Fallout 2 Restoration Project 2.1.2 (Unofficial Expansion)

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killap

Bear Dude
Moderator
Modder
Another important stability update for the 2.x line is ready for the masses! All reported (and confirmable) bugs in 2.1 have been squashed. This is probably the last update for quite some time. RP 2.1.x saves are fully compatible, but starting a new game is highly recommended.

As always, let's wait a week before any news updates are made about this. Always good to ensure no game stopping issues crept in with a new release. That shouldn't be a concern though.

Multilingual support is still not present in the RP 2.x line, but it should hopefully return in RP 2.2.

Please read the readme that comes with the mod. It's for your own good!

Bug reports should be posted in this thread and added to the Fallout 2 RP bug report wiki. A link can be found below.

Enjoy!

Installation instructions:
1. Make a clean installation of Fallout 2 (humongous install)
2. Download and install the RP (only use the manual install if you really know what you're doing)
3. That's it. Don't install anything else, unless you know what you're doing!

Direct links:

The new release is 2.1.2b and it can be found here


RP 2.1.2 Change Log:
Code:
New Content:

• Cassidy's optional talking head has been replaced with a new awesome looking version made by Continuum.

Bug Fixes:

In addition to several undocumented bug fixes, the following specific issues were addressed: 

The Abbey:
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• Crop thief quest: Tom now correctly says he gives you a lighter rather than Rad-X.

Broken Hills:
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• All issues involving Marcus and the missing people down in the tunnels should be fixed.

EPA:
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• Dialogue with the Hologram 10001 no longer starts with three "error" options, after repairing the robot-controlling terminal.
• Fixed possible party limit exploit with 4 legged critters and entering the lower levels of the base.

Klamath:
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• If you take the quest to rustle the Brahmin but then tell the Duntons you're ashamed and decline the reward, the quest remains active and you cannot pursue any other dialogue options with them until you accept your reward, making it impossible to talk them into leaving Torr alone and complete the "Find out who is rustling brahmin" quest until you say, "I'm here for my cut, partners". This has been modified so that telling them you're ashamed also ends the quest.

Modoc:
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• There are no longer two Karls on the Main Street map.

New Reno:
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• It's no longer as tedious to access the stairs leading to the basements in the various casinos. Before the "shadow" graphic was blocking much of the accessible area.
• Corrected various dialogue bugs with Three Card Monte.
• The Shark Club pit boss no longer says you pissed off Old Man McGee even though you haven't spoken to McGee yet.
• Using the Vertibird during combat at the Salvatore-Enclave transaction would lock you the dialogue screen. This is no longer the case.

Primitive Tribe:
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• Gecko skins lying on the ground have been removed to ensure that the odd inventory bug (carry weight suddenly goes to a ridiculous number) no longer happens.

Raiders:
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• You would always end up at the "secret" entrance no matter how good your outdoorsman is. This is no longer the case.

Redding:
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• Local variables were being overwritten for Fannie, which caused her quest state to change sporadically. This no longer happens.

San Francisco:
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• Entering the Hubologist stash for the first time with IN<4 would get you stuck in an endless conversation loop with the guard. This is no longer the case.
• Corrected dialogue bug with the sub motor boat guard.

Vault 13:
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• It was impossible to learn the true purpose of the vaults from "voice interface terminal". This is no longer the case.
• Hacking into overseer logs always succeeded, as there is no roll against skill there. It now correctly does a science check.

Vault City Village:
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• Corrected dialogue bug when asking Connar about Old Joe.
• Corrected dialogue bugs with Connar when taking the diplomatic route to save the village.

Misc:
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• Hopefully truly corrected all instances where little boy appearances were used rather than the new little girl appearances for female children.
• Additional Karma Images are changing not only on "Karma" tab, but they also replace image corresponding to the first position item on "PERKS" and "KILLS" tabs ("TRAITS" and usually "Alien kills" respectively). Fixed in sfall 2.11
• Fixed an sfall bug that broke critical hits when starting a new game, up until a game was first reloaded. Fixed in sfall 2.12
• Numerous map corrections.
 
Felipefpl said:
thank you very much for your hard work but you forgot some stuff to fix on the wiki,
Many of those reports I could not confirm or were clearly user specific problems (ie bad installs) Any issues you run into with 2.1.2 please post on the wiki. Please do a clean install of the game to ensure no odd issues are at play.

utunnels said:
Guess I have to delete my 2.1.1 saves?
I say in the first post that this isn't necessary. However, it is highly recommended to start a new game to ensure all the map fixes are used.
 
