Fallout 2 Restoration Project 2.0 (Unofficial FO2 Expansion)

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Something that's somewhat bothering me now that I'm almost done: how tf do you get the Smoker title?

It kind of bugs me that you're just assigned one of the EPA NPCs based on those three skills, but however you feel like doing it, Bear Dude. Cat is cool so far, though he needs either more options for floating text or just to spam them a bit less.

Noticed the bugged message involving repairing the Director of Science's projector, but went back and fixed it later on a hunch.

Pixote, I love the new maps, and I've been everywhere but the Enclave and Navarro. They fit in Fallout (which has always been a problem with fanmade maps to me), and are easier on the eyes. Abbey still needs a revamp when you get time, tho'.

Dravean, I don't really know what to say about your writing -- and I suppose that's a good thing. It tends to fit seamlessly into the game, which is exactly what I (and I imagine a good many others) were hoping for. A few issues, but it was minor proofreading types that I can't remember the details of.

killap, I have not been disappointed thus far by 2.0. It's had a few minor glitches for some, but you made a massive mod just about by yourself -- it couldn't be perfect at release. 2.1, maybe. :-D ^5, Bear Dude, you rock.
 
killap, the hero appearance mod still don't work correctly. It is what is screwing with all the saves in battle. It does not actually break the saves as they work fine again if you disable it. It just temporary messes up the fight if you load a save that's been made while in combat. The same type of save made without the hero appearance mod will also fuck up if the mod is enabled.
 
i have a proplem.. i cant entry on den.. but i can go other towns..

and when its crash it says:
The instruction at 0048d9c4 referenced memory at 0000001a
The memory could not be read from

i use win 7 64 bit
 
@Brunzer, Darek
It's entirely possible I missed something in the Dunton/brahmin/Torr quest, but it didn't seem like it. I always tag speech, and when I was in Klamath my speech was 102 with charisma of 6 and intelligence of 7.

@Sephis
Unfortunately that happens sometimes, it's an old problem with no solution. The same problem happens with the Mapper.

@all

I went straight to Modoc from the Den, and had some very confusing issues in Modoc when I arrived. My installation is slightly different since I'm using a heavily-modified mcmiria.int compared to the standard-issue RP 2.0 version, but I don't think that has any influence on the issues described below (particularly since a few others have reported variations of the same problems). Here's what happened in the course of doing all the Modoc quests:

--I talked to Farrel and Cornelius about the watch situation, retrieved the watch, and gave it to Farrel who thanked me. The quest was crossed off in my PibBoy and I got 1500 xp, but then I went up to talk to Cornelius and on his initial dialogue screen only (Hello thar!) one of my options was "Farrell has a wall safe...". I went back to Farrel and his dialogue options were as if I hadn't recovered the watch yet.

--Bess just wasn't working. I healed her leg, but she never stood up (in the display box, her description was "Bess already looks healthy" and "Unhurt"). I stopped by several times and clicked on Bess to talk (Moooo) but she never stood.

--Everything was going well with Balthas initially; he asked me to find Johnny and Laddie came along with me. There was nothing unusual about his functioning, until I went to the Ghost Farm. When I returned to Modoc with the Slag letter, Balthas was broke in a very strange way that I don't understand (as some others have noted earlier). If I tried to talk to him before speaking to Jo, Balthas' response area was blank and my only dialogue option was "Go on" (without the usual tiny green dot in front of it); clicking on this closed the dialogue screen. If I talked to Jo first about the Slag letter and then talked to Balthas, he offered the line "Thanks again, my friend, for saving our little town," and my only possible response was, once again, an odd "Go on" with no dot in front that closed the dialogue screen. I then went back to the Ghost Farm to tell Vegeir the good news and get Jonny. Upon my return I had the usual cutscene with the family reunited, and Balthas seemed to be working normally again/I could have a normal conversation with him ("Let me see your wares/Goodbye").

