Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

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killap said:
valcik, how did you verify he broke the prisoners out? Did you check the global vars of the save game?
Yes, it's the 303 global variable; and there is value 7 set in the savegame. I considered this to be a flag for "completed" quest.
(Still I'm not 100% sure whether this is the right interpretation on my part. I'm sorry if I have confused you somehow.)
 
ty for the clarification on the combat armor for vic . i have a question and another problem. firstly do you need to join wiki to post anything ? and the problem is i lost skynet after leaving EPA, and then travelling and reloading the game when i didn't like a combat resolution. he's just gone. he was there for 2 encounters with fire gecko's, he even leveled up with me . but at some point when i got to new reno, he vanished. probaly should have been a bit more fastidious about using new saves lol. to get him back i need to go back about 4 hours of game play. that's my fault. wish i knew how to post to wiki.
 
I help at the German translation and we have carried out a small change at the nc3Monte.int script.

OLD:
gsay_reply(416, 237 + (get_critter_stat(dude_obj, 34) == 1));
gsay_reply(416, 234 + (get_critter_stat(dude_obj, 34) == 1));

NEW:
gsay_reply(416, message_str(416, 237 + (get_critter_stat(dude_obj, 34) == 1)) + " " + message_str(416, 240));
gsay_reply(416, message_str(416, 234 + (get_critter_stat(dude_obj, 34) == 1)) + " " + message_str(416, 240));

83a826e712e59594fe572fb06f123df516da7d961da48bf6f9f562fe7a817d546g.jpg
 
Klamath rustling bug

Did torr's protect Moo moo quest

Got Rad scorpion parts

Talked with the 2 brothers, threathened them, they attacked, killed both.

Now while whole town isn't mad at me, most of the town is, i can walk around things like the bar but if i go behind the desk the clerk starts shooting at me. Most people in "suliks" as i like to call it, are friendly but sulik apparently attacks on sight. During the fight children started throwing stones at my char and once i killed duntons they kept throwing and couldnt end combat. So I hit one with a spear and they ran off and i ended combat. Have saves if you want to check. Bug?

EDIT: No children died and didnt attack anyone other than duntons first.

EDIT MK:2 : Loading from an earlier save, apparently hitting the kid with a stick is what makes the other town people turn hostile, while the kid throwing rocks at me doesnt turn the town hostile to the kid. I'm thinking there's probably some trigger wrong here about the dunton fight that makes some of the townfolk start throwing rocks at the player?
 
Second bug.

First visiting slags by falling through the roof and agreeing to do the mission after talking about everything then asking about defences.

Talking to the kid, then walking back to modoc, getting 2nd part of quest, walking back to ghost farm, this time entering by night.

The guard at the gate asks "let me know if you need us to take you to veger" or what ever his name was.

Then the slag leader starts by "normally the surface guys would try to scare you away by chains and what not" And then introduces the 1st quest again. Even tho 1st quest is already completed. Restarting the conversation immidiatly after it ends starts the 2nd part of the quest as proper. So apparently introduction for slag leader bugs if you first fall through roof then talk at night to the guards.
 
Third bug...

Have hymag, go to reactor core, insert part then go through the convo tree, cancel without trying the reactor part, then log off, hy-mag gone and when using computer again asks for the part again.
 
Far as i can tell these 3 are all easily checked, if they save game specific I'll submit the saves. Right now they are still in my comp.

Also, 4th bug.

Using science on the terminal on vault city level 1 just left of the door you take to go the med bay causes a CTD every time.

Edit. also crashes on using science on several other terminals in the vault.. I'm starting to wonder if i have a faulty installation or something else because crashing on using science at terminals(Tho not every single one) would be something new entirely.
 
I am still having issues with running it. I can run vanilla Fallout 2 fine, but when I add this on, it just doesn't work. I keep getting a message saying "Fallout appears to be running in compatibility mode," when it isn't! I am using Windows 7 64 bit.
 
@ Hkelukka

Killap requires game saves so he can analyze what the code is doing in your game. Sometimes there problems with loading the game or RP onto ones computer. Reloading both the game and the RP, and restarting the game has been known to solve problems. Many times, he is able to determine things reported as bugs are not. In any case, he needs to examine your game save to make a determination in your case. If it is a bug, this is the best way to find out.

Since you seem to be new to the forum, someone should tell you, the moderators tend to frown on double (and triple) posting instead of using the edit button. But, I see you used it on your last post. Good luck with your game.
 
