Fallout 2 Restoration Project 2.0 (Unofficial FO2 Expansion)

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OK, so I just got to the EPA for the first time. I attached the rope to the elevator shaft, and I've gone down to the "utility" level. Two problems:

1) How do I get into the rest of the complex?
2) There's a generator that's making noises (floats), it tells me that it operates the lights, but even though it's dark, it tells me that it's "already working" and that I can't repair it...
 
People, gameplay questions go to the gameplay thread.

Felix said:
1) How do I get into the rest of the complex?
Look at the fans. The description of one gives away what can be done. Also walking near it gives a hint (as long as you have reasonable PE). Make sure you got the metal pole from the surface level.

Felix said:
2) There's a generator that's making noises (floats), it tells me that it operates the lights, but even though it's dark, it tells me that it's "already working" and that I can't repair it...
Yeah, there is an issue with it that will be fixed in the upcoming 2.1. It will all make sense once you get the quest to repair it.
 
killap said:
People, gameplay questions go to the gameplay thread.

Felix said:
1) How do I get into the rest of the complex?
Look at the fans. The description of one gives away what can be done. Also walking near it gives a hint (as long as you have reasonable PE). Make sure you got the metal pole from the surface level.

Felix said:
2) There's a generator that's making noises (floats), it tells me that it operates the lights, but even though it's dark, it tells me that it's "already working" and that I can't repair it...
Yeah, there is an issue with it that will be fixed in the upcoming 2.1. It will all make sense once you get the quest to repair it.

"You could easily jam this fan with a piece of metal"

D'oh!
 
@cyrz
That depends. What (very specifically) do you want to get Marcus to do?

@all
I played around a little more in New Reno while holding off on getting involved with the gangs, and then caught a caravan to Redding. While playing I experienced the following issues:

--There's a vanilla FO2 bug in nccorbro.int that can cause the player's spouse to fail to give an expected float text after the spouse works as a fluffer in procedure Node982. Without posting the whole lengthy node, I fixed this for myself by changing these lines (for Miria):

Code:
      op_set_global_var(345, op_global_var(345) bwor 134217728);
      if (1200 != 0) then
        op_float_msg(op_dude_obj(), op_msg_string(425, 1200), 3);
    end
    else if (1200 != 0) then
      op_float_msg(op_party_member_obj(16777380), 1200, 8 + ((3 - 8) * op_has_trait(0, op_dude_obj(), 22)));

to:

Code:
      op_set_global_var(345, op_global_var(345) bwor 134217728);
      if (op_msg_string(425, 1200) != 0) then
        op_float_msg(op_party_member_obj(16777380), op_msg_string(425, 1200), 3);
    end
    else if (op_msg_string(425, 1200) != 0) then
      op_float_msg(op_party_member_obj(16777380), op_msg_string(425, 1200), 8 + ((3 - 8) * op_has_trait(0, op_dude_obj(), 22)));

and making the same types of changes to the relevant lines for Davin.

--There are some problems with the casino pit boss in the Shark Club (ncpitbos.int):

a) After the first time the player-character dances in the club, when talking to the pit boss his dialogue always starts with line 339 of ncpitbos.msg; in other words the player clicks on him to talk and he opens with

. Prettiest girl at the casino. Get you anything? A drink? A private table?

The player's response lines are all the correct ones in this context, though. Apparently the subtraction formula to determine which line the pit boss should intitally use under these circumstances is not working as expected.

b) If the player-character talks to the Shark Club pit boss in the "northern room" (where the bar and stage are) and gets hired to dance, everything is fine; however if the player talks to the pit boss in the "southern room" (where the entrance to the casino is), the screen stays centered on the pit boss while the dance routine is performed rather than centering on the player-character as she appears on stage; the result is that the dance routine is performed and the player-character gets paid, but all the player sees the whole time is the pit boss walking around the gaming tables in the "southern room." There's some debug code about centering the screen on the player in ncpitbos.int under timer 5, but no actual mechanism in place to do that.

c) In the timed_event section dealing with timer 6 is the following:

Code:
      LVar1 := op_random(0, 4);
      if (tmp == 0) then
        LVar1 := 11085;
      else if (tmp == 1) then
        LVar1 := 11292;
      else if (tmp == 2) then
        LVar1 := 10690;
      else if (tmp == 3) then
        LVar1 := 11484;
      else
        LVar1 := 11687;

This should be changed to:

Code:
	tmp := op_random(0,4);
	if (tmp == 0) then
		LVar1 := 11085;
	else if (tmp == 1) then
		LVar1 := 11292;
	else if (tmp == 2) then
		LVar1 := 10690;
	else if (tmp == 3) then
		LVar1 := 11484;
	else
		LVar1 := 11687;

It's a complex procedure node, but I searched the whole script and the variable tmp is never correctly set for a female npc's dance sequence, with the result that the effective target tiles are actually limited to 11292 and 10690.

--Strictly speaking this may not be a bug, but if the player has never been to Redding and takes a caravan there (thus entering town for the first time by way of the northern Redding map), there isn't any little blurb in the message box such as "You have entered the mining town of Redding" as there would be if the player entered town at the main/southern map.

