Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

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FWIW, I agree with making Kaga have fewer henchpeople in the first encounter or two, to improve balance. (Or maybe match his number of henchpeople with your number of followers?) I've encountered Kaga once in two test-playthroughs (both played through to the Den so far) and ran into him immediately upon leaving Arroyo with no armor and no companions. I was killed that time, but mainly because after I got him to run away, I thought (falsely) that I could defeat his companions, too. Whoops.
Nevill said:
2) If his men absolutely should appear with him, at least make their sequence lower. And make them spawn farther from the player.
Actually, you'd be better off if they had the higher sequence, so you could get the magic AC boost. :-) Maybe that was why I couldn't kill them in my encounter: my SEQ was too high. (I probably could have and should have run away, though - after snorting some SEQ-reducing healing powder! lol)

-m
 
Question: if I kill Kaga in one of his encounters, do the other ones still happen?

I just met him (alt+tabbed to ask this, hope to get answer asap hehehe), killed his gang, he ran but stopped, so I could save and kill him if I wish - he's stop right there, dunno why. He runs if I get close, but with my stats-weapons-party I can kill him here and now.

I'm asking because the RP guide says he has a Pulse Rifle in the last encounter and I want it. BUT! If I can kill him and still get to kill him again and again (at least once for each encounter), why not get more loot and kick him ad nauseum? :mrgreen:

Hope I made the question clearly
 
Makenshi said:
Question: if I kill Kaga in one of his encounters, do the other ones still happen?
Nope. And if you do happen to encounter him again, then it's a bug.
 
Then I'll let the bastard live... for now, mwa ha ha!

Hey... do I get the earlier encounters if I come back to earlier areas, without ever having had them? Like this: I travel, never see him until around Broken Hills (he comes in Metal Armor), kick his ass, then roam around Klamath: does he appear half-naked?

Mind you, I saw him in all forms, but since he was so nasty I loaded saves previous to the encounters and never 'really' got him until now.
 
Hi,

First of all, Many thanks to killap !!! This mod is greaaaaat !!!
However, I have a question :
Do you have a release date for the version which will include translation ? (french one... cause I'm french)
Thanks for your answer
Carry on with this great patch !! You change life of every fallout fanboys :) (including me)

Ploum
 
Makenshi said:
Hey... do I get the earlier encounters if I come back to earlier areas, without ever having had them?
No, it's depending on your level. With high level character, do not expect to encounter naked Kaga.

edit:
Ah, I was wrong this time. Thanks for correction, Darek!
 
valcik said:
Makenshi said:
Hey... do I get the earlier encounters if I come back to earlier areas, without ever having had them?
No, it's depending on your level. With high level character, do not expect to encounter naked Kaga.
That's not quite right. The level check is only for not giving you a too hard Kaga encounter too early, but if you are level 20 and never had any Kaga encounters you can still get the very first one.

You can never get the same or previous encounters to the one you had last, only the following.
Lets say you've only had Kaga encounter number 3, then you can never get 1, 2 or 3 again, only 4 and 5.
 
Is there some list of the most likely areas of each kaga encounter?

1st = Klamath, ok
2nd = ?
3rd = Broken Hills ?
4th = ?
5th = ?
 
Just a quick question. Is it possible to finish the last Kaga encounter without killing him? I think I read in some notes on an earlier version of the RP that you could.
Can I or should I just blast him to hell with me Red Ryder LE? :twisted:
 
Some things about Lightsaber.

1st- it crashes my game when I take off my armor and walk.
2nd- I always hit with it, despite 40 % accuracy. And it uses energy weapons skill. Was it made on purpose?
3rd- Aiming is not working correctly. Sometimes it hits normally and sometimes it hits specified part of enemy.

These things most prolly works the same for Blaster, I'll check it later.
 
Grems said:
1st- it crashes my game when I take off my armor and walk.

Sounds like it's missing an animation - if you ever notice the small spinning player animation in the inventory window stop spinning, then the game hasn't found the animation corresponding to the weapon item in hand. If you remove the weapon and the critter spins again then the game wont crash...otherwise when you leave the window - crash. Since RP was first released there has been a lot of new critters made for the game, some appear to be missing certain animations, and the lightsaber seems to be one, there's no quick fix for this - the missing animations will need to be built. :shock:
 
Vic won't fight

Vic ran away from a fight awhile ago because he was injured. He hasn't attacked a single enemy since them, making him useless as anything other than a pack rat.

Savegame link (7-zip format)

From the quick save above, go down into the outhouse and fight the big rat. Sulik will fight, but Vic will just follow me.

Is there any way to solve this problem?
 
