Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

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killap said:
I also noticed your game is not in English. How was this done? The RP has mostly been translated (In Polish, German and French) but I stopped including them since they haven't been updated for the last few versions. That's something that does need to get done...

If you need someone to translate the new dialogue lines of the game in German, just ask ;)
 
I had to verify the cache integrity of my game (as I got memory-read errors), and it apparently undid the patch. I reinstalled the patch, but are my save files ok, even though the patch was briefly uninstalled, and re-installed?
 
PlatinaKoki said:
I had to verify the cache integrity of my game (as I got memory-read errors), and it apparently undid the patch. I reinstalled the patch, but are my save files ok, even though the patch was briefly uninstalled, and re-installed?
Assuming you didn't save over them when you were reverted back to the original state, you should be fine.
 
killap said:
PlatinaKoki said:
I had to verify the cache integrity of my game (as I got memory-read errors), and it apparently undid the patch. I reinstalled the patch, but are my save files ok, even though the patch was briefly uninstalled, and re-installed?
Assuming you didn't save over them when you were reverted back to the original state, you should be fine.

I did not save over the files until I re-installed the patch.

Sorry about the questions. Its OCD.
 
PlatinaKoki said:
I did not save over the files until I re-installed the patch.

Sorry about the questions. Its OCD.
Then you should be good. And no worries, it's good to ask.
 
Another problem; I don't know if this is related to the patch, but I'd figure I'd post it here, just in case it is because of the patch;

I'm trying to kill Richardson by reverse-pickpocketing plastic explosives on him. Whenever i try to place a second one on him, the game crashes, and I get a read memory error.
 
PlatinaKoki said:
Another problem; I don't know if this is related to the patch, but I'd figure I'd post it here, just in case it is because of the patch;

I'm trying to kill Richardson by reverse-pickpocketing plastic explosives on him. Whenever i try to place a second one on him, the game crashes, and I get a read memory error.
How about a savegame for that? Would be so much easier to check.
 
Problem

Hi, I've got a problem with the RP I can't seem to fix by myself.

I'm running the GOG.com version for Mac, which uses a Wineskin wrapper. Everything works fine, but when I try to enter Den, I enter instead a black "purgatory" blank level, which I cannot leave. It has the "loading wind" ambient sound. Attempting to rest results in a crash.

I tried to use an old trick and installed the GOG.com windows version on a friend's Windows XP PC, and used my save state. I was able to enter the Den, and made a couple of new saves which I transferred back to my Mac.

Attempting to load a position saved while inside the West side of Den results in a quickly flashing error message (impossible to read) and a failed load. Game does not crash. Attempting to load a position saved while inside the East side of Den yields success, but trying to enter West side results in purgatory. So it's only the West side that's bugged out.

I tried a regular installation from a CD as well, using the GOG.com wrapper, with same results. So it's not the game data, or the RP data, rather something goes wrong as a result of the modded game being played emulated (it would seem).

I'm using standard 640x480 resolution, mode=4

I saw this comment on another topic, but it goes way over my head. It could be related though.

To load RP, download the .EXE installer and run Wineskin.app and Install Windows Software (ignore the no new executable warning). You can edit .../ddraw.ini and .../f2_res.ini according to the RP's instructions. Be sure to rename or delete patch000.dat.

Fallout2.exe overwrites the files in .../DATA/proto/Critters and .../DATA/proto/Items erasing RP's files there. To prevent this on MacOSX, you need to run Applications/Utilities/Terminal and type:

Code:
sudo chown -R root (drag-and-drop the .../Items and .../Critters folders) 
(Type in your password) 
sudo chmod -R 444 (drag-and-drop the .../Items and .../Critters folders) 
sudo chmod 1777 (drag-and-drop the .../Items and .../Critters folders) 
sudo -k

I was really looking forward for my annual dose of nostalgia, and excited about the new content. I really hope someone will be able to help me.

SCREENSHOT: http://www.filesnack.com/files/czh5o39t
EAST DEN SAVE: http://snk.to/f-cunazl8p
 
Re: Problem

nikoslav said:
I tried a regular installation from a CD as well, using the GOG.com wrapper, with same results. So it's not the game data, or the RP data, rather something goes wrong as a result of the modded game being played emulated (it would seem).
Could you explain this part a bit more?
If you have a regular CD, why would you need to use GOG as well?
What happens if you don't? Also what happens if you play a vanilla game without the RP, does the Den still not work?

I was going to suggest to try to move out denbus1.map from the Maps folder, and then enter the Den and see if that works (use a save where you haven't yet been to the Den). If that works we know it's something with the modified RP map that is messing things up.
 
You need a wine wrapper to run windows software on a mac. It's an emulator, basically. The GOG.com version is already wrapped up, ready to play. With the vanilla CD, you need to install it inside a wine wrapper. I only ever found two wrappers on the internet, one made by GOG.com and one made by theportingteam.com. The latter does not work in either case, so I had to use the GOG.com one. By the way, if someone finds another wrapper, I could use it and it may work better.

I just assume that unmodded GOG.com fallout would work flawlessly, I never ever had problems with their versions.

I will try moving the map file and see what it does. I will also try the beta of the new version.

edit 1: All right, so after I moved the map file, I was able to enter the Den. What does this mean, did I enter an un-modded Den?

edit 2: After installing the public beta over the RP, Entering Den resulted in purgatory again, only this time the purgatory has the Den music playing.

edit 3: I made a fresh installation, installed the public beta, made a new character and went straight for the Den. Same result as above.
 
