Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

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@Pixote
It´s not a question what is logical and what´s not.
My proposal correspond more of the kind of humanitarian reasons.
But letting them walking around with their awful floating text makes absolutely no sense at all.
@ Universal Wolf
Thanks, I think I misunderstood your dreaming a bid, because I was thinking you where joking me... :salute:
 
@ killap

The new Lenny base proto has the wrong AI. He has Vic custom, should obviously be Lenny custom. Haven't played with him but would assume this will lead to the same problems as Cassidy had earlier. Actually, looking at it the original base proto has the same bug and is resetting his combat settings just like Cassidy did. WTF? Why has no one noticed this before? I guess he's not popular enough for anyone to care.
So need to fix the proto and add to the Master.dat file and I suppose the map needs to be updated as well.


Bugged shopkeepers and general barter behavior:

Some sell their personal guns and ammo, stuff that are in their item slots from the beginning but that end up in their for sale inventory.
They don't put their weapons in a tempbox so they get added to the shop inventory in the barter screen. Some of them lose their weapons When their shop inventory is removed.
Others who use a tempbox to separate own and shop inventory, can't put their weapons back in their item slots and will therefor let you steal them (which you can't do before talking to them so it feels unintended).


Steal screen shows only items in inventory. The barter screen shows inventory items plus item in slot 1 as long as slot 2 contains an item.
If slot 2 is empty, an item in slot 1 will not show up in the barter screen.
If a critter has empty item slots and a weapon in his inventory, he will equip that weapon when you go to the barter screen (so you can't buy it).
When you exit the barter screen the weapon will be unequipped again
If a critter has more than one weapon (in inventory + empty item slots), he will equip the one last in his inventory (from top to bottom), and as it gets unequipped it gets put at the top of his inventory. The effect of this is that he will switch weapon he equips every time you push the barter button (unless he has multiple amounts of the last weapon ofc, as then he will only switch between those).

So why was it made like this? My guess is to make sure a critter you barter with won't sell you all his weapons (so he always have one for himself).
Just that it don't work too well with critters who have non-weapon items equipped in their item slot 2. Also pretty stupid that a critter equips a shop item (and thereby withholds it from you) as he can't use it himself anyway.


Code:
Some critters affected by selling their weapon bug:

Rebecka - Combat knife and stimpack.
Frankie - 10mm pistol and psycho.
Monte - Desert Eagle and JHP ammo.
most New Reno Drug dealers - some pistol and various items (hard to fix this one as many critters have this script).
RCLOU - Desert Eagle and FMJ ammo.
Rose - Desert Eagle and JHP ammo.
Chad - 10mm SMG and stimpack.

There's probably more, but these where the ones I checked.
I don't know the best way to fix this. Could remove the items they have in slot 2 (but then you will be able to steal that) or create the stuff in the combat procedure.


Code:
Lose their weapons When their shop inventory is removed (shop_box but no tempbox, so their own weapons are added to the shop box):

Duntons - Spiked knuckles. [Why have the create spiked knuckles code been moved from combat procedure to map enter procedure?
That is no good. As it is now you can steal them until you have talked to them. After that you can buy them as they get moved to the shop inventory (since there are 2 Duntons). But most importantly, they won't have any spikes knuckles to fight with after you've talked to them.]

Sajag - Pipe Rifle in slot and ammo in inventory. [Someone fucked up here as he don't have a rifle animation, and he spawns a club in his combat procedure. Should probably just remove the rifle and ammo from the map. Alternative is to give him the proper animation and put his stuff in a tembox while talking to him.]

I think the reason those two spawn weapons in their combat procedure is so a tempbox is not needed.

Balthas - Sledgehammer, make him create it in combat procedure or put it in a tempbox. Also, you don't get his shop stuff when he dies (shop_box not moved to self_object).

I noticed that critters won't equip their weapons while in combat by themselves if you stand in an adjacent hex, so might wanna think on adding the wield_obj code to the combat procedure. Make sure they only do it once though!


Code:
Jagged Jimmy J, Jules and some New Reno drug dealers - Disarm when you leave their barter screen, so then you can steal their weapons. The auto arm/disarm doesn't take into account if they already had a weapon equipped, it will unequip it anyway. Don't have a shop box, so they get to keep their weapons at least.


Code:
Can steal weapon from these (items removed from item slots to tempbox, can't be put back in item slots):

Tubby - Club and a jet.
Smitty - 10mm pistol and ammo.
HCLIZ - 14mm pistol.
Bill (BH) - Combat knife.
Moms - Knife.
Jo - Shothun and shells.
Happy Harry - 10mm SMG.
Mordino Bartender - 10mm pistol and ammo.
Eldrige - 14mm pistol, ammo and a combat leather armor.
Bishop Bartender - 10mm SMG.
Metzger - Shothgun and shells.

