Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

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You know, I always used to just slaughter Myron along with everyone else in the stables. Last playthrough, took him on as a companion but then I spent a couple of hours of real time trying to set him up to be slaughtered by geckos in the wasteland (the little coward kept running away). I mean, he's EVIL. But recently I was thinking about him. Even evil people can be useful...

How about adding some dialogue for Myron and Doc Troy? I was thinking of something like, introduce the two of them and convince the little slimeball to work with the good doctor developing drugs for therapeutic use (he would get access to the vault city medical databases which should be very tempting for him). Could be a win-win situation. (the pc could get some positive karma for arranging it)
 
Dravean said:
I just know that in the past, I've had Sulik on my team, and if I attack his tribe, he slays them right along with me, which of course shouldn't be the case. That's what I take issue with. However, that occurred with an old version of the RP, and it might have already been addressed.
Yeah, that shouldn't happen anymore. Though I'd have to double check.

Surf Solar said:
Surf Solar said:
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? ;)

Sorry for that shameless self-bump, but maybe there is someone having the files on his HD?
The original Abbey music file has been lost to the wastes. The best you'll get is the version that comes with the RP. As for the Primitive Tribe, I might have the original to that. I was given that one though, so I might just have it in acm format (ie what comes with the RP). hologram created the music for the Primitive Tribe, so he'd be the one with originals.
 
teukros said:
You know, I always used to just slaughter Myron along with everyone else in the stables. Last playthrough, took him on as a companion but then I spent a couple of hours of real time trying to set him up to be slaughtered by geckos in the wasteland (the little coward kept running away). I mean, he's EVIL. But recently I was thinking about him. Even evil people can be useful...

How about adding some dialogue for Myron and Doc Troy? I was thinking of something like, introduce the two of them and convince the little slimeball to work with the good doctor developing drugs for therapeutic use (he would get access to the vault city medical databases which should be very tempting for him). Could be a win-win situation. (the pc could get some positive karma for arranging it)

Don't be offended but what's the point in this? He already interacts indirectly Dr. Troy by telling the PC that a cure for the jet can be made and then the PC tells it to the good ol' doc. Well to sumarize this, he is an evil bastard with it's usefullness for the good (curing jet). :lol:
 
Surf Solar said:
Surf Solar said:
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? ;)

Sorry for that shameless self-bump, but maybe there is someone having the files on his HD?

Here they are (converted from acm to mp3) :

http://depositfiles.com/files/2ir5pd5c0

--
Aguirre
 
Hi all,

I've just found a little, petty issue:

Rocks found in the following random encounter map don't stack with the rest of them:
[spoiler:b9db5367bb]
sshot1.png


sshot2.png
[/list][/spoiler:b9db5367bb]

Sorry if it's already been adressed. Regards.
 
LionXavier said:
I've just found a little, petty issue:Rocks found in the following random encounter map don't stack with the rest of them:

I just realized that some of the maps, most of them actually, were originally altered with Dim's mapper, than later worked on again with the official mapper...maybe Dim's mapper has effected the items placed on the ground, and that's why certain items don't stack properly. I think things like the rocks aren't an issue, but weapons and ammo are.

On a side note: it interesting how Marcus will happily change his big gun half way through a battle and pick up the nearest rock - is this behavior considered normal for the big guy. Also I think the armor he picks up in the Abby should be an actual item, that can be removed if desired.

Also Killap you have to add the "Party Orders add-on" by Pelicano - for the Restoration Project, it's a fantastic feature, and highly ammusing as well. :clap:
 
.Pixote. said:
On a side note: it interesting how Marcus will happily change his big gun half way through a battle and pick up the nearest rock - is this behavior considered normal for the big guy. Also I think the armor he picks up in the Abby should be an actual item, that can be removed if desired.

Agreed on the Marcus' armor being an actual item. Same with Dogmeat's K-9 armor.
 
Psihotik said:
Agreed on the Marcus' armor being an actual item. Same with Dogmeat's K-9 armor.

agreed here. Also let it be lethal as much as it gets the spore plants, at the end you wish to meet with a though enemy, so the stronger the better action we gonna roll.
 
Don't be offended but what's the point in this? He already interacts indirectly Dr. Troy by telling the PC that a cure for the jet can be made and then the PC tells it to the good ol' doc. Well to sumarize this, he is an evil bastard with it's usefullness for the good (curing jet). :lol:

Because then I would have someplace to dump his sorry ass, other than in the desert in front of a pack of hungry fire geckos. :lol:
 
How about this idea (that, in case of being done, should be an option in the installer): have every NPC you leave go to their own designated places, so they don't just wait where you leave them; e.g. Myron goes to Dr. Troy., Vic to his daughter, Sulik to his tribe and sister...
 
