Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

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kafoaai said:
Hi!

Let me introduce myself here! I am a very new guy around, but not for fallout(1,2)! I have been playing this game for ages, and not long ago I have decided to try this mod. The very first mod for me in fact.

I really like all the things that have been done in the mod. But I am sure, I havent seen it all.
My latest caracter turs out to be a 'big gun'-er. I remembered that in plain old fallout 2 I wasnt very sucsessful with big guns, and I thought, "heck maybe now!". And it looks like I was wrong :(.
Thus far I have a light support weapon, wich is quite good for some lowlife enemies, but when I try to take on, some guys with combat armor, they actually dont die! :P (I have bonus ranged damage (2)).
They suffer big time tho, so it isnt an issue - considering it is a light support weapon.

My problem comes with the flamer. useless to say the least. I have red the YAAM readme, and I was like, "woohaaa, the flamer will rock!" ... then I try to hit a deathClaw and I pet a pitiful 8-11 damage :(( I also tried to hit a guy in combat armor, whith the same "success".

So I wonder if somone could explain what is wrong with the flamer? and big guns in all :D I happen to damage more with the HK SMG (dont know the name exactly) with JHP ammo then with the light support weapon :\

Hi kafoaai,

After seeing your difficulties against Deathclaws with the Flamer, I've tried to crunch some numbers. There are several different types of Deathclaws in the game, but the only type of Deathclaw that suffers anywhere close to the fire damage you wrote is Grunthar and the Deathclaw Mother (Fire Threshold of 12, Fire Resistance of 60%) -- were you attacking them by any chance? Even then, with normal Flamethrower Fuel, you should be 10-24 damage on them under YAAM rules. As a comparison, if you stuck with vanilla damage, you would only be inflicting 5-12 damage. If you have the Pyromaniac Perk, then add +5 to all the damage figures listed above.

This leads to me suspect that maybe YAAM is not active in your installation -- YAAM is included with the RP, but note it is not activated by default. Please open up the file ddraw.ini in your main Fallout 2 installation folder, and look for the "DamageFormula" setting (text search would do it). It should be set to 5 if YAAM is active.

Cheers,

-- The Haen.

PS: If you have any further questions/concerns/comments about YAAM, please post them in YAAM's thread. You can find the link in my signature below. Thanks.
 
Hi, I'm new to the board, and I have a few questions, and I was hoping that someone would be patient enough to explain the answers to me in layman's terms. If so thanks and here they are:

1. Does this fix the resolution problem on Windows 7?
2. How would I install the game in a directory other than c:\program files ?
3. Is there anything else that might trip me up?


Sorry if these were already on here, I probably read it and didn't understand.
 
Grey_Cat said:
1. Does this fix the resolution problem on Windows 7?
2. How would I install the game in a directory other than c:\program files ?
3. Is there anything else that might trip me up?
1. Yes. RP includes the hi-res patch.
2. You can install the game to anywhere you like by manual installation: http://www.nma-fallout.com/article.php?id=1593
3. As long as you follow the instruction in the first page, there shouldn't be much problem. FO1 & 2 run smoothly on my Win7 x64.
 
Thank you. Fallout 1 works for you? The colors are all wrong on mine even with the patch, but that's another forum.
 
Haenlomal said:
Hi kafoaai,

After seeing your difficulties against Deathclaws with the Flamer, I've tried to crunch some numbers. There are several different types of Deathclaws in the game, but the only type of Deathclaw that suffers anywhere close to the fire damage you wrote is Grunthar and the Deathclaw Mother (Fire Threshold of 12, Fire Resistance of 60%) -- were you attacking them by any chance? Even then, with normal Flamethrower Fuel, you should be 10-24 damage on them under YAAM rules. As a comparison, if you stuck with vanilla damage, you would only be inflicting 5-12 damage. If you have the Pyromaniac Perk, then add +5 to all the damage figures listed above.

This leads to me suspect that maybe YAAM is not active in your installation -- YAAM is included with the RP, but note it is not activated by default. Please open up the file ddraw.ini in your main Fallout 2 installation folder, and look for the "DamageFormula" setting (text search would do it). It should be set to 5 if YAAM is active.

Cheers,

-- The Haen.

PS: If you have any further questions/concerns/comments about YAAM, please post them in YAAM's thread. You can find the link in my signature below. Thanks.

Thanks for the welcome!

I am truly amazed about your expertise ! It happened to be Guntar that mentioned deathclaw :D I didnt know there were many type of deathclaws :$ (makes no sence to me :P)
Valcik mentioned the finess trait .. owww I totally forgot about that one.. yes I have it ... or I had it, since I mutated for fast shot.
And the setting is on 5, so its active alright :) But I felt the difference without checking it tho.

