Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

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.Pixote. said:
nugy said:
Hmm...I put the kevlar armor and dogmeat and the little dude just vanished. What's up?

That will be fixed in the next build.
Speaking of which, is there an easy way to remove this from the game? I always found the dog armor to look and feel silly and I didn't want it in my playthrough.
 
Sduibek said:
.Pixote. said:
nugy said:
Hmm...I put the kevlar armor and dogmeat and the little dude just vanished. What's up?

That will be fixed in the next build.
Speaking of which, is there an easy way to remove this from the game? I always found the dog armor to look and feel silly and I didn't want it in my playthrough.
It has and always will be optional.


valcik said:
killap said:
I still need to figure out what I'll do with The Primitive Tribe changes. I might just scrap my plans for it, but that would be a shame.
Scrapping of any plans sounds terrible! Unless you are reconsidering your modding retirement once again, I'm begging for a full glory of the Primitive Tribe.
Scrapping of plans always saddens me, but I really need to get this release out. Since I've been saying it'll probably be the last, it would be good to get everything I want into it. Then again, but that might never be a good idea with me. :P
 
killap this may have already been answered but if/when you stop working on F2RP, please consider (if you haven't already decided to) releasing all your source code at that time, that way the project won't be dead if someone decides to pick it up later on :)

In my opinion the absolute biggest hurdle to overcome in modding communities at the meta level is projects dying/ending/unspecified-haitus with no source available. I'm actually kind of surprised at how often it happens. Makes me sadface.

(And thanks re: the K9 Armor, apparently I was just being retarded :oops: )
 
Sduibek said:
Speaking of which, is there an easy way to remove this from the game? I always found the dog armor to look and feel silly and I didn't want it in my playthrough.
I don't even see a point to having this as an optional. I mean come on, it's not something forced on you. You actually have to find the right person to get it from, and you have to pay for it. If you don't want it, you have the simple option to not buy it. Isn't that enough?
 
Darek said:
Sduibek said:
Speaking of which, is there an easy way to remove this from the game? I always found the dog armor to look and feel silly and I didn't want it in my playthrough.
I don't even see a point to having this as an optional. I mean come on, it's not something forced on you. You actually have to find the right person to get it from, and you have to pay for it. If you don't want it, you have the simple option to not buy it. Isn't that enough?
Never question purists, Darek. The fact that it may contaminate the Fallout data files is bad enough if accidentally selected in the installer. ;)

I give people the choice for anything not core to the RP.
 
killap said:
Never question purists, Darek. The fact that it may contaminate the Fallout data files is bad enough if accidentally selected in the installer. ;)

I give people the choice for anything not core to the RP.
Yeah but... Well... It's just that... You know... It's so... I mean... Eh... Never mind. :roll:

I almost feel like dragging up the nude poster debate again. :twisted:


By the way, don't know if you saw it in the other thread, but there is a problem with the RP installer.
The browse function more specifically. Here's what I wrote there:

Also, a note on using the browse function in the installer. When I use it it adds a new folder (called "New Folder") at the end for some strange reason. So if I browse to my Fallout RP folder it comes up as E:\Games\Fallout RP\New Folder in the text window.
This is not supposed happen. The installer is looking for Fallout2.exe, and since that "New Folder" is blank it can't find it and won't install.
So I just have to delete the new folder part and it installs fine.

It's been like that for a while (maybe since forever, can't remember). Since I usually just type the path myself, and haven't seen any reports related to it until now, I kind of forgot to bring it up. I guess most people use the auto detected path and that's why it hasn't been a big problem.
 
Hey, give me a break -- I haven't played F2RP in a while; I didn't recall it being already-optional. That post was retarded, let's leave it at that or I'll stop working on Fallout FIXT on account of being butthurt. Nah, just kidding, we cool.

http://www.ihighfive.com/dog-high-five.php

Although, I really should play it again, because Fallout 2 is fun as hell.
 
