Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

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.Pixote-

This reminds me about the weapon ground artwork .frms you converted from FOT and sent me a while ago. Have you considered offering up a pack for others to use them? I understand the opinion of some that having graphics on the ground that are more detailed than what the player is holding makes little sense, but I think there would be an appreciable amount of people who would use it (I liked it). Especially now that the RP is going give the option for weapon drop on death / arm crits.

Since you went through the trouble of converting all the images, it just seems like a waste to not offer it to the public.
 
agris said:
.Pixote-

This reminds me about the weapon ground artwork .frms you converted from FOT and sent me a while ago. Have you considered offering up a pack for others to use them? I understand the opinion of some that having graphics on the ground that are more detailed than what the player is holding makes little sense, but I think there would be an appreciable amount of people who would use it (I liked it). Especially now that the RP is going give the option for weapon drop on death / arm crits.

Since you went through the trouble of converting all the images, it just seems like a waste to not offer it to the public.

Its been public for a while now - Tactics Weapons

As for the dropped items, well there are two schools of thought here -

*Those people who don't want to change the status quo...and fair enough, the weapons in the animations and on the ground resemble each other, and it is better to leave it that way.

*And those who think the dropped ground items should resemble their inventory images more closely. But to do this we would have to use the weapons from Fallout Tactics, unless someone was going to build every weapon in 3d and render them (it wont happen).

I think items like stimpaks, drugs, and these odd objects would be better off resembling themselves instead of the dropped box look, or the common drug look. If the "party orders addon" ends up in the RP then players wont need to worry about searching bodies or picking up dropped items, because the PC or NPC's will do it for you.

Will the game be better if the items resemble their inventory images - maybe. :wink:

040weapondifference.gif

.............

I have worked out a solution for the items falling behind the blood pools. From now you can feel satisfied you wont need to click on a single pixel just to grab the loot. I tested it on the slavers in the Den.

038scr00002s.gif
 
.Pixote. said:
*And those who think the dropped ground items should resemble their inventory images more closely. But to do this we would have to use the weapons from Fallout Tactics, unless someone was going to build every weapon in 3d and render them (it wont happen).
I think the regular Fallout 1/2 inventory graphics with the FOT ground art look great, I actually prefer the original inventory art over the tactics versions. I can't tell if we're saying the same thing, or if you're saying that the FOT inventory art should be used in conjunction with the ground art.
 
agris said:
.Pixote. said:
*And those who think the dropped ground items should resemble their inventory images more closely. But to do this we would have to use the weapons from Fallout Tactics, unless someone was going to build every weapon in 3d and render them (it wont happen).
I think the regular Fallout 1/2 inventory graphics with the FOT ground art look great, I actually prefer the original inventory art over the tactics versions. I can't tell if we're saying the same thing, or if you're saying that the FOT inventory art should be used in conjunction with the ground art.

Yeah, I too prefer the Fallout inventory graphics with the FOT ground art, ironically the Fallout 1/2 graphics are more detailed and vivid in my opinion.
 
Is Kaga supposed to die? When I left Den, I encountered him for the first time. he had around 300 hp (and these two tribal warriors), Sulik did knock him out and I bursted him twice (-130 each time), so his ~300 hit points went lost pretty fast. I'm not sure if it is intended? Will I still encounter him later in the game?
 
Izual said:
Is Kaga supposed to die? When I left Den, I encountered him for the first time. he had around 300 hp (and these two tribal warriors), Sulik did knock him out and I bursted him twice (-130 each time), so his ~300 hit points went lost pretty fast. I'm not sure if it is intended? Will I still encounter him later in the game?
Normally, he flees when he's getting close to dieing.
He appears, what, five times or so, each time with better armor and weapons.
If he's unconscious, well, he can die, too. But that's not the intention :)
 
I know killap had intended to make it so he couldn't be knocked out, but apparently he still can.

If he dies, then he's dead. You won't encounter him again.
 
Dravean said:
I know killap had intended to make it so he couldn't be knocked out, but apparently he still can.

