Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

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vollach said:
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?

Yeah, it sounds like you need to use the stairs in the room just below the big main entrance room.
 
Dravean said:
vollach said:
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?

Yeah, it sounds like you need to use the stairs in the room just below the big main entrance room.

Yeah, those "Stairs" just bellow (more like southeast of) the entrance are labeled "Elevator" that's exactly what I said I did, I only get two options when using it, either go to the vertibird loading bay or stay at the entry hall, nothing else.

BTW, don't know if it matters at all but I'm running the game on Windows 7 Home Premium 64bit, no compatibility mode used.
 
Hey, I just finished this version of the RP and had a few annoying bugs to report, thought I'd put them here?

- You can find a blue pass (the one that opens Xarr's cell in Navarro) in Gecko reactor 5, don't remember where exactly (possibly in a locker). I think it's weird.

- When fighting in San Francisco's ring, your followers can actually shoot your unarmed opponents, which makes winning a lot easier, of course :p When Cassidy shot my opponents, they stopped punching me, probably willing to kick Cassidy's ass. He kept shooting them, but it seems there are some places inside the ring where he could not aim. The guards didn't react at all about this, and I was able to pretend I was a Unarmed hero, which I was not :p

- Sometimes, one of your alive enemies can be seen like a container. The "hand" icon appears when moving the mouse over him. If you click and stand right next to him, you can browse his inventory and pick all his stuff during the fight. Really weird. It happened a few times, but I remember it did for one of Frog Morton's thugs in the lower part of the outside of Wanamingo Mine.

And - congrats to all. I had great time playing this. It's really really worth it!
 
Izual said:
- You can find a blue pass (the one that opens Xarr's cell in Navarro) in Gecko reactor 5, don't remember where exactly (possibly in a locker). I think it's weird.
Confirmed, but it happened in the original version of the game too.

Izual said:
- Sometimes, one of your alive enemies can be seen like a container. The "hand" icon appears when moving the mouse over him. If you click and stand right next to him, you can browse his inventory and pick all his stuff during the fight. Really weird. It happened a few times, but I remember it did for one of Frog Morton's thugs in the lower part of the outside of Wanamingo Mine.
Actually, this is nothing buggy or strange. It's just a known effect of some critical hits to the head or arms (and I think that sometimes even to the legs). Sometimes, you'll see that your still alive but lying unconciouss foe is lootable; that's the case with a head critical. Other times, you can experiment this effect even with the enemy still on his feet; that's what happens with a good arm critical (the one that says in the dialogue window: "causes severe tennis elbow" in humans, or "grab his arm in pain" in supermuties), and it's accompanied with a lost turn for that enemy. So no, not only it isn't a bug, but also it's one of the best strategies for melee chars: hit the arms, and literally disarm the foe (or, if you have little inventory space, at least unload his weapon and take the ammo :twisted: ); in many ocasions, it's even better than aiming to the eyes or even the head :wink:
 
vollach said:
Yeah, those "Stairs" just bellow (more like southeast of) the entrance are labeled "Elevator" ..
There are one more stairs, aside of the elevator. Don't rush, be perceptive, dude! :P
 
valcik said:
vollach said:
Yeah, those "Stairs" just bellow (more like southeast of) the entrance are labeled "Elevator" ..
There are one more stairs, aside of the elevator. Don't rush, be perceptive, dude! :P

Well... After I saw your message I went ahead and checked it out again, you were right, I don't know how I missed the stair rail near the elevator, well, actually, it's barely visible, maybe that's how I missed it, anyway, thanks.

This is embarassing really :oops:
 
LionXavier said:
Actually, this is nothing buggy or strange. It's just a known effect of some critical hits to the head or arms (and I think that sometimes even to the legs). Sometimes, you'll see that your still alive but lying unconciouss foe is lootable; that's the case with a head critical. Other times, you can experiment this effect even with the enemy still on his feet; that's what happens with a good arm critical (the one that says in the dialogue window: "causes severe tennis elbow" in humans, or "grab his arm in pain" in supermuties), and it's accompanied with a lost turn for that enemy. So no, not only it isn't a bug, but also it's one of the best strategies for melee chars: hit the arms, and literally disarm the foe (or, if you have little inventory space, at least unload his weapon and take the ammo :twisted: ); in many ocasions, it's even better than aiming to the eyes or even the head :wink:
Oh, damn. You taught me something :D
 
vollach said:
valcik said:
vollach said:
Yeah, those "Stairs" just bellow (more like southeast of) the entrance are labeled "Elevator" ..
There are one more stairs, aside of the elevator. Don't rush, be perceptive, dude! :P

Well... After I saw your message I went ahead and checked it out again, you were right, I don't know how I missed the stair rail near the elevator, well, actually, it's barely visible, maybe that's how I missed it, anyway, thanks.

This is embarassing really :oops:


Yeah, the Oil Rig is disorienting. The first time I tried playing Ironman all the way through (which was also my first time playing the game in a long while) I started the countdown and then wasted (too much) time running around trying to figure out how to go back up. I should have left a trail of broc flowers or something...
 
