Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

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Ahh, thanks very much for listing the static NPC leveling requirements... Makes me wonder whether they'll still level if they were out of my party during 1 or more player levels that they wouldn't have "earned". For example, Sulik leveled when I hit 12; if I dropped him off while I was at Navarro, and I leveled up twice, then picked him back up, would he level when I hit 15, or 17? Just curious... I can always find out when I get there... =D

Darek said:
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.
That........ is freakin brilliant, and yet mind-boggling. @_@

Unfortunately (which I failed to point out when you asked earlier) I do NOT have additional saves right before the cattle guard, as I made that one bug-report save and then saved over the rest when I was able to complete the task without getting bugged. So all my attempts that ended up with the same bug while I had Bess were just a coincidence somehow? O_o

I can't promise that this is a priority for me, but I AM intrigued, so I'll see about attempting this again, and whether or not I can replicate the results. But that would mean starting (more or less) from scratch again, so it would take a while...

Also, mildly related, but wasn't this quest given a Pip Boy entry? As you can see in that save, I never got one. <.<
 
Wiking said:
@ jozoz
Maybe the color problem is fixed by killing process explorer.exe (task manager) before starting the game.

see also this link to make a script
http://www.techsupportforum.com/for...sues-in-vista-win-7-a-407424.html#post2813326

The weird part is that it worked fine before I installed the mod, but I'll try your suggestion :)

Edit: I know what's wrong now. When I installed the mod and tried to run the game it said "Fallout 2 is in compatability mode" or something and it wouldn't run. So then I unchecked "Run in 256 colors" under the Compatability tab in Fallout 2.exe's properties. Now it would run, but the colors are fucked up. How the hell do I fix this?

Edit2: As I suspected killing explorer.exe did nothing :(
 
It may be unrelated, and since you've got it fixed, it may also not matter, but your situation sounds VERY familiar...

I got a friend to FINALLY pick the game back up after many years, only because he lost his disc, he just bought it digitally on GoodOldGames. Then once he installed the unofficial patch, he was experiencing color glitches VISUALLY IDENTICAL to yours.

Once he got a disc-based installation of the game, that problem disappeared. Your version wouldn't happen to have been digitally obtained from a source like GOG, would it?

EDIT:
Darek said:
I think I know what happened, but I don't know how.
[...]
Can you still reproduce this crash? It would be very helpful if you could give a step by step on how to accomplish this.
Okay, having only tried it a few more times (and considering the new character's stats differ from those of the one where the bug originated; if that has any baring...) I can't say how conclusive this is, but I could not recreate that bug..

I'm wishing I kept my original save before talking to Grisham, because the bug would occur EVERY time after that. It just makes me wonder- whatever the cause -if it was already embedded in my save at that point, just waiting to manifest... kinda like the Too Many Items bug (ah, memories). Possibly that the flare itself was "afflicted" before the fight? Somehow, my repeating the trip to Modoc prevented that from happening again, whatever it was that happened.
 
I squashed more issues today. 1-2 issues on the wiki that I still need to work out. The rest of the reports on there are unfixable (only a few of these) or cannot be reproduced (caused by corrupted setup, player confusion, etc)

I then have other reports that have been posted here or pmed to me. I'm sure I'm overlooking some and the large time gaps between modding sessions doesn't help with this.

Hopefully by the end of this weekend I'll have all bugs addressed. At that point I'll reconsider my stance on the Primitive Tribe changes or if I should just go ahead and hand over the final beta to the testers.
 
killap said:
Hopefully by the end of this weekend I'll have all bugs addressed. At that point I'll reconsider my stance on the Primitive Tribe changes or if I should just go ahead and hand over the final beta to the testers.

What is the problem with the Primitive Tribe - poor writing, poor quests?

I thought the place wasn't too bad, but if you want to improve upon it, great, but if you want to rip it from the game, then that would be a shame.

Can I make one suggestion. After the ghost girl is finally put to rest, can her body and equipment be removed from the forest map, and a buried grave be placed on the map. It will give the impression that the tribe have respected her death and sent her off properly. At the moment it appears she is just food for the rats. :cry:
 
.Pixote. said:
What is the problem with the Primitive Tribe - poor writing, poor quests?

