Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

Status
Not open for further replies.
and here is one major example to a non-stackable item: Desert Eagle, looks like its not exclusive to knife only.

fas-1.jpg

Not Lost Hope said:
Well that was simply the case of different ammunition being loaded in them :)
edit: true, never could figure out that way, thanks.

and here i uploaded my save, in case you may want to check it;
http://www.mediafire.com/?x9fc5msb8xtomov
 
BrecMadak said:
and here is one major example to a non-stackable item: Desert Eagle, looks like its not exclusive to knife only.

Well that was simply the case of different ammunition being loaded in them :)
 
well I'm getting this too, maybe it is something about windows 2000 since I have it too. I used RP 2.1.2b over 1.0 us version and Miria for real Mod! for 2.1.1 by Tangu. I also had strange situation while I was robbing farmer. When the fight begins he made a critical with "the blow knocks you from your feat" but I wasn't knocked down. :?

One more addition to wiki,not completely sure is it a bug but it looks if you do the Figure out who is rustling the Brahmin quest in different order you cannot finish it.
Well it seems this isn't easy as that :(. I done everything like in solution and still I cannot finish the quest. I'll send savegames asap as they are on other computer which is not connected to the internet. I quess my good karma or rescuing Sulik at the beginning of the game have something to do. If you could repair my savegame once you figure it out what happened I'll be grateful.

http://rapidshare.com/files/423243434/SLOT35.zip and here is a savegame.If you could provide repaired one I would be thankful.
 
If that was the correct savegame ebbpp, there is nothing to fix, as it's not broken.
The "Figure out who is rustling the Brahmin" quest requires that a certain skill is high enough to be successfully solved (as is often the case in RPGs ;))
Hint: it's one of your tagged skills.
 
I'll check but I doubt so-that skill is already quite high and this is not EPA or Novarro just the small town at the beginning of the game.

Edit:
You are right :shock: :shock: :shock:
But this is a beginning city-isn't that a bit too high? Then nothing happens characters with 2nd level came here :shock: Killap?
 
ebbpp said:
Edit:
You are right :shock: :shock: :shock:
But this is a beginning city-isn't that a bit too high? Then nothing happens characters with 2nd level came here :shock: Killap?

nothing exclusive about this, as most of the quests carrying some skills high to act. This is Fallout, dont compare it with other as most of them - so called RPG's. So the difficulty meter or prequisite whether be a item or skill should not be from easy to difficult, as it is not in Fallout 8-)
 
ebbpp said:
I'll check but I doubt so-that skill is already quite high and this is not EPA or Novarro just the small town at the beginning of the game.

Edit:
You are right :shock: :shock: :shock:
But this is a beginning city-isn't that a bit too high? Then nothing happens characters with 2nd level came here :shock: Killap?
I don't think it's too high. You only need 50% (or maybe it's 51). With the right character you can even start the game with 60% (90% if you play on easy). After 3- 4 levels I would think most players will have the required skill, and if not there is nothing stopping them from going back and finish it later.

Remember, we are not supposed to be able to do every single quest regardless of how our player is set up.
 
O.K. I forgot I play on hard setting :D. Let's forget about this-you are probably right then.

Another thing-I just saw that but I don't recall it(of course I could be mistaking) to be like that in Follout 2 1.0 or even 1.02d. Since when the car is a NPC? Come on I know it is worth quite a bit and helps a lot but it doesn't talk, it doesn't shot, it doesn't make stimpacks. This is just a normal piece of machinery.
If we go by this thinking then that wartibird from Navarro should take another of my companions slot and this tanker as well, and of course one special campanion slot should be then taken by my most closest friends, the power armor which is almost with me all the time and bozar who naver turned me down :D.
Sorry for being a bit sarcastic but come on there aren't any cars coming to my for autograph in a magnetic personality perk...
Killap what can you say about this?

Edit:From wikipedia: Companion-A friend or acquaintance you associate yourself with.
 