All right, the first map you posted works, and I can now enter the west side of the Den. It would also seem that the "possibly related" post about renaming critters was actually very much related. I wish someone would explain a little bit better what the solution is...

Can I just continue playing? What are critters and will I miss them?
 
nikoslav said:
All right, the first map you posted works, and I can now enter the west side of the Den. It would also seem that the "possibly related" post about renaming critters was actually very much related. I wish someone would explain a little bit better what the solution is...

Can I just continue playing? What are critters and will I miss them?
Well, as you probably have noticed, the western part of the Den is missing all it's inhabitants (critters). Not much fun playing it like that. As for the rest of the game, who knows? It kinda depends on what's wrong. If stuff are missing it might effect something else as well.

The post in the other RP thread about write protection might be the answer.

Please check your DATA\Proto\Critters folder and check that it contains 100 something .pro files and 1 critter.lst file.
Also check DATA\Proto\Items for over 100 .pro files and an items.lst file.
If they are not write protected they will get deleted when you start your game, which can lead to the problems you are having.

I tested removing proto files and found that missing 00000543.pro or items.lst in the items folder, will cause the problems you are having. None of the other proto files in items or critter folder have any effect on the Den.
 
- When saving/loading while fighting in the rings of New Reno or San Francisco, my character disappears and can't be hit. Activating the inventory let's him appear again, so the fight might continue. This must be a known problem?

- Not a bug... Myron and Vic can use heavy weapons, when they get the power armor. Vic actually rules with a plasma gun. Davin/Mirias power armor still doesn't show on their bodies, but whatever :).

- Saved during the last Kaga encounter. Game will crash instantly trying to load this one. Would mean some wasted days. :( Savefile:
https://mega.co.nz/#!0AsCTI7L!QKKlrWoHZkQeuMyxjxy9qlOic-YC_3zMdVuYd42CjCk
 
Aphex said:
- When saving/loading while fighting in the rings of New Reno or San Francisco, my character disappears and can't be hit. Activating the inventory let's him appear again, so the fight might continue. This must be a known problem?
First I've heard about it. People are recommended not to save in combat, seems most are listening. I can confirm this bug. It has something to do with the hero appearance mod, as it doesn't happen to females or when the mod is deactivated. It's a bit odd, when you return to the game from the save menu after having saved, the player character has disappeared, and when you load that save again, you will briefly see your character before it's removed.
Killap, I haven't looked into how the appearance mod works at all, but saw that they have their own art folders, so just a quick thought, maybe the new boxing art needs to go there as well?

Aphex said:
- Not a bug... Myron and Vic can use heavy weapons, when they get the power armor. Vic actually rules with a plasma gun. Davin/Mirias power armor still doesn't show on their bodies, but whatever :).
Yeah, that's what happens when generic armor art is used.
Could just copy and rename the relevant frames for each NPC.
Boring, but shouldn't be very hard.

Aphex said:
- Saved during the last Kaga encounter. Game will crash instantly trying to load this one. Would mean some wasted days. :( Savefile:
https://mega.co.nz/#!0AsCTI7L!QKKlrWoHZkQeuMyxjxy9qlOic-YC_3zMdVuYd42CjCk
Again, it's not recommended to save during combat, bad things can happen. Your map save is corrupted. I think it's the critter table that is messed up as the only way to make it working again was to remove every single critter. Wish I could understand what is going on here.

As I was messing around with it it anyway, it wasn't so hard to add in your NPCs again. So if you want to keep playing from your save you can. Kaga won't be there, you'll have to find a new encounter with him. SAVE
 
So, I wasn't sure in which section I should place this question, but since I have the Fallout Restoration installed, I figure the best place to ask it should be here. Sorry if I'm mistaken.

I have two problems:

1) I can't finish the "Figure out who is rustling the Brahmin" quest. My character couldn't notice any markings on the brahmins, even having 8 perception points.

2) After a successful slaver run, I return to the Slaver's Guild to hear Metzger talking about betrayal and attacking me. The thing is, the slave run went perfectly. I don't recall me or my companions shooting any of the slavers and none of them died, so I don't understand why is this happening to me.
 
MVMassing said:
I can't finish the "Figure out who is rustling the Brahmin" quest. My character couldn't notice any markings on the brahmins, even having 8 perception points.
Which brahmin did you try to look at? The ones on Klamath main map (behind Dunton's house) are the correct ones, those on the grazing map are not.

MVMassing said:
After a successful slaver run, I return to the Slaver's Guild to hear Metzger talking about betrayal and attacking me. The thing is, the slave run went perfectly. I don't recall me or my companions shooting any of the slavers and none of them died, so I don't understand why is this happening to me.
A save game would probably be helpful here, but as far as I could tell, everything looks correct. Most likely you did hit one of the slavers but didn't notice.
 
Sorry to hijack thread, but Killap I'm wondering in Fo2 engine, can it be controlled when user encounters Special Encounters?

I am asking because I've had a few users suggest that encountering Alien Blaster early in Fo1 is somewhat game-breaking, and I agree since that weapon is crazy good.

Unfortunately in Fo1 engine I'm not aware of any way to limit when that encounter can occur without extensive code/assembly editing...
 
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