If he dies, then he's dead. You won't encounter him again.
I don't think it's possible to disable knock outs, if it is I must have totally missed it (and I have been looking). What killap did disable on Kaga was knock back. A workaround could be to 'heal' the knock_out state if he gets knocked out through his script, except I haven't gotten that command to work. I think it should be the same command as healing crippled limbs, just with a different flag.
As is seen in DEFINE.H
Code:
	if ((critter_state(self_obj) bwand DAM_KNOCKED_OUT) == TRUE) then begin
		critter_uninjure(self_obj, DAM_KNOCKED_OUT);
Sadly I don't think those are working, or at least I haven't been able to figure out how to use them properly.
I wanted to use this to fix the erratic behavior of party members that have been knocked out, and not come back to their senses before the combat is over.
 
If he dies, then he's dead. You won't encounter him again.

Oh man, I'm sad panda now. I love Kaga and his encounters, and now I won't encounter him again? That's not cool. If it's not possible to disable knock out on him, maybe you can give him twice the hit points he already has (at least for this first encounter).
 
Darek said:
I don't think it's possible to disable knock outs, if it is I must have totally missed it (and I have been looking).
Going the sfall route, you can do it in the hs_combatdamage hook script.

Code:
procedure start begin
  variable args;
  if (hook_init) then return;
  args:=get_sfall_args;
  if (obj_pid(args[0])==<kaga's pid>) then begin
    set_sfall_return(args[2]);
    set_sfall_return(args[3]);
    set_sfall_return(args[4]) & ((-1)^<knock out special effect flag>));
  end
end
I don't have fallout in front of me atm and I haven't done any scripting in a while, so I've probably misremembered a whole bunch of function names there. That's the general idea though.
 
Darek:

seeing how u like to code i'd like to ask you this:

would u rewrite the brain's code with killap if he asked u? i ask this because of what killap says in the wiki. ;)
 
Izual said:
Oh man, I'm sad panda now. I love Kaga and his encounters, and now I won't encounter him again? That's not cool. If it's not possible to disable knock out on him, maybe you can give him twice the hit points he already has (at least for this first encounter).

The problem with giving him even more hit points is that some people already complain about the amount of hit points he currently has. They say it's an immersion breaker if they have the awareness perk and see that Kaga's got the hp of a demi-god. I can sympathize with that point of view, but the goal was simply to prevent Kaga from dying on the first encounter.

What I do when playing, is, if I knock Kaga out, my character simply abstains from delivering the coup de grâce (maybe the Chosen One's warrior's honor won't permit him to kill an unconscious foe, or perhaps he just feels pity for Kaga).
 
You know how in Klamath, if you help rustle the Brahmin, you can get the quest to rescue Torr? Well, if you get it from Maida, she'll reward you. If you get it from Ardin, you don't get any reward. Should they maybe both offer you the same reward?

Another idea: animation for unlocking doors with keys? As it is, most of the time the PC just stands there and the door magically unlocks.

On the topic of where the PC first shows up on the Arroyo map after the Temple of Trials: why not have the guy guarding the cave entrance immediately open dialogue and tell the PC to go talk to the Elder? That allows him to show up in a more logical place and still allows new players to figure out what they should do next.
 
Also, when you're examining the Duntons' brahmin and find the mixed brands, you can do that from way the fuck across town. Pretty weird. You can get the floating text and all even though there's no way you'd actually be able to see them from where you are. Any way to fix this, or is this just a hard-coded aspect of the binoculars function?
 
I recently found out about this restoration project and I am playing fallout 2 again after some years with it now, the thing is, I'm near the end of the game, on the enclave oil rig but I can't access the prison level, going right leads to the armory I think (through the green transition area on the floor) and as far as I remember, also as far as I understand from walkthroughs I read the prison should be accessed via the elevator bellow the entrance, well, it isn't, there's only the entrance hallway and the vertibird landing pad as options when I use the elevator.

Any idea what might be the problem? I only installed the game and the official patch prior to the restoration and I used the installer version of the restoration.

Thanks.
 
you didnt read the readme file dont you? you CANT install any patch aside restoration one unless they are compatible and restoration mod contains the fixes from the official patch. :/
 
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