Hi,

I've just noticed that in this last version of the RP, in random encounters with "farmers", their kids don't belong to the farmer's team. Correct me if I'm wrong, but I seem to recall that the boys had been added to the farmer's team on a certain occasion (in the last unofficial patch, I think).
 
LionXavier said:
Hi,

I've just noticed that in this last version of the RP, in random encounters with "farmers", their kids don't belong to the farmer's team. Correct me if I'm wrong, but I seem to recall that the boys had been added to the farmer's team on a certain occasion (in the last unofficial patch, I think).

I've seen the kids attack the farmers after being sprayed by bullets accidentally, it was highly entertaining to see the Mums and Dads whacking their own kids. :mrgreen:
 
.Pixote. said:
LionXavier said:
Hi,

I've just noticed that in this last version of the RP, in random encounters with "farmers", their kids don't belong to the farmer's team. Correct me if I'm wrong, but I seem to recall that the boys had been added to the farmer's team on a certain occasion (in the last unofficial patch, I think).

I've seen the kids attack the farmers after being sprayed by bullets accidentally, it was highly entertaining to see the Mums and Dads whacking their own kids. :mrgreen:
That's what the little meat shields get for not ducking fast enough. Mumsy can always squeeze out more. :newevil: Seriously, it's not unusual in the game to have someone on a "team" turn on someone that shot them in the back. In know I've done that to Ian in FO1.
 
Richwizard said:
That's what the little meat shields get for not ducking fast enough. Mumsy can always squeeze out more. :newevil: Seriously, it's not unusual in the game to have someone on a "team" turn on someone that shot them in the back. In know I've done that to Ian in FO1.

In FO2 is unusual because if you burst and hit Sulik or another follower they won't turn against you, so I believe that might be a team issue :roll:
 
Original bozar sound?

Hey all, love the RP mod, just one thing creeps the hell out of me. Any way for an inept person at these things to change the Bozar sound to the original one?

Tried a bit of searching, didnt produce anything for me (science < 20%, doh) just think I saw somewhere that it cannot be changed back to original one in RP? The sound really sucks now imo and does not fit the animation at all.
 
Re: Original bozar sound?

dios.mios said:
Hey all, love the RP mod, just one thing creeps the hell out of me. Any way for an inept person at these things to change the Bozar sound to the original one?

Tried a bit of searching, didnt produce anything for me (science < 20%, doh) just think I saw somewhere that it cannot be changed back to original one in RP? The sound really sucks now imo and does not fit the animation at all.

Got it out by pure luck :shock: in case anyone else wonders, just delete/rename the %gamepath%\Fallout2\data\Proto\Items\00000350.pro file.
 
Re: Original bozar sound?

dios.mios said:
dios.mios said:
Hey all, love the RP mod, just one thing creeps the hell out of me. Any way for an inept person at these things to change the Bozar sound to the original one?

Tried a bit of searching, didnt produce anything for me (science < 20%, doh) just think I saw somewhere that it cannot be changed back to original one in RP? The sound really sucks now imo and does not fit the animation at all.

Got it out by pure luck :shock: in case anyone else wonders, just delete/rename the %gamepath%\Fallout2\data\Proto\Items\00000350.pro file.

You may have science < 20% but you have 10 Luck :D
 
Re: Original bozar sound?

dios.mios said:
dios.mios said:
Hey all, love the RP mod, just one thing creeps the hell out of me. Any way for an inept person at these things to change the Bozar sound to the original one?

Tried a bit of searching, didnt produce anything for me (science < 20%, doh) just think I saw somewhere that it cannot be changed back to original one in RP? The sound really sucks now imo and does not fit the animation at all.

Got it out by pure luck :shock: in case anyone else wonders, just delete/rename the %gamepath%\Fallout2\data\Proto\Items\00000350.pro file.

Grab Cubiks item editor (F2wedit v1.3.1.13) - http://cubik2k.w.interia.pl/en_index.htm and change the proto sound file for the Bozar...I changed the sound file back to the original. Sound ID 76. It's a great program. :wink:
 
Looking back on this thread, it seems that most of the bugs have now been fixed, missing features implemented and you guys are progressing very nicely.

What is there left to work on?

Far as I can tell what remains are basically a few char animations? Should we get ready to cork the champagne? :D
 
Hkelukka said:
What is there left to work on? ...Far as I can tell what remains are basically a few char animations? Should we get ready to cork the champagne? :D

All of the critter animations that are meant to be in the next release are done...but every time I finish my map fixes I have to replay the entire game again (just to check for silly oversights, missing blockers, etc), and every time I replay I find a few new things. You can't just run through each map in the mapper, and sometimes it's the NPC's that reveal to me what's wrong. :roll:

As soon as I'm finished I will pass the maps on to Killap for him to finalize stuff. I will say one thing about the RP - I never get tired playing it. :wink:
 
Ach, then I will keep the bubbly on ice, that is, i would if i had ice... or bubbly...

No rush, I'll wait for a stable final version before I start my ironman run through. Got all the way to the edges of NCR last time before I was mowed down by gatling gun wielding Kaga.
 
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