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

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I want to say "Thank you" too, its simply an impressive piece of work and makes the game so much better.

I cant remember how many hours i spent on F1 and F2... [insert typical F1&2 fanboy jabbering here :wink: ] ... Played the RP twice or more. And now its time to play it again. :mrgreen:

So, now my question: is there a way to increase the combat difficulty significantly for the RP? I looked for some difficulty mods compatible with RP. Didnt found anything.

My first thoughts were about raising hp for enemies and lesser ammo to find/buy. But otherwise, the ammo thing is implicit because more enemy hp causes more ammo spending...

I want to have a bit of the feeling like the first time in F2. Being absolutely happy to find the pipe rifle in klamath but then reconsidering using it to much because i dont have much ammo for it. More planning for fighting situations, maybe tagging melee/unarmed for conserving ammo in case i can handle it. Getting more feared of long travelling trough the wasteland...
I dont want to have another game where i have so much ammo for bozar/vindicator/gaussrifle that i can never spend it. Not to mention all the rockets, mf-cells and other "lowlevel" ammo piling up in the trunk. I have enough mid to endgame saves which i never finished because getting op.

Does anyone know what i mean (i would be afraid, if not) or have some suggestions to make the wasteland more challenging? Maybe there is a common interest in adding a "nightmare" modus in F2 especially for the RP?
 
@everyone:

Writing up changelogs and readmes. These always take longer than I anticipate...sigh.

I also want to do some quick testing to make sure nothing is horribly out of whack.

Then there's putting everything together for the unofficial patch. Ugh, so much to do for one of my releases.

Sooo, this week looks reasonable for an update.
 
You play Fallout. You play Fallout 2. You don't play for half a year. You come back the forums. You see that Killap is still here, with last post being only a few hours old. You think, Killap has no life. You are right. But you know, that Killap has the thankfulness of all the old gaming lovers.

<3 much love for you, man.
 
I'm not sure if this "bug" has been dealt with (going through 25 pages is a lot), but I'll write about it anyway.

When I had my car parked in Broken Hills, and I wanted to travel to another town by foot (say New Reno) the game registered it as if I was traveling by car. The world map screen was with car music, the engine was roaring etc. but when I arrived in Reno, my car is nowhere to be found (yes, I'm aware of the Chop Shop quest, this isn't it).
So I travel back to Broken Hills and this time the game registers it properly - walking on foot, and the car is waiting for me in Broken Hills.
 
I finally finished the RP! I'm incredibly impressed with the great work that everyone involved did. Congratulations Killap, Draeven, Darek, Timeslip, Mash, Pixote, and everyone else invovled! You made one of the best CRPGs in history even better, and nearly everything in the game fits in seamlessly, such that someone who had never played before would have no idea what's new and what's not (except the sub, which looks totally different from anything else, but is really impressive on its own).

I noticed what seem to be a bunch of bugs in the endgame sequence. Some may be beyond the RP's ability to fix.

1 - Reno was taken over by the Bishops, even though I followed through all of the Wright quests and became a Wright made man. I didn't use any tricks to become a made man for any of the other families. I thought that was supposed to put the Wrights on top. I don't think I actually eliminated the bishops, whereas I did kill all of the Mordinos and Salvatores. I did take out the Wright still, but the F2 walkthrough endings list suggests that doing all of their quests (and giving them access to the military depot) should put them on top.

2 - Redding sided with Vault City, even though I gave the Excavator Chip to Marge LeBarge. I thought that was supposed to be the overriding factor, not helping Doc Johnson cure Jet addiction. (Actually, from the F2 walkthrough, it looks like this one is as intended, purely because I talked to Doc Johnson after the cure was administered. Oops!)

3 - Vault 13's ending told me that I killed the deathclaws! I was "Idolized" in V13 and befriended them. Their scripted death was out of my hands entirely. This ending is also warned about in the F2 walkthrough, but it's pretty clearly a bug. Can the F2 bug patch and/or F2RP patch fix this?

4 - This one probably has nothing to do with the RP, but Vault City was said to have stagnated in its isolationism, unable to expand due to limited power, and was soon annexed by NCR. A few slides later, Gecko's power plant flourished and helped Vault City expand, as the two towns teamed up and worked side by side.

