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

Discussion in 'Fallout General Modding' started by killap, Jan 6, 2013.

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  1. Hety

    Hety First time out of the vault

    27
    Nov 9, 2008
    It is possible to skip few steps in the quest connected to Vault village and molerats. After you talk to villagers you go straight to brain and then back to villagers again. You will be able to tell them you made a deal with Vault City even without talking to McClure first.
     
  2. agris

    agris Still Mildly Glowing

    215
    Jul 8, 2004
    Couldn't you force a 'morale break' (not sure what FO calls this)? Whatever function it is that makes towns people run from you when you starting blasting them. It might not force them off the screen, but it gets them away from you.
     
  3. maelkum

    maelkum First time out of the vault

    1
    Jul 19, 2004
    Hi, long time lurker here, just wanted to say thank you to Killap for the enormous effort of keeping the RP alive for this long, and thus giving me reason to play this magnificent game again at least once a year. :clap: :clap:

    I also have a crash report to make. During fights with a large number of opponents (happened twice in two different deathclaw cave maps so far this morning), the game would freeze, and i would lose mouse control in windows. I can alt-tab through active programs, but can regain mouse control only when when using ctrl-alt-del, and even then, upon return to windows, mouse is unusable again. The only option is to soft reboot from the previous screen.

    In a crash test post from a previous version of RP (http://www.nma-fallout.com/forum/viewtopic.php?p=796973&highlight=freeze#796973)
    i've noticed this was happening to others, but at least for me the previous Restoration project versions were rock solid and devoid of fatal crashes up until this one.

    As for my configuration, i'm using a GOG FO2 installation, with RP 2.2 beta.
     
  4. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    @maelkum
    Just a wild guess, but you might try downgrading the hi-res patch to 3.0.6 and see if the problem still occurs.
     
  5. Darek

    Darek is currently unavailable

    Jan 7, 2008
    They call it "flee state" iirc and that is being used, it just don't work all that well. You can only change the distance he will run but he is still limited by action points per turn, and can get stuck if he chose a bad destination hex (iirc he always tries to run away straight from you, and he might just run into a wall and then do nothing). Then you have to script how he behaves outside of combat as well (again if I remember correctly he can't disappear while in combat mode)...

    Anyway...

    killap, I've been looking into the shi computers a bit...

    The devs probably forgot a minus sign in front of the second science skill check (as in it should be -100, not 100).
    It makes more sense, since if you are very, very good at science you pass without them knowing. If you are only very good, you get a second chance to pass but they find out someone has been hacking it. If you are not good enough you fail, which at the moment is not possible as you would need a high negative skill. I mean lets say you have -50% science, that would still get you a 50% chance to pass.

    Hacking Shi computer terminals:

    Code:
    procedure NodeHack begin
       if (skill_success(dude_obj, SKILL_SCIENCE, -110)) then begin
          call Node002;
       end else if (skill_success(dude_obj, SKILL_SCIENCE, 100)) then begin
          set_shihacked_flag(SHI_TRUE);
          call Node002;
       end else begin
          call Node004;
       end
    end
    That all three terminal scripts have the same bug could be explained by them using one scrip as a template and just editing necessary changes (the bio terminal script is still named "Physics Computer station" in the headline of the script).

    It could also be possible they changed it on purpose when they decided to leave out the password paper as a means to access the terminals.

    I would like to re-implement the three torn password papers that turn into one full paper to be used with the terminals (it's already in the terminals scripts). Just have to find three good locations on the shi map. For Physics and chemistry there's desks where they could be put. As for the last one maybe add a pot in the small bathroom or put it on the biology scientist (to make it a bit harder)?

    Not a good idea to use FIPAPER as a script for the torn pieces because of the too many items bug, but can use the code from it.
    The simplest way is probably to add the following to the SFCINA2 map script:
    Code:
    procedure map_update_p_proc
    begin
    	variable LVar0 := 0;
    	if (elevation(dude_obj) == 2) then begin
    		set_light_level(40);
    	end
    	else begin
    		set_light_level(90);
    	end
    	if (not(obj_carrying_pid_obj(dude_obj, 453))) then begin
    		if (obj_carrying_pid_obj(dude_obj, 450) and obj_carrying_pid_obj(dude_obj, 451) and obj_carrying_pid_obj(dude_obj, 452)) then begin
    			add_obj_to_inven(dude_obj, create_object_sid(453, tile_num(dude_obj), elevation(dude_obj), -1));
    			LVar0 := obj_carrying_pid_obj(dude_obj, 450);
    			if (LVar0 != self_obj) then begin
    				rm_obj_from_inven(dude_obj, LVar0);
    				destroy_object(LVar0);
    			end
    			LVar0 := obj_carrying_pid_obj(dude_obj, 451);
    			if (LVar0 != self_obj) then begin
    				rm_obj_from_inven(dude_obj, LVar0);
    				destroy_object(LVar0);
    			end
    			LVar0 := obj_carrying_pid_obj(dude_obj, 452);
    			if (LVar0 != self_obj) then begin
    				rm_obj_from_inven(dude_obj, LVar0);
    				destroy_object(LVar0);
    			end
    			rm_obj_from_inven(dude_obj, self_obj);
    			destroy_object(self_obj);
    		end
    
    	end
    end
    It works fine, though a bit slow with changing the 3 papers into 1 new, but so was the original script.
     