Hkelukka said:
Have hymag, go to reactor core, insert part then go through the convo tree, cancel without trying the reactor part, then log off, hy-mag gone and when using computer again asks for the part again.
Ha, part eating machine strikes again! :)
Don't worry, I have reported this already and thanks to the Bear Dude, bug is fixed now. (check the bugreport section in wiki)
 
Okay, I posted all my bug reports very VERY tired at local time of late in the night.. so excuse the bad grammar and lack of editing and saves.

I've gone through all my "this thing crashes" saves and the vault city error apparently vanished on its own, I'm thinking it had something to do with a restart of my system. Tho i have no idea why that would affect anything, anyway, cant reproduce the bug anymore.

The part eating gecko reactor was apparently already fixed, thanks for doing that!

The slag bug is clearly just a misaligned trigger for the conversation, there appears to be 2 different paths to start the first conversation (fall through trap, or visit at night and talk to the guy at the gate), if you first fall through the trap, then go through the 1st quest and then the next time you visit you talk to the guard at the gate vegir doesn't check if you've already talked with him once, he will just re-initiate the first time dialogue. There needs to be some kind of check on "have met = Yes" on the first time dialogue or something. If save is required i can email it to killap.

The Klamath combat thing is pretty likely a misaligned hostility check or something. It goes like this:

Talk to duntons about them hassling torr, threathen them, duntons attack. Everyone in bar stays neutral. But if you run to the door and fortify it so its only 1 dunton at a time and one of the kids happens to be within an earshot. The kid will start to throw rocks at you, while no one else turns hostile. Once both duntons die the kid will remain hostile until you leave the combat area and re-enter. Once you re-enter they are all friendly. But if you kick the kid and drive him away without killing, then the rest of the town turns slowly hostile, tho not all at once, for example i could end combat and sit next to sulik (not hired at that time) for 5-15 seconds then he at random turns hostile. I think this has to do with not setting all klamath neutral on the dunton VS player fight, just the people in the bar. As with previous bug can email save if Killap wants.
 
Status update:

I haven't touched anything Fallout related since my last post in this thread. It's just too hard to code for a job and then code for fun. I just don't have the motivation. It'll happen, but give me time.

Keep posting reports and keep helping each other out.
 
killap said:
Status update:

I haven't touched anything Fallout related since my last post in this thread. It's just too hard to code for a job and then code for fun. I just don't have the motivation. It'll happen, but give me time.
As i'm sure any sane person would understand :)

I just registered here becouse I saw this post of yours, and I figured that if there ever was a good time to show my appreciation of your work, then this would be it. I've been a lurker here for way too long anyway.

So thank you, killap, for this project. Had you a donate option, then I would use it. You have done a huge service for the fans and the community of Fallout, in a time where the golden age of games is slowly vanishing. An effort which will not easily be forgotten. Hell, people will be knowing about this patch after Fallout 3 is forgotten, and that says it all, I think :)

The hat is off for you. Now I creep back into the shadows...
 
Take all the time you need Killap, nothing destroys a good project like forcing yourself to work on it! We'll wait.

Also, another bug: When you take the complaining monk from abbey to gecko and you have a car, the car stays behind in the monastery while you escort the monk on foot. Makes little sense they wouldn't take the car, I think.

Also, tried to upload bug reports and savegames to wiki. Site appears to not like me as every time either the browser crashes or the site crashes, or both.
 
jasper said:
I've been a lurker here for way too long anyway.

Now I creep back into the shadows...
We have a lot of "lurkers" coming out of the shadows lately. Maybe you should pay a visit to the "Introduce yourself" thread in the General Discussion Forum. But, we all second your comments. Everything Killap has done for us has been worth waiting for. Once a release is made, we forget all about the wait. And, while we're on the subject...
Fallout1FTW said:
Maybe you should consider handing over the project to somebody else?
Blasphemy! You'll smoke a turd in Hell for that! Burn the heretic! Erase his user ID! :aiee:

Seriously though, if Killap completely handed the RP off to someone else, his integrity toward the dev's original intentions would be hard to replace. It must be very tempting to add "cool extras" here and there. And they are adding some very nice things to the RP like talking heads, and Pixote is now fleshing out the virtually empty BOS bunkers. But, how much is too much? I doubt if Killap could give it up anyway. He loves the game too much!

Maybe Killap could hand coding off to someone else, while he functions as project leader and editor, giving approval to what goes into the RP. The major content restoration is done, and very nicely so by all accounts. The main things left are bug squashing and multi-lingual support. I think the RP could now afford for Killap to step back a little and function as Overseer. But again, his commitment to getting the job done would also be hard to replace.
What should he do?! I'm so confused!! Killap, we are not worthy! :notworthy:
 
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