Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

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Arasteele said:
My game crashes whenever I get into a random encounter involving the .223 Pistol (.233? I forget). Like, whenever it's a gang where any of the attackers has one, the game crashes. Every time. Is there anything I can do to fix this?
Hmm, there was an issue with that sound back in some older version of the RP, but that got fixed. Did you install the whole RP manually or only patch the master.dat file? It may be that a 'bad' sound file slipped into the manual install? I really recommend the installer version.
It could also be something to to with Win ME, it wasn't exactly the best or most stable OS...
Anyway, if you go into your \DATA\SOUND\SFX folder and remove WAE1XXX1.ACM for now, it might stop the crashing (but you will also lose that lovely BAAM sound).

Arasteele said:
Shouldn't the wastes be just that, wastes, and not so crowed that you're running into something every 1-3 millimeters on the map?
I have seen people complaining about this before, but never experienced it myself. The old encounter calculation was dependent on processor speed, slow computer meant many encounters whereas a faster ones would give you virtually none. IIRC it has now been changed to the Fallout 1 calculation (non processor dependent). So it's not a setting that has been cranked up insanely high, but rather something a few gets a problem with it seems. Don't know the reason.
Also, the place to reduce them is in ddraw.ini, but it says that it is obsolete. You can always play around with it but might be more lucky asking for help in the FO2 Engine Tweaks thread.

Arasteele said:
I notice that through frequent chem use my player is retaining some of the extra points permanently...
Sounds like this old vanilla bug that has never gotten fixed...

The Nearly Ultimate Fallout 2 Guide said:
The Jet Antidote is slightly bugged. Firstly, if you are addicted to Jet when you use it, you don't lose the dose. Secondly, you can use it to raise your stats permanently, although this is a pointless kind of cheating. In any case here's one way of doing it which works for me most of the time. All you need is a supply of Jet and one Jet Antidote. Step 1: use 2 or more Jet, making sure you get addicted, then 1 Jet Antidote. Step 2: rest for 24 hours (the game will exit from the Pipboy automatically). Step 3: repeat step 1. Step 4: rest for a few days, then check your stats. For every repetition of the cycle after the first, your ST and PE should go up by 1 and your AP by 1 or 2. Fun, eh?
If you haven't gotten the jet antidote yet I don't know what it may be. It sounds exactly like the same bug. Perhaps the antidote is not the only possible trigger. Either way, I have never personally seen it happen, RP or otherwise.

Finally, about Skynet disappearing at EPA, it's not a random thing but something wrong with the code that forces him to wait for you.
Tell him to wait yourself before going down there and you will have no problems, that or wait for the next release of the RP.
 
Hi,
I'm an Italian player and I wish to translate the RP. I'm not sure I just need to translate all the files into the "Text" folder of the mod, because some years ago another Italian player translated Fallout 2 and he made some changes also to .frm, .bio and .int files (art, premade and scripts folders) and also a new fallout2.exe and patch000.dat files can be found in his translation (maybe because he also included the last official patch in his translation project ?)

Thanks for your help
 
hicarus87 said:
Hi,
I'm an Italian player and I wish to translate the RP. I'm not sure I just need to translate all the files into the "Text" folder of the mod, because some years ago another Italian player translated Fallout 2 and he made some changes also to .frm, .bio and .int files (art, premade and scripts folders) and also a new fallout2.exe and patch000.dat files can be found in his translation (maybe because he also included the last official patch in his translation project ?)

Thanks for your help
If your translation abilities are as good as the writing of this post, I assume other Italian players will be pissed.
 
bill2505 said:
this mod is great .2 question
mash graphic mod is the latest version that this mod includes

I don't think so, Mash has has upgraded his mod a few times since RP 2.2 has been out. Just download the latest resolution mod and apply it to the RP, it works fine.
 
why I shouldn't install in the "program files" directory?