5 - VC and Gecko weren't the only two endings that conflicted with each other, but they seemed to be the only two that were truly mutually exclusive. The endings kind of seemed to alternate in suggesting that NCR became dominant overall and that Vault City became dominant overall. I suspect this is "normal" due to the independent set of rules defining each ending, none of which seem to check against each other to ensure that the ending is consistent.

Here's a savegame from just before the end, if it helps.
 
kungfujoe said:
1 - Reno was taken over by the Bishops, even though I followed through all of the Wright quests and became a Wright made man. I didn't use any tricks to become a made man for any of the other families. I thought that was supposed to put the Wrights on top. I don't think I actually eliminated the bishops, whereas I did kill all of the Mordinos and Salvatores. I did take out the Wright still, but the F2 walkthrough endings list suggests that doing all of their quests (and giving them access to the military depot) should put them on top.
I didn't check your savegame (don't have the game for now). But I think it's because they are not "in control", which means their power count must be the highest. Giving them access to SAD doesn't add any point to the power count (in fact, none of the quests for families does). And you've destroyed the still, which leaves them only 80. If you also break Bishop's raiders, both Bishop & Wright should have equal power counts. There might be a sequence takes Bishop's priority first.
 
This happens on hunting grounds sometimes, when Chosen One with Smokie are kicking gecko's arse:

2i0xfye.png
 
kungfujoe said:
1 - Reno was taken over by the Bishops, even though I followed through all of the Wright quests and became a Wright made man. I didn't use any tricks to become a made man for any of the other families. I thought that was supposed to put the Wrights on top. I don't think I actually eliminated the bishops, whereas I did kill all of the Mordinos and Salvatores. I did take out the Wright still, but the F2 walkthrough endings list suggests that doing all of their quests (and giving them access to the military depot) should put them on top.

Have you slept with one of the Bishop ladies without using condom? I'm not totally sure, but this preceeds all other endings. (btw. Did you kill mr. Bishop?)

kungfujoe said:
3 - Vault 13's ending told me that I killed the deathclaws! I was "Idolized" in V13 and befriended them. Their scripted death was out of my hands entirely. This ending is also warned about in the F2 walkthrough, but it's pretty clearly a bug. Can the F2 bug patch and/or F2RP patch fix this?

Already reported it on wiki page. Problem is, that there's probably no good ending in the files, so there's no audio or picture.

kungfujoe said:
4 - This one probably has nothing to do with the RP, but Vault City was said to have stagnated in its isolationism, unable to expand due to limited power, and was soon annexed by NCR. A few slides later, Gecko's power plant flourished and helped Vault City expand, as the two towns teamed up and worked side by side.

Again, already reported. Did you kill Westin?
 
Mirak said:
kungfujoe said:
3 - Vault 13's ending told me that I killed the deathclaws! I was "Idolized" in V13 and befriended them. Their scripted death was out of my hands entirely. This ending is also warned about in the F2 walkthrough, but it's pretty clearly a bug. Can the F2 bug patch and/or F2RP patch fix this?

Already reported it on wiki page. Problem is, that there's probably no good ending in the files, so there's no audio or picture.

I managed to get the good ending with the old RP. Haven't completed the new RP yet, so not sure whether this has changed.

There were 2 scripted endings available:

1.) The deathclaws killed ending:
Happens if you either kill them yourself or take too long between fixing Vault 13, obtaining the GECK and going to the oil rig. If you head back to the security room in Vault 13 you'll see a cutscene of Frank Horrigan killing the deathclaws. This is why you get it.

2.) The deathclaws flourish ending:
Happens if you fix Vault 13, leave the deathclaws alive and go to the oil rig before the scripted trigger where Frank kills them. So make sure that visiting Vault 13 and getting the GECK is the last thing you do before heading straight to San Francisco and getting on the tanker. Don't hang around, I think you only have a month or so.

In the vanilla you couldn't get the second ending, but you could avoid getting the first if you were fast enough. The RP added the second ending back in.
 
JustinFF said:
2.) The deathclaws flourish ending:
Happens if you fix Vault 13, leave the deathclaws alive and go to the oil rig before the scripted trigger where Frank kills them. So make sure that visiting Vault 13 and getting the GECK is the last thing you do before heading straight to San Francisco and getting on the tanker. Don't hang around, I think you only have a month or so.