I tried looking at the scripts for the actors behaving oddly and for all those involved that had a new timestamp compared to RP 1.2--Balthas, Bess, Jo, Balthas' box, Jo's box--and couldn't find anything that looked wrong (the Cornelius and Farrel scripts have the same timestap as the RP 1.2 ones, so I scanned them but didn't look at them too closely). Since I couldn't figure anything out I started experimenting, and things got even more strange. I replaced mcbaltha.int and mcbess.int with the respective scripts from RP 1.2, and reloaded a save game from before entering Modoc (so the replacement scripts would load). This time:

--Bess was working fine. I healed her leg, and she stood up right away and started following me around.
--There was no problem with Cornelius and Farrel. I talked to them both, retrieved the watch, and gave it to Farrel. The quest was completed and, unlike the previous attempt, both men recognized that the feud was settled and properly displayed the correct post-feud dialogue options. Note that I did not alter mcfarrel.int or mccornel.int at all to acheive this outcome.
--There were no problems with Balthas. After returning from the Ghost Farm I was able to tell him the Slags had Jonny, and had a normal conversation with him for that point onward. He continued to work normally after I retrieved Jonny and their family was reunited.

I'm not sure what to make of all that, particularly the Cornelius/Farrel thing. I'll continue the game from this point using the RP 1.2 mcbaltha.int and mcbess.int, since once I leave Modoc there's not much else to be done with either of them.

Some other issues I noticed around Modoc:

--Line 104 of eckaga2.msg needs revision:
{104}{}{After Kaga kill yous, he will burn Arroyo to the ground.}

to

{104}{}{After Kaga kills you, he will burn Arroyo to the ground.}

--Someone earlier mentioned a problem with in-party Miria disappearing after blowing up the outhouse. This happened to me as well, but it's very erratic. I planted the dynamite and climbed the ladder; when my party appeared on the updated B&B map, Miria was nowhere to be found. I had saved the game right before going down the well, so I reloaded and blew it up again. This time Mira was standing next to me and functioning normally when we materialized on the updated B&B map.

--In Rose's B&B, the hallway door closest to Rose starts out open. Perhaps it should start closed, unless starting it open is the fix for the annoying instant-closing door issue there (in which case I'd say it's just fine as it is).

--Two of the children standing right next to Jonny (immediately on his left) at the Slag reservoir should be little girl sprites rather than little boys, according to their description.

--I don't know how you have your script headers organized with #includes, etc, but as I was looking at mcbess.int I saw she uses local variables 0, 1, 2, and 3 for things like follow distance, waiting, etc. These local variables are pre-defined/reserved for other purposes, though, in modreact.h. I'm sure you already knew that, so I'm guessing it's not a problem in Bess' case.
 
Darek said:
killap, the hero appearance mod still don't work correctly. It is what is screwing with all the saves in battle. It does not actually break the saves as they work fine again if you disable it. It just temporary messes up the fight if you load a save that's been made while in combat. The same type of save made without the hero appearance mod will also fuck up if the mod is enabled.
I'll pm Mash about this.

@Endocore
No comments yet to your posts. I haven't had the time to sit down and address them yet, as they require more attention then I can give a post at this time.

@DGT
Thanks for the kind words. I just hate bugs (as is evident in the amount of time I put into the unofficial patch) and it saddens me when people cannot enjoy a product to the fullest of its potential.

EDIT: In regards to the smoker title, I'll have to double check this. This may not actually have been implemented. If it was, I'm pretty certain smoking a lot in the game would have triggered it to appear.

As for the new NPCS, yeah I'm rethinking how the requirements for getting them will work. Expect a change in 2.1

@carpediem99
Cool. Glad you made it to the end. Hopefully you'll try another playthrough when 2.1 is release in a few weeks.

@blanca
Did you install the resolution patch?
 
Sephis said:
Ever since I installed RP 2.x (anything) whenever I alt tab out of Fallout 2 it crashes upon my attempt to come back to it.

Win7 64 bit user if it helps.
I posted this in tech support but there weren't a ton of replies, and the problem apparently isn't unique to me either.

Disable DX-9 mod in SFALL in SCRN in OPTIONS. Just use plain HI-RES. There is no major difference unless you are trying to play in a window. If you disable it ALT-TAB will not be a problem no more. At least it is like that for me.
 
