Fallout 2 Restoration Project 2.0 (Unofficial FO2 Expansion)

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Alright, hello, I just made this account.

I need help with the restoration mod. In the EPA, I am having trouble figuring out what to do. I've gotten as far as killing the plants, and putting a rope in the elevator. I've looked everywhere and can't seem to find where I need to go.
 
Hello Mirenheart,
read the "gameplay" thread, where is this question discussed already. Look here (into the spoiler).
 
Raakiszh Siraahtze said:
After smooth-talking my way into getting the keys to the slave pen in the Slaver's Camp, I'm unable to get in! I can unlock/lock the door just fine, but if I try to open the unlocked door I just get the "Touch that again and you're dead"-line. If I try it again I find out he wasn't kidding.

Smooth-talking is only for saving Sulik's sister. She's kept in the small shack on the right side. There is no diplomatic way to save the slaves in the bigger slave pen. It's always been like this so I doubt it's a bug.
 
Darek said:
Smooth-talking is only for saving Sulik's sister. She's kept in the small shack on the right side. There is no diplomatic way to save the slaves in the bigger slave pen. It's always been like this so I doubt it's a bug.

OOOHHHHH... that explains a lot! I guess there's no need to upload a savegame in that case.

killap said:
Are you using the high res patch?

Yeah, but I'm playing 640*480, and when I re-installed the RP I unchecked the hi-res patch, and was informed that "unchecking the hi-res patch won't uninstall it" so I just left it alone. But surely having the patch installed while playing in standard resolution shouldn't affect anything, should it?
 
Not Lost Hope said:
I think Killap could release 2.1 right away even without the one fix so we could get bughunting.


I agree, the quicker we use 2.1 the quicker we can identify other potential bugs so then they can be patched up in a bugfix or whatever rather than waiting longer for one bug and taking longer to find other potential bugs. Release it as a beta version so that we can test it out.
 
HarpsS1ngh said:
Not Lost Hope said:
I think Killap could release 2.1 right away even without the one fix so we could get bughunting.


I agree, the quicker we use 2.1 the quicker we can identify other potential bugs so then they can be patched up in a bugfix or whatever rather than waiting longer for one bug and taking longer to find other potential bugs. Release it as a beta version so that we can test it out.

+1

Ive been on fallout pilgrimage since RP 2.0 has been announced. Ive finished FO1 and Tactics, now im waiting on RP2.1, later FO3 (road is sometimes hard and rocky :wink: ) and the last station: magnificent (?) Las Vegas.

Thx for your work
:meditates on patience:
 
Not Lost Hope said:
Ive been on fallout pilgrimage since RP 2.0 has been announced. Ive finished FO1 and Tactics, now im waiting on RP2.1, later FO3 (road is sometimes hard and rocky :wink: ) and the last station: magnificent (?) Las Vegas.

Thx for your work
:meditates on patience:

Las Vegas is not the last station, theres a fallout 4 in development soon and I have a feeling more sequels are coming :mrgreen:
 
hello, more questions that i forgot the last time

Are Marcus/Dogmeat armours part of the RP or that is installed separately?

Also, here's some more bug issues. Might not be bugs but here goes. I have 7 CHA, rounded down that gives 3 (?) followers.

When I married Miria, she took up a slot, naturally I couldn't tell her to stay anywhere so she had to come along. I think I had Vic and Sulik with me as well. I told Vic and Sulik to stay and wait for me but Miria couldn't bla bla. Anyway (hmm, I might have had K-9 as well, dunno) once I got down the toilet and the explosion blasted everything, Miria was nowhere to be found. I thought, good, she got blown to bits. But the Character status still lists me as "married". Could be that Miria is stuck somewhere and is still taking up a slot. Whether or not that is true, I do not know, like I previously said, 7 CHA gives 3 or 4 extra guys. No magnetic personality perk, by the way.

Now here comes what I'm positive a bug, once I got to Broken Hills and talked to Marcus, the option to ask him to join me was there without having to do his quests first. Furthermore, by that time I had Vic, Sulik and Cassidy (and, maybe Miria) as well so Marcus was an extra grunt there. I know that for sure because when I got back to the mine, I told the guys to stay outside and wait (lest they suffocate) and when I got out, I got Vic, Sulik and Cassidy and when I asked Marcus he said it was too crowded, something that he should have said the first time. Myron doesn't have that kind of bug and not sure about the others, as when I got to Goris, I had left Marcus behind (because the three of us were a super strong power armour clad motley crew anyway).

Now, on top of all of this, what is the maximum party size that I can use, I feel like buffing my charisma to the max and recruit everyone, as this time I won't be following the suggested "get powah armour early" path, that broke the game the last time.

