Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

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seems I'm an idiot and neglected to check for broken limbs after blowing up the outhouse. I thought it would tell me in the lower left infobox but noooooooooooooooo. . .
I guess I've been away from this game too long thanks to FO3, NV, and red dead redemption.


Oh well.

the only glitches I'd say are legitimate at this stage are the odd white screens at death (now suddenly fixable with mouse movement), and the sandy-white box in place of a heavy pistol / smg when the player character is facing upwards and to the left in any outfit.

Otherwise I'm enjoying this beautiful mod.
 
As a total aside, I'm not sure if this would be an original vision issue, but considering NCR (nee Shady Sands) is supposed to be a thriving bustling community and one of the major power players of the region, there seems to be a total lack of people there. Compared to Vault City, where one gets the sense that, while there are troops, that there is evidence also of regular people living there (whether in VC proper or the outer city in their {count em, 3!!! LOL...} tents). However, the entirety of NCR seems to be devoid of any civilian housing; why is that? Given the story line that the population of NCR supposedly numbered into the thousands, I find the dearth of people and evidence of their housing to be a bit odd. The whole area could be viewed as a downtown commercial zone, where municipal and other businesses reside, but NCR otherwise seems rather devoid of residents.

Another oddity is that after performing the BOS task in obtaining the Vertibird Plans, one gains access to their facilities. Other than the one in San Francisco, the other BOS buildings are empty shells that seem to have no function. There is a desk in the large antechamber, and a smaller side room is empty. This obviously lends support to the comment that theirs is an organization that isn't what it used to be, but in the interest of suspension of disbelief, shouldn't there at least be a bed or locker, and maybe a Mr Coffee brewing in the corner?

Also, in the random cave encounters, it seems that they can only encounter one kind of creature in each cave. Would it be possible to have more than one type of random element in each cave?
 
ralphrepo said:
As a total aside, I'm not sure if this would be an original vision issue, but considering NCR (nee Shady Sands) is supposed to be a thriving bustling community and one of the major power players of the region, there seems to be a total lack of people there. Compared to Vault City, where one gets the sense that, while there are troops, that there is evidence also of regular people living there (whether in VC proper or the outer city in their {count em, 3!!! LOL...} tents). However, the entirety of NCR seems to be devoid of any civilian housing; why is that? Given the story line that the population of NCR supposedly numbered into the thousands, I find the dearth of people and evidence of their housing to be a bit odd. The whole area could be viewed as a downtown commercial zone, where municipal and other businesses reside, but NCR otherwise seems rather devoid of residents.

A lot of Fallout maps are just smaller representations of a larger whole. Even the vaults are a lot smaller than they should be-- the best thing is to use your imagination, imo.

Also, in the random cave encounters, it seems that they can only encounter one kind of creature in each cave. Would it be possible to have more than one type of random element in each cave?

Maybe if there is more than one animal they all eat each other up... :crazy:
 
Little Robot said:
A lot of Fallout maps are just smaller representations of a larger whole. Even the vaults are a lot smaller than they should be-- the best thing is to use your imagination, imo.

Yep, every Vault should have around 1000 residents. So the Vaults are MUCH too small to be realistic. It would need alot more levels, like food/water storage level, Command center (where would be all important stuff like computers, offices), storage for computer parts and weapons, lots of rooms to live, BIG cantine, place where people from Vault can have some sport/fun or other activity, powerplant level, medical center etc.

So it should have at least 5 HUGE levels.
Almost the same goes with all locations (citys too). There are more cars in FO universe (there is some military force in NCR, which uses cars), but original devs would have to spend alot more time doing stuff mostly unneeded. Only most important buildings are in every city.
But if someone want to improve citys and make them bigger: that's cool :P
 
Lavo said:
It would need alot more levels, like food/water storage level, Command center (where would be all important stuff like computers, offices), storage for computer parts and weapons, lots of rooms to live... medical center etc.

Ok... I agree with your point and I know that this is really nitpicky...

...but all the things I quoted are already in the maps.

