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

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wastelanDrifter said:
How can i add 2 more ERSI to my inventory? I really want all of new companions. Maybe this is a cheat but i don't care. Please help !
I'm pretty certain I changed the code to prevent this from happening even if you cheated and added extra canisters via the editor. Sorry.

@everyone:

Well, I was hoping to get a release out before I went off on my various work trips at the stat of this week but of course that never happened. The wiki bug list has grown quite a bit since I last checked, thanks mainly to the extremely thorough reporting of Mirak. :clap: Thanks everyone for reporting and posting save games, etc.

Hopefully by the end of this coming week I'll be able to get through these reports and push another update out in the next week or so. Sorry again Steam users for the delay. Russian translation is also progressing nicely, so who knows, maybe these releases will coincide, but don't worry, I won't wait on that.

Anyway, thanks for your continued sleuthing Darek and I'm glad people are helping each other out with installation problems, etc.
 
killap said:
wastelanDrifter said:
How can i add 2 more ERSI to my inventory? I really want all of new companions. Maybe this is a cheat but i don't care. Please help !
I'm pretty certain I changed the code to prevent this from happening even if you cheated and added extra canisters via the editor. Sorry.

@everyone:

Well, I was hoping to get a release out before I went off on my various work trips at the stat of this week but of course that never happened. The wiki bug list has grown quite a bit since I last checked, thanks mainly to the extremely thorough reporting of Mirak. :clap: Thanks everyone for reporting and posting save games, etc.

Hopefully by the end of this coming week I'll be able to get through these reports and push another update out in the next week or so. Sorry again Steam users for the delay. Russian translation is also progressing nicely, so who knows, maybe these releases will coincide, but don't worry, I won't wait on that.

Anyway, thanks for your continued sleuthing Darek and I'm glad people are helping each other out with installation problems, etc.
Why did you need to do this :cry: I really want three of them together. :cry:
 
wastelanDrifter said:
Why did you need to do this :cry: I really want three of them together. :cry:
[spoiler:9bdc353f27]He didn't. You can still do what Mirak suggested.[/spoiler:9bdc353f27]
 
Darek said:
[spoiler:a55345d253]He didn't. You can still do what Mirak suggested.[/spoiler:a55345d253]
Haha, I love you Darek. ;) Honestly I just don't remember what I do anymore these days. I thought I did make that change, but I guess not. Oh well, cheat away!
 
RP Walkthrough

SF
- (I'm not sure, maybe it was possible before, but Per's guide doesn't mention it) You can now format Hubologist hard drive for 100 xp.
- Torn pieces of paper with password in the Steel palace.

Hubologist stash
To open the three safes on the 3rd floor you need lockpick over 100% to have any kind of chance. Electronic lockpicks will reduce the requirement somewhat.

But the electronic lockpicks still give you the percentage bonus to skill, right? Because I have Lockpick 82% and with lockpick mk2 I opened them without problem.
 
Did I just see end game reports from you on the wiki, Mirak? Does this mark the end of your quest? ;)

I really do appreciate your thoroughness. Too bad you weren't doing this before 2.2 was released. 8-) I can't remember if you said you had played the RP before, but I'm curious on your thoughts. You clearly have an eye for detail.

Anyway, thanks for making the RP better.
 
Honestly I just don't remember what I do anymore these days.

hehe, that phrase makes me think and ask: do you remember those lots of issues posted here a few pages back? I ask just because i'm afraid you could forget them. ;)
 
killap said:
Did I just see end game reports from you on the wiki, Mirak? Does this mark the end of your quest? ;)

I really do appreciate your thoroughness. Too bad you weren't doing this before 2.2 was released. 8-) I can't remember if you said you had played the RP before, but I'm curious on your thoughts. You clearly have an eye for detail.

Anyway, thanks for making the RP better.

Yes, good news, no more bug reports from me! :)

Yeah, I know and I'm sorry for that, I was kinda selfishly waiting for the final version of RP :)

Yeah I played and finished RP three years ago (just after the release of previous version) and loved it. Your vision for RP as to add only things which were intended in original game is something that I wholeheartedly support. Truth to be told, I play my games only with mods which stick to this "rule".
When I first played RP I was afraid how the new content would blend in with original content and was amazed how smooth everything was and really appreciated that minimalistic touch at some locations. It's great, exploring EPA - location I read about in Fallout bible back in 2002. Or saving Kurisu, quest that I wanted to complete since I first played Fallout 2 in year 2000. After reading the bible and Per's walkthrough I've always wondered, how cool would it be to be able to do everything that original devs first intended. So for me, RP is a longtime dream come true and I'm very thankful for it, really.