Two Bugs thus far -
1. The Head Warrior In The Primitive Tribe, in one of his dialogue trees, gives the PC two "Alright. Thanks. Could I Ask You Something Else?" options. Only one of these results in the desired action. The other results in ending the conversation.

2. Nagor, in the Arroyo tribe, after you have left the village says "Hello cousin... I mean Chosen One, etc." and the Player response to that statement is "I'm still looking nephew". Someone is wrong.

Great Release.
 
@drizzt561
Its only the combat you loaded into, if you end that, it'll be fine. That data isn't being saved right or something.
Why would you not get to go first? You can't save when it's not your turn.

No editor, gambling skill. Someone posted about it, it's very cheating. It's also less annoying than collecting every peace of loot.

How could it screw up your game? I'm fairly sure it doesn't work that way. Besides, you don't save during combat, it shouldn't be an issue for you anyway. So, sorry?

And the game is already really easy, if I wanted hard, I'd use a 10mm the whole game. What it does do is make combat more fun.
 
Endocore said:
It's entirely possible I missed something in the Dunton/brahmin/Torr quest, but it didn't seem like it. I always tag speech, and when I was in Klamath my speech was 102 with charisma of 6 and intelligence of 7.
It's definitely working for me, so I think you must have. Or if you can somehow do it in the wrong order... but I've never noticed that.

Endocore said:
--Bess just wasn't working. I healed her leg, but she never stood up (in the display box, her description was "Bess already looks healthy" and "Unhurt"). I stopped by several times and clicked on Bess to talk (Moooo) but she never stood.
It's worked for me several times and I've seen saves from others where it had worked too. I'm wondering if this is a case of the animation for getting up is not playing/getting interrupted. I've seen Karl at Moms behave in a similar way in RP 1,2(never getting up after he's passed out). Have you tried to push her to see if that can get her going?

Endocore said:
--Everything was going well with Balthas initially; he asked me to find Johnny and Laddie came along with me. There was nothing unusual about his functioning, until I went to the Ghost Farm. When I returned to Modoc with the Slag letter, Balthas was broke in a very strange way that I don't understand (as some others have noted earlier). If I tried to talk to him before speaking to Jo, Balthas' response area was blank and my only dialogue option was "Go on" (without the usual tiny green dot in front of it); clicking on this closed the dialogue screen. If I talked to Jo first about the Slag letter and then talked to Balthas, he offered the line "Thanks again, my friend, for saving our little town," and my only possible response was, once again, an odd "Go on" with no dot in front that closed the dialogue screen. I then went back to the Ghost Farm to tell Vegeir the good news and get Jonny. Upon my return I had the usual cutscene with the family reunited, and Balthas seemed to be working normally again/I could have a normal conversation with him ("Let me see your wares/Goodbye").

I tried looking at the scripts for the actors behaving oddly and for all those involved that had a new timestamp compared to RP 1.2--Balthas, Bess, Jo, Balthas' box, Jo's box--and couldn't find anything that looked wrong...
Take another look...
Code:
mcBaltha

procedure talk_p_proc
begin
	if (cur_map_index == 24) then begin
		float_msg(self_obj, message_str(195, random(1000, 1003)), 2);
	end
	else begin
		if ((global_var(112) == 2) or (((global_var(403) - (game_time / (10 * 60 * 60 * 24))) <0> 31) and (global_var(403) > 0))) then begin
			float_msg(self_obj, message_str(97, random(151, 153)), 8);
		end
		else begin
			move_obj_inven_to_obj(modoc_balthas_box_obj, self_obj);
			script_overrides;
			start_gdialog(97, self_obj, 4, -1, -1);                                             // OPENS UP A DIALOG WINDOW!
			gsay_start;
			if ((global_var(128) == 2) and ((global_var(113) == -1) == 0)) then begin
				if ((local_var(4) bwand 512) != 0) then begin
					call Node027;
				end
				else begin
					call Node003;
				end
			end
			else begin
				if ((global_var(693) > 0) and (global_var(693) < 4)) then begin
					if (global_var(693) == 3) then begin                                           // THIS IS THE STAGE YOU ARE AT IN THE JOHNNY QUEST.
						float_msg(self_obj, message_str(97, 240), 8);                     // THE GAME IS LOOKING FOR A DIALOG LINE, IT ONLY GETS A FLOAT!
					end
					else begin
						if ((local_var(4) bwand 1024) != 0) then begin
							call Node004;
						end
						else begin
							call Node002;
						end
					end
				end
				else begin
					if ((local_var(4) bwand 1) != 0) then begin
						call Node001;
					end
					else begin
						call Node000;
					end
				end
			end
			gsay_end;
			end_dialogue;
			move_obj_inven_to_obj(self_obj, modoc_balthas_box_obj);
		end
	end
	set_local_var(4, local_var(4) bwor 1);
end
Basically, if you start a dialog it has to lead to an actual dialog or you get that kind of weird behavior. Brain in Gecko has a similar issue.
 