Psihotik said:
How about this idea (that, in case of being done, should be an option in the installer): have every NPC you leave go to their own designated places, so they don't just wait where you leave them; e.g. Myron goes to Dr. Troy., Vic to his daughter, Sulik to his tribe and sister...

When you put the idea like that it actually makes some sense now, this is done in Fallout 3 and in NV but it can also be annoying. Imagine that I'm going to repair the GECKO power plant by entering the reactor and I don't want my party to die so I tell them to wait and they all go to those designated places, it would be a great pain just to go there to get them all.
 
They could just wait where you left them for one to four days, then get fed up with waiting and leave.


There is an unrelated issue which has been bugging me: those darned Zeta scans! In NCR, either Lck+2 -OR- Lck-1. Alternatively, in SF, either Int+1 -AND- Lck+1, -OR- Lck-1. Makes it hard to run an ironman character. Howzabout this:

In NCR, either Lck+2, Lck+1, or Lck+0
alternatively,
In SF, either Lck+1 or Lck+0, AND Int+1 or Int+0.

This would make no difference at all for non-ironman characters (who will just save and reload anyway), and not be a disincentive to running an ironman character....
 
teukros said:
They could just wait where you left them for one to four days, then get fed up with waiting and leave.

I'd prefer this method to simply having them go to the designated spot instantly, as I imagine that'd be all sorts of annoying.

However, I'm not sure if it's a good idea, because I can already envision all the people that will come to the forums to post that they told so-and-so to wait and now they've vanished.
 
Trivia; Can anyone spot what's odd about these two pictures?

[spoiler:852682dec4]
k9.jpg
[/spoiler:852682dec4]
[spoiler:852682dec4]
k9_2.jpg
[/spoiler:852682dec4]
 
teukros said:
They could just wait where you left them for one to four days, then get fed up with waiting and leave.

Yes, that would be great. After two days would be perfect. Any business hat demands leaving NPCs to wait can be done under two days.
 
Darek said:
Trivia; Can anyone spot what's odd about these two pictures?

[spoiler:21c7b302fc]
k9.jpg
[/spoiler:21c7b302fc]
[spoiler:21c7b302fc]
k9_2.jpg
[/spoiler:21c7b302fc]

The LPD badge on the first one, and in the second one dogmeat is using Combat Armor :lol:
 
Darek said:
Trivia; Can anyone spot what's odd about these two pictures?

[spoiler:a8044b68e0]
k9.jpg
[/spoiler:a8044b68e0]
[spoiler:a8044b68e0]
k9_2.jpg
[/spoiler:a8044b68e0]

The LAPD badge on the first one, and in the second one dogmeat is using Combat Armor :lol:
 
Not LAPD badge, but K9 Kevlar Armor. Maybe this is a better pick.

[spoiler:519783480d]
k9_3.jpg
[/spoiler:519783480d]
(No, the armor button does not work, the picture is misleading.)

I played around a bit with Dogmeat and made him wear his doggie armor and remove it when told to.
He changes animations and seems to be fully working, so who knows, maybe this can actually be used for something.


Dogmeat:
Need to resize his K9-armor to about to 50% (maybe 75% works, haven't tried), to stop it from crashing when equipped in dudes hand. There's no need to ever put it in your hand but that doesn't stop people from doing it. :lol:
Could you fix that please Josan12 (it was you who made it wasn't it)? So it doesn't get ruined, I'm not so good with the art stuff, need a professional. :)
I made a temporary real K9 armor for him as pid 581 for this little experiment.
Code:
ecdogmet:

procedure Node010
begin
	variable k9armor := 0;
	gsay_reply(1095, 150);							//Woof! Woof!
	if (obj_is_carrying_obj_pid(dude_obj, 571)) then begin
		metarule3(107, self_obj, 16777334, 0);
		k9armor := create_object_sid(581, 0, 0, -1);
		add_mult_objs_to_inven(self_obj, k9armor, 1);
		wield_obj_critter(self_obj, k9armor);
		rm_obj_from_inven(self_obj, obj_carrying_pid_obj(dude_obj, 571));
		destroy_object(obj_carrying_pid_obj(dude_obj, 571));
	end
	else begin
		if (obj_is_carrying_obj_pid(self_obj, 581)) then begin
			k9armor := create_object_sid(571, 0, 0, -1);
			add_mult_objs_to_inven(dude_obj, k9armor, 1);
			rm_obj_from_inven(self_obj, critter_inven_obj(self_obj, 0));
			destroy_object(obj_carrying_pid_obj(dude_obj, 581));
			metarule3(107, self_obj, 16777232, 0);
		end
	end
	giq_option(4, 1095, 142, Node1000, 50);					//That's better!
end