I got Win7 32 bit and fallout 2 installed to c:\program files\Blackisle\Fallout 2...


so that's where I install the "restoration patch" right?
 
davva said:
why I shouldn't install in the "program files" directory?
I got Win7 32 bit and fallout 2 installed to c:\program files\Blackisle\Fallout 2...
so that's where I install the "restoration patch" right?
Because sfall won't work properly if you didn't disable UAC, and it's one of the core components for RP.

From sfall's FAQ:
=============================================================================
== Cannot edit ddraw.ini, or ddraw.ini edits don't seem to have any effect ==
=============================================================================
If you're on vista, or windows 7 and have UAC enabled, then do _not_ install fallout 2 to the program files directory. Instead pick a path like 'C:\Games\Fallout2'. The same thing applies to any game that you wish to mod. The program files directory is protected by windows, and you'll find yourself either unable to modify the files in it, or your files will end up getting mixed with copies in the virtualstore.
 
so, I should make a clean install to c:/fallout2 for example and apply the patch, that should be fine, right?

(I did not disable or enable UAC, don't even know what it is - but do not tell anybody :P)
 
jomiyo said:
Will the new version make an Xmas release?

Fingers crossed, but I haven't heard from Bear Dude for a while now...

A part from the critical bug fixes, the only new features / extras coming up for the RP are (if I can recall correctly) -

*New tribal animations for the Temple of Trials - now you can use the knife and hammer. (Originally it was just a spear or hands and feet).

*Improved maps for locations such as the Military Base level 4, Toxic Caves, plus plenty of small map fixes, etc.

*Hakunin now has a night-time version of his talking head.

*The male PC will strip down to his bare chest when fighting in the New Reno boxing tournament, and the fight ring at San Francisco. (Originally he stripped down to his blue vault suit).

Hopefully a future version will have a new male black playable character, and a new female playable character (Punky), but they are a long way off. :wink:
 
just to be sure...

I am using win 7 32 bit

If I Install fallout to c:\fallout2 and the restoration patch on it, should work fine, right?

I am just asking, becasue I had fallout 2 installed in the program files directory, than the restoration patch on it and it seemed to work ok.

Don't remember turning UAC off.

So, a short hint, what's the best way to install?

thanx
 
Hey killap,

Trying your UP+RP for the first time. I can't change my race, am I doing something wrong? I installed the UP then the RP, have confirmed RP info shows up in main menu and the rock.

Only appearance change(s) I can make is long hair or bald on male.

:(
 
Surf Solar said:
That's because the black guy graphics aren't finished yet. ;)
So only Bald White Guy and Long-Hair White Dude and Standard Female are available, even with all the various female and male gfx getting worked on? Sad :(
 
Yup, I'm not following all those threads so often, but that's the knowledge I have gathered so far... Kilap might know more about that.
 
Sduibek said:
I installed the UP then the RP
If I'm not mistaken, you are supposed to install RP or UP, not both at the same time. UP only if you wish bug fixes, or RP if you want bug fixes and new content.
 
Could u guys explain me step by step how to install fallout 2 with restoration patch in win 7?

I have read that it shouldn't be be installed in the "program files" folder. So, like an installation to c:\fallout2 for example will work fine?
 
davva said:
Could u guys explain me step by step how to install fallout 2 with restoration patch in win 7?
Just download the installer in the first page. Select the directory where Fallout 2 is installed, select the extra things you want (original .223 pistol sound, for example) and the rest is pretty obvious.
davva said:
I have read that it shouldn't be be installed in the "program files" folder. So, like an installation to c:\fallout2 for example will work fine?
Yes, no problem.
 
Hello to all. After not indulging in Fallout 2 for some time, I recently started a new game and played to New Reno before stopping to make some under-the-hood changes. As part of that process, I downloaded the RP 2.1.2b manual install package and looked through the contents to see if there were any updates I desired (my installation is too customized to consider a full upgrade at this point). I checked in some detail while updating some of my files, and the problems below from 1.02d or RP 2.0 are still present in the RP 2.1.2b. I haven't been following the forum for some time :( , and though I did a cursory search I apologize if any of these problems have already been reported:

1) From "Restoration Project Corrections.txt" (2.1.2 section):

• Hacking into overseer logs always succeeded, as there is no roll against skill there. It now correctly does a science check.

