Fallout 2 Restoration Project 2.0 (Unofficial FO2 Expansion)

Discussion in 'Fallout General Modding' started by killap, Apr 1, 2010.

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  1. Ravager

    Ravager Look, Ma! Two Heads!

    305
    Nov 18, 2008
    Hmmmm desert, city, ocean, mountain, etc maps. Sounds great! The rest of those maps... well they also trouble me. Like the amount of pipes everywhere, but that's not much of a problem. I could simply go in to the FO2mapper and remove, change some stuff to make it look more like the original maps. When I'd be done with them all then would you include them in the next patch somehow? I'm also making a more pipe free alternative version of your great E.P.A. from the 1.2 patch but adjusted to fit more the 2.0 version(s) more. I'm going to update the thread I made about it today since it's finished - from a more graphical side. Only the scripts will be left on epax.
     
  2. joochian

    joochian It Wandered In From the Wastes

    108
    Apr 1, 2010
    i tried the speed option from 100 to 200..

    ;The initial speed at game startup
    SpeedMultiInitial=200

    it is cool.. help to bear slow npc too..
     
  3. Hellburn

    Hellburn First time out of the vault

    14
    Apr 14, 2010
    :)
    Well, at least speeding up Skynet is worth thinking about - it wouldn't look silly (cause he moves on caterpillar).
     
  4. evilincubus

    evilincubus First time out of the vault

    6
    Jul 1, 2008
    That might be a lame now, but could anyone tell me how to jam the vent in the EPA? ; x
    tryed with everything and wont mention that when i try to "unlock" or "repair" it my game randomly crashes >.> (i play on polish game version)

    The second thing is that my game crashed everytime i minimize it - might either of polish game version... well

    most important for meh now is to jam that dummy vent :4 could any1 help? ^^
     
  5. carsonpoland

    carsonpoland First time out of the vault

    5
    May 12, 2006
    u have to take a pipe and put it into vent ;) pipe is somewhere on the surface at EPA

    widze ze chyba z Polski jestes :D jaki masz jezyk w f2 po wgraniu RP2.0?
     
  6. evilincubus

    evilincubus First time out of the vault

    6
    Jul 1, 2008
    aigh, will make a look for it, still would be pleased if you could also tell me near what that pipe could be ^^'

    a po wgraniu RP mam mieszany angielski z polskim ; p
     
  7. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    Gameplay questions don't belong in this thread. Use the RP Gameplay thread..

    Anyway, look in the building to the right of the entrance to the EPA surface map. (ie where you started when you first arrived at the EPA)
     
  8. Darek

    Darek is currently unavailable

    Jan 7, 2008
    killap, do you have a clue what would give you more than one Obj_dude script on a map?
     
  9. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    No idea. Lots of the dude_obj stuff is hard coded (besides the script that somehow gets attached). I suppose it could happen, but that could be problematic in my eyes. Why, have you noticed more than one instance?
     
  10. Darek

    Darek is currently unavailable

    Jan 7, 2008
    Yeah, I think that is what makes the game crash at the Cat's Paw.
    That would explain the difference between using self_obj and dude_obj, no?
    I saw that all my saves had more than one of the dude_obj scripts saved in New Reno but Some other people's saves haven't.
    Their saves don't crash. And when I changed to self_obj my saves stopped crashing but I would still not get any stat boost. But on the other saves everything was still working.
     
  11. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    Uh, that doesn't really make sense to me. But then again, I don't actually know what exactly is going on behind the scenes. However, self_obj should point to the object that has the script self_obj is calling from. dude_obj should always point to the player object. I assumed that self_obj and dude_obj, when called from the obj_dude script, all point to the same object. Perhaps they differ in some way. Interestingly, the original devs also used dude_obj calls in the obj_dude script, so they too must have assumed this.

    Very interesting. I'll have to play around with this. I wonder why the other calls with dude_obj don't crash then...


    EDIT:

    Modding machine appears to be operational again. YAY!
     
