Fallout 2 mod Fallout 2 Restoration Project 2.2 (Unofficial Expansion)

Discussion in 'Fallout General Modding' started by killap, Jul 21, 2013.

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  1. FallMan

    FallMan First time out of the vault

    17
    Mar 14, 2009
    Has the sharpshooter perk has been fixed?
    If i have PE 10, than take Sharpshooter, a chance to hit target changes from 9 to 25%?

    I heard it was bugged before and doesn''t count if you have 10 PE.
    So is it useful or not in my case?
     
  2. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    Actually it's only the settings in ddraw.ini are gone, but the options are still there. You can enable them by adding back the settings from pre-2.7 ini.

    AFAIK it's never bugged. It always increases your chance to hit no matter how high your PE is.
     
  3. Mirak

    Mirak First time out of the vault

    51
    Jul 17, 2010
    @Darek

    EPA walkthrough

    (Almost everything checks, so just a few details)

    Could be just me, but tried it several times and it seems that revealing EPA location now takes precedence over stash in Golgotha.

    Worked just fine for me.

    Is it posibble that requirements were lowered? I have Repair 80% and disabled it on fourth try. (But tried it just once, could be fluke)
     
  4. FallMan

    FallMan First time out of the vault

    17
    Mar 14, 2009
    NovaRain - thanks
     
  5. Avor

    Avor First time out of the vault

    1
    May 9, 2013
    Ares there any saved game editors that are compatable with this mod?

    I just doesn't feel right without the extra traits and tag skilss.
     
  6. fixer_m

    fixer_m First time out of the vault

    13
    Feb 1, 2012
    Can anyone explain what's this?

     
  7. Mirak

    Mirak First time out of the vault

    51
    Jul 17, 2010
    @Darek

    Raiders camp

    You can also threaten to Shadow who Walks and tell him to run out of the Raiders camp for 2500 xp. (you gain 15 karma points as with former option).
     
  8. .Pixote.

    .Pixote. Carbon Dated and Proud
    Modder

    Sep 14, 2009
    Yep - that's a blocker that should be invisible. Those (red boxes) usually appear when there is some sort of conflict between blockers. Don't worry about it...playing at super high resolutions sometimes show up these things (you can see too much) - hint, hint. :P
     
  9. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    Didn't get a chance to get to work on Fallout over the weekend like I had hoped. Today, I did fix the installer to handle Steam installs properly and I also wrote a small little program that will check fallout2.cfg and make sure the music path is correct (especially important for GoG installs)

    I want to get as many of the things on the wiki into this next update, but that's probably too much of a moving target, thanks to Mirak. ;) So in the next day or so I'll set some cutoff and push future issues for a future release (the one with translations).

    @Mirak: Whoa, I don't keep up with the wiki for a few days and now it's out of control. ;) I really appreciate your thorough playthrough. It's you and NovaRain that help me reach perfection.

    @fixer_m: I didn't notice it myself, but I'll take a look at that map.

    @those saying fights are harder: In terms of encounter rates, I believe I had increased the number ever so slightly (like 2-5% increase of rate), since I was noticing less on newer systems. As for difficulty, it's possible that the ammo mods are not to your taste. Be sure to note all the options when you go through the installer. It defaults to "full install", which selects one of the ammo mods.

    @hiperborejai: Nice list there. I'm not sure if you put them on the wiki, but I'll bookmark your post. In the future, wiki please.

    @Darek: I'll take a look at the New Reno issue. Thanks for digging into that.

    @Avor: This editor works just fine.

    @others: I might have skipped you, sorry long day. Post again if no one has answered your question.
     
  10. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    @killap:
    If disabling the check for ammo mod doesn't work for "full install" setting, I'd suggest at least to set it to Glovz's mod, since it doesn't include any modified ammo protos like YAAM. Players can simply edit the ddraw.ini to disable it and don't need to remove the protos manually.
     
  11. ETPC1

    ETPC1 First time out of the vault

    15
    Aug 14, 2013
    Ok, before I report a bug, I'd just like to say thank you so much killap and company for all your hard work on this incredible project. I'm loving every minute of my second playthrough and the new content segues beautifully with the vanilla game. Kudos to all of you :3

    Now to business. I'm having a repeatable bug that causes FO2 to crash. It happens when I fight Melchior in the Mariposa Military Base. When I fight him, after killing a deathclaw, the game will crash when I target another deathclaw. I've also tried killing Melchior first because I first thought it was because he was spawning more enemies but killing him didn't work. It's always after I kill one deathclaw and target another.

    Here is my savegame: https://mega.co.nz/#!kNAzCCRa

    I hope this helps! I have edited a few stats aeons ago with F2SE but they seemed stable. Also, this is a savegame from 2.1. I know we aren't supposed to use old saves from old versions but it seemed stable until I got to Mariposa.
     
  12. steiner

    steiner First time out of the vault

    8
    Dec 21, 2011
    Glovz's ammo

    I don't want to be a pest, but it seems like Glovz's ammo formula is broken. I mean, it does fix the AP ammo, but it also manages to break the JHP and some other specialized ammo types. Most notoriously it totally destroys 4.7mm caseless - the 3/2 damage mod is not working with GLovz's fix, I guess it affects the Vindicator as well. I suspect the 2/1 damage mod is also not working on JHP.
     