Also, I've seen what it's like to play with an extremely dumb (INT<=3) character, might be a bit hard as most information (and NPCs) are unavailable, but the townsfolk responses are just epic, I recommend it as a completely new experience.
 
stormtrooper2161 said:
Now here comes what I'm positive a bug, once I got to Broken Hills and talked to Marcus, the option to ask him to join me was there without having to do his quests first.

Yeah, I had a slice of that pie too yesterday.

I need to report another bug, myself:

The last squatter in the Den Residential area ran away from the screen! Since the squatters seem to have infinite-ish AP, they're quite difficult to kill, but when they leave the fucking screen it's simply impossible. So yeah, can't get the kids off the streets for the life of me.

EDIT
Another bug (?): It seems to be impossible to free the slaves in NCR. I know that things aren't right since I've freed them a MILLION times before on a vanilla game. No matter how many times I use the terminals I still get "invalid code sequence".
 
Raakiszh Siraahtze said:
It seems to be impossible to free the slaves in NCR. .. No matter how many times I use the terminals I still get "invalid code sequence".
Probably you have low science skill, those terminals works perfectly for me in RP 2.0.2e. Try keyboard shortcut "7" and open them with science skill, instead of "hand icon" action.
 
valcik said:
Raakiszh Siraahtze said:
It seems to be impossible to free the slaves in NCR. .. No matter how many times I use the terminals I still get "invalid code sequence".
Probably you have low science skill, those terminals works perfectly for me in RP 2.0.2e. Try keyboard shortcut "7" and open them with science skill, instead of "hand icon" action.

This. Takes a few tries as well but it works
 
stormtrooper2161 said:
valcik said:
Probably you have low science skill, those terminals works perfectly for me in RP 2.0.2e. Try keyboard shortcut "7" and open them with science skill, instead of "hand icon" action.

This. Takes a few tries as well but it works

I don't think so. My Science skill was at 124% last time I checked, and I tried unlocking those cages literally over 50 times. I counted...

I know it shouldn't even be this difficult since I've done it before with WAY lower Science.
 
Raakiszh Siraahtze said:
stormtrooper2161 said:
valcik said:
Probably you have low science skill, those terminals works perfectly for me in RP 2.0.2e. Try keyboard shortcut "7" and open them with science skill, instead of "hand icon" action.

This. Takes a few tries as well but it works

I don't think so. My Science skill was at 124% last time I checked, and I tried unlocking those cages literally over 50 times. I counted...

I know it shouldn't even be this difficult since I've done it before with WAY lower Science.

I was able to open the gate just fine in the newest 2.1 beta, so if there was an issue, it must have been fixed.
 
Dravean said:
I was able to open the gate just fine in the newest 2.1 beta, so if there was an issue, it must have been fixed.
I didn't fix any issue here, so I don't know what to say. *shrug*
 
Raakiszh Siraahtze said:
stormtrooper2161 said:
valcik said:
Probably you have low science skill, those terminals works perfectly for me in RP 2.0.2e. Try keyboard shortcut "7" and open them with science skill, instead of "hand icon" action.

This. Takes a few tries as well but it works

I don't think so. My Science skill was at 124% last time I checked, and I tried unlocking those cages literally over 50 times. I counted...

I know it shouldn't even be this difficult since I've done it before with WAY lower Science.
Actually the the problem is that you (and many others it seems, even if most of it is in Per's guide) don't know exactly how those terminals work. The way it's handled is a bit odd and probably used only this once, so it's a bit confusing. :)

1. Use the hand icon or ANY skill on the terminal. It don't matter which as they literally do the same thing.
2. The game does an easy science check. If you fail that you get the message; "Hmmm, these computer thingies are complicated."
3. After that there is a lockpick check that is a bit harder. If you fail that one you get; "Invalid code sequence."

So as you can see you were failing the lockpick check, and not the science one. To be failing 50 times in a row though, you really can't have put many points into that skill.
 
Thanks for explanation, Darek. Hm, maybe the electronic lockpicks would be helpfull then?
 
valcik said:
Thanks for explanation, Darek. Hm, maybe the electronic lockpicks would be helpfull then?
Nope, no object's can be used on the consoles (nothing will happen).
Also, skill bonuses to lockpicks are regulated by the scripts and not the engine, and this script gives no bonuses to any items.

When I said that ANY skill could be used on the consoles before, I just looked at the script and didn't try it in-game.
Sneak can obviously not be used as it's not a skill that can be used on someone. First aid, doctor and steal can't be used either. Not really important as no one is likely to try that but whatever.
 
Dumb question, and sorry if it has been answered, but this is a lot of pages to read:

I just restarted fallout 2 with this mod and I want to make sure I got it to work, what is the earliest thing I can do in game that will let me know it is working?
 
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