Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

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Darek said:
It's all about proper preparations.
Right. I'm always carrying some Psycho. :)
Some of the "regular" encounters can be even worse, than Kaga - a gang of Claim Jumpers around the Redding, for example. No kidding at level 8. (those guys are armed with combat shotguns and assault rifles, wearing metal armour)
 
Darek said:
For the first encounter, you can easily keep away from them with 7 AP (4 AG).
Unless you really want to be able to beat him it don't matter much if he has friend or not (besides you pretty much need to knock him out cold to do that anyway).
With sequence at 9 (2 PE + Kamikaze, more than 4 PE would've provided), I don't get to live to my second turn.

Darek said:
Also, his hit points do bother me a bit. Can't we reduce it to at least half and up his DR instead?
Why make him different from normal creatures? Give him a Psycho drug or something. He is a living man, not some kind of cyborg.

Darek said:
Anyway, I would say that the second encounter is much harder. But at that time you should have been able to put some points in the outdorsman skill to avoid it completely, if you aren't up for a fight or can't run away. It's all about proper preparations.
Outdoorsman is a hit or miss kind of skill. I have it at 60 and still wasn't able to avoid the second encounter. And even if I find running from the second encounter to be far less difficult than from the first, I still think that an encounter with 5 men armed with weapons that could kill you in an instant is over the top. The sheriff in Redding waits for you to hit lvl 10 before giving the quest to kill one of the Morton brothers (after which the rest of them try to ambush you resulting in similarly deadly encounters), but Kaga isn't that discriminating.

Some of the "regular" encounters can be even worse, than Kaga - a gang of Claim Jumpers around the Redding, for example.
I agree, raiders and claim jumpers are just as bad, but you wouldn't find them outside certain areas (and there are always caravan runs if you really need to get to these areas without much risk), while Kaga can show up anywhere.
 
Nevill said:
Darek said:
For the first encounter, you can easily keep away from them with 7 AP (4 AG).
Unless you really want to be able to beat him it don't matter much if he has friend or not (besides you pretty much need to knock him out cold to do that anyway).
With sequence at 9 (2 PE + Kamikaze, more than 4 PE would've provided), I don't get to live to my second turn.
Allright, so I just started a test character with 7 AP, 9 sequence and and 28 HP.
First of all it took me more than ten minutes of running around Arroyo - Klamath to even find Kaga, and when I did it was no problem whatsoever to escape from him. I tried four more times and could easily escape them all except for one where they got lucky and so I had only 4 HP left.
I know that not finding Kaga within ten minutes is not common but it shows that it's very possible to not run into him.
All times except once did I have to run around in the dessert to try to find him (not for that long, but still).
You either don't have full health or you are doing something wrong. Anyway, I did say I agreed with you to make him solo in the first encounter.

Nevill said:
Darek said:
Also, his hit points do bother me a bit. Can't we reduce it to at least half and up his DR instead?
Why make him different from normal creatures? Give him a Psycho drug or something. He is a living man, not some kind of cyborg.
Many critters have that in the game, it's their armor you know. Besides, you yourself get some extra for becoming a prize fighter.
See it as him being a seasoned warrior.
 
Kaga too hard? No way!

All this discussion on how hard Kaga is has me baffled. I finally got around to starting a game with the new RP, and ran into him outside of Klamath as a level 4 player with almost 20 unallocated skill points (hoarding them for when I'd need them). Sulik and I killed one of his companions, and I was finishing off the other when Sulik attacked Kaga. After 2-3 rounds of fighting Kaga (I had spiked knuckles, with only ~65% unarmed skill just from the training available in Arroyo and Klamath, and Sulik had a combat knife), he ran away. I forgot to check Kaga's hit points as he was running away, but I don't think we could've done more than 15-20 points of damage to him.