Well, er, hmm... :wink: A science check is sometimes performed-- though likely not of the sort intended. Further changes to oscomptr.int seem prudent:

Code:
procedure Node029
begin
  op_gsay_reply(524, 300);
  op_giq_option(1, 524, 301, @Node009, 50);
  op_giq_option(1, 524, 302, @Node901, 50);
  op_giq_option(1, 524, 303, @Node999, 50);
end

procedure Node901
begin
  if (op_has_skill(op_dude_obj(), 12) < 80) then
    call Node030();
  else
    call Node032();
end


2) nhMyron.msg:

Code:
{921}{}{What about using some kind of endorphin blocker? That would repress the chemical and psychological addition, wouldn't it?}

should be:

Code:
{921}{}{What about using some kind of endorphin blocker? That would repress the chemical and psychological addiction, wouldn't it?}


3) In scrname.msg the guard dog at the Slaver Camp is listed as "dog," resulting in messages such as:

dog was hit in the head for 7 points, right across the snout.

In other words, scrname.msg should be changed:

Code:
{1465}{}{Dog}                           # slvcc3.int      ; guard dog on Slaver Map


4) kcitizen.msg:

Code:
{157}{}{Why don't you go back to the golden gecko?}

should be:

Code:
{157}{}{Why don't you go back to the Golden Gecko?}


5) kchild.msg:

Code:
{183}{}{I bet you do to bathe.}

should be:

{183}{}{I bet you do too bathe.} or

{183}{}{I bet you do so bathe.}


6) The ancient problem with Lumpy from the Gecko Junkyard-- he always says "Skeeter's standing right here beside us, you knucklehead," regardless of whether the Lumpster is loitering in Skeeter's workshop, lounging at his luxurious bachelor pad, or leaning on the fence out back while leering lasciviously at the brahmin-- is in gclumpy.int's frankly bizarre node017, and could be solved in several ways (all of which would be equally effective). Since Lumpy's talk_p_proc calls the "checkarea" procedure each time the former runs, I recommend simply rewriting node017 (since everything currently there is spurious) as:

Code:
procedure Node017
begin
	if (area == 2) then
		op_gsay_reply(135, 270);
	else
		op_gsay_reply(135, 271);
	op_giq_option(4, 135, 172, @Node014, 50);
	op_giq_option(4, 135, 272, @Node999, 50);
end

Either Lumpy is within twelve tiles of Skeeter or Lumpy is not within twelve tiles of Skeeter; since the "area" variable (whose states are 0 and 1 or 2, based on Lumpy's current tile) is already reset each time one speaks with Lumpy, this seems foolproof to me. Another way to solve the problem might be to put a check for whether Lumpy can see Skeeter into several dialogue nodes (= same result but much more work). I think there has been some misunderstanding regarding this problem in the past, as various efforts at resolution worked to reduce Lumpy's mobility rather than correct his dialogue.

An additional problem with Lumpy is that the player-character is nearly coerced into insipidly pestering Lumpy in regard to "where is Skeeter? Where is he? WHEREWHEREWHERETELLMENOW!" before at all knowing "Who is Skeeter?" or having actually met the putrefied grease-monkey. I think this is nonsensical, and further evidence that whoever wrote the Lumpy script back in the day at BIS was daft indeed. In any case, conversation with Lumpy flows much more rationally and naturally if two additional nodes are rewritten as:

Code:
procedure Node006
begin
	op_gsay_reply(135, 160);
	op_giq_option(-3, 135, 161, @Node01a, 50);
	op_giq_option(4, 135, 163, @Node014, 50);
	op_giq_option(4, 135, 164, @Node999, 50);
end

procedure Node014
begin
	if (visit_14_before == 0) then
	begin
		visit_14_before := 1;
		op_gsay_reply(135, 240);
	end
	else if (visit_14_before == 1) then
	begin
		visit_14_before := 2;
		op_gsay_reply(135, 241);
	end
	else
	op_gsay_reply(135, 242);
	op_giq_option(4, 135, 243, @Node016, 50);
	op_giq_option(4, 135, 244, @Node007, 50);
	op_giq_option(4, 135, 246, @Node018, 50);
end

One further problem with Lumpy's files related to this issue is that no consideration is anywhere given to whether or not Skeeter has met an with an untimely denouement-- though really, what kind of black-hearted SOB would harm a geriatric ghoul with a nifty nickname? A thorough resolution of this final Lumpy problem might then perhaps include writing an additional line of dialogue for gclumpy.msg and adding an additional check in gclumpy.int to address such potentialities. Since Lumpy and Skeeter are pals, surely Lumpy (who is characterized as at best rather neurotic, after all) ought know if Skeeter is dead or has been missing for some time rather than muttering "Duhr, Skeeter? I dunno."


7) If the player-character is an NCR Ranger and meets other NCR Rangers in a random encounter, whilst chatting the npc may introduce himself or herself by name. The problem here is that all NCR Ranger npcs in random encounters are named "Ezekiel" regardless of whether they are male or female; the relatively simple fix is to change node007 of ecranger.int and add one new line to ecranger.msg:

Code:
script:

procedure Node007
begin
	if (op_obj_pid(op_self_obj()) == 16777477) then
		op_gsay_reply(485, 123);
	else
		op_gsay_reply(485, 130);
	op_giq_option(1, 485, op_obj_name(op_dude_obj()), @Node008, 49);
	op_giq_option(1, 485, 124, @Node009, 50);
end

msg:

{130}{}{Greetings, stranger. I'm Zipporah of the NCR Rangers. And you are?}

I chose "Zipporah" as the name for female rangers only because it was the first female biblical name (to match the male "Ezekiel") that came to mind when I made this fix; any female name could of course be used instead. Although I thought others (perhaps MIB88?) had fixed this problem in some way in the past (which is to say, likely in some more thoughtful way than I), I couldn't find any such fix amongst my various mod archives just now while looking into the matter.


8) There are a number of problems with Goris' script (ocgoris.int), due to particularly noteworthy negligence by whomever originally wrote the script at BIS (what else is new?). Rather than offer a litany of errors, I'll say instead the good news is that most of the problems in ocgoris are solidly hidden by other problems, and thus will never be expressed to the player (nor do they interfere with anything else in the game). In an ideal world, ocgoris should be rewritten from scratch-- but I doubt any of us have time for such efforts. Therefore we can say in practical terms the trouble with ocgoris is at least twofold:

a) Stupid characters (IN < 4) will still likely see "ERROR" under some circumstances when asking Goris to rejoin the party. The best ways to put a sturdy band-aid on this problem are either to add a currently missing line {1007} to ocgoris.msg (perhaps "Want Goris help!") or to change dialogue calls referencing line 1007 to instead use line 1016 of ocgoris.msg ("Let's go.")

b) Perhaps someone tried to patch the remaining problem before, since ocgoris.msg contains two nearly identical lines:

{206}{}{You're a Deathclaw? Is there a reason you didn't mention this to me?}
{1017}{}{You're a Deathclaw? Is there a reason you didn't mention this to me before?}

These lines are not treated interchangeably in the script, however; their usage leads me to believe that two separate people worked on Goris at various times-- and that they both got everything wrong. The player can never possibly see either of these disparate lines due to errors with local variable usage, and therefore the intended conversation in ocgoris.int nodes 021 and 022 can never occur:

Chosen One:
You're a Deathclaw? Is there a reason you didn't mention this to me? -or-
(if IN < 4) You bad thing! Why no tell?