I thought the place wasn't too bad, but if you want to improve upon it, great, but if you want to rip it from the game, then that would be a shame.
No, it's not getting pulled. Improvements are what's in order. The ghost quest was going to get revamped and an entirely new quest was also going to be added, replacing the well quest (which is a shoddy filler quest).

The dilemma is that I really need to get this released and who knows what kind of delay these changes will bring. The modding flame flickers more each day...
 
SnapSlav said:
Darek said:
I think I know what happened, but I don't know how.
[...]
Can you still reproduce this crash? It would be very helpful if you could give a step by step on how to accomplish this.
Okay, having only tried it a few more times (and considering the new character's stats differ from those of the one where the bug originated; if that has any baring...) I can't say how conclusive this is, but I could not recreate that bug..

I'm wishing I kept my original save before talking to Grisham, because the bug would occur EVERY time after that. It just makes me wonder- whatever the cause -if it was already embedded in my save at that point, just waiting to manifest... kinda like the Too Many Items bug (ah, memories). Possibly that the flare itself was "afflicted" before the fight? Somehow, my repeating the trip to Modoc prevented that from happening again, whatever it was that happened.
Yeah, it could be something like the too many items bug, as in where the flare is saved in the map save or something. I can't really say. I used a hex editor on the map and found the flare (or brahmin) reference in the timer events cue. It was a bit different than the other flares in there. I found that some of the numbers refers to the item in the map save and some others were the time when to remove it. The rest I couldn't figure out. Looking at the map save I found the flare/brahmin but didn't understand what the data in that section meant.

The flares are bugged anyway, that much I'm sure of. If you light some flares and then save the game, when you load it again some of the flares will never be removed. I didn't find any pattern as to which flares or how many.

Also, while I never could get a brahmin to be remove on my own saves, I did manage to have one of the dead dogs body to be removed instead.

As this seems to be an internal engine/save issue, it's too complicated for anyone here, so we'll never see a proper fix.
Most people don't use flares anyway... still, it make one wonder if it has caused any other unexplainable bugs (ie removed some NPC or something).


@ killap,
If you could be bothered, you could add the following code to override that bug. Hard to say how likely it is to happen, but I would guess it's extremely rare.
Code:
MCBRAHMN

procedure map_exit_p_proc begin
        if cur_map_index == 20 the begin
	        rm_timer_event(self_obj);
        end
end
Can't really think of anywhere else this fix could be applied, can you?
 
killap said:
The ghost quest was going to get revamped and an entirely new quest was also going to be added, replacing the well quest (which is a shoddy filler quest).
D'aww.... I like how the RP has many more uses for Rope than vanilla FO2! =)

I dunno what's in store for the Ghost Quest revamp, but my only observations I had with it were, a) It made the main map of the Primitive Tribe feel a tad "cluttered" (an issue I felt with several of the Restored maps), and b) Similar issue as any could have with it- just like with Anna -that the more "supernatural" events which occur in the game, the more it feels like breaking the Fourth Wall. Both just thematic, creative observations, not really functional in the slightest.

Darek said:
The flares are bugged anyway, that much I'm sure of. [...]while I never could get a brahmin to be remove on my own saves, I did manage to have one of the dead dogs body to be removed instead.

As this seems to be an internal engine/save issue, it's too complicated for anyone here, so we'll never see a proper fix.
Most people don't use flares anyway... still, it make one wonder if it has caused any other unexplainable bugs (ie removed some NPC or something).
If it helps, the one "step" I CAN identify that may have contributed to the bug was hording and never selling flares until finishing the brahmin guarding quest. Old habits, I suppose. I never needed to, because of the 5 flares Grisham had stored right next to him (and given the limited time to prepare for the fight, I could NEVER drop more than 5 flares without seriously compromising the positioning of the dogs and the brahmin), but I still always made the effort to have a couple dozen flares handy from every town I'd visited up till then. So if grabbing a certain number over time, possibly increasing your chances of activating this freak incident is the culprit... then there ya go. =/

Very vague, inspecific detailing for the purposes of bug-fixing, but hope that helps.
 