I guess everything adds up now. But I did have more damage with that SMG :P
Now I have sniper, bozar vindicator, so there isnt much of a problem on the damage side. I have taken out navarro all by myself :P I havent done it before :P

Anyhow .. the flamer just isnt as kick ass as I personally would like it to be... it never was :D
 
I'm apparently worse with computers than I thought. I have a Fallout 2 folder thats not in the program directory, but the restoration mod installer keeps say I'm missing a Fallout2.exe file. I have the trilogy disc, is that the problem?
 
Grey_Cat said:
I'm apparently worse with computers than I thought. I have a Fallout 2 folder thats not in the program directory, but the restoration mod installer keeps say I'm missing a Fallout2.exe file. I have the trilogy disc, is that the problem?
The RP installer takes from the registry the location of where you installed the game. If you did a manual install, the RP installer has no idea where to look. You'll have to manually choose the directory. Make sure the one you point to has Fallout2.exe in it, as this is another thing the RP installer looks for.
 
I haven't posted anything in couple of years but i have one thing to say.

killap may be the best legacy game freelance fan based mod developer of our generation.

p.s.
I approve this message.
 
Dear all,

I'm not sure if this is issue/bug/feature caused by this mod, or by sfall, or is in the vanilla game itself, but I just found out that:

if I "reserve" a perk at level 3, and only take a perk at level 6, I can take 2 level 6 perks. That is one example, of course. Instant 2 Lifegivers anyone?

The reason why I'm reporting this, is because I have not found this obvious exploit mentioned anywhere in the vanilla portion of the forum, and after a quick search just now in the forum, I found out that:

Silencer said:
Perks appear every three levels.

You must take a Perk at least one level before the next one is available or it is lost.

You will be able to take Sniper on Level 24 (or Level 21 in Fallout 1) and the Living Aatomy any time after Level 12 or at it. So you can take Sniper and then Living Anatomy at the next Perk Level (27, 30, 33....)

Hopefully I'm able to contribute something to this awesome mod! :D
 
noodlesnspam said:
I haven't posted anything in couple of years but i have one thing to say.

killap may be the best legacy game freelance fan based mod developer of our generation.
Thanks! :) This motivated me to squash some bugs today. The list of unresolved issues on the RP bug wiki is shrinking!
 
srulz said:
Dear all,

I'm not sure if this is issue/bug/feature caused by this mod, or by sfall, or is in the vanilla game itself, but I just found out that:

if I "reserve" a perk at level 3, and only take a perk at level 6, I can take 2 level 6 perks. That is one example, of course. Instant 2 Lifegivers anyone?

Hi, I found that one as well!, I dont think of it as a bug, because, if you reserve a perk, you wont gain any benefits at all for three more levels ... so the offer is, you dont want new benefits for a time, and in return, next time you will be able to choose two from a wider selection. I personally think is is fair.

Technically .. maybe a bug, but there is a similar thing with skills as I remember. If you reserve lots of skillpoints, the counter will stop at 99, but the game "knows" that you have more than that, so you can spend it properly. Guess this is how the game handles "overflow" situations :)
 
I ask this with no intention to force anyone or to impose: when can we expect a new release of RP?
 
Psihotik said:
I ask this with no intention to force anyone or to impose: when can we expect a new release of RP?
Sometime this year. I mention some posts back about the current situation.
 
kafoaai said:
I didnt know there were many type of deathclaws :$ (makes no sence to me :P)

Well, think of it this way: not all Deathclaws are created equal. So the game simulates this by using different types of Deathclaws to simulate different levels of toughness. Of all the Deathclaws in the game, Grunthar and Kerith (the Deathclaw mother) are the toughest.

Naturally, all these are details under the hood, so to speak. The only way in-game to notice these differences is through noticing your weapons doing less damage against seemingly the same type of enemy. In some cases, the tougher varieties have more hitpoints, in which case the Awareness perk will also help highlight the differences.

I guess everything adds up now. But I did have more damage with that SMG :P

Yes, I did notice that in your first post, but haven't had the time to properly analyze it. And now that I had the time, I admit to being a bit puzzled.

You did not state which SMG you used, other than saying it was a HK SMG with JHP ammo. There are only two candidates for that: the 10mm SMG and the HK P90c.

