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

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Effektor said:
Just registered to express my gratitude to killap and others for this amazing work. Thanks for The Project. :clap:
Now about bugs. Only two minor bugs so far.
1.After trial in Arroyo go to Duntons (Klamath) immediately. You can ask them about brahmin mutilations but you just arrived in town! Extrasensory perception perhaps? :crazy:
http://imageshack.us/photo/my-images/197/scr00000.jpg/
AFAIK the brahmin mutations are mentioned in the Elder's briefing?

I hope the newest release will be really good. I have played the latest release and I had a feeling many times that it has too fan-made climate (in dialogues, map-graphics), I've seen also some minor-bugs and had strange encounters (on the same map every time). AFAIS it will be done during the next release. I wonder how's Vic's Talking Head. It would be cool to have Talking Heads for all the major NPCs. How about Skynet? ;)
 
Izo said:
AFAIK the brahmin mutations are mentioned in the Elder's briefing
It's true. Sorry, my fault. Somehow I connected "brahmin mutilations" from Duntons and quest from Torr. :oops:

Btw, it would be really cool to include Miria mod in RP 8-)
 
oh my god..
my suggestion was new lenny skin's speed is too slow in town so how about make him little fast.
but you said don't use new skin...
OTL and right. may be miria joke charactor. but some players playing game likes FO2, armor change is very important.
it's your mod so my suggestion is just suggestion. and I'll never said again no more.
i'm afraid you said "then delete RP mod and play origianl".
good bye my hero.
 
Overly dramatic there, Parkhwan?

He just answered that if you consider him too slow with the new skin, then you can select not using it and he'll be going his "normal" speed.
And Miria/David are just made to take up party-space, they are not meant to be good fighters.

Nothing against you, Parkhwan. Just consider that the Beardude has been working on this thing for YEARS, the new Lenny-skin has been quite RECENTLY added, and most ghoul-animations don't have running motions (I believe Lenny's original skin is one of, if not the only, exception to that "no-run" rule).
 
@AelpirT

The fact that Horrigan disappears is caused by increased resolution. By default it happend of the screen and the player didn't notice. It could be altered I guess for him to walk further and then disappear but that would just elongate the whole (frozen) scene
 
Right after leaving Arroyo I get irradiated on the world map and my "current level of radiation" increases, so by the time I get to Klamath my PC is already feeling 'very nauseous'. Not sure if that's the way it should be, since I can't remember this happening on my last F2 playthrough. Is the world map radiation normal? Guess it should be, but I don't have any radaways for the time being :roll:

Edit: On second thought, it must have been due to the apple I ate so ignore my question :oops:
 
Xellos said:
@AelpirT

The fact that Horrigan disappears is caused by increased resolution. By default it happend of the screen and the player didn't notice. It could be altered I guess for him to walk further and then disappear but that would just elongate the whole (frozen) scene

Perhaps I wasn't clear: I meant to suggest that Kaga as well should, perhaps, disappear before reaching the edge of the map, if possible; not that Horrigan should not disappear!
 
Modoc.
You can loot from shelf in Jo's trading post right after wedding ceremony.
When he is inside, he gives you warning instead of free shopping.
Now it's time to open some locked doors in Klamath. ;)
Savegame before wedding: SLOT03.7z - 395 KB

OS: Linux Fedora 17.1 32bit wine 1.5.18
Fallout2+RP2.2 public beta full installation.
 
.Pixote. said:
They were in their normal place on the Redding map, correct?

No. That was my point.

Also: I don't remember Vic ever being such a completely useless piece of shit. He's thus far FANTASTIC at hitting:

* nothing
* me
* the wrong things
* losing his gun

Wtf.
 
Effektor said:
2.Childs in Klamath. Typo in KCHILD.MSG {214}{}{Mommy says I talk to much.} Should be "... too much". Looks like vanilla bug though.
Good catch and yup, vanilla bug.


