Fallout 2 Restoration Project 2.2 - OPEN BETA (ie NOT FINAL)

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Re: Dunton bros spawn spike knuckles each time enter combat

DaManKaga said:
I believe this is a vanilla bug.
It is indeed a vanilla bug and I thought it was addressed, but apparently it wasn't. Should be fixed now.

DaManKaga said:
Side Question: It's that an acceptable approach? or do I need to start from scratch. meaning not only uninstall RP but also uninstall Fallout 2 and THEN install vanilla fallout 2 again before beta install?
Running the RP uninstaller should be good enough. I suppose you can only be 100% sure with a completely clean install, but I highly doubt you'll run into any issues related to installation.


@everyone
Cassidy is fully scripted to use his new voice. I think it fits him well.

I'm in the process of polishing up the Shi plant questline and then I still need to clean up the repair bot code at the Sierra Army Depot. There might even be some new stuff related to assassinating Westin and the heart pills you find on the shelf in NCR. The release just keeps gettin' better. 8-)
 
Re: Dunton bros spawn spike knuckles each time enter combat

killap said:
There might even be some new stuff related to assassinating Westin and the heart pills you find on the shelf in NCR. The release just keeps gettin' better. 8-)
Don't know why I feel about that. But does it have something to do with super stimpaks?
 
Re: Dunton bros spawn spike knuckles each time enter combat

NovaRain said:
killap said:
There might even be some new stuff related to assassinating Westin and the heart pills you find on the shelf in NCR. The release just keeps gettin' better. 8-)
Don't know why I feel about that. But does it have something to do with super stimpaks?
Nothing to do with super stims. Just a more interesting way to take him out. Moar options the better. :)

And the reason for doing this is because the devs were planning something with Westin and those pills. The fact that the doc yells at you for touching the shelf and even complains about carefully counting out the dosage, just hints at this further.

And no worries, it all will fit in nicely.
 
*grins wickedly*

Will prove most interesting to see the changes when the RP is done this time around.
 
nikoslav said:
I'd like to point out that I'm having some problems, albeit using a Wine emulator on a mac. Please check my post here in this topic:
http://www.nma-fallout.com/forum/vi...tart=2340&postdays=0&postorder=asc&highlight=
Thanks!
From what you wrote before, it seems that you have problem with fallout replacing modified files in data/proto/items and data/proto/critters from original dat files. Did you set them to read only?
If you have clean fallout installation, install RP and set files to read only. For example by command below from fallout root directory.
Code:
chmod 444 [dD]ata/[pP]roto/[iI]tems/* [dD]ata/[pP]roto/[cC]ritters/*

Check wine section in RP technical wiki.
 
I just used the last global variable I had set aside for the RP and adding more would invalidate previous save games. While I could add more for potential future stuff, perhaps this symbolizes the end to new RP content. ;)
 
By any chance, if NPCs are "abandoned", i.e., told to wait and then left there for a length of time e.g. 96 hours, will they return to their "natural" places? E.g. Cassidy to the Spitoon Bar, Sulik to the Buckner House (or to the "Primitive Tribe" if that quest has been completed), Myron, Baby! Myron! to Doc Troy, etc.
 
teukros said:
By any chance, if NPCs are "abandoned", i.e., told to wait and then left there for a length of time e.g. 96 hours, will they return to their "natural" places? E.g. Cassidy to the Spitoon Bar, Sulik to the Buckner House (or to the "Primitive Tribe" if that quest has been completed), Myron, Baby! Myron! to Doc Troy, etc.
Nope, wherever you told them to wait is where they will be until the end of time. And I don't plan on changing that.
 
killap said:
teukros said:
By any chance, if NPCs are "abandoned", i.e., told to wait and then left there for a length of time e.g. 96 hours, will they return to their "natural" places? E.g. Cassidy to the Spitoon Bar, Sulik to the Buckner House (or to the "Primitive Tribe" if that quest has been completed), Myron, Baby! Myron! to Doc Troy, etc.
Nope, wherever you told them to wait is where they will be until the end of time. And I don't plan on changing that.

