Fallout 2 Restoration Project 2.1 (Unofficial FO2 Expansion)

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Darek said:
@ joochian,

It's her codename, not her real name.
Also, stop double posting, there is an edit button you know.

Oh, and for those humans at the EPA, who has said anything about them living for 165 years? They might have gotten kids and all. Hell, there might even have been a breeding program for them.
The problem I have with them is that I don't get what they are doing there in the first place. Who the hell put them there and why?

same here.. why are the cannibals in EPA? why there still alive? wanamingos is ok, spore plants is ok,.. cannibals.. not ok,.,
 
joochian said:
Darek said:
@ joochian,

It's her codename, not her real name.
Also, stop double posting, there is an edit button you know.

Oh, and for those humans at the EPA, who has said anything about them living for 165 years? They might have gotten kids and all. Hell, there might even have been a breeding program for them.
The problem I have with them is that I don't get what they are doing there in the first place. Who the hell put them there and why?

same here.. why are the cannibals in EPA? why there still alive? wanamingos is ok, spore plants is ok,.. cannibals.. not ok,.,

Could you please go to the RP suggestion thead instead of trolling here ?
It is EPA, so why not cannibals ?? Because you don't want to ?? Also instead of posting several posts of the same thing post just one, and wait for the developers to answer ya. Darek says no, so no change will be done cause he is the RP helper. Grrr. Unless Killap wants it.
 
Darek said:
The problem I have with them is that I don't get what they are doing there in the first place. Who the hell put them there and why?

Those guys are a real mystery…I’m not sure or not if it was stated in the design docs that human experimentation was taking place at the EPA…if Black Isle designed the EPA with them then let’s just leave it as is, otherwise let Killap decide. :shrug: I never removed them because I was under the impression that they were part of the original design…
 
another issue,
I remember going to new reno and finding the blow-up doll and other sex toys in corsican bros' shelves in vanila fo2... it's part of Broken Hill's Typhon's (son of Set) quest.. i know in FO2RP, the doll is in marcus' office. but surprisingly nothing kinky in corsican bros' shelves anymore... anyone else feel funny about this?
 
Well i do not know about New Reno, but quoting the "Nearly Ultimate Fallout 2 guide"
Only two containers on the western map have anything in them (except for the hidden footlockers, see below): one bookcase in Marcus' house which holds a Rubber Doll, and the small pot outside the house on the top right which holds a Cat's Paw.
This would mean that the rubber doll was always there in Broken Hills, as the guide is written for vanilla Fallout 2, and not newly put there by RP X.X
 
my mistake then... (but i still remember somewhere in desperado/shark/etc in new reno had the rubber doll & ball-gag).. but for a porn studio with nothing so kinky.. except for the radscorpion limbs... hmmm
 
@New-Reno:Salvatore
I stow-awayed into Navarro from Salvatore+Enclave transaction... and when discovered, I surrendered. Surprisingly, the guards brought me to the Enclave commander in the basement. I was still fully armed and my companions also were fully armed too. When talking back to the comander, without papers... he/she didn't attacked me straight away. I was only attacked when I was checking the shelves. Not logical to be surrendered/captured and brought to commander with my weapons.. (my chances of survival is higher). Plus, I still can board the ventibird to Navarro, even after killing all the Enclave soldiers.. :clap: :crazy: (unless the Ventibird is programmed to fly to Navarro by auto-pilot?)

@ new reno, wright family...
I dont see any more wright's children anymore.. as compared to RP2.0 before... instead i see more dogs??!!!.. do anyone else see this? has the children been removed? some of the dogs move around and even sit at the doorway.. I can't even make them move.. luckily they moved awhile later.. caused it was the only way in/out. :shock:

@Raiders,
I had Bishop holodisk (when I reach this point) and I showed to Shadow-who-walks to get him to trust me. But the later dialog repeated in a manner that is not consistent at all, i.e. asking names the raiders are working for.. Bishop.. eventhough after looking at the holodisk. Plus, how is this tribal scout going to see the data from a holodisk? looking at my pipboy? words-text?

@DAREK.. only if u asked me nicely.. Lord Vader..
 
Templayer said:
Darek says no, so no change will be done cause he is the RP coder.
Ha, no :lol:
I am not. I'm more of a bug tracer and tech helper.
I have no final say in anything that goes into the RP, though hopefully my knowledge and experience with it puts some weight to my words.
If not I'll just whine until I get what I want. :P

@ joochian,

I told you to use the edit button instead of double posting. What do you go and do then? Triple posting... :crazy:
 
not sure if this is a bug or not, but after managing to drop a virus into that old army base, then giving skynet a cyber brain, A he seems utter usrless, B I can't get him to equip any small guns weapons, I given him loads, plus when in combat he passes his turn without doing anything, not sure what is up and what small guns can he use?
 
Darek said:
Templayer said:
Darek says no, so no change will be done cause he is the RP coder.
Ha, no :lol:
I am not. I'm more of a bug tracer and tech helper.
I have no final say in anything that goes into the RP, though hopefully my knowledge and experience with it puts some weight to my words.
If not I'll just whine until I get what I want. :P

But your, Pixotes and Mashes word has weight to it. Of course Killap and Dravean are the chiefs here ;) .
 
matthewfarmery said:
not sure if this is a bug or not, but after managing to drop a virus into that old army base, then giving skynet a cyber brain, A he seems utter usrless, B I can't get him to equip any small guns weapons, I given him loads, plus when in combat he passes his turn without doing anything, not sure what is up and what small guns can he use?