Effektor said:
I hope the newest release will be really good. I have played the latest release and I had a feeling many times that it has too fan-made climate (in dialogues, map-graphics), I've seen also some minor-bugs and had strange encounters (on the same map every time).
It will be MUCH better compared to the last release and a million times better compared to the 1.x releases. Definitely give it a try again.


parkhwan said:
oh my god..
my suggestion was new lenny skin's speed is too slow in town so how about make him little fast.
but you said don't use new skin...
OTL and right. may be miria joke charactor. but some players playing game likes FO2, armor change is very important.
it's your mod so my suggestion is just suggestion. and I'll never said again no more.
i'm afraid you said "then delete RP mod and play origianl".
good bye my hero.
I gotta agree with Matthews here. But really, you do realize that ghouls don't just run around, their bodies can't handle that kind of exertion. But more importantly, making new animations takes a long time and there were no running animations in place for ghouls, so it would take even longer.

And sure I understand that players like Miria, never said people didn't or shouldn't I'm just saying that they are filler npcs and adding power armor to enable them to use all their weapons would defeat that purpose. Plus I'd get endless emails about why they don't change armor except for power armor. There's no win here.

I didn't mean to offend, but at this point I can't cater to everyone. It's been too long of a road for me with this. But really, if it's something like this that makes you throw away the RP, I'm sorry.


AelpirT said:
Xellos said:
@AelpirT

The fact that Horrigan disappears is caused by increased resolution. By default it happend of the screen and the player didn't notice. It could be altered I guess for him to walk further and then disappear but that would just elongate the whole (frozen) scene

Perhaps I wasn't clear: I meant to suggest that Kaga as well should, perhaps, disappear before reaching the edge of the map, if possible; not that Horrigan should not disappear!
It definitely could be scripted to do the same. I just didn't want him to disappear in the middle of the map because people might wonder what the heck just happened. Still, it's sorta the only solution to the situation you've run into.

EDIT: I have tweaked the distance from the player before he disappears. He also gives an angry, ominous float right before this.


Turd Henley said:
.Pixote. said:
They were in their normal place on the Redding map, correct?

No. That was my point.
Don't you have to get a quest at Redding first to get them to appear on the western end of the town?


Turd Henley said:
Also: I don't remember Vic ever being such a completely useless piece of shit. He's thus far FANTASTIC at hitting:

* nothing
* me
* the wrong things
* losing his gun

Wtf.
He's not crippled/blinded in some way?

But to be honest, when I had played the game long ago this was my experience with Vic. It was hilarious to watch him try to do anything. However, by the end of the game, give him a gauss rifle and he's like a sharpshooter. It was all about leveling up for Vic.
 
killap said:
Don't you have to get a quest at Redding first to get them to appear on the western end of the town?

Ah. Didn't realize that but it makes sense since this would have been the first time I'd been to Redding and received the "You're not ready..." line from the sheriff. Makes sense. I always just assumed they were there no matter what.

But to be honest, when I had played the game long ago this was my experience with Vic. It was hilarious to watch him try to do anything. However, by the end of the game, give him a gauss rifle and he's like a sharpshooter. It was all about leveling up for Vic.

Yeah, it was funny at first...

I just don't remember it being this pronounced. No big deal...and honestly if he was written that way it is pretty in character for Vic.
 
killap said:
AelpirT said:
Perhaps I wasn't clear: I meant to suggest that Kaga as well should, perhaps, disappear before reaching the edge of the map, if possible; not that Horrigan should not disappear!
It definitely could be scripted to do the same. I just didn't want him to disappear in the middle of the map because people might wonder what the heck just happened. Still, it's sorta the only solution to the situation you've run into.

EDIT: I have tweaked the distance from the player before he disappears. He also gives an angry, ominous float right before this.

Thanks! You're the greatest! :notworthy:

Turd Henley said:
killap said:
But to be honest, when I had played the game long ago this was my experience with Vic. It was hilarious to watch him try to do anything. However, by the end of the game, give him a gauss rifle and he's like a sharpshooter. It was all about leveling up for Vic.

