Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

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Update on the problem with my bald dude: Turns out that I can get a haircut at EPA. The thing is that that option (in the computer menu) just displays the word "Error". It works just fine choosing that option (the "This will take a day, has a 1% failure probability"-text shows and then you get your haircut) but to chose it you have to chose "Error" first.
Probably shouldn't be that way, no?

HEre's a savegame: http://rapidshare.com/files/421172918/SLOT09.rar
 
Cat (from EPA) becomes invisible when I tell him to remove his armor. I can't interact with the invisible Cat in any way, so can't tell him to put the armor back on. When I move about he is visible when running but can't be seen when walking/standing around.
 
Just a couple of things i've found:

Traps - if you critically fail to disarm a trap, it's supposed to go off, but there is no damage done, no explosion and the trap plate simply disappears. Seems to happen to all traps i've encountered so far - Temple of Trials, SAD, Redding... I assume it's a bug on all of them.

Also, I couldn't seem to access the car trunk on a random encounter map. The small map with 3 huts and only one searchable box on the far left?

scr00000.png
 
The Master V2 said:
No, it wasn't at New Reno. I know about that quest. I left it one square away on the world map, out in the wasteland.
Anything you leave on the world map will be lost forever. Only special encounters or cities save data. Not a bug.

Not Lost Hope said:
Cat (from EPA) becomes invisible when I tell him to remove his armor. I can't interact with the invisible Cat in any way, so can't tell him to put the armor back on. When I move about he is visible when running but can't be seen when walking/standing around.
Got a save game?

Da_Dude said:
Update on the problem with my bald dude: Turns out that I can get a haircut at EPA. The thing is that that option (in the computer menu) just displays the word "Error". It works just fine choosing that option (the "This will take a day, has a 1% failure probability"-text shows and then you get your haircut) but to chose it you have to chose "Error" first.
Probably shouldn't be that way, no?
Doh! I probably forgot to include the newest .msg file in the 2.1.2b update for the appearance mod stuff. I will release a small fix sometime this weekend. I also have 2 other minor updates to include in this.

EDIT: Just checked the RP bug wiki and Isee that some more issues have been reported - mainly typos it seems. I'll probably fix all these up for this update. Might be enough to warrant a version change - 2.1.2c
 
killap said:
The Master V2 said:
No, it wasn't at New Reno. I know about that quest. I left it one square away on the world map, out in the wasteland.
Anything you leave on the world map will be lost forever. Only special encounters or cities save data. Not a bug.
Hrm, You can't leave the car out on the world map. It will stay with you regardless if you walk out of the map or not (except when it runs out of gas). So your car did get stolen and is now at the Chop shop place.
 
EDIT: Just checked the RP bug wiki and Isee that some more issues have been reported - mainly typos it seems. I'll probably fix all these up for this update. Might be enough to warrant a version change - 2.1.2c

killap, did you see the mr. lexx's fix to the car rooftop problem? it works?
 
Felipefpl said:
EDIT: Just checked the RP bug wiki and Isee that some more issues have been reported - mainly typos it seems. I'll probably fix all these up for this update. Might be enough to warrant a version change - 2.1.2c

killap, did you see the mr. lexx's fix to the car rooftop problem? it works?
It's more of a comment than a fix. I haven't looked into it though. Definitely won't be part of the upcoming update.

Darek said:
killap said:
The Master V2 said:
No, it wasn't at New Reno. I know about that quest. I left it one square away on the world map, out in the wasteland.
Anything you leave on the world map will be lost forever. Only special encounters or cities save data. Not a bug.
Hrm, You can't leave the car out on the world map. It will stay with you regardless if you walk out of the map or not (except when it runs out of gas). So your car did get stolen and is now at the Chop shop place.
Oh yeah, I forgot about that. The car should follow you even if you leave the world map without it. Man, I really need to play this game again - been modding for too long. 8-)
 
The Master V2 said:
OK, thanks guys! Hm, I walk away and the car follows me. I wonder who's driving? *looks at lazy old Vic*
Wait, so the car is with you? I thought you said it went missing? :?
 
Don't know if it's a bug or something. After I became Bishop's made man, I tried to assassinate Mr. Bishop with re-arming his safe. I go downstairs and wait for 10min. The message says there's a muffled boom, but didn't say something like "John Bishop was hit for *** points and got killed." And when I go upstairs trying to check Bishop's body, there's no corpse or his stuff laying on the floor. Seems his critter got removed from the game directly. I'm sure in before there would be his gibbed corpse and items laying on the floor. Is this some sort of "fix" to prevent crash caused by explosive?

