Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

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Very good advice, SnapSlav.

My problem is my continuous desire to cram as much as I can into a release. And I'm not talking about making a product that has everything and the kitchen sink, but more like making the first release the most complete and perfect release. It's something that I keep doing inside and outside of my job.
 
SnapSlav said:
But do beware the pitfall of "trying again" and finding yourself with never-ending ambition, and no work to show for it.

I'm sure everyone who worked on the RP will happy to finally finish it and move onto other projects, or just hang their boots up and enjoy other pursuits. If we had lots of time on our hands RP 2.2 would have been out last year, sadly we don't have that luxury anymore. :cry:

It will be a nice update, with a few new things here and there, and lots of bugs fixed. :wink:
 
I seem to be having problems with the terminals that control the turrets at the Oil Rig. I have the Presidential Key, but for some reason the option to use the key doesn't appear.

So now I can't use the turrets.

I also can't seem to convince the Enclave troopers before Frank Horrigan to help me even with speech at 100%. Does that have anything to do with the terminals as well?

Help would definitely be appreciated.
 
scorptatious said:
I seem to be having problems with the terminals that control the turrets at the Oil Rig. I have the Presidential Key, but for some reason the option to use the key doesn't appear.

So now I can't use the turrets.

There might be a science or repair skill check on the terminal, with the right numbers the options will come up.

scorptatious said:
I also can't seem to convince the Enclave troopers before Frank Horrigan to help me even with speech at 100%. Does that have anything to do with the terminals as well?

You need your speech skill to be about 120+ to work, the higher the better.
 
.Pixote. said:
scorptatious said:
I seem to be having problems with the terminals that control the turrets at the Oil Rig. I have the Presidential Key, but for some reason the option to use the key doesn't appear.

So now I can't use the turrets.

There might be a science or repair skill check on the terminal, with the right numbers the options will come up.

scorptatious said:
I also can't seem to convince the Enclave troopers before Frank Horrigan to help me even with speech at 100%. Does that have anything to do with the terminals as well?

You need your speech skill to be about 120+ to work, the higher the better.

Thanks. That makes sense, as I did have a rather high science skill on my first playthrough.

I was able to get the enclave guys to help me though eventually, and I was able to beat Frank Horrigan without the turrets. T'was quite difficult however. 8/
 
I'm sorry if this has been answered before I didn't see it but I am having a issue with starting fallout 2 after installing the Fallout 2 Restoration project on a GOG install of the game.

Every time I try running fallout 2 after installing the restoration project it doesn't start and tells me "Fallout appears to be running in compatibility mode." is this a problem on my end installing this? or is it a issue with the GOG version?

Just in case its needed my operating system is windows 7 home premium 64 bit. I'm using the latest version from GOG and I installed 2.1.2b using the windows installer full installation in installer.

Thanks for any assistance.
 
MrBlazzar said:
I'm sorry if this has been answered before I didn't see it but I am having a issue with starting fallout 2 after installing the Fallout 2 Restoration project on a GOG install of the game.

Every time I try running fallout 2 after installing the restoration project it doesn't start and tells me "Fallout appears to be running in compatibility mode." is this a problem on my end installing this? or is it a issue with the GOG version?

Just in case its needed my operating system is windows 7 home premium 64 bit. I'm using the latest version from GOG and I installed 2.1.2b using the windows installer full installation in installer.

Thanks for any assistance.

Did you check the compatibility settings of fallout2.exe?
(right-click fallout2.exe, choose properties and then click the compatibility tab)
I think the GOG version is set to run in 256 colors, so untick that and any other of the other boxes if needed and you should be fine.
 
Thank you for this great mod :) It gave me a reason to go back to this great game.

However I have come across a problem with the Broken Hills ending.

I remember that I exposed the anti-mutant conspirators to Marcus, fixed the mine's purifier, found the missing people and even got Marcus to join me. Yet I still got the "racial wars erupt" ending.

Can you shed some light on this? Should I send you a save game? Thanks a lot in advance :)
 
@bozyn
If you want the "good" ending for Broken Hills (uranium runs out), now you also have to report Marcus about Dr. Henry's experiment.
The current problem is if you recruit Marcus before that, you won't be able to report him, and the "good" ending gets locked out. Don't know if killap will change it in next RP 2.2 beta.
 
NovaRain said:
@bozyn
If you want the "good" ending for Broken Hills (uranium runs out), now you also have to report Marcus about Dr. Henry's experiment.
The current problem is if you recruit Marcus before that, you won't be able to report him, and the "good" ending gets locked out. Don't know if killap will change it in next RP 2.2 beta.
killap said "You can now talk to Marcus about this while in Broken Hills and he is in your party." for the upcoming beta.
 
