Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

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TwinkieGorilla said:
Should you be able to use your Pipboy and rest in Vault City after becoming a citizen? I think yes.
The whole reason for disabling was the citizenship process. Should you be able to sleep when a citizen? Yeah, I'd say you should. The pipboy is disabled per map and there isn't a way (afaik) via normal scripting to toggle it. Unless there is a way to do this via sfall (or the option is added in a future version) we can't do anything about it.
 
yo Killap, i hope u dont forget to look at wikya, ppl submitted some stuff there. ;) and i want to write this:

Reminder: not all reports start with [Beta 1], there is one (maybe there will be more) in the middle of phrase. ;)
 
killap said:
The pipboy is disabled per map

Yeah, that's what it seemed like. Wasn't sure if there was anything to be done about it though. Ah well.

EDIT: Here's another one:

So I'm heading to the slaver camp and upon entering the area the door guard exclaims "Shit rangers, time to kick ass" and immediately fires. And I think to myself, "Oh, shit. I've got that ranger pin in my inventory. Let's reload to the save I have in The Den, put the pin in the trunk of the car and head back" thinking that now the guard would have no way of knowing I was a ranger.

But...

Results were the same.

Wouldn't it make more sense/be more realistic if unless that pin is in your inventory the slavers have no clue who you are?
 
TwinkieGorilla said:
Wouldn't it make more sense/be more realistic if unless that pin is in your inventory the slavers have no clue who you are?
Yeah, probably. That situation only checks the variable for being a ranger, rather than actually having the pin on you. Not sure any ranger specific checks in the game check for only the pin (I'd have to double check to be sure), since players might not be carrying it at the time of conversation and would thus miss out on the dialogue path. I suppose the idea is that word of mouth has made everyone aware that you are a ranger. This is similar to being a slaver, but there you do have a distinctively visible tattoo.

@Felipefpl
Yeah, yeah. No worries. I plan to make several sweeps over that list.
 
Felipefpl said:
Reminder: not all reports start with [Beta 1], there is one (maybe there will be more) in the middle of phrase. ;)

About that, I put a reminder in Vault City for the missing check from vanilla. Should I add [Beta 1] to remind it's not fixed there yet?

(I reported it after the beta was distributed to the testers)
 
Oppen said:
(I reported it after the beta was distributed to the testers)
You only prepend beta 1 if you are actually playing the beta. It just helps me quickly flag these reports.

That whole page is a massive mess though, and not the fault of any of you. A different system really should have been used. Oh well, it doesn't matter now anyway. It's served its purpose - a central location of reports that anyone can comment on.

Also, if people are commenting on reports that are marked in green, please remove the green "Confirmed" from it. Once green, I ignore those reports (under the assumption that I actually fixed it) and only look at the ones marked in red or the ones that are unmarked. I saw one green tagged report that had some new comments on it, and there is a very good chance I'll miss others like this.
 
killap said:
Dravean said:
Haenlomal said:
On a totally different note, are we still experiencing those display errors with the critical hit message against the player? (i.e. the sentence doesn't show up in the message box).

I've been play-testing the newest RP Beta, and I haven't noticed it thus far.
I have, so the issue still does remain. Maybe seems less frequent (?) but I haven't pinpointed it down yet. If you were planning on looking into this, Haen, I do appreciate it.
I do believe it's the HeroAppearanceMod causing it.

I set up Sulik (with lots of extra AP and crit chance) pounding my ass relentlessly and shut different things in sfall off. Luckily the hero mod was one of the first I tried, as that seemed to be the problem. With it on I would see it every 20-30 hits or something, and without it I never did.
Wouldn't hurt if someone could confirm before bothering Mash about it, though I think I got it right. Or I was extremely unlucky...
 
Darek said:
I do believe it's the HeroAppearanceMod causing it.

