Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

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Yes I found a gas mask in that locker so there s/b one there. Aw shucks, wish I knew how to show an image here so I could show the gas mask.

I haven't got an answer yet to why I was unable to obtain the NPC Cat on the Blue Level. The only level I didn't visit was the Green Level which I forgot. But there was no indication that that was needed for the Blue Level.

(I changed some info on my Profile then I was informed that because I did that I was inactivated!!! I wrote Odin about it but he did not answer so I have had to re-register.)
 
.Pixote. said:
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.

I was thinking only swapping critters with normal sized human shape bodies to wear gear with helmets. Power Armor critter, Hardened PA critter, Advanced PA, and Advanced PA mk2. Possibly swap combat armor, and do a little touchup on the neck/face but leave the green helmet on him.

I will read through that thread later on this week, read the first page and I didn't really find an "explanation" or "walkthrough" on what tools or files these critters are made from but thanks for showing me the thread none-the-less. I appreciate the quick response .Pixote.

Most of the time in my playthroughs I never even bother buying black leather or leather armor for my followers and skip straight to metal or combat armor for them anyways. Feel like many other people probably do the same.

Also, this is a side note, but during a recent fallout 1 playthrough I had the idea "It would be cool if fallout 2 merchants used some of the talking heads from these 'regular joe' lookin dudes like killian darkwater and the two crime bosses from the hub." It would be limited talking head action, and I'm not sure how practical it would be, but it could give the charactes just a little more personality. Maybe even add a talking head from fallout 1 for the followers added by the EPA cryo slime tanks? (Once again, I don't know the amount of work this would entail but I just thought it would be a cool feature.)
 
You can always run from him, if he proves too much for you.

I find his second encounter to be the most troublesome, given his stats and equipment compared to most players' at this point in the game. But I was still able to kill him in this encounter, twice, with just Vic and Sulik, a couple aimed shots to Kaga's knee-caps with the Shotgun stolen off of Metzger, and no mercy. =)
 
Yo. great mod.

Tho i've got a little issue, seems like there's no dialogue option for brahmin fries @ Rose if you've previously saved modoc from drought before talking to her for the first time
 
I'm sure this is a well known issue but sometimes when characters talk their text will overlap with another character that is talking at the same time.
 
coldroll said:
I'm sure this is a well known issue but sometimes when characters talk their text will overlap with another character that is talking at the same time.

Yep, can't be help...
 
Hello,

I'm new to playing the Restoration Project, just installed today. My question is, I'm using the GOG version of FO2, and after I installed the Restoration Project and started the game, I had no music. I eventually figured out that my "fallout2.ini" file was directing to the "sound/music" folder, and it seems the Restoration project creates a new directory in "data" for sound/music. So I copied all the music files into that new folder, updated the directory in the ini file, and yes it worked.

Is this okay? As in will ALL the music work properly? Just reporting this here because I thought it might count as a "bug" or something regarding how to the mod/patch installs.

Also, is running the game in dx9 mode supposed to be sooo... not 'slow' exactly but a bit unstable? I notice when I try to start a new game in dx9 mode, it takes like 20 seconds of black screen before the portrait/character splash shows up, and also if I die the screen just goes white, I hear the narrator telling me I've perished in the wasteland, but the image doesn't show up before I'm back at the main screen.
 
Crosmando said:
Hello,

I'm new to playing the Restoration Project, just installed today. My question is, I'm using the GOG version of FO2, and after I installed the Restoration Project and started the game, I had no music. I eventually figured out that my "fallout2.ini" file was directing to the "sound/music" folder, and it seems the Restoration project creates a new directory in "data" for sound/music. So I copied all the music files into that new folder, updated the directory in the ini file, and yes it worked.

Is this okay? As in will ALL the music work properly? Just reporting this here because I thought it might count as a "bug" or something regarding how to the mod/patch installs.

Also, is running the game in dx9 mode supposed to be sooo... not 'slow' exactly but a bit unstable? I notice when I try to start a new game in dx9 mode, it takes like 20 seconds of black screen before the portrait/character splash shows up, and also if I die the screen just goes white, I hear the narrator telling me I've perished in the wasteland, but the image doesn't show up before I'm back at the main screen.

Data/sound/music is where is usually goes. Maybe steam changed the directory structure. I would give you a medal for working this out on you own if I could BTW :clap: well done, I'm really tired of people not even trying.

I can't help with the DX9 mode, except to say I never use it because it is so slow.
 
It's GOG version not steam, I rather like the global.fx hardware shaders which I why I'm using dx9.

So it's alright having all the music in the data/sound/music folder then? Just wanted to make sure.
 
Crosmando said:
It's GOG version not steam, I rather like the global.fx hardware shaders which I why I'm using dx9.

So it's alright having all the music in the data/sound/music folder then? Just wanted to make sure.

It's fine.
 
Heh, made my way to the EPA for the first time (got stuck in game-crashing loops the last time I played the RP, a few years ago, so I never experienced every new area, so I'm having SEVERAL first-times, right now! ^^ ) and I was very confused by the directions on the VT Labs wiki. I found the posts here that explained that the area had been changed, so now I'm less confused, and enjoying my exploration, again!

But, getting down to business....

No bugs, this time, but I have noticed a couple typos here and there that should be easily fixed. One was recurring, so I was wondering if it was actually "intended", but I'm sure it's a genuine typo.

1) Bishop's dialog when first delivering Moore's package - http://www.4shared.com/photo/WM0WqKES/F2RP_212b_Typo_1.html
You could either change it to "long enough to actually do" or "long enough actually to do", but I think the first suggestion is both grammatically more accurate, and comes more naturally when speaking.

2) Dialog from Broken Hills bar owner, when asking about work - http://www.4shared.com/photo/nmRv3Xhg/F2RP_212b_Typo_2.html
First of a recurring typo. Could be changed to "Bill, the Outfitter" or "the Outfitter, Bill". I doubt the people of Broken Hills have genuinely come to call him "the Bill", but unless that's the case, this is a typo...

3) Dialog with Max regarding Chad (RP quest) - http://www.4shared.com/photo/0Yjpxjg-/F2RP_212b_Typo_3.html
Missing a "'s" or "is", unless he skips it as part of slang. Should be changed to "that's supposed to" or "that is supposed to".

4) Dialog with Chad himself, regarding work - http://www.4shared.com/photo/gMZFZxkL/F2RP_212b_Typo_4.html
Second instance of the recurring typo. Could be changed to either "with Bill -- that's the Outfitter --" or "with the Outfitter -- that's Bill --". I believe the latter suggestion is what was intended for the line. It reflects Chad's disposition toward Bill as someone he's worked closely with, while still addressing a total stranger about him.

Should be relatively simple fixes, as I imagine sifting through the code to find the dialogs themselves would be the toughest part, so I did my best to categorize them and their "directions". =)
 
I check this thread every day now :).
My last play through was with a 1.x version of the project, which i loved, and now i'm flashed to see how much more cool stuff was added in the meantime. Need my fix, looking forward to the release :).
 
Aphex said:
I check this thread every day now :).
My last play through was with a 1.x version of the project, which i loved, and now i'm flashed to see how much more cool stuff was added in the meantime. Need my fix, looking forward to the release :).
I second this :)
 
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