  6. bukypetr

    bukypetr First time out of the vault

    3
    Feb 27, 2013
    Never mind. Fortunatelly, it seems I was able to handle it on my own. :wink:

    Code:
    http://leteckaposta.cz/947186326
    Changelog:

    Vault Village – Second Chance (15SHADY.ACM)
    New Reno Stables – Flame of the Ancient World (02MSTRLR.ACM)
    Sierra Army Depot (inside) – Metallic Monks (04BRTHRH.ACM)
    EPA (inside) / Toxic Vaste Dump – Radiation Storm (09GLOW.ACM)
    Vault 13 – Vault of the Future (06VAULT.ACM)


    Only thing I need is to go through the following locations to see (hear), if everything is all right. Anyone supposed to have the savegame?
     
  7. shangz

    shangz First time out of the vault

    2
    May 2, 2013
    I have a question regarding the mod. It seems like the san francisco merchants have no cash for me to steal anymore. Is that due to the mod restrictions??
     
  8. Xellos

    Xellos Where'd That 6th Toe Come From?

    454
    Feb 10, 2006
    Yes, IIRC. We do not want it to easy, do we ? ;)
     
  9. agris

    agris Still Mildly Glowing

    215
    Jul 8, 2004
    You should make a new post, so this isn't lost. Also, state which version of the RP it is for (sure, right now public beta is taken for granted but someday the beta will end..)
     
  10. shangz

    shangz First time out of the vault

    2
    May 2, 2013
    Thanks mate!! I guess I just have to play this the hard way..
     
  11. Crosmando

    Crosmando First time out of the vault

    12
    Dec 25, 2011
    Are we there yet?
     
  12. Blacksun

    Blacksun First time out of the vault

    29
    Apr 20, 2013
    vault 13: i have the voice module in my inventory, but as i try to fix the terminal, the module disappeared!
    i cheated a module with F2se back in my inventory to be able to complete the quest and after completion, the original module appears in my inventory again!

    navarro: nearly the same problem with the vertybird plans! they disappeared from inventory as i tried to give them to the brotherhood guy in frisco (maybe disappeared earlier, but that was the point i recognized it). and again i used F2se to get the plans but after completion no second unit of plans appeared, maybe because the b-guy just "make copies" of them.
     
  13. nv0id

    nv0id First time out of the vault

    1
    May 9, 2013
    Hello, guys.
    I decided to replay FO2 and this time with some mods.
    While I'm not sure it is RP problem I think this still belongs here.
    First of all I installed original game and patched It with Killaps latest patch. Then I installed RP and configured HR patch to be in DX9 windowed mode. I was kinda disappointed that I can't set resolution different than 640x480 but I didn't really mind it. When I started moving on global map it was too slow so I decided to fix that and ended up using Sfall over HR patch but they somehow combined and instead of dumb scaling I got FO2 to fit my resolution.
    Unfortunately, I stumbled onto 2 problems:
    a) Fallout doesn't appear in taskbar when using Sfall;
    b) (well, I guess it's really how Sfall works) I can't move my cursor over game window.

    Well, is there any way to change windowed mode resolution via HR patch or at least fix showing FO2 in taskbar?
     
  14. .Pixote.

    .Pixote. Carbon Dated and Proud
    Modder

    Sep 14, 2009
    Delete (uninstall) the game and then install F2 with just the RP...nothing else.

    Also what OS are you using, etc...and read the "readme" file after the installation of the RP, it might just save you a lot of hassle.
     
  15. JimTheDinosaur

    JimTheDinosaur Vault Dweller
    Modder

    736
    Mar 17, 2013
    Is there perhaps a way I could download the Restoration Project's source scripts and header files? The reason is I would like to make a mod I'm working on compatible with the Restoration Project.
     
  16. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    @JimTheDinosaur
    RP/UP source scripts will be released after their formal release.
     
  17. JimTheDinosaur

    JimTheDinosaur Vault Dweller
    Modder

    736
    Mar 17, 2013
    Any indication when that would be? Just so I have a general idea when I can start working on the thing again.
     
  18. Dravean

    Dravean Where'd That 6th Toe Come From?

    477
    Mar 6, 2005
    It's very close to being done. It could be as soon as a few days, to as distant as several months from now, depending on when killap will find the time to wrap it up.
     
  19. Blacksun

    Blacksun First time out of the vault

    29
    Apr 20, 2013
  20. Hety

    Hety First time out of the vault

    27
    Nov 9, 2008
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