I can't say the same for the slavers we ran into as we approached The Den. They were MUCH harder, to the point where I had to reload and avoid the encounter altogether (my gun skills were poor, I had only one 10mm pistol, it was nighttime, further decreasing my hit percentages, and they were able to consistently hit me from 20+ paces). If Kaga is too hard for your character, the other random encounters in the game must be impossible.
 
Bug with GOG.com version and this mod

BUG:
I've just done a clean install of Fallout 2 (GOG.com version, starting version is 1.02) with killap's Fallout 2 restoration project 2.1.2b, no other mods or patches, and it seems to break sound (background music does not play, normal sound effects work fine). This is due to the ddraw.dll file included creating a bad cfg file:
Code:
In \fallout2.cfg (creates itself after running the game first time) under header [sound]
music_path1=ĉUz\
music_path2=ĉUz\

when it should be (default):
music_path1=sound\music\
music_path2=sound\music\

Temporary FIX:
I've linked the another ddraw.dll file I used below. A good side effect of this is that I've found that using this ddraw.dll fixes the "rainbow effect" of Windows Vista/7 without the need to resort to DX9, but may not play as smooth in high res. A small fix is needed to make it work, otherwise it crashes out with a wmAreaInit::Error loading Cities:
Code:
In \data\data\city.txt, and header [Area 49]

;townmap_art_idx=-1
The only differences I've found so far by doing this is that Klint won't speak to you, and the versioning for the patch disappears. Not sure if you'll find any use for this. :o

http://www.filefront.com/17430358/ddraw.zip
 
Darek said:
First of all it took me more than ten minutes of running around Arroyo - Klamath to even find Kaga, and when I did it was no problem whatsoever to escape from him. I tried four more times and could easily escape them all except for one where they got lucky and so I had only 4 HP left.

You either don't have full health or you are doing something wrong.
Ok, I have a lvl 2-3 character, sqv 9, AP 7, 30+ HP. They get 2 turns in a row, 2 attacks per turn, up to total of 6-8 attacks (I start running from them as soon as I see them, so they spend some AP to catch up with me). With the average damage at 9 (YAAM installed), I'm dead if they land 4 hits. And they do, 60% of the time. This is the matter of luck, of course, but I do not see a problem with my math. In my current game I narrowly escaped with 1 HP - and that was my forth attempt.

You had Sulik with you, whom I wasn't allowed to have - perhaps he became a distraction for them. Did all of them go for you?

As for finding him - well, this depends on how you customised your encounter rate. With the default WorldMapFPSPatch=1 I almost don't get any encounters at all, except for Kaga, and even he is rare. I use Ray's patch with settings that usually provide me with 1 encounter every 4-5 tiles. And Kaga always shows up before Den.

Darek said:
Many critters have that in the game, it's their armor you know. Besides, you yourself get some extra for becoming a prize fighter.
See it as him being a seasoned warrior.
The bonus of a prize fighter lies within the realm of several percents. I wouldn't give him something the real Chosen One couldn't have.

Anyway, my initial suggestion was to make it optional. That way, those who like him can keep him, and those who don't (and I believe they were quite a few people that didn't like the idea - or the implementation - when it was introduced) can rid of him.
 
zzzz... enough of Kaga, and HERE IS BUG SECTION, not walls of tears man ! Please stop this, coz there is no any other option to end this meaningless dialogs.
With these long passages you make killap's work even harder coz he loses his precious time reading this kaga shit. If u really want to survive without a scar, then play the game EASY option, that simple !

And i dont see any other person than you whose main problem is Kaga.
 
BrecMadak said:
HERE IS BUG SECTION
Alright, no need to shout. :P

Minor bug:
If you'll insert the hydro-mag part into the powerplant's maintenance terminal AND then log-off immediately, on another log-in the part is not there anymore. In that cause, it's impossible to repair the reactor. (Damned part-eating machine! Maybe it's intended, I don't know. I'll add a same report with saved game to wiki in any minute, I'm working on it.)
 