I am interested in expanding the NPC armor mod to allow lenny to wear power armor, hardened power armor, and advanced power armor and have it change his graphics. I would also extend this to every other follower who can be given gear, but I don't know what scripts/files/art needs editing. If someone could explain to me how the NPC armor mod works and what files determine the looks of an NPC I would get right to work making this happen, hopefully to be integrated into the Megamod + RP combination mod that I have heard of.

I use the lootable armor mod, so in late endgame with high repair and science skills I typically wind up with enough advanced power armor to suit up all my followers. (i try to get 4 or 5 human shaped if i'm not getting mutant followers in that playthrough)

Thanks very much for your work killapp, I appreciate your time spent giving to the community.
 
Darek said:
@ killap,
If you could be bothered, you could add the following code to override that bug. Hard to say how likely it is to happen, but I would guess it's extremely rare.
I'll always fix a bug, Darek. And fixed on my end.

Planning to do a little more squashing tonight.
 
In EPA's Blue level I did all the computer told me to get Cat as an NPC but in the end he didn't appear. I looked everywhere but he was nowhere - except still in his chamber apparently. I have high Charisma so it couldn't be that. Are these NPCs not available anymore in the game? :(
 
happy04 said:
I am interested in expanding the NPC armor mod to allow lenny to wear power armor, hardened power armor, and advanced power armor and have it change his graphics. I would also extend this to every other follower who can be given gear, but I don't know what scripts/files/art needs editing. If someone could explain to me how the NPC armor mod works and what files determine the looks of an NPC I would get right to work making this happen, hopefully to be integrated into the Megamod + RP combination mod that I have heard of.

Go here and read all - http://www.nma-fallout.com/forum/viewtopic.php?t=50693

It would be very difficult to build effective armor for Lenny, but not impossible.
 
Hellbane said:
In EPA's Blue level I did all the computer told me to get Cat as an NPC but in the end he didn't appear. I looked everywhere but he was nowhere - except still in his chamber apparently. I have high Charisma so it couldn't be that. Are these NPCs not available anymore in the game? :(

Cat? You cand find him along with others 2 npcs at the lowest level of the EPA.I think that you should complete all the quests given to you by the holograms in order to get the access to that level, i don't remember exactly which one.
 
I didn’t want to do another playthrough before the new patch was out. But I decided to make a character I’ve never played before; a stupid one, and quite ugly to boot.
I think I’ve found a few bugs and a typo.

1. When looking at the brahmin behind the Dunton’s a stupid character will make the same eloquent observation as a smart character about the re-branding.

2. When talking to Aldo (the town greeter) he asks you to give him $20 so he’ll become your friend (and everyone in town too). However, despite wanting to be gullible I can’t give him any money. In fact every answer leads to Aldo being offended and spitting on the ground. You can talk to Aldo afterwards as if nothing happened.

3. I think the bulletin board has a typo in the following sentence: ‘Gorr. (look at the one notice that makes any sense)’ It’s difficult to determine whether that is a typo or not, the character being stupid and all. But since the ‘g’ is directly under the ‘t’ on the keyboard and the player refers to Torr in all other instances I think it actually is a typo.

savegame

Fallout 2, humongous installation, restoration project 2.1.2b

I've put this in the wiki too in the Klamath section
 
I'm astounded by the amount of work this modder has done to keep this game working on modern PC's I haven't seen such a magnificent amount of work done for an old game since Half-Life great work. :wink:
Also I seem to be having a problem where I can't save any idea on how to solve that? :|
 
Cannot find the gas mask at the EPA

Hi

I'm currently playing Fallout 2 Restoration Mod 2, and I have some trouble finding the gas mask in the EPA. In some walkthrough I read that it should be on the violet level in the hallway to the toxic area, but in my game it's empty.

gas%20mask.jpg


Am I wrong ? But I searched everywhere else in the EPA. Is there another gas mask in the game?
 
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