Against normal combat armor (Damage Threshold of 4, Damage Resistance of 30%), the 10mm SMG loaded with JHP ammo will do 1-9 points of damage per bullet, averaging 5 points of damage per bullet. (Vanilla figures are 3-9 and 6.375 respectively).

For the HK P90c, against normal combat armor, it will do 9-13 points of damage per bullet, averaging 11 points of damage per bullet (Vanilla figures are identical).

By contrast, the Light Support Weapon, against normal combat armor will do 16-24 points of damage per bullet, averaging 20.364 points of damage per bullet (Vanilla figures are 15-24, 19.364 respectively). This is considerably higher than both the 10mm SMG and the HK P90c's damage outputs.

The one thing that may play an impact in overall damage inflicted is the burst rate. The Light Support Weapon fires 10 bullets per burst, and is classified as a big gun. The 10mm SMG and HK P90c are both Small Guns are fire a burst of 10 bullets and 12 bullets respectively. Given that for most players, Small Gun skills are higher than Big Gun skills, this means that the Small Guns would be more accurate. Couple this with P90c's slightly higher bullet output, it may be enough for the P90c to score enough hits (and the LSW to miss often enough) for the smaller gun to inflict more damage per burst attack than the bigger gun.

Cheers,

-- The Haen.
 
There are few bugs i found while playing your latest version of the game. I chose automatic install (thus received all armor mods etc.).

I was playing on ubuntu, with wine, but im pretty sure (and at least the first bug was tested by me on windows earlier on) that these bugs will occur on windows too. Also i have English fallout and Humongous version of it.

1. When you come to the stables near New Reno, doors where Myron stands are locked, but if you come to souther-east corner of room where guards are standing, your other NPC's walk into the Myrons room and open the locked and closed door, then you can just walk in and recruit Myron.

2. I experienced this bug for the first time, when i found both fuel cell controller and regulator and put them into car, i didnt use the car at that moment to save me some fuel as i was still poor, so i walked to nearby towns instead, when i returned to Den, there was no car in neither side of den, nor in car scrapyard where i left it.

3. So first of all, i had 10 charisma. I received Dermal Impact Assault Enhancement and after that i used blue memory module (from Navarro) in SF ACE medical computer, to return my charisma to 10. After completing the game, i received f2 hint-book from father Trully, and then went to San Francisco (i believe other Oi-Doctors would result same). Then when i obtained Phoenix Assault Enhancement and thus got my charisma lowered to 9 once again, i used hint-book to raise it to 10 again, but instead game crashed several times while doing this same thing. I loaded same save, and when i used the hint-book before armor implants game didint crashed and everything went just fine. Then i tried receiving 3 levels to get a perk, and after that i obtained same Phoenix Assault Enhancement, and took perk Gain charisma to boost it to 10, the hint-book usage worked just fine after that.

4. Today i found another bug. If you deal with raiders in peaceful way by talking with shadow who walks and giving him bishops holodisk and then wait few days for raiders to disappear from their base, you can still be encountered by them in random encounters unlike after killing them in their base.
Good luck in fixing these bugs :>
 
crise said:
Can anyone tell me why the random encounters are so common now?

thanks in advance

Because it's the wasteland out there, you should be afraid to go there often.
 
Psihotik said:
Because it's the wasteland out there, you should be afraid to go there often.

What i mean is the movement on the map is slower and longer and i get into more encounters even with a high outdoorsmen level. I've also looked into the readme about it but changing WorldMapDelay2 does nothing. I think reinstalling it in another folder will fix the problem but im not sure.
 
crise said:
What i mean is the movement on the map is slower and longer and i get into more encounters even with a high outdoorsmen level. I've also looked into the readme about it but changing WorldMapDelay2 does nothing. I think reinstalling it in another folder will fix the problem but im not sure.

I found that changing these values in /DATA/Data/worldmap.txt really affects the ecounter rate:

; Encounter frequency percentages:
Forced=100%
Frequent=96%
Common=94%
Uncommon=92%
Rare=90%
None=0%


I changed them to something like:

Forced=100%
Frequent=16%
Common=8%
Uncommon=4%
Rare=2%
None=0%

and really liked the fact that encounters were so rare. It also solved the issue of getting too much equipment from encounters. Sort of balanced the economy out a bit. Now, if someone could show me how to reduce the amount of stuff merchants sell.
 
cocoroxy said:
I found that changing these values in /DATA/Data/worldmap.txt really affects the ecounter rate:

; Encounter frequency percentages:
Forced=100%
Frequent=96%
Common=94%
Uncommon=92%
Rare=90%
None=0%
Woah, those settings are set pretty high. Those are definitely not default RP values.
 
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