I set up Sulik (with lots of extra AP and crit chance) pounding my ass relentlessly and shut different things in sfall off. Luckily the hero mod was one of the first I tried, as that seemed to be the problem. With it on I would see it every 20-30 hits or something, and without it I never did.
Wouldn't hurt if someone could confirm before bothering Mash about it, though I think I got it right. Or I was extremely unlucky...

Hmmm...if what you say is true, then it could be a mismatch between the player proto and the critical text associated with it. Are the critical messages only missing when the player is critically hit? Or are critical messages missing when NPCs are hit as well?

-- The Haen.
 
I noticed that my party always starts encounters in a formation too tight, too packed; something like this:

.-°-.

The enemies, on the other hand, start with well spaced line or circle formations; these are much more effective to avoid area attacks (hubologists and critters near EPA) and to use burst attacks (raiders, mercenaries near san francisco and enclave patrols).


Hell, press gangs near san francisco almost always start surrounding the party, like it's an ambush!

Can I make a suggestion? If it is not possible to make the party starts encounters in a random formation (at least these 3 that are already in the game), would it be possible to make the party use line formation? I really miss seeing my squad use bursts properly (due to this clustered formation, they either don't burst, or do it causing friendy fire).
 
Dux said:
Sorry if this has been long resolved, but I remembered it a couple of days ago!

I remember that whenever I played (years ago), near the end of the game after some event (like taking the final quest or something like that), all traders would just stop getting new items. And it happened every time, always frustrated me... Has this been changed in the RP/unofficial patch?

P.S.
Killap, I am too interested in whether or not "The Extended Flamer Attack Mod" and "Party Orders add-on and NPCs Loot Bodies mod" will find their way in the RP :)

Again, ANYONE?
 
Haenlomal said:
Hmmm...if what you say is true, then it could be a mismatch between the player proto and the critical text associated with it. Are the critical messages only missing when the player is critically hit? Or are critical messages missing when NPCs are hit as well?

-- The Haen.
Frankly I am not the one to ask as I haven't played that much or paid attention to this bug. I've only seen screenshots of critical hits and the player, so I set up a scenario to test just that. I can't remember ever hearing or seeing it affecting NPCs, for what it's worth.
I looked briefly at the combat.msg file but didn't notice any obvious pattern of the bug (what lines go missing etc). It seemed to be more common with the brief setting instead of verbose. But then again, it might just have been more noticeable then.

Dux said:
Sorry if this has been long resolved, but I remembered it a couple of days ago!

I remember that whenever I played (years ago), near the end of the game after some event (like taking the final quest or something like that), all traders would just stop getting new items. And it happened every time, always frustrated me... Has this been changed in the RP/unofficial patch?

P.S.
Killap, I am too interested in whether or not "The Extended Flamer Attack Mod" and "Party Orders add-on and NPCs Loot Bodies mod" will find their way in the RP :)
I don't think so. I've seen it mentioned from time to time but never experienced it myself. It's been suggested it has something to do with going over the time limit of the game (13 years). :shrug:
To fix something like this it's really helpful to get a detailed description and a savegame to look at. Keep that in mind if it happens to you again.
EDIT: I have an idea, will look into it when I get home tonight.
 
Glovz said:
Dravean said:
Haenlomal said:
On a totally different note, are we still experiencing those display errors with the critical hit message against the player? (i.e. the sentence doesn't show up in the message box).

I've been play-testing the newest RP Beta, and I haven't noticed it thus far.
Are you using the default damage formula, my fix, or Haen's mod?

Sorry for not responding sooner, but I'm using YAAM.
 
Darek said:
Frankly I am not the one to ask as I haven't played that much or paid attention to this bug. I've only seen screenshots of critical hits and the player, so I set up a scenario to test just that. I can't remember ever hearing or seeing it affecting NPCs, for what it's worth.
I looked briefly at the combat.msg file but didn't notice any obvious pattern of the bug (what lines go missing etc). It seemed to be more common with the brief setting instead of verbose. But then again, it might just have been more noticeable then.

