Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

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I'd like some sort of "prevent running away from my char more than X hexes" command. Because I go nuts when I sit in a comfortable room near a bottleneck door with a pile of bodies of enclave troopers in front of me and cassidy suddenly decides it's cool to run after that single technician across the map.

Of course he gets melted the next turn he leaves the room. And I have to reload. Blah.

Maybe Nirran can do this, since he has a "request mod" thread. I'll ask him.

Sorry for OT.
 
******
UPDATE

Did a full reinstall, seems to work again.

END UPDATE

******

Entering Vault City for the first time the courtyard loads up but crashes almost immediately. The guard at the gate has just enough time to greet me with a floating text when this comes up:

Application Error: F:\games\fallout2\FALLOUT2.EXE

"The instruction at 004af46a referenced memory at 00000028
The memory could not be read from

Click on OK to terminate the application"

I have windows 2000 running RP with all options installed(*). Also using Nirran's fix for electrocution victims dropping items on the ground.

Save: http://hotfile.com/dl/71073073/b068cac/SLOT09.zip.html

On the way from Den to VC I think some random encounter that was supposed to load didn't, and just flashed a black screen.

(*)Except 14mm pistol sounds.
 
DForge said:
Not Lost Hope said:
On the way from Den to VC I think some random encounter that was supposed to load didn't, and just flashed a black screen.

Horrigan encounter ?

The horrigan encounter went fine. My guess would be maybe Kaga part two? Hopefully won't matter anymore.
 
Not Lost Hope said:
It was possible to completely disable this character by renaming/removing glkagaen.int in \Data\Scripts\, but I understand this has been changed in some way. Is there still an easy way to control this?
 
For all of you still having troubles imagining Cassidy: just picture Saul Tigh (from Battlestar Galactica) in a kick-ass armor. That pretty much covers it.
 
unacceptable said:
Not Lost Hope said:
It was possible to completely disable this character by renaming/removing glkagaen.int in \Data\Scripts\, but I understand this has been changed in some way. Is there still an easy way to control this?
That's not relevant anymore in the RP 2.x line. Kaga is now just like a normal random encounter - though with a much higher probability than any of the other encounters.

@Not Lost Hope
So, all is well now that you did a full reinstall?
 
DForge said:
unacceptable said:
DForge said:
I'd like some sort of "prevent running away from my char more than X hexes" command.
Select NPC / Combat Control / Custom / Distance: Stay close to me.

doesn't work :)

You can also choose: Stay where you are

That should effectively freeze the NPC in position once combat starts, no matter where you happen to be.
 
@unacceptable: I think that you were saying (on the previous page of the thread) that being able to control *just* their movement (not anything else) would be nice, right? Not their other behaviors? (It seems as though you and others are interpreting what you're saying in two different ways. But hey, I could be wrong.) If so, I agree: a kind of partial mod only letting you control NPC movement on demand would be great.

@killap: the .gcd file won't save character appearance. I assume this just hasn't been implemented (yet?) with the new character appearance selection feature.

Also killap: I'm curious about your name. Does it relate to "kill armor-piercing" ammo, as it was bugged in the original fallouts? Or if not, what does it mean? Kill the application? Kill all peasants? Keep illicit liasons long and passionate? :-)

I've always wondered. :-)

m-
 
Adding new critters to the mod

Thanx for the great work to give a new life to the GAME! I never thought I would replay it until I found out I can now play with the native resolution of my screen (1366x768)!

After browsing unsuccessfully throughout this forum I can't still figure out how I can add appearance of the PC and the NPC in the RP. Please point me to the right modding guide or just help:

1. Add some FOT critters (from the critters packs in the downloads section on the NMA) to the RP mod in order to change the appearance of Sulik and Cassidy. (As far as I understood Sulik picks a generic tribal appearance, is it so?)

2. Choose an appearance for the PC and keep it unchanged despite the actual armor worn
 
@ Reno 111.

1. I dont know anything about adding critters from FOT so i cant help you with that.
Also I dont think they are the same style as F2, but thats just my personal taste.

-Sulik, Cassidy & other followers now actually look unique when wearing different armors.
Sulik for example has bear feet with certain armors or when wearing powerarmor there are tribal markings on it.

2. You can actually choose from !!3!! different PC models, normal dude, longhair dude, bald dude.
It just blows my mind & to me adds so much to the roleplaying experience.

This is of course only when playing with the newest Restoration Project.

Bye !
 
@ Riel88

You are sure right about the new roleplaying experience - Sulik looks better in a "customized" armor. However, I'd like to see my team even more exclusive. There is a number of critters animations from FOT modified to be used with F2.

What I can't figure out is HOW I make the game see these added animations and assign them to Sulik, Cassidy and the new recruitable gunner Cat Jules from EPA. Like Sulik could look like a Reaver from FOT and Cassidy/Cat Jules would have the Combat Armor animation. I didn't plan to modify the inventory pics or armor properties - just change the animation.

And by the way, the BOS Power Armor animation looks much better in FOT than in F2 in my opinion.

A good advice/ direction will be highly appreciated
 
@ Riel88

You are sure right about the new roleplaying experience - Sulik looks better in a "customized" armor. However, I'd like to see my team even more exclusive. There is a number of critters animations from FOT modified to be used with F2.

What I can't figure out is HOW I make the game see these added animations and assign them to Sulik, Cassidy and the new recruitable gunner Cat Jules from EPA. Like Sulik could look like a Reaver from FOT and Cassidy/Cat Jules would have the Combat Armor animation. I didn't plan to modify the inventory pics or armor properties - just change the animation.

And by the way, the BOS Power Armor animation looks much better in FOT than in F2 in my opinion.

A good advice/ direction will be highly appreciated
 
ralphrepo said:
DForge said:
unacceptable said:
DForge said:
I'd like some sort of "prevent running away from my char more than X hexes" command.
Select NPC / Combat Control / Custom / Distance: Stay close to me.

doesn't work :)

You can also choose: Stay where you are

That should effectively freeze the NPC in position once combat starts, no matter where you happen to be.

The problem with all those commands is that it makes the NPCs extremely passive in combat. They refuse to attack anything that stands farther than 10 hexes. Vic and Skynet refuse to attack enemies that are next to them, at times. They just skip their turns. Sulik is pretty agressive, and Cassidy also does good. But Vic and Skynet refuse to work unless you set them to "on your own" which gets them killed.

Marcus doesn't even have the "stay where you are" and "stay close to me" options and thus is completely useless at navarro and enclave.
 
Dravean said:
Riel88 said:
Sulik for example has bear feet with certain armors
I never noticed that. It must be some kind of tribal shape-shifting hoodoo. Awesome.

Yeah...but some of the bare feet are slightly too small, compared to the original Tribals bare feet, but to fix it would be painful - one day. :wink:
 
memetics said:
@unacceptable: I think that you were saying (on the previous page of the thread) that being able to control *just* their movement (not anything else) would be nice, right?
Yes, that was my point.
 
that would be nice, but pretty unnatural if you could move them but they had to attack themselves. Especially when the function that makes them use their remaining APs after killing someone is on.

I think no aimed shots + no bonus perks + no tag skills, if possible, would make this option awesome.
 
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