Re: Vic won't fight

kungfujoe said:
Vic ran away from a fight awhile ago because he was injured. He hasn't attacked a single enemy since them, making him useless as anything other than a pack rat.

Savegame link (7-zip format)

From the quick save above, go down into the outhouse and fight the big rat. Sulik will fight, but Vic will just follow me.

Is there any way to solve this problem?
Yeah, don't have Vic using a knife while set to staying close to you.
Set him to 'on your own' instead, or equip his shotgun.
Really, it works. There is nothing wrong here.
It works the way you have it now too, but only if both you and his target is close to him.
 
Re: Vic won't fight

Darek said:
Yeah, don't have Vic using a knife while set to staying close to you.
Set him to 'on your own' instead, or equip his shotgun.
Really, it works. There is nothing wrong here.
It works the way you have it now too, but only if both you and his target is close to him.
I'll take his knife away from him or change his distance. I equipped him with a shotgun, but he kept switching back to the knife, even though he's told to favor ranged fighting.

I don't remember this being the case in "vanilla" FO2, but it's been a number of years since I last played through.

Thanks!
 
memetics said:
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.

Ok, I see where you're coming from. I think it all depends on how exactly one defines the term "a round of combat".

It seems you look at each round of combat being related to the other -- kinda like each link in a continuous chain. But the Pen-and-Paper model that Fallout 2 uses views each combat round as a totally separate units -- in other words, each round of combat should have absolutely no impact on the other rounds, speaking from a pure mechanics point-of-view (i.e. how different values such as hit percentage and damage dealt are calculated).

So, try to look at combat in Fallout 2 as being solely determined by Pen and Paper mechanics -- if you're limited to using only pencil, paper, and some dice to determine combat in Fallout 2, how would you implement the system? And remember, it is well documented that from a mechanics point-of-view, the original developers wanted to replicate this Pen-and-Paper system down to last details. On looking at the assembly, it looks like about the only thing not simulated is the die roll: they use a pseudo-random number generator instead.

Now, that's not to say that the system is without flaws -- for example, you just pointed a good one out. In fact, I'm aware that there's been huge debates - flame wars, really - on NMA in the past about the merits of such a turn-based system. But it is what it is.

memetics said:
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?

Actually, as a matter of fact, this isn't quite true. In my chosen martial arts, it is designed to help you against opponents that are faster than you: One of the effects of higher speed is that the faster person also has a higher chance to over-leverage himself, and we are taught to use relatively slower movements to exploit this. Mind you, that's not saying that we're slow -- I'm sure in terms of absolute speed, we're both pretty fast.:lol:

Having said all that, though, I definitely understand your point about the system not being intuitive. Again, if you can think of a system of discrete combat turns that's more fair -- unfortunately, I don't think I'll be able to change the system to a more continuous "chain" type of mechanics -- I'm willing to see what can be done on an implementation level.

-- The Haen.
 
Re: Vic won't fight

kungfujoe said:
I'll take his knife away from him or change his distance. I equipped him with a shotgun, but he kept switching back to the knife, even though he's told to favor ranged fighting.

I don't remember this being the case in "vanilla" FO2, but it's been a number of years since I last played through.

Thanks!
check if he has a crippled arm, in which case he wouldn't be able to use the shotgun as he needs both arms for it
 
Re: Vic won't fight

kungfujoe said:
Darek said:
Yeah, don't have Vic using a knife while set to staying close to you.
Set him to 'on your own' instead, or equip his shotgun.
Really, it works. There is nothing wrong here.
It works the way you have it now too, but only if both you and his target is close to him.
I'll take his knife away from him or change his distance. I equipped him with a shotgun, but he kept switching back to the knife, even though he's told to favor ranged fighting.

I don't remember this being the case in "vanilla" FO2, but it's been a number of years since I last played through.

Thanks!

Don't use too low a number on this line in ddraw.ini:

NPCsTryToSpendExtraAP=4

4 is good so NPCs don't change to a knife just because they have 3 AP left, but might still change targets if they kill something in one shot and have AP left for another.

Or disable it with:

NPCsTryToSpendExtraAP=0
 
Vault 13:
---------
• Hacking into overseer logs always succeeded, as there is no roll against skill there. It now correctly does a science check.

Is this working properly? I tried to do this with a 300 Science skill, and its failing every single attempt right now.. or is this referring to the "guess the password" option instead of the hacking attempt?
 
Tora said:
Vault 13:
---------
• Hacking into overseer logs always succeeded, as there is no roll against skill there. It now correctly does a science check.

Is this working properly? I tried to do this with a 300 Science skill, and its failing every single attempt right now.. or is this referring to the "guess the password" option instead of the hacking attempt?
No, it's gotten the nodes mixed up. To pass you have to fail, so to speak.
 
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