Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

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how about making player appearing near the cave, guard there having popup text "Elder wants to see you" or something similar but also removing plants for the time being and putting them back once player get quest for them ?
 
.Pixote. said:
tiagop said:
It's more logical for the PC to exit the temple cave at its entrance, but for new players it's better to be placed at the front of the Elder's tent, I think it would be a good idea to add the message and put on Cameron's dialogue "Where can I find the Elder?" (this is only to be newbie friendly)..


The plants would be a pain if you're low on health, or have never played the game before (but people playing the game for the first time shouldn't play the RP, but the original first IMO), for those of us that have played the game multiple times it makes sense to exit the cave at the correct location...but I will let Killap decide on this one. :mrgreen:

On another issue - are people interested in having a new Lenny critter. This guy is based on the original Ghoul critter, but this version looks more like a crispy burned Ghoul, not the typical greenish Ghoul. He wont be able to run around like the current Lenny critter, but will stumble across the maps (which means he is slower to travel). This is a unique Ghoul critter only for Lenny, he wont be found anywhere else in the game. He has a slight radioactive glow about him, and can use the rifle animation, instead of the submachine gun animation, which means he can't use the 223 pistol but all of the rifle weapons instead.

I personally like this version of Lenny but he does have a tendency to burst you in the back of the head, like Ian from Fallout 1. :roll:

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Changing the exit for the temple and facing the plants before being given the quest to do so seems problematic - unless the plants can be scripted to not be hostile until the player has the quest.

I vote yes for the new Lenny, makes him a more distinct npc. :ok:

EDIT:
SHADOW-XIII said:
how about making player appearing near the cave, guard there having popup text "Elder wants to see you" or something similar but also removing plants for the time being and putting them back once player get quest for them ?
I like this possibility too.
 
As for this new Lenny critter - some of the rifles have been given the critter code P - which is the sniper animation (the normal rifle animations are critter code J)...but the Ghouls can't use that particular animation, so those weapon with the P code (Sniper Rifle, Hunting rifle, etc) cant be used by the Ghouls.

I copied the J critters and gave them the P code and placed them in the critter folder, but that didn't work. I think this can be fixed, because it wouldn't be fair if the Ghouls weren't able to use half of the rifles. The rifles they can use will be fired from their waists, as normal.
 
I vote yes for the new Lenny, he will be more usefull with rifles and I like the idea of having a one of a kind NPC critter :), however I have a question.. Will the new Lenny be included in the NPC armor appearance mod (I don't really know the name of the mod lol)?
 
tiagop said:
I vote yes for the new Lenny, he will be more usefull with rifles and I like the idea of having a one of a kind NPC critter :), however I have a question.. Will the new Lenny be included in the NPC armor appearance mod (I don't really know the name of the mod lol)?

Sorry no...that would require 1000's of frames of animation to be built for him, and is far too much work. Re-coloring the critters is one thing, but editing or rebuilding critters is a whole different ball game, even making Ghouls use big-guns or pistols would be tricky.
 
If I do include the new Lenny (which I probably will), it will be an option in the installer. Don't worry Fallout purists. :D
 
Looks a bit like a not-yet-fully-glowing ghoul glowing ghoul.
 
Love the new Lenny. His colour will help him stand out, and at least he won't have the shitty SMG-ghoul Fallout 2 animations anymore, I much prefer the original ghoul style.
 
Lenny ftw :P, too bad there is no ghoul like him in the next generation Fallout games, or it would be awsome :P
Thumbs up for the new Lenny.

Btw, Killap, will there be new stuff, along with the new Lenny?
 
Thanks Dravean and valcik. :)

killap said:
Darek, if you could post all your fixes/suggestions to the wiki
Since when? I have no idea what you have seen or not. I wrote two PMs recently, one was the explosives bug fix and the other was just a couple of comments on some of the unconfirmed bugs on the list. Mash is already on the animation bug with some doors that is caused by the Hero App Mod somehow.

Anyway, speaking of the explosives bug fix, I would be happy if someone can test it out. See that it works properly and don't cause any other problems, and also that it's not to intrusive/annoying. You can get it here. Just put the file in the script folder (and backup the original obj_dude.int maybe).
Basically the idea is to quickly start/stop combat mode whenever an armed explosive is detected, as that prevents the game from crashing. It takes into consideration when the bug can and can't happen. So it will only do the combat mode routine if you have entered a map in your current game session and you have live dynamite in your inventory or on the ground (only for the first explosive). If you have already entered combat previously or loaded the map from a save it won't.

Pixote said:
Something I wanted to ask people - is it OK for the PC to exit the Temple cave in front of the cave entrance, instead of in front of the Elders tent.
I would say do it. BUT... I also thinks a starting hex override should be added to the map script for the first time you enter the village. One that takes you to the same place as now as that is what the devs wanted.
That you land outside of the Elders tent after you have already passed the trial is a bit silly, but I don't see a problem with the first time. It's after a movie sequence that ends the first part of the game, then the real game begins, and I think close to the Elder is a good place to start. Think of it this way, somewhere after you step through the exit of the temple you find the room with the vault suit, then it's fast forward to you standing in front of the Elder. What happened in between we don't know. Maybe our hero went back to his tent and had a sip of water, relaxed and then tried out his new spandex outfit. If he had a mirror I bet he flexed a bit and checked out his own ass. You know, things more important than going straight to the Elder. So depending on how you see it, it's not more logical to start outside of the cave. What really bugs me though, is that where the fuck the room where you get the vault suit is?
And yeah, also nice work on that new Lenny.