BrecMadak said:
zzzz... enough of Kaga, and HERE IS BUG SECTION, not walls of tears man ! Please stop this, coz there is no any other option to end this meaningless dialogs.
Nowhere in this thread I see that this section is for bugs only. Besides, I post bugs in the wiki, where they belong. And I would like you to keep the conversation civil. Thank you.

My goal was to start a discussion about things that - to me - feel out of place. And Darek, who, I presume, is one of the co-authors of Kaga encounters said that Kaga might be tweaked in the future. I was heard and the goal was - at least partly - archieved.
 
:D Point for you -I've never thought that I'll be set up so easily :D. But ok I'll try to do my best but no promises however.

killap said:
@ebbpp
Wow, someone actually fulfilled that one request I made. Thanks!! :ok: Now you just have to make sure it's up to date with new reports. ;) :D

Thanks. I know I'll never reach killaP's champion rank but I hope I will be able to achieve defender rank in a long run :)

valcik said:
ebbpp,
good work with the wikia, man. Now you have gained +15 karma points and +5% to your grammary skill. :)

Well I'm not sure but maybe he meant that you wrote some time ago that you will place fixes to the current version not full releases to save people time to download.
killap said:
Da_Dude said:
Please make it compatible with the current version.
I see no reason why the next release won't be compatible with previous 2.1.x saves.

Well the spell check of this forum as well as firefox spell check is quite easy and nice thing to have. Unfortunately it didn't work for me on Wiki. Sorry if I offended you or anyone with spelling mistakes. I was learning English 5 or more years ago and without using it I forgot many words, current spelling and grammar issues. Probably I could copy it to Open Office and check but I was too lazy-I'll try to do it in a future.
SilverM said:
Yeah, I know you don't have a problem with those, my post was meant to be more of a joke, and aimed at those who do have spelling problems.

Nice one-I'm sure many players will be very happy with this one.
Darek said:
I've taken the liberty to update and host the corpse of Morticia's walkthrough. But I don't promise to keep hosting or updating it forever. Hopefully Morticia will come back one day and say; Hey, that's mine! Give it back to me. Now!

Anyway, come get the awesome and spectacular RP 2.1.2b Walkthrough.
Guess I should go and post this in the gameplay thread as well.

For me that settless that. If this is how the Kaga looks on those blueprints (except hp level) then that ends this conversation for me here. Like my requests about car or phaser those things are modding not restoring. Nevill if you want some tweaking about this encounter I'm sure there are many modders you can pm to or if you post it on modders section I'm sure someone will help you with your issue. (Hey,Magnus created for me an ultimate phaser so I'm sure you will find help).

Dravean said:
The reason we decided to give him companions, was to make him more in line with what the original developers planned for Kaga, which is, after-all, the prime objective of the RP. But, as I said, I wouldn't mind him being companion-less for the first encounter, but he should have recruits for subsequent ones.

While I agree that the Kaga encounters could use some tweaking, you need to remember that most people don't play non-combat "Iron Man," and the more he's nerfed, the more other players will complain that he's too wimpy. It's a balancing act. Besides, when you play Iron Man, you should expect a near impossible challenge. That's the point, yes?

BrecMadak said:
Dravean said:
I agree like I'd like to see his hit points reduced
no way ! this is a unique encounter and would never want to see this unique encounter nerfed by any. It is "normal" to me and i play with EN 4, playing hard settings both the game and combat, so this should be out of question imo !

I don't mean to drop his hit points down to that of your average wasteland thug; I simply mean to bring him a little closer to the realm of possibility, so that players with awareness aren't taken completely out of the game when they view his demigod-like hit points.

:D Actually after killaP post some of my time too in a future :D
BrecMadak said:
With these long passages you make killap's work even harder coz he loses his precious time reading this kaga shit.

Sorry for long post-there ware many things I wanted to answer without losing the main story.
 