Check his combat settings and make sure he's set to use ranged weapons. Last time I played I had this same problem because he was set to use unarmed attacks by default.

.Pixote. said:
Darek said:
The problem I have with them is that I don't get what they are doing there in the first place. Who the hell put them there and why?

Those guys are a real mystery…I’m not sure or not if it was stated in the design docs that human experimentation was taking place at the EPA…if Black Isle designed the EPA with them then let’s just leave it as is, otherwise let Killap decide. :shrug: I never removed them because I was under the impression that they were part of the original design…

The EPA design doc says there is a "petting zoo" full of "hungry humans", but doesn't say anything beyond that. Thus I was left to extrapolate my own idea for the nature and origin of this strange petting zoo. I took inspiration from the classic science fiction tale The Island of Dr. Moreau, the common sci-fi trope of governments attempting to produce "super soldiers" and the fact that we know they do genetic testing there with humans and animals (experiments that resulted in the likes of Cat Jules).

As the computers tell you, they're the failed results of splicing animals and humans in the hopes of creating a super soldier, resulting in freakish abominations. So, naturally, they'd feature them in a petting zoo. Yes, it's strange, but the EPA is a very strange place. Also, as Derek suggested, they had been breeding, and thus they are not the same ones that were alive when the bombs fell.

If anyone else wanted to try and come up with a better explanation and background for this strange petting zoo of hungry humans, then by all means, give it a shot (I'm not trying to be snarky here, as all I want is for the RP to be as good and as true to Fallout as possible).
 
@Dravean

wonderful, I keep forgetting to check the custom settings, I changed it so that he can use range weapons, and problem is solved, thank you :D
 
hungry humans = zombie looking = ghouls.. hey ghouls might last over 100+ years.. look at harold..
instead of human canibals.. maybe change to ghoul cannibals?.. otherwise, super-mutants, or etc...
 
I'm failing to see why "hungry human" would mean "zombie looking?" And while yes, ghouls can last a long time, we already know that ghouls are from radiation mutation. And it certainly wouldn't be super mutants, since that's from intense FEV exposure, not gene-splicing.
 
I'm at the SAD, power still all on, got to level 3 without the bots attacking me.
Access the computer ( via the stairs, f-fields still on yellow ) and Skynet sees me..
tell him my name and he says to come and see him.... but the forcefields don't drop so I can't get to him..

isn't the script supposed to drop the force fields so I can get at him?

nevermind, I figured it out.. you use the "tool" to dissable the emitters..

should still be a scripted option though if you have high enough skills...
 
while you are there, see if skynet disables the security when you have him fixed up, in my save, he doesn't drop the forcefields or disable any of the other robots if they are still active, but I also did the same thing as you, and thought that the forcefields might have dropped,
[spoiler:9128023aee]
I originally flipped the switch (off) outside of the base, where the generators are, (manhole) but that makes it harder to move around, and a bit pointless as well, as the forcefields eat into your health whenever you go through them, best not to go there, and have the forcefields at full power, but you need a decent repair skill or vic in your party, other thing is, if you fail too many times it will activate the security bots, so save before you deactivate the emitters[/spoiler:9128023aee]

but yeah, I do think the base could be a bit bugged, (and maybe skynet's combat settings could be modified when you first get him, or maybe dependent on the brain you get him? as I got him the cyber brain, he should have had melee then range, or maybe just range, also in combat he stays where he is, that makes him useless, that should be, stay close to me, or another option, (at least with the cyber brain) not checked his options with other brains,
 
Skynet's combat disposition is not really a bug but more of an inconvenience. People should really learn to change the NPCs to suite their playing style as soon as they get them.
But, as the starting disposition is really stupid and just cause unnecessary confusion, maybe you could make a small change killap?
In AI.txt maybe you can make a change in "PARTY ROBOBRAIN CUSTOM" from "distance=stay" to "distance=on_your_own".

As for the whole security issue, that is absolutely no bug. Skynet states that the security system is a separate part of him and that he cannot disable it, the only thing he can do is reset it. That means that he will never touch the force fields, and he was never meant to.
That he no longer resets the security after you've set him free is not all that strange either. He is no longer part of the mainframe and may not have any means to communicate with it. Furthermore the mainframe is no longer operable so there may really not be any way for anyone to reset the security.
 
thanks for the explanation, that makes a lot of sense, best way in is not to reset the power and have vic or a high repair skill then, but yeah, would be better if skynet had better starting options, he seems to be a lot better with range weapons then he is at melee, so maybe set his combat control to range, and distance to on_your_own would make him a lot better, I admit I never really touched custom until now, but it has a lot of advantages, so I would agree that a minor change to his combat settings would help a lot,

but yeah thanks again for the explanation, after reading that, I admit it does make sense, (I also quite like him / it? as a NPC, pretty decent, especially as I given him a decent rifle, just a bit useless as melee IMO[/spoiler]
 
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