Goris:
I'm sorry to have deceived you, but humans have a habit of shooting Deathclaws on sight. I felt
that it would be to my advantage to hide my identity until you could see for yourself that I am on your
side in this venture. If you want me to leave, I'll do so. But I would rather stay and help you on your
quest. I want to show that humans and Deathclaws can work together as friends, not enemies.
-or-
(pc IN < 4) How do I put this... Bad thing you kill, no talk. Me not tell you so you see me good thing. Not
kill me. Okay me stay with you?

etc

There are also two unused procedures in ocgoris.int that I think someone believed were internal engine calls and would indeed have eliminated this problem; perhaps I'm mistaken, but alas I don't recall ever seeing such phrases (combat_is_starting_p_proc and combat_is_over_p_proc) used that way before. The alternative is that two procedures were written (one of them empty) and then just forgotten. In any case on the chance that some remnant of a half-hearted buggy function is indeed haunting the game's internal logic I recommend fixing this problem once and for all with a sledgehammer rather than a scalpel by making but one change to ocgoris.int:

Code:
procedure map_enter_p_proc
begin
	Only_Once := 0;
	if ((op_local_var(8) == 0) and (op_party_member_obj(16777368) != 0)) then
	begin
		op_set_local_var(8, 1);
	end
	if ((op_cur_map_index() == 19) or (op_cur_map_index() == 37) or (op_cur_map_index() == 38)) then
	begin
		if ((op_elevation(op_self_obj()) != op_elevation(op_dude_obj())) and (op_local_var(9) != 0)) then
			op_move_to(op_self_obj(), op_tile_num(op_self_obj()), op_elevation(op_dude_obj()));
	end
	if (not(op_party_member_obj(16777368) != 0)) then
		op_critter_add_trait(op_self_obj(), 1, 6, 114);
	else
		op_critter_add_trait(op_self_obj(), 1, 6, 0);
	op_add_timer_event(op_self_obj(), op_random(25, 40), 900);
end

Surely not at all subtle, nor hardly ideal, but since I've not seen these dialogue lines in-game in nearly fifteen years of play I think this solution has if nothing else the merit of being decisive. After all, though I'm sure most of us strive to use our imaginations to separate player knowledge from character knowledge while playing for the -nth time, the truth is that after all these years no one is going to say "OMG! Goris a deathclaw?! But dude, deathclaws can't talk!?!?!" (good thing some of the old-timers aren't around the forum anymore, or that last phrase would surely engender numerous visceral rants and vituperative tirades spanning at least the next ten full pages of this discussion). In any case, this solution resolves the problem while leaving the many erroneous parts of the script to continue silently moldering away, never expressed (in other words, let's allow sleeping dogs their slumber). The player must a) get Goris to join his party, and b) travel to a new map (thus presumably deducing Goris' true nature during the trip between map A and map B regardless of whether combat occurs and Goris takes off his robe) to have the conversation one time (after which the matter will not be discussed again with Goris, as originally intended).

If one finds the above solution inadequate/inelegant and would like to make a more thorough reorganization of Goris' script, a necessary change easily overlooked amongst the sprawl would be:

Code:
procedure Node021
begin
	op_gsay_reply(547, op_msg_string(547, 204) + " " + op_obj_name(op_dude_obj()));
	op_giq_option(-3, 547, 205, @Node022, 50);
	op_giq_option(4, 547, 206, @Node022, 50);
end

Such a change (as well as several others) is unnecessary if using the map_enter solution I proposed above, as in that case node021 remains obscured in all circumstances.


********


The end of a long and arduous journey is at last conceivable-- if not already in sight. To killap and the RP team (as well as the many others in the community who have dilligently endeavored over the years to bring us out of the FO2 Dark Ages when anything less than a CTD main course with a corrupted save-game dessert was considered mere trivia)-- keep up the great work, and thanks for all that has been accomplished. :clap:


Endocore
 
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