Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

Status
Not open for further replies.
Glovz said:
Read this page - http://falloutmods.wikia.com/wiki/F2RP_Technical_Info - and ask yourself what you did wrong. :wall:
I did include this link in my post, describing my last installation attempt in detail: http://www.nma-fallout.com/forum/viewtopic.php?p=812117#812117

Since I had RP 1.2 before, I uninstalled and completely removed anything related to the old Fallout 2 installation. I then installed a North American version of Fallout 2, resulting in a clean 1.0 installation (placed at E:\Fallout2\). Nothing else was added beside the new RP 2.1.2 installation. I chose to install all of the additional content except Missing Children FRMs, 14mm/.223 pistol sounds from Fallout 1 and YAAM.

I loaded character stats from a .GCD-file, and started a new game (no old savegame used).

That did not work out very well. Maybe it was something wrong with one of my discs (tried the older one of my discs this time), but I certainly followed recommended procedure regarding RP. I now have a working game, and noted one (1) persistent bug with the multiple subsequent encounters on world map while traveling by car. This bug have occurred in both of my two recent installations, the one that was done by the book (but did not work) and the one I tried when the recommended way didn't work (which does work a lot better, for reasons currently unknown).

I am sorry for not being able to determine what went wrong when I followed the recommended procedure.
 
I noticed a small bug with 2.1.2b

In the quest chain to clear the village near Vault City of rats....

I spoke with the Stark, then went to village, then back to VC to speak with Joe, then to councilman, then to Brain, then back to councilman - got xp.

When I go back to village, the guy there is still asking me when I am bringing the weapons, although all the villagers are saying thank you for saving us.

Just a small issue...
 
Ok, I removed my bug post from the wiki. The combat armor is there. I don't know how / why I missed it my last play through, but that's irrelevant.

I have noticed, in my current game AND last one, that Kaga never runs away completely. When fleeing, he moves 10 - 15 hexes one direction and just stops, despite my continued attacks. It seems like at least one other person has run into this- anyone else? I just assumed it was how the Kaga encounter was scripted. Even if that is the case, it is less than believable.
 
agris said:
I have noticed, in my current game AND last one, that Kaga never runs away completely. When fleeing, he moves 10 - 15 hexes one direction and just stops, despite my continued attacks. It seems like at least one other person has run into this- anyone else? I just assumed it was how the Kaga encounter was scripted. Even if that is the case, it is less than believable.

Yeah, he does that for me also. I didn't care enough to post, but I suppose it is a bug.
 
Kaga and the Mysterious stranger don't need to run out of the map to 'escape'.

Actually they both try to move outside your sight range (current screen) they disappear. But sometimes if you scroll the screen position or use a higher resolution, strange thing just happen.
 
snaphat said:
agris said:
Kaga never runs away completely. When fleeing, he moves 10 - 15 hexes one direction and just stops, despite my continued attacks. It seems like at least one other person has run into this- anyone else?

Yeah, he does that for me also.

It's always happened to me as well.
 
Dravean said:
snaphat said:
agris said:
Kaga never runs away completely. When fleeing, he moves 10 - 15 hexes one direction and just stops, despite my continued attacks. It seems like at least one other person has run into this- anyone else?

Yeah, he does that for me also.

It's always happened to me as well.
Is it possible via script to have the critters removed from the map upon "escape"?

Might not be worth the trouble. :shrug:
 
utunnels said:
Kaga and the Mysterious stranger don't need to run out of the map to 'escape'.

Actually they both try to move outside your sight range (current screen) they disappear. But sometimes if you scroll the screen position or use a higher resolution, strange thing just happen.

Yeah, it is actually probably that. He doesn't disappear because he never gets out of screen range.
 
Got new one-you cannot hit fire gecko with spiked knuckles or the game just missing the animation-I'll send a savegame ASAP.

Edit: And another one-on one of the encounters I couldn't access my car's trunk-like higher I'll send savegame ASAP.
 
here is the kaga encounter that most of the players' headache i just countered. There is something doesnt working right as i get the same error every time 100%. I even restarted my pc, but didnt work either. As soon as you want to load this save it throws you out to windows and says;

fas-3.jpg


and my save.
 
Glovz said:
Is it possible via script to have the critters removed from the map upon "escape"?
It's actually very simple, just need to add a little something to the combat procedure. Maybe the whole thing should be tidied up a bit at the same time. I thought the way it was written looked a bit peculiar.

@ BrecMadak,
That is one of the reasons why you shouldn't save your game while in combat. It's gotten corrupted and no matter how many times you try it will never load. As far as I could tell it had something to do with critters. Only if I removed all of them (including dead ones) did the map become playable again.

@ killap,
From that save I saw that one of Kaga's compadres had a plasma pistol, even though she don't have the art for pistols. It was one of them females in metal armor. Is this something that could be a bigger problem?
 
Darek said:
It's actually very simple, just need to add a little something to the combat procedure. Maybe the whole thing should be tidied up a bit at the same time. I thought the way it was written looked a bit peculiar.
Yeah, I should probably rewrite Kaga. He's one of the first scripts I wrote for the RP 2+ years ago and how he acts now differs greatly from how I initially wrote him. He is much more correct, but his script is riddled with old code which isn't playing well.

Dravean said:
Derek, I heart you and your Fallout detective skills.