And you're very welcome, I've played Fallouts for better half of my life now and they've always been good to me, so I'm happy I was able to give back a little to the community.
 
Bug in 2.2 RP?
If you get hitched in Modoc with Miria (didn't test it with her brother) and go down to search for Cornelius' goldwatch in the outhouse, she disappears upon exiting it to escape the explosion (she is still in the group if you exit without placing an explosive).
There is no notification if she'd died in the explosion. Miria just vanishes into thin air. In the carma tab married "perk" is still active too.
 
@ killap,
LOL, bear-hug?

Sftanker map, wall to bar area has 9 secret blocking hexes that are shoot through (they override the wall flags). Not a great addition.

When redirecting fuel from the Hubologist mainframe yourself (from space ship to tanker), you get 5000xp. This feels too high,
cause when Dave Handy does it for you, you only get 3000xp (5000xp when it's stolen from the shi, but only 3000 when it's from the Hubologists).

Mirak said:
Hubologist stash
To open the three safes on the 3rd floor you need lockpick over 100% to have any kind of chance. Electronic lockpicks will reduce the requirement somewhat.
But the electronic lockpicks still give you the percentage bonus to skill, right? Because I have Lockpick 82% and with lockpick mk2 I opened them without problem.
Not sure if this is what you are asking, but here goes...
Some skill checks are just a simple "if your skill is 75% or over" you pass. Others are of the "roll a die" variety like in this case.

Lockpicks don't give any bonus by themselves, the script of whatever you are trying to open gives that bonus (if they chose to have any in it). 40% is the standard for mark 2 lockpicks, I think.

The safes makes a roll against your skill (82%), -100 (this value represents the difficulty of the lock), and +40 for the lockpick mark 2. So out of your starting 82%, you are left with only 22% to make that roll. If you would have a mark 1 lockpick, you'd only have a 2% chance. Without any lockpicks at all, it'd be impossible, as you would have -18% chance.

Also thanks, I added the other stuff to the walkthrough. Can't believe I forgot about the password papers, seeing as I was the one asking for it to be included. :facepalm:
 
Darek said:
Can't believe I forgot about the password papers, seeing as I was the one asking for it to be included.
Shouldn't be these papers stored in containers? They're easy to find, thanks to the item highlight function in sfall.
 
killap said:
wastelanDrifter said:
How can i add 2 more ERSI to my inventory? I really want all of new companions. Maybe this is a cheat but i don't care. Please help !
I'm pretty certain I changed the code to prevent this from happening even if you cheated and added extra canisters via the editor. Sorry.

@everyone:

Well, I was hoping to get a release out before I went off on my various work trips at the stat of this week but of course that never happened. The wiki bug list has grown quite a bit since I last checked, thanks mainly to the extremely thorough reporting of Mirak. :clap: Thanks everyone for reporting and posting save games, etc.

Hopefully by the end of this coming week I'll be able to get through these reports and push another update out in the next week or so. Sorry again Steam users for the delay. Russian translation is also progressing nicely, so who knows, maybe these releases will coincide, but don't worry, I won't wait on that.

Anyway, thanks for your continued sleuthing Darek and I'm glad people are helping each other out with installation problems, etc.
There's an easy work around for that which involves installing steam on another hard drive, or outside the program files folder.
 
Is there an easy way to remove "save game" posibility? Or limit it in, for example, in a decent kind of way, like: game autosaves automatically once you get a level up.

P.S. IMO it would be a nice hardcore addition to the game and I am talking about RP compatible mod.

Thanks in advance ;).
 
coldroll said:
Where do you do that in the editor? I want to have all the companions too! Does anybody know?
[spoiler:6768905798]All 3 EPA NPCs at once (for dummies). ;)

Go get the ERSI, save your game.
Start the editor, select your save.
Push the "Inventory" tab, find and select the ERSI in the list.
Look on the right side where it says "Quantity", under it is a box that has a 1. Change that to a 3.
Save the changes, get back into your game.
You now have one ERSI canister for each new NPC.[/spoiler:6768905798]
 
Vault Village quest bug

I don't know if this has been mentioned yet, but there's a bug in the Vault Village quest dialogue. I'll "spoiler" it so as not to spill unnecessary details to new players:

[spoiler:a186303e9b]If you solve the problem peacefully, when talking to Brain, you ask him about his attacks on the patrols, and you reply with "I just want your molerats to stop attacking Vault City's patrols." He replies with his "Most interesting..." line and commends you for your concern for Vault Village. There's an exchange missing, since nowhere in the discussion is Vault Village mentioned before this. Unless Brain is supposed to be reading the player's mind, the player should be saying something about his/her concern for the village.

Here's a screenshot of the discussion:
PGlea30.jpg

[/spoiler:a186303e9b]
 
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