I never saved or reloaded during combat for the rest of the game and I never ran into the bug again.

I think this has been discussed a few pages back, how the game occasionally gets bugged when you save in combat. I think I've seen someone state that it would happen in vanilla Fallout 2 too but I've never had that problem before, and I've played through the unmodded game a lot of times.

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?
It crashes quite often in combat for me too, but never that much. Maybe your problem is related to something else than the RP (using some other mod perhaps?) - a few people have reported extremely frequent crashes during combat.
 
Lexx said:
No, the animation sets are not complete.

Ah. It would be great if someone could do that in the future... I read that at the moment Cassidy does not have full animation set for pistol and wears combat helmet with armor when using a pistol, I figure same thing could be done with the flamer/laser rifle weapon animations too.
 
Kallisti said:
After confronting Francis about the bodies in the tunnels, the game crashes. Could be WINE specific, can anybody confirm this on windows?

I've got this issue too on windows XP SP3, Homongous install with RP 2.0.2c
 
Harold said:
It crashes quite often in combat for me too, but never that much. Maybe your problem is related to something else than the RP (using some other mod perhaps?) - a few people have reported extremely frequent crashes during combat.

Well I use all the "bonus" features killap included (except the fo1 sounds), but nothing else. The crashes are not so often for me - maybe once every 2-3 hours. The SF kung fu fights are the only place in the game I encountered massive crashes. Anyhow, I got lucky and managed to complete them without a crash (although it took me some 30+ reloads. thank the gods I'm a patient man xD)
 
geksz said:
Kallisti said:
After confronting Francis about the bodies in the tunnels, the game crashes. Could be WINE specific, can anybody confirm this on windows?

I've got this issue too on windows XP SP3, Homongous install with RP 2.0.2c
See the RP wiki for a temporary fix for this.

EDIT:
Working on fixing more bugs today. My goal is to do a few locations a day.
 
Saw something in the wiki. Don't know if I am allowed to touche the FAQ part, so I am posting it here. :P

"Early Solar Scorcher - Equipping a solar scorcher at beginning of the game will cause a crash. The 'primitive male' model doesn't have pistol animations, which is why it crashes. It does, however, have SMG animations, as Sulik demonstrates. "

The "primitive male" that the player is starting with is not the same as the sulik critter. In fact, the primitive male hero model has just very few animations-- it doesn't even feature all death animations.
 
Lexx said:
Saw something in the wiki. Don't know if I am allowed to touche the FAQ part, so I am posting it here. :P
Of course you can edit it.

Good point about the animations. I wasn't the one who originally wrote that, but you are correct. Feel free to edit this on the wiki. Thanks.
 
Tony Brasco said:
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.
Thx for replay and answer.
I have got anothet question - in caves - rat good level - should be a 10 mm pistol in corps? (picture)
87143968.jpg

but I have got just blood, there was no corps at all.
 
isfet said:
Harold said:
It crashes quite often in combat for me too, but never that much. Maybe your problem is related to something else than the RP (using some other mod perhaps?) - a few people have reported extremely frequent crashes during combat.

Well I use all the "bonus" features killap included (except the fo1 sounds), but nothing else. The crashes are not so often for me - maybe once every 2-3 hours. The SF kung fu fights are the only place in the game I encountered massive crashes. Anyhow, I got lucky and managed to complete them without a crash (although it took me some 30+ reloads. thank the gods I'm a patient man xD)
One crash every few hours is about how often I get them too.

I remember reading in Per Jorner's walkthrough that the fights in San Fran have a tendency to become bugged if you kill your opponent (rather than just reducing his hitpoints or knocking him unconscious). Still I was able to complete both tests with the RP 2.0 without a single crash and I killed each one of them. Maybe I just got lucky.

but I have got just blood, there was no corps at all.
I have seen this happen in vanilla Fallout 2 (and I think it's mentioned in Per's walkthrough too). If you enter the rat cave and then go somewhere else and wait a while, the corpse will disappear but the blood will stay. If I remember correctly, the blood will be "on top of" the pistol so you can't see it or pick it up.

(I found both the corpse and the pistol on it with RP 2.0.)
 
"Restoration" Project????

Many thanks to everyone involved in creating this excellent update to the game. I am sure there will be many hours of fun replaying this game again.

However.... Restoration Project??? Surely stuff like this should be optional on the install?

.Pixote. said:
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.
 
I made an account just for this

So far my experience with the mod has been good. There have been couple issues though.
During the install I said that I would like to see my comrade's armor. However, Sulik still seems to be in his usual garb after I equip him with a leather jacket.
There were a couple crashes, but I save often so it wasn't too much of a setback for me.
How do I change the resolution?

On a side note, will you bring back the lobotomites encounter? Also, will there ever be more vehicles than just the Highwayman?
 
Re: "Restoration" Project????

Grunter said:
Many thanks to everyone involved in creating this excellent update to the game. I am sure there will be many hours of fun replaying this game again.

However.... Restoration Project??? Surely stuff like this should be optional on the install?

.Pixote. said:
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.
I'm not always aware of all the changes that have occurred with the enhanced maps. Please note vanilla changes like this so I can alter it.



EDIT:

Started going through the Abbey section of the wiki. Fixed nearly all the all issues listed for that section. Ran into some VERY odd behavior with my old car outta gas code and creating items on the map when entering it. Really confused about that...

There is one issue reported I'm not entirely sure about:

someone said:
When you ask the trader for the special mutant armor for Marcus, the dialog options for refusing and accepting the armor are swapped and will do the opposite of what you expect.
I haven't gone over this with a fine tooth comb, but I don't instantly see a reason why this would have happened. the source file I has looks fine to me. In any event, I'm including the latest version I have under the assumption some older version got mixed in. Can anyone confirm this issue?
 