--Someone mentioned before about a mining machine in the Wannamingo Mine that can't be reached. It's on level one of the mine and is completely surrounded by little rocks and eggs but otherwise sitting in the middle of an empty area. Although this isn't the machine with the mining chip (that's on level two), since the player can't check to verify that it could be a cause for endless confusion. A few of the rocks around the machine should be removed, allowing the player-character to "reach" it.

--On the levels of the Wannamingo mine the ladders aren't marked/displayed on the in-game PibBoy map (should be orange dots).

--Prospectors in random encounters around Redding don't have any text/conversation while bartering with them (similar to the drug dealers in New Reno).

--Maybe it's always been this way (I can't remember), but Frog Morton's gang members use the Raider AI packet, resulting in possible confusion for the player when they make combat floats like "Bishop said such and such." The Vault City/Bishop/NCR plot is already confusing enough for non-veterans.
 
Darek said:
AlteredAgain said:
Killap,

First off I want to extend my thanks for making Fallout 2 the ultimate experience for us fans.

I'm thoroughly enjoying the game up to this point I just hit on my first bug and that's in the Primitive Tribe.

I am supposed to fix their well with rope and bucket. But there is no way for me to use the bucket. It has no action code, in other words, it just acts like a box of noodles, or cat's paw pamphlet << nonusable items..

Do you have a fix for this so that I can complete the quest?
It ain't broken. Try the other way of using things. You know, the backpack icon...
I agree that it should be made usable from the item slots as well though.

Thank you! It worked. :D
 
Endocore said:
@cyrz
That depends. What (very specifically) do you want to get Marcus to do?

I wanted his original text back. What I had was the text you get once someone joins your party- "Let's go!" or "Stay here", no other options.

I specifically wanted the option that was something like "I have something to tell you..." followed by the options to complete the Broken Hills quests- "About the missing people", "About Chad...", and... Whatever the one is about the anti-mutant conspiracy.

I think that would fix it- but I don't have any in depth knowledge.

I guess for best results, Marcus should be located in Broken Hills, and not be part of your party, when you do this.
 
Psihotik said:
Does anyone knows what do to in the new EPA?
Yes, but that belongs in the gameplay thread.
It would also be helpful if you specify what you would like to know. ;)
 
Posting in the gameplay thread concerning him next, but I just wanted to ask if it was intended for Dex's combat settings to be on lockdown. I can't even select any dispositions; just seems odd, since even Goris gives you a few options -- for disposition (Berserk, Aggressive, Defensive, Coward, etc) if nothing else.

Edit: Yeah, I can't. The dispositions are all greyed out (even Custom), but I can go into the Custom menu and look at what it's set to -- very Goris-ish, really. Charge!, You Need A Tourniquet, The Strongest, etc. Should make Dex very easy to get killed -- Goris is like hamburger waiting to happen, but he can't wear armor.
 
DGT said:
I just wanted to ask if it was intended for Dex's combat settings to be on lockdown.

No, I'm pretty certain that you're supposed to be able to change his settings. If you can't, then it's probably a bug.
 
Dravean said:
DGT said:
I just wanted to ask if it was intended for Dex's combat settings to be on lockdown.

No, I'm pretty certain that you're supposed to be able to change his settings. If you can't, then it's probably a bug.
I can, so it's definitely a bug. What installation did you do DTG?
 
Darek said:
Psihotik said:
Does anyone knows what do to in the new EPA?
Yes, but that belongs in the gameplay thread.
It would also be helpful if you specify what you would like to know. ;)

Yeah, sorry, well, I wanna know how to pass it, since I'm running in circles. Can you give me a link to the gameplay thread, it would be most helpful.
 
Psihotik said:
Darek said:
Psihotik said:
Does anyone knows what do to in the new EPA?
Yes, but that belongs in the gameplay thread.
It would also be helpful if you specify what you would like to know. ;)

Yeah, sorry, well, I wanna know how to pass it, since I'm running in circles. Can you give me a link to the gameplay thread, it would be most helpful.
Sure thing, gameplay thread, here I come.
 
The Regular One said:
Will Pixote's new FO2 maps be included in 2.1?
Yep…the map revisions have been done, and Killap is double checking…but there are no guarantees that something hasn’t slip through the net.

In regards to certain scenery objects (i.e. small shelf in Arroyo) their behavior is somewhat inconsistent. Sometimes one shelf in one position works perfectly, but the same shelf in another location on the same map and the PC will fall behind it. It is the same for tables and items placed on tables, as well as scenery in front of walls. This is an issue to do with frame offset positions (and is really annoying), but I think we caught most of the map bugs. I’ll let others speak for the “other” bugs… :look:

On a side note, I have played RP 2.0 properly and I’m pretty pleased with the whole result. The game feels “renewed”, and though there are some issues with grass overkill (I was drunk on grass juice at the time) the maps feel fresh. There are some more positive improvements in the making for RP, but the propriety is to get RP 2.1 working properly first.

Please make your bug reports at the Wiki page; it will speed up the process of fixing them. F2RP Technical Info Thanks.

PS. If you want a nicer Fallout 2 map (in my humble opinion) grab the one below…the green “New Fallout 2 World Map”. :wink:
 
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