Darek said:
By the way, don't know if you saw it in the other thread, but there is a problem with the RP installer.
The browse function more specifically. Here's what I wrote there:

Also, a note on using the browse function in the installer. When I use it it adds a new folder (called "New Folder") at the end for some strange reason. So if I browse to my Fallout RP folder it comes up as E:\Games\Fallout RP\New Folder in the text window.
This is not supposed happen. The installer is looking for Fallout2.exe, and since that "New Folder" is blank it can't find it and won't install.
So I just have to delete the new folder part and it installs fine.

It's been like that for a while (maybe since forever, can't remember). Since I usually just type the path myself, and haven't seen any reports related to it until now, I kind of forgot to bring it up. I guess most people use the auto detected path and that's why it hasn't been a big problem.
What OS? I don't see that on my XP system. I do see this problem on my 2008 server though. Interesting. Is it an issue with it failing to auto detect that path? I don't have Fallout 2 installed on my server.
 
killap said:
What OS? I don't see that on my XP system. I do see this problem on my 2008 server though. Interesting. Is it an issue with it failing to auto detect that path? I don't have Fallout 2 installed on my server.
I have the same path issue since RP 1.2 (plus UP) on Win98SE (virtualbox), Win2000 (virtualbox), WinXP, and Win7 (Enterprise 32bit & Ultimate 64bit). Because I always "install" FO2 manually, there's no info in registry for RP/UP installers to detect. So I have to use the browse function (and remove "New Folder" manually) or just type the correct path.
I've seen some people on other forums asking why RP installer keeps telling them "can't find Fallout2.exe" when they think they've already pointed to the correct path with browse function. But all of them didn't notice the additional "New Folder".
 
Interesting. Tanks NovaRain. Looks like it indeed might be related to the auto-detection. I'll add it to the list.
 
Following up my post here: http://www.nma-fallout.com/forum/viewtopic.php?p=970178#970178

I keep getting multiple crash errors throughout different maps. I just started a new game after a fresh install of 1.0 - then install of Fallout 2 Restoration Project. I haven't been getting this before just wondering if there was a solution to fixing them. I have tried changing options in the ddraw.ini - but nothing seems to quite remedy it. Would post an exact error number, but the thing is it's always a different one.

Here's an example:
810crasherror.png


Any help would be much appreciated. Neutral

Fallout 2 Version: 1.02.27.3
RP Version: 2.1.2b
SFall Version: 2.12a
Operating System: Windows 7 x64

Edit: Would like to add I did set the -3 setting for the d/m/y - nullifying the time limit.

I'm just going to do my best to keep a log of these for reference to what I was doing during the crash and to how many I've been getting recently, since to me they seem to be sporadic. I think they may have to do with me messing around with Quick-saving/loading since I enjoy trying different things with certain situations. I have since moved my folder to C:\games\fallout2. Any other information I can provide please let me know.

First Application Error after the folder move:
[spoiler:485e81755f]
160fallou2crash1.png
[/spoiler:485e81755f]
Freaking Kaga:
[spoiler:485e81755f]
897fallou2crash2.png
[/spoiler:485e81755f]

Edit[1]: Another one. Seems to be happening in Combat more now than ever. Guess it's true can't even get the upper hand on Kaga he just crashes your game. :p
 
@Marius - Kaga is very unstable with the version you are playing, RP 2.2 will fix quite a of of the problems, but I can't see Kaga ever being 100% fault free, 100% of the time. I suggest just avoiding fighting him until you play RP 2.2. :wink:
 
Ha! Yeah well that's fine I have been avoiding him now. I haven't had a crash since the fight with him. I am being sure to timeout combat sequences as soon as possible and it seems to have stopped crashing as much. On that note can't wait for RP 2.2 :clap: loving how fresh everything feels so far.
 
Well, it's been a long-time coming that I finally registered here.

I recently added a bug report to the VT Labs wiki, regarding a mix-up of the surviving brahmin count in Modoc. But I just have a question that I tried to answer by sifting through the changelogs and patch/mod notes, but couldn't seem to find...

Have the requirements for NPC party members' level-ups been changed from the original game? I know they used to be random (with higher probability if the given hadn't leveled the last time your character did), so I used to save/reload before I'd level to get at least 2 NPCs to level with me, but that doesn't seem to be working with RP 2.1.2b. If Sulik levels, no amount of reloads will change that Sulik and Sulik alone levels; not Vic nor Cassidy, even though they've gone 2 character levels without leveling, themselves. Is it a hidden static variable? Or have the engine tweaks just made it that much harder to change the result of a level-up?
 