Actually Pixote, maybe you should take a look at this part I sent to killap earlier. Good luck assuming you're the one fixing it. :)
I said:
RP Bug Wiki said:
EPA Spore Plants:

EPA plants seem to have GARGANTUAN line of sight, constantly engaging player in combat, which turns the ground level into unavoidable Navarro-like fight with 20 stationary targets that provide no challenge at all (standard-range plant spikes vs high-grade armors + guns?). Those ones in the building to the east also seem to "see" the player through walls. Savegame explains how berserk Sulik can kill them all (without any retaliation) while they are busy "engaging" my level 4 PC. EDIT: looks like my savegame has disappeared in a puff of smoke from the upload service' database (probably due to no downloads within month). Let me know here if it is still needed; same applies to my savegame from Klamath section below. (Yeah, I'm not entirely sure why their line of site is so long. They are using the standard spore plant AI settings, so they should act the same as other spore plants. - killap)


The EPA spore plants have a perception of 7, while the normal ones have only 2. Each perception point gives around 5 hexes to their line of sight. They should probably get it reduced to PE 2 or 3. Furthermore they don't throw any spikes as they don't have any in their inventory. I'm guessing they where supposed to as not only their PE were raised but also their throwing skill, while there unarmed were lowered.

As for the 'see through' problems mentioned, that would be that the left part of the small windows (wall 676) has it's proto set to shoot trough.

EDIT: Don't know if it was just the mapper acting up, but sometimes when I edited the spore plant protos, the line of sight didn't register. Something like I had to have at least 2 of the critters and one of them newly put there or something, for it to work. Otherwise they would just let me end combat a couple of hexes away. It's hard to explain as I don't understand what was happening myself.
 
tiagop said:
I vote yes for the new Lenny, he will be more usefull with rifles and I like the idea of having a one of a kind NPC critter :), however I have a question.. Will the new Lenny be included in the NPC armor appearance mod (I don't really know the name of the mod lol)?

Goris is one of a kind.
 
.Pixote. said:
Sorry no...that would require 1000's of frames of animation to be built for him, and is far too much work. Re-coloring the critters is one thing, but editing or rebuilding critters is a whole different ball game, even making Ghouls use big-guns or pistols would be tricky.

Yeah I can understand the trouble one has to go through to accomplish that, just asking :) for me it's ok to only have one appearance.

Psihotik said:
Goris is one of a kind.

I know, just saying that some more unique NPC's is a great idea :wink:
 
Darek said:
Actually Pixote, maybe you should take a look at this part I sent to killap earlier. Good luck assuming you're the one fixing it. :)
I said:
RP Bug Wiki said:
EPA Spore Plants:

EPA plants seem to have GARGANTUAN line of sight, constantly engaging player in combat, which turns the ground level into unavoidable Navarro-like fight with 20 stationary targets that provide no challenge at all (standard-range plant spikes vs high-grade armors + guns?). Those ones in the building to the east also seem to "see" the player through walls. Savegame explains how berserk Sulik can kill them all (without any retaliation) while they are busy "engaging" my level 4 PC. EDIT: looks like my savegame has disappeared in a puff of smoke from the upload service' database (probably due to no downloads within month). Let me know here if it is still needed; same applies to my savegame from Klamath section below. (Yeah, I'm not entirely sure why their line of site is so long. They are using the standard spore plant AI settings, so they should act the same as other spore plants. - killap)


The EPA spore plants have a perception of 7, while the normal ones have only 2. Each perception point gives around 5 hexes to their line of sight. They should probably get it reduced to PE 2 or 3. Furthermore they don't throw any spikes as they don't have any in their inventory. I'm guessing they where supposed to as not only their PE were raised but also their throwing skill, while there unarmed were lowered.

As for the 'see through' problems mentioned, that would be that the left part of the small windows (wall 676) has it's proto set to shoot trough.

EDIT: Don't know if it was just the mapper acting up, but sometimes when I edited the spore plant protos, the line of sight didn't register. Something like I had to have at least 2 of the critters and one of them newly put there or something, for it to work. Otherwise they would just let me end combat a couple of hexes away. It's hard to explain as I don't understand what was happening myself.

Nice find there Darek - I will have a look and adjust those Spore Plants - they will be made basically the same as the ones in Arroyo, but with a few extra hit points.

Also I will change the wall blockers so critters can't shoot through the windows. :wink:
 
I know it has been asked before somewhere - but I'd really like to have the Abbey and Primitive Tribe soundtracks as mp3. After a HD crash it was gone a few months ago. :( I know I could just convert it from .acm to wav, but there can be an easier way, eh? ;)
 
Darek said:
Since when? I have no idea what you have seen or not.
Pretty much any issue that you've posted about but don't see marked as fixed on the wiki. I think you covered it though with those 2 pms (explosive fix and comments). I just want to make sure I don't miss things since I get reports in pms, emails, the wiki, this thread, etc.
 
Those pesky EPA Spore plants now only have a perception of 2, which means they can't spot you half way across the map, but they will spot you within 10 hexes, so you could sneak through the EPA without fighting if you are that way inclined.

But the actual Spore spike is something I want to ask people about. I want to give the EPA plants a new spike, something a bit more deadly (most people will reach the EPA in the second half of the game), at the moment the current spikes will have almost no effect on the PC's. So how about more deadly spikes - red ones. :wink:

Current Spikes: Damage 1/2 and range 8.

Red Spikes: Damage 4/8 and range 10. (With the weapon penetrate perk). Comments! (Should we go even higher with the damage and range?)

028epaspike.gif
 
Hm, also there is one extra plant in the EPA. After finishing the quest for a scientist, there is still one single plant alive.
Just saying. :whistle:
 
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