gambling blah blah
Didn't Per mention it in the guide? I know from experience that 120-130 Gambling means you win at least 95% of the time, meaning you don't have to worry about carrying loot for sale -- money is effectively infinite from the time you can find Redding, New Reno, or maybe the Den.
I've smoked (both the cigarettes and the pot from EPA) fairly often, sometimes consecutively, in a variety of locations and random encounters.

Awesome that you're changing the implementation on the new NPCs (I didn't really have any ideas to toss out, lol). I'm gonna use F2se to see what the other two are like in my next playthroughs. Cat is awesome; I've had him using Energy Weapons.

Sorry to gripe, man -- I do love the RP, and I don't think I could play vanilla anymore -- but the sub was a major letdown. I was expecting... I'm not sure, really, but something more grand. It seemed rushed and simple, or something.

I'm not quite sure what to make of Kaga yet -- I'm going to run another character or two, and see the encounters I missed. He seemed easier to kill in 2.0.

As far as bugs, I've had none except the problem with the empty encounters I caused myself. Occasional CTD, but that's still far better than it used to be -- I don't think it can be fixed. xD
 
I love your work killap. Thanks for making one of the best games of all time even better. I registered just to report some bugs, I hope they're not duplicates:

In all cases I'm using Windows 7 Professional 64 bit. I've got Fallout 2 from GOG.com, and the only mods I'm using are RP 2.0.2d and the unofficial patch (not sure which version, I downloaded it on the 6th). I'm playing in windowed mode at 800x600.

1. Save games at the EPA label your location as 'Arroyo Level 2' on some floors.

2. There's a missing wall/texture on the EPA petting zoo floor that allows you to shoot the Wanamingos, but you can't fit in. Screenshot:

[spoiler:1661652aad]
F2bugreport.jpg
[/spoiler:1661652aad]

3. Opening the specially coded EPA doors while in combat mode will crash the game.

4. Using your repair skill on some of the dead EPA robots gives the message 'You got it?' and nothing else.

5. If you run the game through Steam, half the time you'll get a crash at the main menu (when the overlay reminder tries to pop up) and half the time it'll be fine. I'm not sure why it's good to go sometimes and not others.

6. (Might be intended but) there are some spots in the EPA radioactive goo/gas areas that deal insane amounts of poison damage, like 50 poison level. There doesn't seem to be any visual rhyme or reason to where these hexagons of death are, but if I'm careful I can make my way through without getting nailed.
 
DGT said:
Sorry to gripe, man -- I do love the RP, and I don't think I could play vanilla anymore -- but the sub was a major letdown. I was expecting... I'm not sure, really, but something more grand. It seemed rushed and simple, or something.
The sub graphic is still spectacular though, right? Hmm, I can see your point about it being simple. Thing is though, there are MANY ways to go about it. More than you might realize. Yeah you just end up disabling it, but you can still go about it various ways. I'm not sure what people might be expecting here. I'm not offended though. It's not like a whole new location really (technically yes, but it shouldn't be thought as one). It's really just an addition to a quest.

DGT said:
I'm not quite sure what to make of Kaga yet -- I'm going to run another character or two, and see the encounters I missed. He seemed easier to kill in 2.0.
Hmm... Some think he is hard, some not. What made him easy to kill?