  13. fixer_m

    fixer_m First time out of the vault

    13
    Feb 1, 2012
    I think the default option should be "Compact Installation" plus fixes that doesn't change game mechanic (like talking head for Cassidy and party members appearance when wearing armor)
    That would be enough for new players.
     
  14. jasse

    jasse First time out of the vault

    33
    Aug 14, 2013
    Please, pretty please, with sugar on top, do one for Mac also!!!
    I would love to see RP 2.2 on Mac
    I can donate 50 € if that helps. really.
    I love Fallout 2, and I loved RP on my PC long time ago.
    I would love to be able to play it on Mac.
    please?
     
  15. jirik

    jirik First time out of the vault

    54
    Apr 25, 2010
    I doubt that sfall/highres patch/RP would be natively ported to any other platform.

    If you want to play RP, then WINE is your friend.

    http://www.winehq.org/
    http://falloutmods.wikia.com/wiki/F2RP_Technical_Info#WINE
     
  16. Glovz

    Glovz Vault Dweller
    Modder

    735
    Sep 16, 2005
    My new mod is not in the version of sfall that included with the RP as yet.

    @killap
    You may want to ask Timeslip to provide the next version before you push out the next version of the RP.
     
  17. jasse

    jasse First time out of the vault

    33
    Aug 14, 2013
    Actually I think that Fallout 2 on Mac is in Wine (if that is correct expression). Do you then think that I could download RP 2,2 anyway and be able to use it? man, that would be awesome!
     
  18. jirik

    jirik First time out of the vault

    54
    Apr 25, 2010

    Yes, few of us are playing RP at various platforms, myself at linux. As far as I know fallout is running via wine at BSD/Linux/Mac.

    If you follow the instructions in http://falloutmods.wikia.com/wiki/F2RP_Technical_Info#WINE then you should be able play it without any problems.
     
  19. jasse

    jasse First time out of the vault

    33
    Aug 14, 2013
    I´ll give it a try! regardless, cheers and thanx for responding!

    well, I figured how to make res work. it is working fine.
    but if I copy the data folder with RP 2.2 then game crashes. on Mac.
    Has anyone tried and made this work? highly apreciate any help
     
  20. Darek

    Darek is currently unavailable

    Jan 7, 2008
    So I thought I should comment on a few more of hiperborejai's bugs.

    The Yakuza equipped with throwing knives have way too low throwing skill (24%). When their chance to hit is too low they will go into flee state (by the look of things).

    He's missing the "scpeon" script.

    They do sometimes, not sure exactly how they choose their target. What weapon and armor you have perhaps. Maybe how strong you are, or weak?
    Would love to see a chance to hit check added to their targeting behavior, that would make them choose a new target if if their first choice is not good enough.

    Old and faulty sex drug code, not sure why it wasn't changed for Skynet.
    Code:
    WCBRNBOT
    
    variable waiting;
    
    Beginning of critter_p procedure (replace old code):
    	if ((cur_map_index == 54) and (((self_obj == party_member_obj(16777295)) and (map_var(2) == party_member_obj(16777295)) or ((self_obj == party_member_obj(16777597)) and (map_var(2) == party_member_obj(16777597)))) then begin
    		set_map_var(2, 0);
    		waiting := 1;
    		if (get_critter_stat(self_obj, 0) < 10) then begin
    			use_obj_on_obj(create_object_sid(482, 0, 0, -1), self_obj);
    		end
    	end
    
    Put this just before the code to move to the player if he is too far away.
    	if (waiting != 1) then begin
    
    end of update map procedure:
    	if (waiting == 1) then begin
    		waiting := 0;
    	end
    
    Thing is, can Skynet really use drugs? If not this is rather pointless. Might as well remove that code from his script entirely then, or?

    Originally only the brainbot with cybernetic brain could have "sex". RP included the bot with a human brain as well, but missed a few things.
    Code:
    NCKITTY
    add following to script:
    
    procedure Node994;			
    
    procedure Node994
    begin
    	sex_partner_obj := party_member_obj(16777597);
    	call Node015;
    end
    
    procedure Node014
    change
    	if ((party_member_obj(16777295) != 0) or (party_member_obj(16777597) != 0)) then begin
    		giq_option(4, 452, 402, Node981, 50);
    	end
    
    to
    	if (party_member_obj(16777295) != 0) then begin
    		giq_option(4, 452, 402, Node981, 50);
    	end
    	if (party_member_obj(16777597) != 0) then begin
    		giq_option(4, 452, 402, Node994, 50);
    	end
    
    procedure Node989
    add
    	if (party_member_obj(16777597) != 0) then begin
    		sex_partner_obj := party_member_obj(16777597);
    		call Node015;
    	end

    @ Mirak

    You are correct that the EPA location now takes precedence over the stash in Golgotha, when talking to Myron.
    And thanks for the shadow who walks info, will add it right away.
    As for the force field computer on blue level of the EPA, no the requirements were not lowered. Must have been luck on your part.
    For the blond issue, I think you may have misunderstood it.
    You can start the game as a blonde woman, but you cannot change from a brunette to a blonde with the auto-doc machines in the EPA yet.
    Or maybe you misread "blonde" as "bald", then it would be correct. ;)
     
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