Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

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Don't know if this was mentioned but there is a quite jarring problem - the mod allows your team mates to wear the Bridge-keeper's robe.


The robe was modelled for the Vault Dweller/Chosen One, meaning anyone wearing the robe has access to ALL animations.


To break this down,

I just swiped the MK 2 Armor from the Toxic cave so I passed the robe to Sulik, next fight available he pulled the Bozar I had him carrying around for me, and surprisingly shoots pretty good with it on top of it all.
 
Dunno if it is a "problem", considering NPCs still have weapon preferences...

But that's awesome :) Seriously, that armor ain't that bad (combat armor stats IIRC) and bozar... pew pew pew xD

Personally, wish all characters had all weapons & all armors animations.
 
yeah but I'm travelling with Vic, Cass and Sulik, all of witch carry Burst weapons, and now Sulik running around with a Bozar, puts my HtH character several steps and several thousand bullet-holes on the side of uncomfortable D:
 
Just confirmed that, equipped the robes on Sulik and KA-BLAMMO! Whips out big weapons like Bozars and the like... and firing them too!

EDIT: One fun thing that doesn't need fixing imo. Can be left as a easter egg or so. :lol:
 
killap said:
Good stuff, Darek.
Eh, as it turns out, not so much. I made a small logical error that I didn't spot when I checked it earlier. Remade it like this:

Code:
	variable LVar0 := 0;
	variable LVar1 := 0;

	LVar1 := get_critter_stat(dude_obj, 0);
	while(LVar0 < (10 - (LVar1 - (get_pc_extra_stat (0))))) do begin
		set_critter_stat(dude_obj, 0, 1);
		LVar0 := (LVar0 + 1);
	end
	LVar0 := 0;
	LVar1 := get_critter_stat(dude_obj, 1);
	while(LVar0 < (10 - (LVar1 - (get_pc_extra_stat (1))))) do begin
		set_critter_stat(dude_obj, 1, 1);
		LVar0 := (LVar0 + 1);
	end
	LVar0 := 0;
	LVar1 := get_critter_stat(dude_obj, 2);
	while(LVar0 < (10 - (LVar1 - (get_pc_extra_stat (2))))) do begin
		set_critter_stat(dude_obj, 2, 1);
		LVar0 := (LVar0 + 1);
	end
	LVar0 := 0;
	LVar1 := get_critter_stat(dude_obj, 3);
	while(LVar0 < (10 - (LVar1 - (get_pc_extra_stat (3))))) do begin
		set_critter_stat(dude_obj, 3, 1);
		LVar0 := (LVar0 + 1);
	end
	if (has_trait(0, dude_obj, 75)) then begin
		set_pc_extra_stat(3, get_pc_extra_stat(3) + 1);
	end
	if (has_trait(0, dude_obj, 77)) then begin
		set_pc_extra_stat(3, get_pc_extra_stat(3) + 1);
	end
	LVar0 := 0;
	LVar1 := get_critter_stat(dude_obj, 4);
	while(LVar0 < (10 - (LVar1 - (get_pc_extra_stat (4))))) do begin
		set_critter_stat(dude_obj, 4, 1);
		LVar0 := (LVar0 + 1);
	end
	LVar0 := 0;
	LVar1 := get_critter_stat(dude_obj, 5);
	while(LVar0 < (10 - (LVar1 - (get_pc_extra_stat (5))))) do begin
		set_critter_stat(dude_obj, 5, 1);
		LVar0 := (LVar0 + 1);
	end
	LVar0 := 0;
	LVar1 := get_critter_stat(dude_obj, 6);
	while(LVar0 < (10 - (LVar1 - (get_pc_extra_stat (6))))) do begin
		set_critter_stat(dude_obj, 6, 1);
		LVar0 := (LVar0 + 1);
	end
It works like a charm, even with wearing stat enhancing equipment or using drugs. Up until the rare occasion you use the hint book while (base stat - the extra stat) is negative that is. Then you end up with 1 - 2 stat points short (because the engine always treat a negative stat as +1). Using the book a second time will sort it out though so maybe not a big problem. That's the best I can do...
 
Khuzor said:
yeah but I'm travelling with Vic, Cass and Sulik, all of witch carry Burst weapons, and now Sulik running around with a Bozar, puts my HtH character several steps and several thousand bullet-holes on the side of uncomfortable D:

Take away his guns ;)

On a more serious note - it IS a problem if NPCs forget their weapon preferences while wearing that armor (I think) -> then it is not an easter egg as Matthews wrote, then it needs to be looked at.
 
Didn't say it is an easter egg, I said it could be left as such. Always a fun surprise to see the unexpected happen. /wink

EDIT: Killap, you spent 7 years with this?! Yowza, and I thought the fellows who did the Cold War Crisis conversion mod for C&C Generals: Zero Hour had worked long with 4 years on their project...

Think all such programmers are worth a big round of applause. :clap:
 
Only if he actually intends to sell the game

The guys from Nukabreak did it, seams pretty un-sued as of yet.
 
Sduibek said:
Um, technically anyone could create such a kickstarter.

Knowing Bethesda, they will find a way to sue. Hell, they would probably sue me, just for writing this. They are not nice people :)
 
BethesdaSoftworksLLC said:
Psihotik said:
Sduibek said:
Um, technically anyone could create such a kickstarter.

Knowing Bethesda, they will find a way to sue. Hell, they would probably sue me, just for writing this. They are not nice people :)
We find this allegation insulting and offensive.

Our lawyers will be in touch.

Now this is what I call dedication to a joke. You actually made an account just for that?
 
Psihotik said:
Now this is what I call dedication to a joke. You actually made an account just for that?

Not to sound like a jerk, but... I thought it rather obvious that s/he made an account just for that.
 
Matthews said:
Psihotik said:
Now this is what I call dedication to a joke. You actually made an account just for that?

Not to sound like a jerk, but... I thought it rather obvious that s/he made an account just for that.
I've absolutely no idea what you two are talking about. Why would anyone do such a thing?

That being said, I saw the post in question and I think it's hilarious!
 
"The Den" Map Bug (RP)

Old fan of the Site, but barely a new member. Not sure where to post this being im new to posting.(Regarding Killaps Restoration Project.) The Fallout Series has always been my favorite. When I stumbled upon this Restoration Project I just had to play it. Thing is It all works fine up until I finish Klamath and head to The Den. When I enter the map its just blacked out. Ive tried everything to my knowledge to fix it but im stumped. I would love to continue playing this game. Any Ideas on a fix?
 
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