Sorry Killap- no save game but I have a bug to report.

In the toxic caves vault (with the Robot), there is a Combat Armor mk2 in the vanilla game. My last playthrough, with 2.1.2b didn't have the armor. I believe it should be in one of the lockers, as per Per's guide (teehee).

Link: http://user.tninet.se/~jyg699a/fallout2.html#toxic

Hum.. I think I see the source of the problem:
Per's guide said:
In the unpatched version there was significantly less stuff down here: no Combat Armor Mark II, no Bozar, no Plasma Pistol, less ammo. Also you couldn't use the Electronic Lockpick MKII to open the elevator.
 
agris said:
In the toxic caves vault (with the Robot), there is a Combat Armor mk2 in the vanilla game. My last playthrough, with 2.1.2b didn't have the armor. I believe it should be in one of the lockers, as per Per's guide (teehee).
The Combat Armor Mk2 is there in my 2.1.2b game, along with the weapons and ammo that should be there.
 
Minor bug with attached savegame added to wiki - "Misc. Bugs" category:
When some of your opponents lies knocked down in the combat, floating text is rolling very furiously. (It's funny bug, hehe. I consider this to be a vanilla game issue.)
 
NovaRain said:
agris said:
In the toxic caves vault (with the Robot), there is a Combat Armor mk2 in the vanilla game. My last playthrough, with 2.1.2b didn't have the armor. I believe it should be in one of the lockers, as per Per's guide (teehee).
The Combat Armor Mk2 is there in my 2.1.2b game, along with the weapons and ammo that should be there.

Really? Maybe I'm going bat-shit insane. Do you remember which locker it was in?
 
whenever i tell Cassidy to heal himself now, and right after entering his combat control, it does not show the updated hp of himself, although it flashes the screen considering it is done, as its true. But when you exit talking with him and then entering again you can only see that way.
 
This is an addition to my previous bug report (http://www.nma-fallout.com/forum/viewtopic.php?p=812117#812117):

I hade more strange bugs with that installation!

I started having lots of empty encounters. Then I got ~4-5 encounters (one after another) in the same map sector, with just enough time to move a few pixels over the world map before getting the subsequent encounter (a bit too crowded to be called a 'wasteland'). Having escaped them, by running off the map, I could pretty much travel across the entire map without getting additional encounters (I had changed "WorldMapDelay2" in ddraw.ini to "=33"). Then I had an encounter with two CARAVANS fighting each other, and when I entered them the guards and caravan masters would start shooting at each other - not at the other caravan, but their own! :shock:

I completely wiped everything associated to my FO2 installation, again. Reinstalled Fallout 2, resulting in a *HUMONGOUS* 1.0 installation. Started up the game to check if it worked at all. I updated to 1.02D. The only changes this brings is the addition of PATCH000.DAT and a new FALLOUT2.EXE. I had to extract the contents from fallout2_v102d_na.exe manually, since this self-extracting executable doesn't run on Vista x64. I started the game once more, to check if it turned 1.02D or if the executable did other changes to the game too. I seems like it just adds the files mentioned above. Everything worked smooth. Added the latest version of the Unofficial patch, started a new game a played a bit just to see if everything worked. Passed Temple of Trials, and ran around a bit on world map, but it seemed to be working good. Installed latest RP version, and started a new character.

The only possible bug I have encountered again is the multiple subsequent encounters I described above. This have only happened while I have been traveling by car, though. I did not edit anything manually inside ddraw.ini this time.