And stuff to tell Dogmeat to put armor on or off:

procedure Node1000
	if (obj_is_carrying_obj_pid(dude_obj, 571)) then begin
		giq_option(4, 1095, 140, Node010, 50);		//(Here, boy! Let's see somebody mess with you now! (You place the K9 Kevlar on Dogmeat.)
	end
	if (obj_is_carrying_obj_pid(self_obj, 581)) then begin
		giq_option(4, 1095, 141, Node010, 50);		//Is the armor weighting you down? (Maybe I should remove it.)
	end
same for the following nodes I suppose:

procedure Node1002
procedure Node1100
Just a suggestion for dialog, that can obviously be changed to whatever. Maybe something different should be added for low int characters as well?
Also, can't seem to be able to search dead or unconscious Dogmeat, so don't need no fail-safe in dude script as he can't ever get his hands on the real doggie armor.
 
Darek said:
Need to resize his K9-armor to about to 50% (maybe 75% works, haven't tried), to stop it from crashing when equipped in dudes hand. There's no need to ever put it in your hand but that doesn't stop people from doing it. :lol:

The artwork has been fixed. The Leather armor is there for a size reference.
030k9kevlar2.gif


On a side note: I've finished all of the map changes for the RP, but I'm testing the game again just to make sure nothing unwanted has slipped through. :look:

EDIT: I just realized that the ground item for the K9-armor was that crappy box, well now it looks like the K9-armor.

032scr00002.gif
...
031k9kevlaritem.gif
 
Alright, looks good Pixote. :ok:

So I made an armor wear/remove thingy for Marcus as well.
If he has his armor (fake) in his inventory, the option to wear it will become available in his 'talk about your gear' dialog.
A new inventory/ground art for his armor and two new items (fake and real armor, pid 582 and 583) is needed. Or are there any good art existing already?


Marcus armor via dialog:

Code:
hcmarcus:
Somewhere in procedure Node1008
	if (message_str(600, 10008) != 0) then begin
		if (obj_is_carrying_obj_pid(self_obj, 582)) then begin
			giq_option(4, 600, message_str(600, 10008), Node1009, 50);	//Dialog needed; Can you put your armor on?
		end
// Code for removing armor talk already existing.


And the following to replace the existing armor removal code at the top of node1009. Pid 582 is fake and pid 583 is real armor.
Dialog pre-existing in node. 

procedure Node1009
begin
	variable Mut_armor := 0;
	if (obj_is_carrying_obj_pid(self_obj, 582)) then begin
		metarule3(107, self_obj, 16777335, 0);
		Mut_armor := create_object_sid(583, 0, 0, -1);
		add_mult_objs_to_inven(self_obj, Mut_armor, 1);
		wield_obj_critter(self_obj, Mut_armor);
		rm_obj_from_inven(self_obj, obj_carrying_pid_obj(self_obj, 582));
		destroy_object(obj_carrying_pid_obj(self_obj, 582));
	end
	else begin
		if (obj_is_carrying_obj_pid(self_obj, 583)) then begin
			Mut_armor := create_object_sid(582, 0, 0, -1);
			add_mult_objs_to_inven(self_obj, Mut_armor, 1);
			rm_obj_from_inven(self_obj, critter_inven_obj(self_obj, 0));
			destroy_object(obj_carrying_pid_obj(self_obj, 583));
			metarule3(107, self_obj, 16777236, 0);
		end
	end


The following is a fail-safe in case the dude ever gets his hands on the real mutant armor (Marcus dead or unconscious).
Turns armor into fake one when in dudes inventory. (Is there another way to stop abuse?)

obj_dude:
procedure critter_p_proc
begin
	restock_obj := 0;
	if (obj_is_carrying_obj_pid(self_obj, 583) then begin
		restock_obj := create_object_sid(582, 0, 0, -1);
		add_mult_objs_to_inven(self_obj, restock_obj, 1);
		rm_obj_from_inven(self_obj, obj_carrying_pid_obj(self_obj, 583));
		destroy_object(obj_carrying_pid_obj(self_obj, 583));
	end
//Maybe best to rename the restock_obj variable to something else as it may already be used by something else, this was just an example.

So if this is to be used the merchant in the Abbey that gives the armor to Marcus needs to be changed a bit. (Possibly dialog too.)
I do think it's best that Marcus wears the armor right away when he gets it from the merchant, like it is now.
 
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