And if you think about it, such a feature could be even more immersion breaking than the status quo of having them wait in one place for you forever.

For instance, let's say you tell Myron to wait for you in NCR. Do you really think that after four days pass he'd decide, "Well, looks like they're not coming back. I suppose I' should start walking back to New Reno by myself."? He'd have pretty much no chance of surviving such a journey. I think it's more likely that he'd settle down where he's at.
 
One more bug from me 8-)

New Reno, Secret transaction. If you first vist a transaction with the help of Wright's kids and when do it again in a reguar way as a Salvatore quest - the guards begins to move to the exit grid immediately

SAVEGAME http://speedy.sh/nx27r/SecretTransaction.rar

By the way, killap, have you seen this:

Animator said:
Found one more strange thing.

I've installed appearance mod (from the RP installer of course).
If any NPC got killed (i've tested Sulik and Vic) and you leave the map - where will be no dead body then you came back.
And even more: if you save and load game, where will be the same problem.

SAVEGAME http://speedy.sh/g4JEE/NPCBug.rar
(it's a bit cheating just to speed up things, but the problem exists in a normal game too)
In this savegame kill Sulik first. If you leave the map to just return - where will be no his dead body.

Something tells me that you've already knew about this issue, but there is nothing to do with it :)

NovaRain said:
Dex's base AP in final stage (00000517.pro) is 9, and base AC is 10. But all his previous stages have only 8 AP & 9 AC. So I think he'll get a similar problem like Cat Jules as in Animator's post.
Yes, I agree that Dex suffers with a same problem as Cat Jules. Though his final AP is 9.
Kitsun is ok.

Hope, I'm just in time before the final release :)
 
@ Animator

Everone who is listed in the party text file (party members and a couple of other critters who where considered to become NPCs like the chicken in Modoc), will be removed like that. It is automatically done by the game engine and is nothing we can do anything about.
 
1. In the Den, after learning about Becky's still, I report to Frankie in The Hole. He gives me $50 and offers me the job of destroying Becky's still. I decline the offer, saying something like "I've done enough, you do it." Despite declining the offer, my Pip Boy acquires the "Sabotage Becky's still" quest, which is crossed out.

The probability of getting a crippled arm or leg when falling into the Slag compound at the Ghost Farm must be about 90%. Two questions for you:
2a. Upon returning to the Slags, when they escort you to Vegeir, is it possible to get a crippled limb during the time when you are being escorted?
2b. Is it possible to get a crippled limb when climbing the ladder to leave the Slag compound after your first visit?

Edit: I took a small sample of 20 times falling into the Slag cave, and experienced a rate of getting crippled 40% of the time. :mrgreen:
 
Muznick said:
.....Is it time? :aiee:
At this point I'm just gonna say it'll be ready when it's ready. I continue to cram more goodies into this release. The Shi plant questline is completely finalized now - much improved over what is in the open beta.

I'm also still chugging away on the Sierra Army Depot repair bay restoration. I can see why this feature was pulled - lots of things to consider and engine issues to overcome. I've fixed about a dozen bugs that were present in it, as well as finally solved some big limitations that the devs had run into. Still more to do though.

Last of all, there is still the minor addition of another means to assassinate Westin, as related to the heart pills in Dr. Jubliee's office.

MisterCrit said:
1. In the Den, after learning about Becky's still, I report to Frankie in The Hole. He gives me $50 and offers me the job of destroying Becky's still. I decline the offer, saying something like "I've done enough, you do it." Despite declining the offer, my Pip Boy acquires the "Sabotage Becky's still" quest, which is crossed out.
Was the quest not already in the pipboy after being asked to learn more about the still? Either way, when a quest is failed it'll be crossed off your pipboy. I don't really think this is a bug.

