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

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Uhrensohn said:
A minor bug with Nagor (the guy with the missing dog in Arroyo). Go to the hunting grounds and kill the dog, when you pass the skull totem the message pops up "You stumble across the remains of Nagor, who died trying to save his dog." But theres no dead body yet, hes still alive untill you tell him that smoke is dead and he runs off. Everything else in the quest runs normal.
Got a save game?

@UnoriginalPizza
Unless you can reproduce the crash, not sure what to tell you. Sadly even after all the fixes found in the RP, Fallout 2 still crashes from time to time.
 
killap said:
Uhrensohn said:
A minor bug with Nagor (the guy with the missing dog in Arroyo). Go to the hunting grounds and kill the dog, when you pass the skull totem the message pops up "You stumble across the remains of Nagor, who died trying to save his dog." But theres no dead body yet, hes still alive untill you tell him that smoke is dead and he runs off. Everything else in the quest runs normal.
Got a save game?

@UnoriginalPizza
Unless you can reproduce the crash, not sure what to tell you. Sadly even after all the fixes found in the RP, Fallout 2 still crashes from time to time.

I plan on making the same character and attempting to reproduce the crash. But I'm more concerned with the bug I posted about the arms dealer in new reno, I explained it earlier on in the thread. It's a bit of an exploit and should be looked at
 
Timeslip and killap,

I accidentally found another bit of info on the dynamite assassinations issue -- this makes sense why the game needs you to go through a combat round or it crashes.

It seems to run its own combat round when an explosive causes damage to an NPC, regardless of current gamestate (i.e. regardless of currently being in combat)

In the pictures below, a single cop was damaged and then killed by dynamite that was planted on him. This damage took place during combat. (That's because I planted five, and of course after the first went off he attacked me)

However as you'll notice, I got awarded experience for him dying during combat, in the same manner you get when combat ends. Combat did not end however, and when I hit the exit grid (thus ending combat) I got awarded the same experience again for the same kill.

TL;DR - the game runs an independent combat round when explosives cause damage to a critter, whether or not combat is already engaged. This is likely why initiating a combat round is needed to prevent a crash, because the "stealth combat round" never completed properly.

2u3yt1t.jpg
 
@Sduibek
Very interesting and some good sleuthing. I don't think I've ever killed anyone that way in F2, but if it happens in F1, seems likely to happen in the sequel as well. Definitely sheds more light on the crash situation though.

And speaking of that, Timeslip, any news on when the fix will find its way into the next release of sfall? Your last test dll worked quite well for me. And any info on the super stimming crash?
 
killap said:
And speaking of that, Timeslip, any news on when the fix will find its way into the next release of sfall? Your last test dll worked quite well for me. And any info on the super stimming crash?
How desperate are you? I had a bit of a busy week last week, and this one will be worse. I'll have some time on wednesday to roll a new sfall release if you want it, but I wont have a chance to look at the superstim crash by then.
 
Timeslip said:
How desperate are you? I had a bit of a busy week last week, and this one will be worse. I'll have some time on wednesday to roll a new sfall release if you want it, but I wont have a chance to look at the superstim crash by then.
If next week is better, I can wait. I'm in no place to rush others, given my own track record.

I would just take the explosion fix, but I'd prefer to wait until you spend some time looking into the super stims. Even if this ends with an "Ugh, too tedious" or "I really have no idea".

I suppose end of the month for the RP would be cool, but then I'd be conflicting with the upcoming FIXIT release. Sooo maybe July 8th for the RP? Heh, random deadlines. 8-)
 
Is there any difficulty mods which would be compatible with a latest RP? If there is one, what is the name and (or) link?
 
MaToX said:
Is there any difficulty mods which would be compatible with a latest RP? If there is one, what is the name and (or) link?

What do you mean by "difficulty mod"? Tougher fights, harder quests?
 
MaToX,

You can check the fallout database for the mod called DForge's_Encounter_mod_v1.0 for F2RPv2.1.2b. First sticky in this forum.

Head to folder F2 Restoration Project, then Mods for RP.

Hard as nails fights.
 
Drobovik said:
MaToX,

You can check the fallout database for the mod called DForge's_Encounter_mod_v1.0 for F2RPv2.1.2b. First sticky in this forum.

Head to folder F2 Restoration Project, then Mods for RP.

Hard as nails fights.

So, hopefully it will be updated for 2.2 ?
 
Drobovik said:
MaToX,

You can check the fallout database for the mod called DForge's_Encounter_mod_v1.0 for F2RPv2.1.2b. First sticky in this forum.

Head to folder F2 Restoration Project, then Mods for RP.

Hard as nails fights.
That mod has been a long forgotten one without a touch over a year at least. Are you sure this was the best thing to suggest among many others indeed, since I also would in need of a mod like that, but not dropped of corpse ! :P
 
Hey bear dude, could you please write into main post which other mods are compatible with your mod, it would help us greatly to eliminate many others since most modders don't mention in their own topics either. Thanks !

Edit: Actually I was asking to use FRP with New animations 2 & Jim's Mods ?
 
Jim's mods are not compatible with RP yet, only vanilla.
Animations could to be added but I don't know exact procedure. Try asking in that thread.
But my fallout database has a folder of compatible rp mods as I mentioned in my post above.
 
BrecMadak said:
Hey bear dude, could you please write into main post which other mods are compatible with your mod, it would help us greatly to eliminate many others since most modders don't mention in their own topics either. Thanks !
There is a section of the RP wiki that outlines compatible mods but I think it's horribly out of date. So follow Drobovik's advice until that wiki gets overhauled for the final release.
 
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