Just saying.
I second this.
 
killap said:
memetics said:
I'm also getting the occasional freeze-up when on the world map - I think it was right as I was entering a random encounter map. (Vanilla bug?) Only happens with about 5-10% of the encounters. Anyone else experiencing something like this? If it's encounter-map-related, I suspect it's only certain maps, because I remember I'd saved right before leaving a town, had the encounter/freeze-up, then reloaded, left town, and hit another encounter - but with no freeze-up.
You are running 2.1.2b, yes?
Correct: vanilla install with 2.1.2b default windows installer install. I haven't posted this to the bug wiki b/c I didn't have enough specific info. yet, but due to the nature of the bug, it may be necessary for someone to test each encounter map separately, perhaps by temporarily rigging the encounter table to only call one specific encounter map, and testing the maps one at a time. Or something like that. :| [Edit: but please don't waste time testing that until we have more data confirming / localizing the bug.]

Felipefpl said:
memetics - why dont you post the bugs with the savegames in the best place to do this? (remember this is a killap's request) http://falloutmods.wikia.com/wiki/Restoration_Project_bug_reports
Not sure what you mean; I also posted bug reports on the wiki site. (Maybe you were there right after I posted to NMA but before I posted to wikia ... in which case: patience, Daniel-San!) I put reports and save games on the wiki - for all of the issues I mentioned here except the encounter freeze-up issue, for the reasons mentioned above.

Anyway, I hope to have more time to test this weekend; for now, I'm too tied up with work. (If only testing and modding could be my paying job!)

m-
 
A little bug: Highwaymen don't use the jet they are carrying anymore. In the vanilla they were doping themselves at the very beginning of their first turn in combat.

I read a bit about the bugs on wikia. If I could add:

1. The problem with disappearing followers in the Bishop's house - they won't disappear if you don't save&load while being upstairs with either of the women. The game remembers them to be waiting on the floor below, but the savegame does only contain the info that there is none of them by you.

1b. - the problem with skynet disappearing when he stays behind - the same as above, for some reason savegames do not contain any info WHERE are those followers added to the team who are not on the same map as the PC - just don't save&load. I don't believe that something can be done about it

2. About freezing when having sex with Miria - it's because one of the NPCs stands on the tile in which her father is supposed to spawn. I is usual if you have two or more companions on 'stay close to me'. A vanilla stuff. Just make sure nobody except the PC and Miria is in the room - it will work fine.
 
NovaRain said:
Don't know if it's decided left untouched or a bug not fixed yet. In Redding, you still get the reward (XP & message) for clearing out the mine when there's still one wanamingo alive. Looks like the GVAR "GVAR_TOTAL_WANAMINGOS" should be 22 instead of 21?

EDIT: OK, I think the reason why the problem occurs is because I've killed the Alien Queen in EPA Blue level, the "GVAR_TOTAL_WANAMINGOS" already got subtracted by one before the Redding quest.
Well, since this hasn't been confirmed on the bug wiki, I reckon it hasn't been checked out yet.
NovaRain, you almost had it. The culprit is not from the blue level but instead it's that single wanamingo from the green level. It's just gotten the wrong script).

I ♥ you guys too. :wink:
 
Darek said:
Well, since this hasn't been confirmed on the bug wiki, I reckon it hasn't been checked out yet.
NovaRain, you almost had it. The culprit is not from the blue level but instead it's that single wanamingo from the green level. It's just gotten the wrong script).

I ♥ you guys too. :wink:
what?!
Oh, I never think about that since I only notice the difference in the blue level. I thought all other normal aliens should be as the same as those in random encounters, so I based my assumption on the queen critter. But didn't have time to re-play the EPA part... :oops:
Thanks so much for the clarification. :D
 
DrapiChrust said:
I read a bit about the bugs on wikia. If I could add:

1. The problem with disappearing followers in the Bishop's house - they won't disappear if you don't save&load while being upstairs with either of the women. The game remembers them to be waiting on the floor below, but the savegame does only contain the info that there is none of them by you.

1b. - the problem with skynet disappearing when he stays behind - the same as above, for some reason savegames do not contain any info WHERE are those followers added to the team who are not on the same map as the PC - just don't save&load. I don't believe that something can be done about it
This is wrong, saving and loading has nothing to do with it. I don't know what the vanilla Bishop's bug was about (something that killap fixed ages ago anyway), but the EPA bug is not the same.
From epai41.ssl, the script responsible for turning the NPCs invisible:
Code:
In procedure use_p_proc there are lines like these for all NPCs not allowed into the EPA.

		add_timer_event(party_member_obj(16777295), game_ticks(1), 40893);
Now I'm not sure exactly what that is supposed to do, but as it is now it's bugging NPCs out. Remove those lines and they are working properly again.

DrapiChrust said:
2. About freezing when having sex with Miria - it's because one of the NPCs stands on the tile in which her father is supposed to spawn. I is usual if you have two or more companions on 'stay close to me'. A vanilla stuff. Just make sure nobody except the PC and Miria is in the room - it will work fine.
This too was fixed long ago but iirc the remade maps from Pixote broke it again. It should be fixed again and if anyone have problems with this it could be that they are running a save from an old RP version or maybe are using some mod that use older scripts (like Miria or unlimited party members). This is just a thought though, nothing I know.
 
First of all... I love this mod!

I've been playing it for a week and finally, came to Enclave. I told the scientist to blow up atomic reactor and after that went to kill Frank with Sergeant Granite and the turrets family. After the work is done, I'm trying to use stairs to go to a map with cells, however all I see is an outro (enclave blowing up) and then... outro playing for the second time! After that, game ends and goes to menu (withuot any town outros, or even a screen with my dead body).

How am I suppose to end the game? :)

edit:
I tried the other way - convince scientist to drop fev virus, then blow up a computer with plastic explosives, kill frank - it ends the same way :(.
 
@ lukario,

You have to leave the oil rig straight away after you have beat Horrigan, if you go anywhere else you will get caught in the explosion.
The exit is to the north-west, just behind Frank.
 
Status
Not open for further replies.
Back
Top