Command center-- Level 3. Storage for computer parts-- Level 3, right off the main hallway. Storage for weapons-- Level 3, turn left at the end of the main hallway and the door to the armory is on the wall once you enter the next room. Storage for water-- don't you recall the water guard in Vault 13? It's also in Level 3, although I think that with the water chip "purifying" it they are probably just usually build close to a river or something? Rooms to live-- level 2 (I know you mean that they need more, but it's still in there :wink:). Medical center-- level 1.

Ok, nitpicking over. :crazy:
 
Lavo said:
Only most important buildings are in every city. But if someone want to improve citys and make them bigger: that's cool :P
There would be little point in making cities or vaults bigger within the game, unless a lot of extra quests were added to the game to justify it. The only other purpose it would serve would be to add more storage shelves, boxes, etc. to loot. This is beyond the scope of the FO2RP anyway. As Little Robot said:
Little Robot said:
-- the best thing is to use your imagination, imo.
If some other modder is serious about making the communities bigger, get to it! Talk is cheap! :P

ralphrepo said:
Another oddity is that after performing the BOS task in obtaining the Vertibird Plans, one gains access to their facilities. Other than the one in San Francisco, the other BOS buildings are empty shells that seem to have no function. There is a desk in the large antechamber, and a smaller side room is empty. This obviously lends support to the comment that theirs is an organization that isn't what it used to be, but in the interest of suspension of disbelief, shouldn't there at least be a bed or locker, and maybe a Mr Coffee brewing in the corner?
Now, this is a good point. If there is only a bed, a locker, and/or a footlocker, even if initially empty, that would give the player a couple of extra places to store stuff. It seems as if the devs glossed over these BOS locations without completing them. What is the point of getting access to these locations if there is nothing there? A greedy/vicious player might want to kill the BOS guards early in the game and loot the place (would require electronic lockpicks, though). Might make it interesting, or frustrating, if there were only token rewards for such actions (like a first aid kit). I think this is something that should be addressed in the RP.
 
The empty BOS buildings have always bothered me as well, and I agree that it's something left unfinished and therefor within the RP's jurisdiction to "complete."
 
Thank you Dravean. I hope you and Killap can get together and update these locations in the RP in the near future. Although, I get the impression that Killap is having difficulty finding time. I would suggest that the BOS locations be stocked with a few supplies for the Brotherhood's own use. These might include basic medical supplies/drugs, geiger counter, a little ammunition, maybe a grenade or two, one or two skill books, some basic rations, and definitely Nuka Cola. :dance: One of these locations could also include a Super Tool Kit. The tool kit would be a nice little addition to the inventory since the only one I've ever been able to get honestly was to be given away to Skeeter in Gecko. In any case, these are minor outposts and not major armories. Any supplies they hold would be basic and utilitarian.
 
Pixote is the mapper, so that'd be a task for him, assuming he was up for it and killap gave him the thumbs up. But I certainly think it's a good idea.
 
We could just take the BOS map from San Francisco and repeat them in the other locations (see below)...I figure their outposts would be standard - therefore basically the same. As for the medical computer, well some might say only allow SF to have one, but others could argue it would be nice to upgrade your abilities without the need to steal the Vertibird plans...but either way you can't just walk into a BOS base - so either complete the Navarro mission, or kill the guards and use an electronic lock-pick to break into the base.

scr00002g.gif


Would you put other guards in the living quarters?
 
Richwizard said:
The tool kit would be a nice little addition to the inventory since the only one I've ever been able to get honestly was to be given away to Skeeter in Gecko.
You can buy tons of 'em in San Fran and I've seen one in Navarro Gas Station.




.Pixote. said:
Would you put other guards in the living quarters?

Hmm, there shouldn't be more people at BoS quarters. When you asked guard in San Fran, why he is alone, he says that one person doesn't attract much attention than big group. So that's why they are alone in those bases.
But yeah, there could be 1 or 2 guys more. Noone would stand 24/7 at his post, so they would have to change ;P
 
@ Pixote
The SF room layout might be OK for the other BOS locations. But, I think the spirit of the dev's design is that the other locations should be smaller. You could very well put a smaller medical computer in each location. The Chosen One doesn't get free access to any of them until the Navarro mission anyway, unless you break in. The BOS medical computer is useful for general healing, but maybe ability increases should be reserved for the one in SF. I've got mixed feelings about this one. Personally, I'd like to get ability increases as I find the necessary chips. But, I'd like to get the increases without having to slaughter the BOS guards. It would be better if they would talk to you and let you in once your reputation is good enough, like Matt does in SF.