[spoiler:c5e504f0b8]I also declined a few new special encounters (with Kaga), resulting in a new special encounter ('Some angry tribals' as far as I remember), immediately after declining the former. After finally running out of luck with 70%+ Outdoorsman skill, I ended up in an empty encounter. A bit later I got 'Some angry bandits', accepted it and killed Kaga. Kaga stayed dead afterwards, and those special encounters ceased. I suppose the reoccurring special encounters could be Kaga *chasing* you, but a bit strange that Kaga & Co. would leave without a trace after finally catching up with you...?[/spoiler:c5e504f0b8]
 
killap said:
BrecMadak said:
DrapiChrust said:
1. There are still some (one?) damage or critical damage info that shows up in the textbox as "." Got this once in The Temple of Trials

yes, this still continues in any time in somwhere, i think it becomes random, and u can not get this twice even though u had a save game recorded before the act.
What settings do you guys have in common? Please post what you chose in the installer and any other mods being run.

No other mods running, except for the Miria.int swapped with that from RP 1.x to make her change armor. I ticked all options except for quick goris de-robbing.

---
2nd Kaga encounter seems to work wrong in a way, he does not escape after getting seriously wounded, only takes a few steps back, then standing still. I left Kaga alive standing there and now I don't have any other encounters with him... hope the game did not threat him as dead...
 
agris said:
NovaRain said:
The Combat Armor Mk2 is there in my 2.1.2b game, along with the weapons and ammo that should be there.
Really? Maybe I'm going bat-shit insane. Do you remember which locker it was in?
The CA mk2 and Bozar are in the locker at the most east.
 
unacceptable said:
This is an addition to my previous bug report (http://www.nma-fallout.com/forum/viewtopic.php?p=812117#812117):

I hade more strange bugs with that installation!

I started having lots of empty encounters. Then I got ~4-5 encounters (one after another) in the same map sector, with just enough time to move a few pixels over the world map before getting the subsequent encounter (a bit too crowded to be called a 'wasteland'). Having escaped them, by running off the map, I could pretty much travel across the entire map without getting additional encounters (I had changed "WorldMapDelay2" in ddraw.ini to "=33"). Then I had an encounter with two CARAVANS fighting each other, and when I entered them the guards and caravan masters would start shooting at each other - not at the other caravan, but their own! :shock:

I completely wiped everything associated to my FO2 installation, again. Reinstalled Fallout 2, resulting in a *HUMONGOUS* 1.0 installation. Started up the game to check if it worked at all. I updated to 1.02D. The only changes this brings is the addition of PATCH000.DAT and a new FALLOUT2.EXE. I had to extract the contents from fallout2_v102d_na.exe manually, since this self-extracting executable doesn't run on Vista x64. I started the game once more, to check if it turned 1.02D or if the executable did other changes to the game too. I seems like it just adds the files mentioned above. Everything worked smooth. Added the latest version of the Unofficial patch, started a new game a played a bit just to see if everything worked. Passed Temple of Trials, and ran around a bit on world map, but it seemed to be working good. Installed latest RP version, and started a new character.

The only possible bug I have encountered again is the multiple subsequent encounters I described above. This have only happened while I have been traveling by car, though. I did not edit anything manually inside ddraw.ini this time.

[spoiler:0983af23b5]I also declined a few new special encounters (with Kaga), resulting in a new special encounter ('Some angry tribals' as far as I remember), immediately after declining the former. After finally running out of luck with 70%+ Outdoorsman skill, I ended up in an empty encounter. A bit later I got 'Some angry bandits', accepted it and killed Kaga. Kaga stayed dead afterwards, and those special encounters ceased. I suppose the reoccurring special encounters could be Kaga *chasing* you, but a bit strange that Kaga & Co. would leave without a trace after finally catching up with you...?[/spoiler:0983af23b5]
Read this page - http://falloutmods.wikia.com/wiki/F2RP_Technical_Info - and ask yourself what you did wrong. :wall:
 
ebbpp said:
Another thing-I just saw that but I don't recall it(of course I could be mistaking) to be like that in Follout 2 1.0 or even 1.02d. Since when the car is a NPC?
It's always been that way. It's just how the original devs designed the game. This lead to some bugs in the initial release, but I can see their reason for doing it this way. Not touching the car code with a billion foot pole. 8-) Plus lots of it is hardcoded anyway.
 
Status
Not open for further replies.
Back
Top