I've notice beacuse Cassidy default armour is leather armour and is armour class, resistance and threshold are all set to 0 if you remove his armour he ends up with basicly negative armour values, if you give him metal armour for example he only has 5% normal armour resistance!

I've noticed however when he levels up this appears to fix its self after doing some more testing.
 
Re: "Restoration" Project????

killap said:
There is one issue reported I'm not entirely sure about:

someone said:
When you ask the trader for the special mutant armor for Marcus, the dialog options for refusing and accepting the armor are swapped and will do the opposite of what you expect.
I haven't gone over this with a fine tooth comb, but I don't instantly see a reason why this would have happened. the source file I has looks fine to me. In any event, I'm including the latest version I have under the assumption some older version got mixed in. Can anyone confirm this issue?

I'm pretty sure I recall that being one of the bugs I reported during beta testing. I haven't yet tested it in the release version though.
 
Tolek said:
I have got anothet question - in caves - rat good level - should be a 10 mm pistol in corps? (picture)
87143968.jpg

but I have got just blood, there was no corps at all.

I had this, too. I've already put this bug into the wiki. Glad I'm not the only with this bug.
 
I played a little more, finishing all the Den quests. I made a trip back to Klamath to get Vic's radio, but nothing had changed on the Torr issues; Torr's not around, and I can't finish the quest with Ardin. I did try looking at the brahmin again, but no longer get the float text about the brands being distorted while examining them (I previously got the brand floats at least two times in the current game). While playing I experienced the following issues:

--I'm generally having some of the same troubles that have been reported by others with the Den maps, but these troubles seem a little more complex than others have mentioned. On the issue of the map view not centering on the player when going from Den Residential to Den Business 1, I also noticed that the Den Business 1 screen did not re-center on the player after having sex with Joey the first time (when he and the Chosen One move north for some privacy), so I think maybe there's a more general issue with Den Business 1 and centering the map view on the player (Joey worked fine in RP 1.2). Before I noticed the Joey thing I thought there might be a problem with the way the exit grid works in Den Residential so I opened it in the Mapper and redid the exit grid and exit grid data with no effect on the problem, so it's not that; however while doing that I noticed there are no blue exit grid markers on the Den Residential exit grid (for either level 1 or 2), which of course is why the exit grid there doesn't show up on the in-game PipBoy map.
The second issue with the Orphange map state also seems more complex than others have noted. After setting up the Orphanage and hiring the squatters to work there, if I go from Den Business to Den Residential the squatters correctly report that they're now working at the orphanage but the building isn't updated (no Mom's sign), there are no children (including Johnny) anywhere, and the blonde lady that works for Mom isn't around. If on the other hand I go straight from the world map to Den Residential everything is correctly updated (squatters, kids, Johnny, sign, blonde lady). Regardless of the map state, however, everything else is working fine (Mom calls me her hero, the orphanage quest remains crossed off in the PipBoy).

--A safe was added to the bedroom in the basement of Becky's bar (or at least I don't remember seeing it before), but it's not locked; having a safe and not locking it sort of defeats the point of owning a safe.

--After I rescued Vic, Vault City showed up on the world map and in the karma reputation screen (all good), but the reputation for Vault City says "neutral." Isn't the VC rep supposed to start at antipathy (or maybe it will update when I enter the town for the first time)?

--There's still a single exit grid map marker on the west edge of the Den Business 1 map where the old exit grid used to be (now under a car), causing an orange dot to show up on the PipBoy map there.

--Before setting up the Orphanage, Tubby's and Flick's places only have one child-theif standing at the door, allowing the player-character to enter without triggering a steal attempt if the angle of approach is right.

--I also dropped in on my clan at Arroyo to update them (for my own satisfaction only, the game certainly doesn't care one way or the other) on how the search for the GECK was going. When I entered the village at the Bridge map, Sulik and I spawned in the northern area between the two tents rather than on the southern side of the bridge as in past games, but perhaps that's a feature rather than a bug. Btw the new dialogues with the villagers were very refreshing and well-done, particularly the one with Cameron.

--Old bug: Several people in the Den (e.g. Becky and Mom) don't update their dialogue choices about Vic even after the player-character is fully aware of Vic's situation (from talking directly to Vic and Metzger).

--Stacy at Mom's place doesn't properly update her "look at" text (from line 101 to line 102 of dcstory2.msg); she's always "a bar patron" rather than Stacy, even after listening to her sob story about her cat. Without delving too deeply into the matter the script at look_at_p_proc looks like it should work, though.

--Less a bug than a suggestion: In general most of the new dialogue I've seen is nicely-written and a considerable improvement over what was found in RP 1.2, but there's a tendency to use too much slang and profanity in the Chosen One's response lines. I'm all for profanity in general (sailors have nothing on me), but I think the Chosen's One's lines should be written in neutral language or else you run the risk of interfering with the player's own mental image of who his character is and how that character conducts its affairs. Perhaps the player is trying to imagine his character as a holy shaman on a spiritual quest or a social climber striving to become refined and graceful, etc; writing a lot of slang, contractions, and particularly profanity into the Chosen's response lines, though, subtly influences and perhaps interferes with a player's right to have their own vision of their character. This doesn't apply at all for how the npcs talk (as any colorful language they may use can only serve to distinguish them from all the other npcs), but I think writing dialogue for the player-character is a different matter that should be approached very thoughtfully; it's better to err on the conservative side in such matters.

Next time I play, I'll be on the road to Modoc.
 
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