As Lavo indicated, there should be 1 or 2 other "brothers" inside each base, including SF. The extra bunks are there to house traveling brothers, when needed. Maybe there should be a small random chance each day of finding a base full whenever you enter one.
 
Small quests could be added to these bases to allow access:

Den - Kill Metzger (he is involved with Enclave and Salvatores, somehow; I know he is). Rewards in lockers: 1 laser pistol, 1 laser rifle, 1 Metal Armor mk2, some SECs, some MFCs.

NCR - Investigate the military base; some item could be brought from there, either one of the holodisks or even pieces of destroyed APA. Rewards in lockers: 1 plasma pistol, 1 XL70E3 rifle (no plasma rifle here, punk), 1 Brotherhood Armor, some SECs, some MFCs.


C'mon, the first energy weapon we get is the laser pistol from Salvatore's footlocker in Reno, and that's not really early if playing legit (he who seeks the vault goes to vault city asap). Then again, laser rifle is only avaliable in San Fran and rare mutant encounters late game, and plasma pistol is only San Fran/Press Gang. Don't even mention the 1 and only XL70E3 in the tanker (or the rarest merchant encounter that has it)...

I don't suggest Plasma Rifle in NCR bunker because it's fucking strong anytime and there are 03 in Military Base (plus a LOT in Navarro, but when you get them you don't need them anymore), but it could be added anyway (I won't lie I'd like it, thought it overlaps plasma pistol for good)

With the ubber lasers resistances everywhere, I see no harm in lasers on Den; even then, no one kills Metzger legit that early anyway - and believe me, I've tried. If one manages to do that, a suit of Metal mk2 is well deserved.


PS: two guys inside and tool-kits, like said above, are a must.

PS 2: since the Poseidon Power Plant in Gecko is Enclave business, shouldn't there be a Bunker in Vault City Courtyard? Quest could involve getting intel from the computer, and 1 M60 could be put in the bunker with some 7.62 amno for some big gun love ^_^
 
Makenshi said:
Den - Kill Metzger (he is involved with Enclave and Salvatores, somehow; I know he is). Rewards in lockers: 1 laser pistol, 1 laser rifle, 1 Metal Armor mk2, some SECs, some MFCs.
IMHO it is too much. I would say more like 1 laser pistol and some SEC + medkits or other low-tier stuff.


Makenshi said:
C'mon, the first energy weapon we get is the laser pistol from Salvatore's footlocker in Reno, and that's not really early if playing legit (he who seeks the vault goes to vault city asap).
Well, yeah, I agree. But in other hand, laser weapons SHOULD be rare. In New Reno noone knows what laser weapons are and they call them 'lightbringers'. The same goes to most of the cities.
And other thing is that big guns are obtainable somewhere in the middle of the game. You know, energy and big guns are very strong, and you should't be too strong at the beggining to have a challange (and challange is fun imo).




Makenshi said:
even then, no one kills Metzger legit that early anyway - and believe me, I've tried. If one manages to do that, a suit of Metal mk2 is well deserved.
Hmm, well I must say you are wrong. I managed to kill him early in the game long time ago. Just close all doors with lockpick, kill all guards outside and rest of it is just a piece of cake: you just kill the bastards through the window :)
So, no, nothing better than laser pistol should be obtained there.


Makenshi said:
two guys inside and tool-kits, like said above, are a must.
I'm against the toolkits idea. They are end-game stuff, just like expanded lockpick and electronic lockpick mk2. They are supposed to be much later in game.
The only things I don't like right now is that electronic lockpick is available almost at the same time as the mk2 version... It should be changed imo. You should be able to get it at NCR.


Whole idea with BoS bunkers available earlier than after getting Vertibird Plans is not too good anyway. Whole BoS thing is supposed to be mysterious. The guards outside talk weird stuff, as they know everything about you, and after that they don't want to talk to you anymore. So I wouldn't change it...
 