Re: Bug with GOG.com version and this mod

Kjh said:
BUG:
I've just done a clean install of Fallout 2 (GOG.com version, starting version is 1.02) with killap's Fallout 2 restoration project 2.1.2b, no other mods or patches, and it seems to break sound (background music does not play, normal sound effects work fine). This is due to the ddraw.dll file included creating a bad cfg file:
I wouldn't run the game with a different version of sfall. I suggest reinstalling and changing the OverrideMusicDir setting in ddraw.ini to 0.

Also, what OS are you running and what language is the game/OS? Clearly some encoding issue is occurring for you and I'm not sure why. The music override option is default to all RP installations and I haven't hear one report of it causing problems. Either no one wants to tell me this, there is a rare bug at fault here, or the issue is specific to your setup.
 
Hey Guys, just recently found the site, and I am trying to get Killaps patch working. I have a few questions.

First, I have a copy of the fallout collection and was wondering if the restoration patch would work over it, seeing as the game is already patched...

I tried using the patch, and was able to patch it using the auto install. The version sign was correct on the main menu, and the rock was present outside the temple, however, I'm still not sure if the patch 'took' because when I get to klamath, Maida still doesn't have any extra dialogue about info on the city.

I'm reluctant to move forward as I want the whole experience, and I don't want to get 3/4 through the game to realize it didn't work, and just have to start over again...

Last question I have is if the game works with any other mods. I downloaded a mod that gives the game a bit higher resolution, but I am willing to do without it if it interferes with the resotration project.

Thanks! I appreciate all your efforts into updating one of the best of all time!

Cavion
 
calvion said:
Hey Guys, just recently found the site, and I am trying to get Killaps patch working. I have a few questions.

When you say killap's patch, people are going to assume you're talking about his "unofficial patch" which is a very different beast than his "Restoration Project" mod, which is what I assume you're talking about. Just a head's up.

calvion said:
First, I have a copy of the fallout collection and was wondering if the restoration patch would work over it, seeing as the game is already patched...

I don't think this should be a problem at all. Simply install the newest version of the RP over a clean install (with no other mods).

calvion said:
I tried using the patch, and was able to patch it using the auto install. The version sign was correct on the main menu, and the rock was present outside the temple, however, I'm still not sure if the patch 'took' because when I get to klamath, Maida still doesn't have any extra dialogue about info on the city.

She doesn't talk about Smiley going missing, or Torr being afraid of bugmen?

calvion said:
Last question I have is if the game works with any other mods. I downloaded a mod that gives the game a bit higher resolution, but I am willing to do without it if it interferes with the resotration project.

The RP already comes with a built-in way to increase the resolution, so there's no need to download an additional mod. I'd uninstall that mod and use the built-in method (in the "options menu", click on the "SCRN" button).
 
Re: Bug with GOG.com version and this mod

killap said:
Kjh said:
BUG:
I've just done a clean install of Fallout 2 (GOG.com version, starting version is 1.02) with killap's Fallout 2 restoration project 2.1.2b, no other mods or patches, and it seems to break sound (background music does not play, normal sound effects work fine). This is due to the ddraw.dll file included creating a bad cfg file:
I wouldn't run the game with a different version of sfall. I suggest reinstalling and changing the OverrideMusicDir setting in ddraw.ini to 0.

Also, what OS are you running and what language is the game/OS? Clearly some encoding issue is occurring for you and I'm not sure why. The music override option is default to all RP installations and I haven't hear one report of it causing problems. Either no one wants to tell me this, there is a rare bug at fault here, or the issue is specific to your setup.

It's a clean install of Fallout 2 GOG.com version 1.02, which I think is the US version, (I'm not sure which version comes bundled with it, may need to check), with your 2.1.2b patch only, no other mods or addons. The only reason I mentioned anything else there was to find a way to fix it. I will try your suggestion of the OverrideMusicDir. The problem may also be only localised to the GOG.com versions.