Sorry if this has been answered, but I've tried searching and so far have not found anything that worked for the "Error Loading Cities" prompt that comes up at startup.

I've installed using the humongous install, then 2.1.2B windows installer, and everytime I load I get that same error and a ctd.

I've tried the various fixes I've found in the forums- patching the mapper, updating sfall, trying to find a line that read Citylimitfix(or something like it) in ddraw.dll, but so far nothing has worked.

F2 runs fine without the patch. I've positive its something small, so I've tried reinstalling both the game and the RP, but have not had any luck.

Any help would be greatly appreciated.

Edit: forgot to mention I also tried changing the Mode line in ddraw.dll, did not cure me. I'm running XP with SP3.
Same exact error with Megamod, I'm convinced its an issue with sfall but have no idea how to go about fixing it. Dicking around with settings in ddraw.ini seem to do nothing. Is there something I should change in fallout2.cfg?
 
Hi there, I've just installed restoration project 2.1.2b version (full installation) and I have only one, but very big, problem. I can't load my saves from before I installed RP. When I try to load one of them, error pops with this message

"Application error [my fallout 2 installation directory]
The instruction at 004f11db referenced memory at 00000010
The memory could not be read from
Click on OK to terminate the application"

Is there any way my older saves from original fallout 2 will work on RP?
 
I have recently encountered the EPA+skynet bug, the one about going down inside the facility, leaving the bot behind, but upon returning to the surface, my robotic lil fella is completely missing. Problem is, he was carrying all my quest related items, so it's kinda not cool to have him missing suddenly :(

I went to the projects bug reports page on the wiki, and noticed that the bug was already reported, confirmed, and to my happy surprise, even fixed on an unreleased update.

Now, on this thread, I'm reading about a release near Christmas. If that's correct, is there any other way to hot-fix this issue? maybe some command to re-create the NPC?

I've tried with a save game editor, and now at least I can create the missing items if needed be, but I'm hoping there is something I can do about my missing companion.
 
It has been stated by Killap before. Saves from vanilla FO2 are not compatible with the RP. Even saves from earlier versions of the RP are not compatible with recent versions. You will need to start over when the RP is installed.
 
G-Flex said:
NovaRain said:
FOvet said:
I've never timed it, but is it even possible, following the storyline, to get to Navarro within 2 weeks of activating the computer at V13? Is it even possible to get to Navarro straigh from V13 within 2 weeks?

I assume this won't work if you kill Schreber before going to V13 at all? I THINK I've done this and still had the Enclave kill the deathclaws, but I can't verify because that MAY have been the megamod I did that with.
It's perfectly possible if you have the car. With a fully upgraded car (not the anti-grav plates), it only takes 3 days to Navarro straight from V13. And in many of my playthrough, I killed Schreber before going to V13 and got the "good" ending of it.

My problem isn't that it's impossible, just that the player has no in-universe reason to actually do it. There's no indication that going to Vault 13 will catalyze the attack on it by the Enclave, nor any reason why it should. The player can't see this coming, and has no reason to, and most likely will not go to Navarro that quickly after going to Vault 13. What's worse, no matter when you go to Navarro, Schreber still acts like the attack hasn't happened yet. Considering this and the fact that the bad Vault 13 ending essentially blames you for the attack, and it becomes clear that the only barely-sensible solution is to trigger the attack after going to Navarro and talking to Shreber, not after going to Vault 13.

Same problem for me. As a Chosen one you have no reason to go to Navarro right after V 13. And still you will be blamed for intelligent deathlclaw genocide. Is there a chance to change this as suggestet, oh mighty Killap? ( trigger the attack after going to Navarro and talking to Shreber, not after going to Vault 13.)
 
From a storyline standpoint, it is perfectly reasonable to expect you to be at Navarro within the time frame.

You get to Vault 13, retrieve the Geck, then go back to save your village. Its only then do you find out everybody has been kidnapped, and Hakunin tells you they were taken to Navarro.

So, to save the deathclaws, your character has to be the type that is trying to save your village, instead of the type of character that finds out his village has been kidnapped and spends the next two weeks finding people's spleens.
 
Good point. I always like to do the Military Base, save Chip's spleen, free the Shi, gain access to the Brotherhood of Steel bunker in San Francisco (spending even more time improving my attributes) and gain about five or six levels before I head out to rescue the villagers. :mrgreen:
 
Hi!

Thank you Killap & Co for the great mods and all the work! I'm just another happy camper playing Fallout 2 and RP 8-) Fallout 2 still going strong 2012-2013!
 
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