Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

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OK, seems I've found another issue. At least to me it seems like one.

Doing the Lara/Tyler quest line in The Den. I've gotten to what i consider the Third part, basically busting the party after taking over the church.

Problem is that when any of Lara's gang members die, I get blamed by having 50 karma lost and it saying I successfully ambushed Lara's gang. Lara and her gang will stay friendly towards me and the fight continues. This also happens if Lara dies. I am not shooting any of Lara's gang, even by accident.

Atm I am just reloading hoping it turns out where no one in Lara's gang dies, which is quite hard to do since we are out numbered at that point and the dude in the leather jacket does insane damage.
 
And I'm back from my overseas travels.

Work deadlines improved too since I was gone.

I guess beta testing is technically officially over now. I'll have to poke all the testers to make sure they have their reports in.
 
NovaRain said:
Ah damn, I forgot to report an exploit in Modoc I found... :oops:
Then post! :)

Honestly, I'll keep taking reports from anyone up until a few days before I officially release. I'll make another announcement about a true report cutoff.

The beta cutoff is to make sure the testers get me large reports in a reasonable time frame. And to make sure things don't drag on endlessly.
 
Honestly, I'll keep taking reports from anyone up until a few days before I officially release. I'll make another announcement about a true report cutoff.

The beta cutoff is to make sure the testers get me large reports in a reasonable time frame. And to make sure things don't drag on endlessly.

so there wont be a Beta 2 so people can test it and report what the guys from Beta 1 could have missed to you? :/

i hope you change your mind, you let people test it in the previous build before release it. ;)
 
Kezzerdrix said:
Thanks for the great mod guys.

There seems to be a bug or something missing.

I have searched google, looked through each of the RP threads and can't find an answer...however I have found it was asked 3 times with no response.

Klamath.... Brahmin Mutilation....

when talking with Mrs. Buckner she has a dialogue option about missing cattle. Your response is "Uhm, nevermind." When you look at the Brahmin behind the Duntons shack it pops up saying the branding has been copied over. You can goto the Duntons and ask about this but it goes no where. You go with Torr to defend the brahmins. The Duntons are there. In the shack are a pair of "Fake Claws" to which you can confront the Duntons with. They will make excuses and nothing comes from it.... Seemingly no resolution to that quest line. I can do the Guarding of the brahmin or rustling...but I can't finish the other.

Please help.

Thanks
It's not broken. You need 51% speech for them to confess. If you don't have that, you will have to kill them instead (when they tell you to keep your mouth shut, you tell them to shut up instead).
After that you have something you can tell Mrs. Buckner.

This quest has been changed a bit for the new RP release though, so this may not be relevant in the future.
 
Felipefpl said:
so there wont be a Beta 2 so people can test it and report what the guys from Beta 1 could have missed to you? :/

i hope you change your mind, you let people test it in the previous build before release it. ;)
That would be a logical process of software development, wouldn't it? ;)

Yes, it would be best if all the fixes I implement from the beta 1 reports get tested by not just me. However, I doubt the b1 testers want to go through the game again and getting another group of testers might be difficult. Then we'll probably be approaching May by the end of all this.

We'll see. While going through the game again will ensure no regressions/other breakage, it won't be necessary for testing the fixes I implement from this round of testing.
 
Thanks Darek.

The dialogue your able to give with less then 51% speech really makes the character seem dumb even if they have a 7+ INT. You'd think it'd be INT based to put 2+2 together with the cow re-brand , the fake claws, and then they are at the scene when you are guarding the brahmin.

Maybe the option/ability to bypass the brothers confession with speech and tell Mrs. Buckner what you've found and go from there for an INT person. And with that able to take on the brothers w/o the town attacking you, or even with some of the town helping. Just to give it some closure rather than just killing them in the middle of no where with the townsfolk wondering what happened as they just disappeared one day.

Just my 2¢
 
killap said:
However, I doubt the b1 testers want to go through the game again and getting another group of testers might be difficult. Then we'll probably be approaching May by the end of all this.

We'll see. While going through the game again will ensure no regressions/other breakage, it won't be necessary for testing the fixes I implement from this round of testing.

It wouldn't hurt, at least testers can race through and check those areas that need checking. Playing the game in its entirety probably wouldn't be necessary. Sticking with the original beta testers is a good idea, they know what to look for.
 
Sorry to bring this up again - the issue with traders not getting new supplies, is it solved? :)

And I haven't gotten an answer about whether or not Party Orders add on will find its way into RP?
 
Dux said:
Sorry to bring this up again - the issue with traders not getting new supplies, is it solved? :)
Was this something Darek ended up commenting on?

Dux said:
And I haven't gotten an answer about weather or not Party Orders add on will find its way into RP?
It will and is already in an internal release. Another optional extra added to the installer.
 
killap said:
Dux said:
And I haven't gotten an answer about weather or not Party Orders add on will find its way into RP?
It will and is already in an internal release. Another optional extra added to the installer.
Woot! Awesome one less thing for all us lazy asses to do when we wanna install our beloved game :P Thanks Killap cant wait for release.
 
killap said:
Dux said:
Sorry to bring this up again - the issue with traders not getting new supplies, is it solved? :)
Was this something Darek ended up commenting on?

Yes, here's the conversation between you two, I looked it up again :)

Darek said:
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.

killap said:
And as time passes does it become a larger negative value?

Darek said:
No, it decreases. In 2248 the 16th of May is the last (and largest) positive value, and 17th of May is the first (and largest) negative value.

16th of May 2248 == 2147328504
17th of May 2248 == -2146774792
17th of May 2249 == -1831414792
17th of May 2250 == -1516147976 etc...
 
Pixote, what about the old white refrigerator in the chop shop? Will it be in this release?

FO1_ice_chest1.png
 
Makenshi said:
Pixote, what about the old white refrigerator in the chop shop? Will it be in this release?

FO1_ice_chest1.png

Yep - and all the fridges on the maps have new spring snap mechanisms that automatically close the door after you've finished using it. That way the beer stays cold. :mrgreen:
 
.Pixote. said:
Makenshi said:
Pixote, what about the old white refrigerator in the chop shop? Will it be in this release?

FO1_ice_chest1.png

Yep - and all the fridges on the maps have new spring snap mechanisms that automatically close the door after you've finished using it. That way the beer stays cold. :mrgreen:

Weeee! :drunk:
 
Whether we ever get weather in it or not, I just hope this RP will not soon wither...

;-)

Really, I cannot begin to thank the wonderful people making this possible enough. If it weren't for you lot... well... I'd still be playing Fallout, I believe, but I wouldn't be enjoying it near as much.
 
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