Heh...the question was not directly solely to you, but to the general denizens of this thread. ;) But thanks for sharing your input. As a general set of questions I want to toss to everyone who has experienced this bug:

1) Was the critical hit being applied to the player or a NPC? If NPC, which NPC was the target?
2) Were you using melee or ranged attacks?
3) Were you using a player model other than the default? If yes, which one? If no, was your player character male or female?
4) What ammo mod (if any) was active?

Having solid answers to this set of questions will help narrow down the places in the code to look.

Cheers,

-- The Haen.
 
OK, so I looked into the issue with traders stopping to restock.
I used vad's F2SE to change the years, and it seems like after 7 years the game date in ticks goes to a negative value.
When that happens "LVAR_Restock_Time" will not be smaller than game_time which is what the script checks for.
I suggest to squeeze something like this into the code to fix it:

Code:
add this:
			if (((game_time) < 0) and (local_var(1) == 0)) then begin
				set_local_var(0, game_time - 1);
				set_local_var(1, 1);
			end

HILBOX as an example

procedure map_enter_p_proc
...		
		if (map_var(23) == 0) then begin
			if (((game_time) < 0) and (local_var(1) == 0)) then begin
				set_local_var(0, game_time - 1);
				set_local_var(1, 1);
			end
			if (local_var(0) < game_time) then begin
...
Don't forget to add to the local_var number in the scripts list like I did, or it won't work.

@ Haen,

1. Applied to player.
2. Sulik was using hand to hand on me.
3. Standard female.
4. YAAM
 
If you have Goris in your party, the bartenders in Redding will not talk to you.

I assume that's a bug, since no one else seems to care about Goris, even the Vault City types.
 
Darek said:
OK, so I looked into the issue with traders stopping to restock.
...

Thank you!!

I hope Killap will fix this in both the unofficial patch and RP! I can't believe there weren't more reports about this, am I the only one constantly crossing the time limit? :)
 
Dux said:
Darek said:
OK, so I looked into the issue with traders stopping to restock.
...

Thank you!!

I hope Killap will fix this in both the unofficial patch and RP! I can't believe there weren't more reports about this, am I the only one constantly crossing the time limit? :)
I live of looting corpses, I really don't trade too often :P
 
Oppen said:
Dux said:
Darek said:
OK, so I looked into the issue with traders stopping to restock.
...

Thank you!!

I hope Killap will fix this in both the unofficial patch and RP! I can't believe there weren't more reports about this, am I the only one constantly crossing the time limit? :)
I live of looting corpses, I really don't trade too often :P
Im almost always a diplomat so i live off talking and trading not killing things thats what i have cassidy for :P so yes i hope that bug gets fixed
 
Haenlomal said:
As a general set of questions I want to toss to everyone who has experienced this bug:

1) Was the critical hit being applied to the player or a NPC? If NPC, which NPC was the target?
2) Were you using melee or ranged attacks?
3) Were you using a player model other than the default? If yes, which one? If no, was your player character male or female?
4) What ammo mod (if any) was active?

I've put a lot of hours into the latest beta version of the RP, and there have been plenty of critical hits both on me and on other NPCs, but I've still yet to come across this bug. I've seen it in the previous version of the RP, but not this play-through.

I'm using YAAM, as I stated earlier, and I'm not using the hero appearance mod. The only other thing I can think of that was different last time I played the RP (aside from it being an earlier version) was that I was using Magnus's weapons mod.
 
Dravean said:
and I'm not using the hero appearance mod.
Based on what Darek has said, that mod might be the culprit, which is why you haven't seen the critical hit issue.

Darek said:
and it seems like after 7 years the game date in ticks goes to a negative value.
And as time passes does it become a larger negative value?

UniversalWolf said:
II assume that's a bug, since no one else seems to care about Goris, even the Vault City types.
Really, only Redding? I'd say it's more of an oversight by the original devs. I think anywhere that Lenny/Marcus are unwanted should also have the same view towards Goris.
 
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