Hi, i'd have a small request. Could any one supply me with a savegame folder of a finished game (or nearly finished) with the party in San Francisco. Of course with the newest Restoration patch abroad.
Please sent it to ijetbobat@gmail.com

I need it to finish a little project of mine.

Thanks in advance.

Irek.
 
.45 ACP said:
Hi, i'd have a small request. Could any one supply me with a savegame folder of a finished game (or nearly finished) with the party in San Francisco. Of course with the newest Restoration patch abroad.
Please sent it to ijetbobat@gmail.com

I need it to finish a little project of mine.

Thanks in advance.

Irek.
I've got your back, buddy. Save sent.

Makenshi said:
Your quests are way too easy and already rewarding in themselves. Too much reward for stuff you can do early on.
 
Found few bugs:

In EPA I freed Dex, but without giving ERSI to computer (coz I don't like him and I like watching him suffer ;P). So he died. Then I came back with the ERSI thing and I had option to extract Dex again. So I extracted him again and he was alive...
[I hope you know what I mean]


Other "bug" is that when my teammates wear power armors, they can use EVERY weapon. So Vic, Miria and Cat Jules uses turbo plasma rifles :D And Cassidy uses solar scorcher. I think they should't be able to use those weapons...


You can be a mademan of every gang in city, when you wear APA. The gangsters don't attack you, so you can make all quests to be mademan. I don't know if this supposed to be like that (they don't recognise you) or is it a bug?
 
Lavo said:
You can be a mademan of every gang in city, when you wear APA. The gangsters don't attack you, so you can make all quests to be mademan. I don't know if this supposed to be like that (they don't recognise you) or is it a bug?
Maybe, when they see a giant metal suit walking around carrying heavy artillery, they don't attack because they're scared $h!#less. :roll:
 
Personally, I would like to see more random encounters with already established characters sets. Say, perhaps with the mutant army remnants hiding out in a cave (like the bandit gangs) or maybe a BOS patrol. Also, in the SF area, the interesting thing is that the Hubologists seem to control the entire SF basin, along with press gangs, death claws, and mercenaries. The Shi, who run SF, don't even has so much as a gate guard. Given the fractious relationships there (especially with the press gangs and mercs) how could the Shi not have any defenses or ongoing patrols? That just doesn't seem to make any sort of tactical sense to me at all. If that were the case, they would have been overrun decades earlier.

Oh, and BTW, as for using the BOS facilities as weapons and ammo storage, one really doesn't need them for that. In SF, Dr Fong's anteroom, the two lockers in the front room seem to be limitless storage. Also, you can easily use Lara's place (even before taking out Tyler) and she doesn't seem to mind; in NCR, you can use the Captain's gate house (in front of the gate) if you first kill her with 9 Super Stim Withdrawal. It doesn't seem to affect your karma either. Just be sure that you first enter NCR at least once so that you can re-enter the city from the world map if the laser force field is up. Otherwise, there would be no Captain to lower the force shield gate for you.

Insofar as NCR is concerned, I'm still a bit put off by the lack of other people and houses there. Yes, I do understand that there is a finite number of things that can fit onto one screen, but there should at least be a few basements, and maybe an attic or two. I mean, even Modoc and Redding has underground tunnels. It's like people in NCR forgot how to build structures (except for the bar basement). That is, I would like to see a bit more fleshed out expansion in the NCR set, even if there isn't any more quest material.

And how about finding random basements in the random maps of destroyed city streets? The nature of the game content doesn't change, but the level of randomness and encounters can be dramatically increased. I think players all want encounters of some kind in these games, so by putting in more nooks and crannies, it would fill a hunger but do so without altering the game much.

I still find it oddly unfair that killing Japanese mobsters begets karma gains, but killing American mobsters loses karma. The same goes with killing the guards on the "bad" caravans. The evil caravan boss will result in karma gain, but killing their escort is apparently a bad thing.
 
"And how about finding random basements in the random maps of destroyed city streets?"

''I still find it oddly unfair that killing Japanese mobsters begets karma gains, but killing American mobsters loses karma. The same goes with killing the guards.''

You got some good points right there my friend.
 
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