I am running Windows 7 32-bit, locality is Australia.

One other thing I thought was odd, I remember installing it from a CD long ago and didn't recall there being so little files in the installation. I have posted a directory structure of a just installed (no mods) Fallout 2. Please compare it to yours. The GOG.com version after install contains 33 files in 4 folders as shown.

structure.jpg


UPDATE:
OverrideMusicDir=0 fixed the music problem. Am I missing out on anything by having to change this value?
Also needed to set Mode=4 for graphics in Windows 7 to remove the rainbow graphics, but I think the original version had this problem too with DirectDraw on the same OS.
 
leave Kaga alone.. I like him the way he is.. I prefer the first beef up version of him in RP1.2 or 2.0..
later version, he was way too wimpy.. he runs after losing 20-30?hp when he has way more like 150-200 or something like that.. he should be fighting till the end...
 
Re: Bug with GOG.com version and this mod

Kjh said:
OverrideMusicDir=0 fixed the music problem. Am I missing out on anything by having to change this value?
No. It is a fix for people with broken .cfg files. Apparently it may break things for some people.

Kjh said:
Also needed to set Mode=4 for graphics in Windows 7 to remove the rainbow graphics, but I think the original version had this problem too with DirectDraw on the same OS.
Vista/7 users will have to change that setting, so you're fine by setting it to that.
 
Not sure if this should be changed, but if you are caught stealing from Aunt Morlis with int <3, dialogue says "Yes, Aunt Morlis" and not grunting.
 
Not sure if it's a bug or not but I don't seem to hear any music in the Temple of Trials.

EDIT: OK, figured it out. For some very weird reason I had an empty folder in Fallout2\sound\music and a proper folder in Fallout2\data\sound\music. Nevertheless, the CFG file had a corrupted path (as the poster above). What gives?
 
What version is your OS and which version of FO2 did you install? If it's from GOG.com then you can confirm that the problem is limited to these versions only.
 
Haenlomal said:
memetics said:
That way of thinking about the bug makes sense, but it still seems like a major bug, since the math is wrong for the way the move points are supposed to translate into the AC bonus.
I'm afraid I don't quite follow. What precisely did you mean when you wrote that the "math is wrong"?
The math is off because one character gets to use their AP twice each round, while the other only gets to use their AP once. It doesn't make sense to receive the AC bonus for not moving, *and* to be able to use all your action points *again* for movement and attacking, all in the same round. The AC bonus is supposed to be given for not using some or all of the AP: in other words, for spending your action points on defense by not using them for movement and attack. The "wrong math" I refer to is the doubling error of being able to use the same action points twice.

The character with higher Sequence does not get this "double AP" advantage and therefore is at a significant disadvantage. It's an imbalance: one character in effect gets double action points, even though the other character supposedly should have the advantage because of the higher sequence score.

I realize that later in the game, with the correct build, if you attack first, you often can kill an opponent outright with a first strike, but in that case, their extra few AC points generally wouldn't make enough of a difference to be considered balancing. And even if the AC bonus was designed to offset a first strike advantage in any way, it should only apply during the first combat round, where the defender had obviously not spent any AP from any (pre-combat) previous round and did not have the choice. After that, every action is technically coming after another character's actions, so the concept of "acting first" becomes meaningless.

It doesn't add up, imho, and just intuitively, it doesn't make sense that a character somehow defends better against another character who's faster (higher sequence) but more poorly against a character who's slower. If you swing and kick faster than me, you'd expect to be able to hit me more, and more effectively, not the opposite, no?

If this really is documented somewhere as a supposedly intended behavior, I'm guessing it's because the programmers didn't have time to develop an appropriate fix, not because it was designed intentionally to be so imbalanced. But I'd be surprised if it really is documented that way, since the manual explains that the "normal" AC bonus is granted for AP you didn't spend the previous round.

m-

[Edit: slight revisions for clarity & accuracy.]
 
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