Many of those reports I could not confirm or were clearly user specific problems (ie bad installs) Any issues you run into with 2.1.2 please post on the wiki. Please do a clean install of the game to ensure no odd issues are at play.

i see, i understand now, so that means anyone can go to the wiki and delete the old posts about bugs without any problem?
 
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After I entered Modoc, strange messages kept scrolling, they seemed endless.
 
I'm using 2.1.1 and I'd like to know if I just use the old version of Unlimited Party Mod or will it screw something up? I downloaded it last year... I think it was the newest version then, if there was a newest version.

Also, I wanted to know if there's a mod that will make use out of that girl you can marry in Modoc, instead of them being completely inept. To be honest... I think it would be cool if someone rewrote all the files on her, so she changes the longer you have her. Becomes less innocent and talks more normally, gets a little tougher, etc.
 
Hmm, this is a minor problem which I noticed since RP 2.1.1 (I didn't played earlier version).

The sniper Karla in Vault 15 never fights back, all she does is running away and getting killed.
 
utunnels said:
After I entered Modoc, strange messages kept scrolling, they seemed endless.
Bah, looks like a debug message left in. My mistake. It isn't a game stopper at all, just an annoyance, but I'll provide a fix shortly and update the full installs. Like I said, this is why I like a week of NMA testing before things go truly public.

Felipefpl said:
i see, i understand now, so that means anyone can go to the wiki and delete the old posts about bugs without any problem?
Yes, anyone can edit a wiki. However, things are moderated and we don't allow just random additions or removals. There must be a reason.

Moloch Horridus said:
Any chances getting a Mac version of this release?
No, sorry. A Mac version of the RP is not possible as it relies on sfall (Windows only) to work. People have gotten it to work under Wine (Linux) though. At the very least, you can enjoy the bug fixes with my unofficial patch.

Judaeus Apella said:
I'm using 2.1.1 and I'd like to know if I just use the old version of Unlimited Party Mod or will it screw something up? I downloaded it last year... I think it was the newest version then, if there was a newest version.
I honestly couldn't say. Try it out and let everyone know. I'm sure others want to use this mod.

Judaeus Apella said:
Also, I wanted to know if there's a mod that will make use out of that girl you can marry in Modoc, instead of them being completely inept. To be honest... I think it would be cool if someone rewrote all the files on her, so she changes the longer you have her. Becomes less innocent and talks more normally, gets a little tougher, etc.
There is a Miria mod. Check out the RP technical wiki. There was a version made for RP 2.1.1 and I don't see why it wouldn't work with 2.1.2.

utunnels said:
The sniper Karla in Vault 15 never fights back, all she does is running away and getting killed.
Odd. Care to provide a save game? Also, are you using 2.1.1 save games? More details, please.
 
Odd. Care to provide a save game? Also, are you using 2.1.1 save games? More details, please.

No, I created a new character in 2.1.2 and got the same result like in 2.1.1. I'll upload the save file after I get home.
---
Edit*
Hmm, I already killed her, so I'll have to replay that part to check.
 
Alright, update 1 is up. Very small update, as it just corrects the debug message issue in Modoc. Full installs have been updated to include this fix. If you already downloaded 2.1.2 before 9/5/2010 then grab the fix in the first post of this thread.

Hopefully the remaining issues are minimal (or none at all). If you do come across any issues, please take the time to post them at the RP bug wiki. Check the first post in the thread for the link.

Enjoy folks!
 
Judaeus Apella said:
I'm using 2.1.1 and I'd like to know if I just use the old version of Unlimited Party Mod or will it screw something up? I downloaded it last year... I think it was the newest version then, if there was a newest version.

You will screw up the game, yeah. THe unlimited party mod is basically a script of each NPC with the party member check removed. Unfortunately, the script files used there belong in 1.02 fallout. In RP 2.1.2, all NPC files have been changed, thus things can get messy if you just swap them.

Fortunately, you can do it yourself. With FSE (Fallout script editor) it's easy to identify and delete the line that is a charisma check for max party members that can't go beyond five. Then you compile the results with ruby compiler using scripts for Sfall from Nirran's homepage and there you go. Takes 10 mins and the party limit is gone forever.
 
Well, I see that the bug wiki still isn't sorted out and that old bugs are present. I'll try to bring some order into it.

EDIT: It seems that it is in order, but that it shows, for some reason, an older version of the bug wiki. When I go into edit mode, everything is cool and only one bug is reported.
 
Bug Report

Location: Arroyo

I had 2 healing powders in my inventory. But I could offer 3 in dialog selection in exchange for the flint. And the offer worked, she gave me the flint but... she did not even get 2 healing powders from me. They are not removed from inventory.
 
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