SnapSlav said:
Well, it's been a long-time coming that I finally registered here.

I recently added a bug report to the VT Labs wiki, regarding a mix-up of the surviving brahmin count in Modoc.
First of all, welcome aboard. :)
Second, there is something not right with your bug report.
I checked it out with my own save with Sulik, Vic and Bess. There were no problems whatsoever.
On your save there was though, but not in the way you think (I think). You have one injured brahmin (upper left) that disappear if you leave the map OR if you let 2 hours pass on the map.
I tried to heal it, I changed a variable in it's script (so it says it hasn't taken any damage), and I even tried to kill Bess, Sulik and Vic. But nothing helped.
I don't think this is script related, but rather a one time fuck up with from engine. I have never seen anything like it before, I mean why would it die after a certain amount of time?
Has it been flagged as dead already or has something strange been added to the timer event cue? I don't get it. What happened to that poor cow? Do you remember how it got injured?
You said you got the same result after several attempts, if they were all from that one save, then yes you would. But if they were from an earlier save, I would like to see that one too.


SnapSlav said:
Have the requirements for NPC party members' level-ups been changed from the original game? I know they used to be random (with higher probability if the given hadn't leveled the last time your character did), so I used to save/reload before I'd level to get at least 2 NPCs to level with me, but that doesn't seem to be working with RP 2.1.2b. If Sulik levels, no amount of reloads will change that Sulik and Sulik alone levels; not Vic nor Cassidy, even though they've gone 2 character levels without leveling, themselves. Is it a hidden static variable? Or have the engine tweaks just made it that much harder to change the result of a level-up?
When you ticked in the box that says "Remove random element from party member leveling" in the RP installer, what exactly did you think that meant? :lol:
I don't have it on myself so I don't remember exactly how it works, but it has been posted somewhere around here. You could try a search. Also, if you don't like it, you can turn it off in the ddraw.ini file.
 
Darek said:
I don't think this is script related, but rather a one time fuck up with from engine. I have never seen anything like it before, I mean why would it die after a certain amount of time?
Has it been flagged as dead already or has something strange been added to the timer event cue? I don't get it. What happened to that poor cow? Do you remember how it got injured?
You said you got the same result after several attempts, if they were all from that one save, then yes you would. But if they were from an earlier save, I would like to see that one too.
Exactly. That bug confused the hell outta me.

Yes, my multiple attempts were over several different battles, not the same one. (I've always saved before talking to Grisham.) You can imagine how frustrating that glitch is when you redo THAT battle several times, only to get the same result. >_< I utilized the suggested tactic of getting as many dogs hit (or killed) by a single grenade at the start of the battle, and I even took away Sulik's SMG and limited both he and Vic to melee so that there was 0% chance of accidentally harming the Brahmin. I know the injured brahmin (although I thought I recalled two?) was strictly injured by the dogs. No stray bullets, no grenade splash, etc. I've had this battle tackled in the vanilla game with worse results, and NEVER encountered a bug where the count was off. I had brahmin with 1 HP (literally) survive the fight, and I still got paid my full $1000. So indeed, this bug confused the shit out of me.

The reason I suspect Bess's involvement triggered it was because I reverted to that older save, hadn't reached Modoc yet, but I re-did everything the same, in the same order, completed and left incomplete the same amount of tasks, and the ONLY difference was that I never healed Bess, so she wasn't with me.


Darek said:
When you ticked in the box that says "Remove random element from party member leveling" in the RP installer, what exactly did you think that meant? :lol:
I don't have it on myself so I don't remember exactly how it works, but it has been posted somewhere around here. You could try a search. Also, if you don't like it, you can turn it off in the ddraw.ini file.
Ya know, I don't even remember much of the ticks that I had the option to not install. Even though I read the whole list! AND I read the unofficial patch notes from top to bottom a couple dozen times for a couple weeks before I finally uninstalled/reinstalled the game and applied the latest RP! It's like Per's guide (or the game, in general); "I've played this so much, I know it so well, through and through, and I'm still learning new things!" =D

Guess I'll try to search for details about what the "random element removal" does exactly... But, if anyone can save me the trouble, that's always appreciated! ^^

Thanks for the expedient responses. As always, I'll continue to enjoy the game- and its restored variant -and keep a look-out for anything else worth reporting...
 