  12. carpediem99

    carpediem99 First time out of the vault

    27
    Apr 2, 2010
    Woohoo! :clap:
     
  13. Darek

    Darek is currently unavailable

    Jan 7, 2008
    I honestly don't know, I wrote it as dude_obj for the reasons you stated, but when that crashed I had to try something else. I assume the difference is that self_obj is for doing to yourself, whereas dude_obj means to do to to all "dudes". I doubt there's supposed to be more than one dude though. But why this instance leads to a crash where others don't (what we know of), I don't know. Maybe it's the "use_obj_on_obj", I don't think that has been used by the dude before.

    Anyway....

    To get the Cat's Paw crash:
    Enter the NEWR1 map. Save the game, load the same game. Save game, load game a second time, have sex, crash.

    If you leave the map right after loading the first time Obj_dude gets properly removed, but as it only removes one at a time, any extras will stay.

    The more times you save and then load on a map the more Obj_dude scripts you get. You can check out the map save with F2se.

    I'm not sure exactly how this works (as I believe it has one instance of the script open while your playing) but it seem to go something like this:


    Save the game, load the same game

    1 time - everything's fine.

    2 times - one script saved, one extra running not saved yet.

    3 times - two scripts saved. one extra running not saved yet.

    4 times - three scripts saved... and so on.


    I'm not sure if this has any impact on anything else though. But I'm thinking if it would be possible to delete all Obj_dude scripts on map exit? Or better yet every time a map is loaded (if loading a save counts as that).
     
  14. cyrz

    cyrz First time out of the vault

    4
    Apr 15, 2010
    Interesting. I'm seeing a crash with what appears to be drugs wearing off during combat on level 3 of Military Base- And I had recently done some saves and loads.
     
  15. .Pixote.

    .Pixote. Antediluvian as Feck
    Modder

    Sep 14, 2009
    I don’t want to get into a flame war…so I won’t engage in this debate…everyone is entitled to their opinion.
     
  16. joochian

    joochian It Wandered In From the Wastes

    108
    Apr 1, 2010
    i like pixote's rugs and pots.. & other tidbits.. too... best interior designer for wasteland ever..

    i dont see those pipes, mentioned by ravagers.. too bad for him.. one-eye ghoul is statements is uncalled for..
     
  17. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    There is no option to not install the enhanced maps. They are required because of the reason I mentioned a few posts back. The manual install also includes them.

    Like I said though, I am considering making the encounter maps an option in the installer. That would be it though. Sorry, I like nearly all of Pixote's location map changes and I honestly don't think they go against the original intent. I don't mind a discussion about this, but please not in this thread.
     
  18. Grunter

    Grunter First time out of the vault

    19
    Jun 11, 2008
    Edit ... Thanks Killap, you answered the question while I was typing this post

    @Killap

    Could you please confirm .Pixote's suggested method of running without his maps and what effect this would have on the availability of the new areas in ther game?

    @.Pixote

    I doubt if anyone is ungrateful of the effort you have put into all of this and your Fallout graphics work in general. However, when graphic improvements alter fundemental game mechanics i.e. all the "can't reach" problems, one has to doubt the value of visual improvements over base functionality and the 1000+ hours spent on it. I have concerns about additions to a Restoration Project that alter the gameplay,your Klamath "rat gate" and however many other of your million edits of that ilk for instance. Killap, or someone else, maybe you, is having to spend time adjusting the new objects so they don't cause so many "can't reach" problems. I belive that this has already been done for Arroyo. It would be much nicer if that time could be spent fixing other problems.

    Personally, I have stopped playing the game now because of all these niggles and am waiting for the 2.1 update. I didn't want to enjoy vanilla ice-cream, I was looking forward to enjoying RESTORATION flavour ice-cream.



     
  19. Josan12

    Josan12 Vault Senior Citizen

    Oct 15, 2007
    @ Killap: IMO there's always gonna be someone who doesn't like something new, so i would say making random encounter maps optional in the installer is both unnecessary and awkward for you.

    Yes, the rat gate was a step too far, but I think everyone except Ravager probably agrees Pixotes changes are for the better.

    And personally, i love the GECK in Arroyo canyon!! ... :clap:
    But that's just my opinion.
     
  20. BuxnaMan

    BuxnaMan First time out of the vault

    61
    Mar 26, 2010
    Try disabling DX-9 mode in OPTIONS->SCRN.

    I think Pixote did a great job. Overall it helped whole reality of Fallout. How would all those people survive in the wasteland without those farms? And it looks way nicer anyway.
     
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