MisterCrit said:
The probability of getting a crippled arm or leg when falling into the Slag compound at the Ghost Farm must be about 90%. Two questions for you:
2a. Upon returning to the Slags, when they escort you to Vegeir, is it possible to get a crippled limb during the time when you are being escorted?
2b. Is it possible to get a crippled limb when climbing the ladder to leave the Slag compound after your first visit?
You only have a chance of getting crippled if you fall down into the cave. Getting escorted there or taking a ladder are all safe means of getting there.
 
First of all i would like to thank killap and the other dudes for doing this !!!! U are legendary !! Thank u from bringing this (best game in the whole world) once again to life...u rock u rule u smash!! U got my RESPECT !!!

And i got aii qustion for ya :)
Will the saves from this beta work one the final release ?



:clap: :clap: :clap: :P
 
Shibby said:
And i got aii qustion for ya :)
Will the saves from this beta work one the final release ?
Yes, but I always recommend starting over.

Plus, any map fixes to locations you've already been to won't take affect unless you start over. More importantly, lots of changes occurred to a quest in San Fran, so you'll have to enter that location for the first time when the final release comes out. Changes are also occurring to NCR and Sierra Army Depot. So yeah, take all that into consideration (i.e. I'd personally start over or at least only play the early locations in this beta)

But really, you shouldn't have to wait much longer.


@everyone
Looks like the repair bots in Sierra Army Depot won't work during combat (for a number of reasons) and there really isn't anything around these engine limitations. Each time I work on this, I see why this feature was pulled. Still, they work quite well once combat ends and I do believe it's a nice addition to that location. Just gotta fix the queuing system and the repair bots will finally be restored. Easier said than done of course, because I must either rewrite the queuing entirely, since it doesn't scale well at all, or modify it slightly and expand the currently fixed amount of bots that can be repaired/replaced.
 
Great work

I like this mod and any issues i could have pretty much are probably on their way to being addressed but i have a question i really like the megamod package but i don't want to lose the restoration package is there anyway to get them to work in tandem because i tried it and that ended with me having to completely delete everything and reinstall my game and the project only. to make a long story short if there is a way to make them work could someone let me know how to do it. and if there isn't a way that could be a nice project for someone who actually knows what theyre doing not like me who is kinda a screwup. but i digress if someone can answer my question that would be nice.

TL;DR: i want to know if the megamod and the rp can work together because i like some of the mods like lootable armor and no companion limit and making miria not a worthless block of sticky melted cheese.
 
Re: Great work

AmericanSephiroth said:
I like this mod and any issues i could have pretty much are probably on their way to being addressed but i have a question i really like the megamod package but i don't want to lose the restoration package is there anyway to get them to work in tandem because i tried it and that ended with me having to completely delete everything and reinstall my game and the project only. to make a long story short if there is a way to make them work could someone let me know how to do it. and if there isn't a way that could be a nice project for someone who actually knows what theyre doing not like me who is kinda a screwup. but i digress if someone can answer my question that would be nice.
Yes it can be done but is a huge job and requires modding skills. Besides, I was under the impression MiB88 was already working on incorporating the RP into the Megamod, so maybe you will get your wish some time in the future.
 
Re: Great work

AmericanSephiroth I like your idea and like Darek said MiB88 said that he was interested in incorporating the RP into the Megamod on one of the Megamod threads.

I like the Megamod a lot but it is very buggy and changes a lot of the beginning missions. I don't mind the changes but I am more interested in the other mods that are in the Megamod coming to the RP.

I think that it would be maybe be less work maybe if someone brilliant was able to make the mods for the RP.

No Companion limit would be something I am very interested in.

Maybe the Mr. Fixit if it isn't too buggy or otherwise game breaking.

Miria mod would be nice(I don't mind her being useless in combat as long as she'll stay put if I tell her to. :wall:)

Lootable armor seems like it would take too much of the difficulty away in the RP for my tastes but maybe others like it.

Killap, thank you for making one of the best games ever truly legendary.
 
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