Hey. First of all thank you for this excellent mod, but I have been having a few problems. My colors are bugging out severely. Like seen here (during the opening cutscene with the Village Elder):
hZbsc.png


If anyone of you have any idea what to do I would really appreciate the help.

I am really sorry if this has been answered or dealt with before.
 
.Pixote. said:
@Marius - Kaga is very unstable with the version you are playing, RP 2.2 will fix quite a of of the problems, but I can't see Kaga ever being 100% fault free, 100% of the time. I suggest just avoiding fighting him until you play RP 2.2. :wink:

Actually that's okay. Marcus took care of the situation. >:]

[spoiler:85c74eff1d]
326kagasde4ath.png
[/spoiler:85c74eff1d]
 
SnapSlav said:
Darek said:
I don't think this is script related, but rather a one time fuck up with from engine. I have never seen anything like it before, I mean why would it die after a certain amount of time?
Has it been flagged as dead already or has something strange been added to the timer event cue? I don't get it. What happened to that poor cow? Do you remember how it got injured?
You said you got the same result after several attempts, if they were all from that one save, then yes you would. But if they were from an earlier save, I would like to see that one too.
Exactly. That bug confused the hell outta me.

Yes, my multiple attempts were over several different battles, not the same one. (I've always saved before talking to Grisham.) You can imagine how frustrating that glitch is when you redo THAT battle several times, only to get the same result. >_< I utilized the suggested tactic of getting as many dogs hit (or killed) by a single grenade at the start of the battle, and I even took away Sulik's SMG and limited both he and Vic to melee so that there was 0% chance of accidentally harming the Brahmin. I know the injured brahmin (although I thought I recalled two?) was strictly injured by the dogs. No stray bullets, no grenade splash, etc. I've had this battle tackled in the vanilla game with worse results, and NEVER encountered a bug where the count was off. I had brahmin with 1 HP (literally) survive the fight, and I still got paid my full $1000. So indeed, this bug confused the shit out of me.

The reason I suspect Bess's involvement triggered it was because I reverted to that older save, hadn't reached Modoc yet, but I re-did everything the same, in the same order, completed and left incomplete the same amount of tasks, and the ONLY difference was that I never healed Bess, so she wasn't with me.
There is a command for clearing someone out from the timer event cue that I tried to add to the brahmins script, and after that he stopped disappearing.

I think I know what happened, but I don't know how.
After 2 hours or when you leave the map, the flares that you have thrown about goes out. All except for one which stays on the ground forever. That one flare is supposed to disappear too, but for some reason your brahmin is removed instead.
Basically there's a mixup in the timer event cue and one of the brahmins are entered instead of, or replacing one of the flares.
How the hell can that happen?

Can you still reproduce this crash? It would be very helpful if you could give a step by step on how to accomplish this.

Also, here's the leveling info you were looking for (from killap):
Code:
Myron:
Player must be  at least level 6 to begin leveling
Will level up every 4 player levels

Marcus:
Player must be at least level 12 to begin leveling
Will level up every 3 player levels

Cassidy:
Player must be at least level 10 to begin leveling
Will level up every 4 player levels

Sulik:
Player must be at least level 6 to begin leveling
Will level up every 3 player levels

Lenny
Player must be at least level 10 to begin leveling
Will level up every 5 player levels 

Cyberdog:
Player must be at least level 9 to begin leveling
Will level up every 4 player levels

Goris:
Player must be at least level 10 to begin leveling
Will level up every 4 player levels

Vic:
Player must be at least level 5 to begin leveling
Will level up every 4 player levels

Skynet:
Player must be at least level 10 to begin leveling
Will level up every 4 player levels

Dogmeat:
Player must be at least level 6 to begin leveling
Will level up every 3 player levels

K-9:
Player must be at least level 12 to begin leveling
Will level up every 4 player levels
 
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