Yeah, it was funny at first...

I just don't remember it being this pronounced. No big deal...and honestly if he was written that way it is pretty in character for Vic.

Vic with a (scoped) hunting rifle (or a Desert Eagle) is not bad. Rather good, in fact, I think.

Also, @Killap: you really should re-play the game sometime if you haven't in a while! There's this great thing called the Fallout 2 Restoration Project and it's a contender for the-best-thing-since-eukaryota prize, IMO!! It's a whole new game, really...

;)

Edit: BTW, I realize it's harder to enjoy the game when you have every other script memorized. Which makes me appreciate your effort (and sacrifice) that much more. But really: put it on your to-do list for after when you've taken a suitable break and forgotten a bit of the code.
 
killap said:
I gotta agree with Matthews here. But really, you do realize that ghouls don't just run around, their bodies can't handle that kind of exertion. But more importantly, making new animations takes a long time and there were no running animations in place for ghouls, so it would take even longer.

I like the new Lenny, he lumbers around, it feels like a real Ghoul, the original F2 version ran like a human dressed in burnt skin costume. I understand he wont move over the maps as quick as the F2 version, but man is over 160 years old.

Don't forget to give him a drink of Gamma Gulp beer. :wink: I'm hoping Lenny will be able to use a Gauss rifle to make up for his shitty speed.
 
Dravean said:
AelpirT said:
But really: put it on your to-do list for after when you've taken a suitable break and forgotten a bit of the code.

I.e. in twenty years.
Heh, yeah, that's probably how long it's gonna take.

In other news, I've been going through all the frms (specifically the appearance mod ones) and removing duplicate files and ensuring that they all have the same number of files. The good news is that I've made the RP even smaller now by removing some unnecessary stuff.

Now it's late and I should have been in bed hours ago. It's gonna be tough at work...today...
 
Dravean said:
AelpirT said:
But really: put it on your to-do list for after when you've taken a suitable break and forgotten a bit of the code.

I.e. in twenty years.

:o

Where's a Neuralyzer when you need one, eh...?

:)

Hopefully a bit less than that! But even in the worst-case scenario: this game came out way back in '98. I sure do hope it will still be going strong in 20 more years.

...Though, one does hope we will not be doing any real-life re-enactments by then...
 
Possible Minor Bug?

First of all, thank you, and you're amazing.

Second of all, I think there might be a minor bug with the Barter prices in Modoc? After you save the village, you're told that you're going to get the goods at the trading post "at cost", but this is not the case. Even with a Barter skill of 176% (I know, I tagged Barter. Trade Baron game), you still get a 15% or so markup.

Not a big deal. Other than that, the only other odd thing I've seen is in the "Patrol unit & dogs subduing slavers" random encounter, the patrol unit just stands there and doesn't attack anything, while the dogs and slavers go at it.

Neither one of these is game-breaking, obviously.

Thanks again!
 
Enclave trooper's talking head at Navarro base uses a default sunny background even at midnight. It would be great to see the Pixote's lovely WASTELN2.FRM artwork here, if that's possible.
 
Speaking about Vault City patrol units, it would be great to change their salutation in case you get rewarded with "Captain of the Guard" title to something more formal than plain "citizen". There are your subordinates, after all 8-)
 
Re: Possible Minor Bug?

rudy said:
Second of all, I think there might be a minor bug with the Barter prices in Modoc? After you save the village, you're told that you're going to get the goods at the trading post "at cost", but this is not the case. Even with a Barter skill of 176% (I know, I tagged Barter. Trade Baron game), you still get a 15% or so markup.

My experience has been that the at-cost discount needs to be "redeemed" before conversation ends when it is first mentioned (i.e., you need to click "Barter" to get the discount). Re-entering conversation afterwards, I have never seen the discount again.

Not sure if this is a bug (whether it was supposed to stick) or by design...
 
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