Here's the save before I become Bishop's made man:
http://www.mediafire.com/?hfqx3fc43yu8099
 
:clap: Wonderful mod indeed. High esteem to you killap. :clap:
Theres just one thing. NPC's can reach higher levels now, right? Is there a list of their statistics or something? Havent found anything on Wiki....
 
NovaRain said:
Is this some sort of "fix" to prevent crash caused by explosive?
Yeah, that is exactly it. I never got around to reworking it to be the same as before. Right now his body just disappears. It doesn't crash anymore though...I hope.

@Ondramus
I think Per's guide mentions all the levels - even the ones they couldn't reach before.
 
hey killap, will there be time for the current 2x line guide for new undiscovered secrets ? Asking you coz even though anyone thinks he/she already knows all shits about everything "something" always been left in the small corners. If you know what i mean :P

And, i always wanted to see as a whole the all changes done from up till now. And not only the latest version to previous one. I mean any other persion who is not aware of this project, the better when he/she looks at the first time to see as a sum of changes were done, would be cool.
 
BrecMadak said:
hey killap, will there be time for the current 2x line guide for new undiscovered secrets ? Asking you coz even though anyone thinks he/she already knows all shits about everything "something" always been left in the small corners. If you know what i mean :P
I'm not personally responsible for RP walkthrough, so it will be up to the original authors. I just don't personally have the time.

BrecMadak said:
And, i always wanted to see as a whole the all changes done from up till now. And not only the latest version to previous one. I mean any other persion who is not aware of this project, the better when he/she looks at the first time to see as a sum of changes were done, would be cool.
There is a full change log that comes with the RP. It lists nearly every change from 1.0 to the latest version.
 
Ondramus said:
killap said:
I think Per's guide mentions all the levels - even the ones they couldn't reach before.

Sorry im kinda balmy. I just found this..
http://user.tninet.se/~jyg699a/fallout2.html

Sulik is already higher level then the one mentioned there.

There are only four NPCs that reach level 6. Some of them have their sixth level described on wiki

Vic
Sulik - 146 HP 13 AP (but 8 agility - give him a psycho and his AP jumps to 15!), 43% critical chance (!!!), quite possibly the best NPC around.
Dogmeat - I believe his final critical chance is 46%, the same as K9
Goris - Critical chance 29%, 187 HP, 15 action points. melee damage 1-47, however he uses a deathclaw's claw weapon, so final is 3-49 with the 'penetrate" perk which ignores armor DT, afaik.
 
killap said:
NovaRain said:
Is this some sort of "fix" to prevent crash caused by explosive?
Yeah, that is exactly it. I never got around to reworking it to be the same as before. Right now his body just disappears. It doesn't crash anymore though...I hope.
Thanks for the explanation. :)
Is it related to the fix mentioned in unofficial patch readme?
unofficial patch corrections.txt said:
・Mr. Bishop's safe should no longer cause crashing when trying to rig it with explosives.

I don't know about Fallout scripting. Is it possible to move Bishop's critter in front of the safe and "kill" him like the scripted death of Bridge Keeper or Westin (using super stimpak on him) plus the explosion sound? Since it's still a bit of strange for not seeing his body. :P
 
No, Killap, I was referring to the earlier post that explains about the car following you if you leave it on the world map. For the record, I restarted from an earlier save before i got my answer. (I'm impatient. So sue me... :P)

Also, BrecDamak, I was hoping to write a guide to the RP 2.1.2b line but with assistance from others here as I wouldn't dare assume I knew everything about it. However, now I'm not sure if the NMA community would welcome it.... :(
 
Sierra Army Depot, level 3: the four robots hiding in this section, shown in the picture, can never get out of the bay. They seem to get in each other's way, or the exits simply aren't big enough. It happens every time I get to this part of the game.

Is there any chance of fixing this for the RP? Maybe making the exits wider, or removing the wall altogether?

scr00001h.png
 
NovaRain said:
Is it related to the fix mentioned in unofficial patch readme?
unofficial patch corrections.txt said:
Mr. Bishop's safe should no longer cause crashing when trying to rig it with explosives.
Yep.

NovaRain said:
I don't know about Fallout scripting. Is it possible to move Bishop's critter in front of the safe and "kill" him like the scripted death of Bridge Keeper or Westin (using super stimpak on him) plus the explosion sound? Since it's still a bit of strange for not seeing his body. :P
Of course and that is exactly what I'll do. Just never got around to it and I wanted to make sure the crashing did in fact stop. There is still the explosion noise, yes?

@Skrag
I'll take a look at that map.
 
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