Maybe not a big issue and changing things might upset a few kleptomaniacs, but I don't think you should be able to steal those things.
They were put in their item slots so you can't take them. Talk to them once and all of a sudden you can. Yeah, that makes sense.
Unless there's a way to put the items back in the item slots, I suggest removing them and and create them in the combat procedure instead.


Drug dealer - Den residential - guns are removed when you enter map.
Code:
			global_temp := create_object_sid(128, 0, 0, -1);
			move_obj_inven_to_obj(self_obj, global_temp);
			destroy_object(global_temp);
So you create a tempbox, put their guns in it and destroy the box. Not a good idea.


What i would like too see is the auto equip/unequip feature in barter screen removed through sfall. It's just too flawed.
Also would be nice with a command added to sfall, letting you put items into critters respective item slots.
Meh, I don't know, it's a mess, just like this report. :)
Fix anything you can/want to. I can understand if you don't want to touch most of the stuff.
 
Darek said:
Wow! Impressive.

Players who play a klepto generally do so to reap money quickly in order to buy the best stuff they can early - gaming the system - so fixing these things would improve game balance in my opinion for sure.
 
I play Klepto but rarely buy things. I tend to use only what I can scavenge, and to rest A LOT instead of consuming stimpacks. Which means I'm always short of time by the end XD
 
@Darek

Please keep track of your recent awesome posts here. There is a very good chance I'll miss them. You don't have to copy them to the bug wiki, just note the thread page numbers. Thanks!
 
Beta testing has been extended until March 18th, while I'm out of the country. Massive work deadlines until at least April 4th.

I'm not good with time estimates :roll: so I can't really say. Based on the beta reports I've seen though, I can probably squash everything in a weeks time.
 
killap said:
Beta testing has been extended until March 18th, while I'm out of the country. Massive work deadlines until at least April 4th.

I'm not good with time estimates :roll: so I can't really say. Based on the beta reports I've seen though, I can probably squash everything in a weeks time.

Better to have a later delivery done proper. Thanks so much for doing all this and a big thanks to all the beta testers for putting their time into this.

I suggested to someone who wants to play fallout 2 to wait until this is done :)
 
im having no luck at all modding the ddraw ini to change the map travel speed. ive tried editing many different parts of the ini but no luck at all, although the advice i found was from 2008. anyone know what i have to do exactly to speed up the travel time?
 
Indica, try this:

Code:
[Graphics]
Mode=0

[Misc]
WorldMapFPSPatch=1
;Controls the world map speed if WorldMapFPSPatch is 1. Higher values cause slower movement
WorldMapDelay2=11

Eventually, set 16/32 bit colours in High-Res patch, if you are running Vista/7 OS. Unless I'm totally wrong, WorldMapFPSPatch doesn't work while sfall is running in DX9.0 mode.
 
hey valcik

thanks dude but i tried changing the ini and installing the high res patch/setting it to 32bit and it didnt work, still travelling like a slug lol. should i post my ini and fallout 2 settings?
 
Yes, send your ddraw.ini settings, please. (Use spoiler tags or PM box, it's crazy amount of text.)
 
Hi guys. I'm kinda in a need of assistance.

I'm not technically adept with these things, so if someone who knows could give an idea how do I get the unofficial patch or the restoration project for Fallout 2 to work under Win 7 (64bit) I'd very much appreciate it.

Had no problems with my old rig and Win XP, but now the situation is:

I have the GOG version. Runs fine and smooth on it's own.

I install the UOP (or RP). No problems.

I start the game after UOP/RP installation and it locks up and states that "Fallout 2 appears to run in compatibility mode" and nothing is to be done but shut it down.
I've tried changing the compatibily modes from the Fallout 2.exe properties, I've tried to reinstall both the game and the patch for numerous times, and it's the same message every time.

Any help would be appreciated.
 
I've question:

1. What damage resistance and D/T stats Marcus has without armor (I assume that as a supermutant he has some damage resistance)
2. What stats has Marcus with metal armor bought in Abbey?

Thx
 
Nah, base Marcus has something between leather armor and metal armor. On level 1-3 he has metal armor stats, and on level 4 and 5 he has combat armor stats.

In the current RP version the metal armor you can buy for him doesn't add any stats but instead adds a few perks (though I'm not all too sure it works, and if it does they will be removed when he levels up anyway).

In the next RP release it will be a proper armor and will add mostly laser and plasma dr/dt (the whole armor + his own stats will not be as good as a power armor, but his laser and plasma protection will be).
 
glad to see this modding is still alive and kicking, currently reinstalling fallout 2 to try out the restoration mods, can't wait for march 18th ;D (fallouts a good game to play on the laptop while on wake shifts)

about to test but probably will have issues, windows 7.. will it work? :D

Big RoboBrain fan... like to have a super smart main surrounded by robots/robo dogs ;D and myron/maria...
 
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