DGT said:
As far as bugs, I've had none except the problem with the empty encounters I caused myself. Occasional CTD, but that's still far better than it used to be -- I don't think it can be fixed. xD
Cool, glad to hear it.
 
@Mr Maigo

If you sit there and keep quick loading the file, most of the time you will get the first turn, but there are times when your companions will get first turn and times when the enemy will get first turn. I have no idea why this is. Maybe there is some random element to determining the sequence on load.

Regardless, Darek has found out what is aggravating the bug. You can temporarily disable the hero appearance mod in ddraw.ini if you just have to save in combat until Mash fixes the issue. Course this could end up having some adverse effects, not sure what all the mod does other than give you long hair and allow you to change your hairstyle/gender in that one area.
 
Mostly done with Den issues on the wiki. Still working out some oddities with the Den Residential map and updating for the orphanage.

Got two reports I need some verifications on:

Code:
In the Den, I successfully persuaded the squatters to leave the orphanage, but as soon as I moved combat initiated as if I had taken the kill them route. 

Movement is lagging in Den, even after removal of orphans, probably too many animation. Returning to Den from encounter or using town/world map caused black screen and crashed to desktop. Plus, some den addict keep attacking me for no reason.. too high? both east & west den...

Can anyone confirm them or provide more information?

EDIT
And another issue from Broken Hills:

Code:
Eric didn't give me the reward for his quest. (the buffout or the money), even though it said he did in the dialogue. This may be because I had barter part of the 150 off him earlier.

Please confirm.
 
Oh, yeah, the graphic is awesome. I was awestruck when I got off the speedboat. I just walked down to the SE end of the sub, and talked the scientist into letting me reprogram something for him. High Speech and Science.

Knockout crit on a headshot in... second battle, I think. Party finished him off; I had them set up, and that was before I lost Sulik and Cassidy.

Oh, actually, I did have one crash during the trading meeting quest at Sulik's village... but I don't remember if that was before I did a proper install or not.
 
kaga encounters

I'm at level 12 now, and have yet to meet Kaga even once. Probably related to my lack of encounters, period, an experience that I have had ever since I have a fully modified car.

Grävling

(edited by me to make more sense. I left out words the first time through, must have been tired...)
 
killap said:
Mostly done with Den issues on the wiki. Still working out some oddities with the Den Residential map and updating for the orphanage.

Got two reports I need some verifications on:

Code:
In the Den, I successfully persuaded the squatters to leave the orphanage, but as soon as I moved combat initiated as if I had taken the kill them route. 

Movement is lagging in Den, even after removal of orphans, probably too many animation. Returning to Den from encounter or using town/world map caused black screen and crashed to desktop. Plus, some den addict keep attacking me for no reason.. too high? both east & west den...

Can anyone confirm them or provide more information?

EDIT
And another issue from Broken Hills:

Code:
Eric didn't give me the reward for his quest. (the buffout or the money), even though it said he did in the dialogue. This may be because I had barter part of the 150 off him earlier.

Please confirm.

I can confirm the slowdown and being attacked by an addict in the Den. I didn't experience any slowdown till I was leaving the Den to head towards Vault City(Modoc). The last thing I did was talk to Smitty about the Car. I had one addict go hostile on me on the west side. Combat was initiated, and the addict immediately fled(shuffled away), at which time I was able to end combat.
 
I recall being attacked by a female addict on the East Side of the Den, but that's normal, I guess, since a line appeared above her head "AH! A demon!". Goddamn crack-heads.

Also, there was a woman on Tyler's party when I attacked them along with Lara and she fled immediatly after the combat started.

And I *think* there was combat initiated during the squatters sequence, by a female NPC, but I don't remember correctly.

No slow-downs on my part, though.
 
new npc animations

It ocurred to me that as I post to the wiki bugs related to the fact that npcs now are shown wearing the various armours you can find in the wastes, that I had never bothered to thank the people involved, whoever they are, for all the great work. Cassidy in combat leather armour jacket looks so cool, that it seems a shame that I now can (and should) put him in combat armour. :-) And who did the animated head for Cassidy for talks? also way cool. Thank you. :-)

Grävling
 
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