In the vanilla you couldn't get the second ending, but you could avoid getting the first if you were fast enough. The RP added the second ending back in.

Yeah, sorry for misinformation. I've actually reported on wiki, that even if you don't kill the deathclaws, the ending still kinda insinuates that you did.
 
I thought that if you killed Dr. Schreber (or whatever his name is) in Navarro, and free Xorn within in a certain time frame, you can get the good ending for Vault 13.
 
NovaRain said:
I didn't check your savegame (don't have the game for now). But I think it's because they are not "in control", which means their power count must be the highest. Giving them access to SAD doesn't add any point to the power count (in fact, none of the quests for families does). And you've destroyed the still, which leaves them only 80. If you also break Bishop's raiders, both Bishop & Wright should have equal power counts. There might be a sequence takes Bishop's priority first.

That's got to be it. I did kill the raiders, and I left Bishop alive, so Bishop must have priority with equal strengths. That seems like an oversight on the designers' part, not adding to a family's strength by finishing their quests. Especially the SAD access quest, which is entirely about giving the Wrights more power.
(And no, I didn't sleep with Mrs or Ms Bishop without a condom. I did sleep with both of them, but by that point, I probably had 10+ condoms in my inventory. Since they were weightless, I kept them in my player's inventory).

Mirak said:
Again, already reported. Did you kill Westin?
Yep, I killed Westin for the experience points.
 
kungfujoe said:
Mirak said:
Again, already reported. Did you kill Westin?
Yep, I killed Westin for the experience points.

So that's it. It doesn't make sense, but for good ending for VC, Westin has to be alive so he could marry Lynette.
 
Mirak said:
So that's it. It doesn't make sense, but for good ending for VC, Westin has to be alive so he could marry Lynette.
Sure, but the bug I was reporting wasn't "bad ending for Vault City," it was "mutually exclusive endings between Vault City and Gecko."

It's not a bug in the RP, but a bug in the game itself that the RP hasn't addressed, and maybe can't address without recording new endings or something. I don't remember getting mutually exclusive endings in prior play-throughs, but it's been so long since I finished a game of FO2 that I could easily have forgotten.
 
kungfujoe said:
Sure, but the bug I was reporting wasn't "bad ending for Vault City," it was "mutually exclusive endings between Vault City and Gecko.

I've reported this to wiki: "So I got both "Vault City couldn't expand because of their generator" and "Gecko and VC relations flourished because of the optimized plant". (optimized the power plant, delivered economical holodisk... Maybe because I killed Westin? Hm, still doesn't make sense)"
 
Not sure where to post this, I figure RP is good since so many people play it--

Are there any documented issues caused purely by playing Fallout games on a 64-bit OS?

If yes, how are they fixed?
 
Sduibek said:
Not sure where to post this, I figure RP is good since so many people play it--

Are there any documented issues caused purely by playing Fallout games on a 64-bit OS?

If yes, how are they fixed?

i reported one on high resolution patch bugs wikia, i didnt have that problem on win xp 32 bit, didnt test with fallout 2 because it isnt installed here but i'll probably have the same problem i believe.

other one is that i cant apply the cathedral fix of fallout 1, it says it's because of a 64-bit windows.

maybe you should start a new thread about this, this may get out of hand. ;)
 
I love the amount of care that has gone into this particular mod, considering how long Fallout 2 has been out, and how long ago Black Isle went under.

I did have a quick question, though; please let me know if it should be in a different thread.

Mainly regarding the resolution modifiers: If I use sfall, I'm able to get a very stable large windowed mode going, but everything is practically unreadable at those resolutions. Modifying the ddraw.ini file doesn't seem to reveal anything related to scaling.

On the other hand, modifying the f2_res.ini to allow scaling has no effect when the ddraw is in windowed. Changing the ddraw Mode to 0, then modifying the relevant f2_res entries scales it up, making it much more easily viewable, but also makes it so that using the world map is an exercise in pain and frustration, causing clicks to go places and end up being completely off target. This does not occur in the sfall version of windowed mode; I think it has something to do with the scaling in particular.

Summary: Is there any way to get the game to scale up the UI (eliminating the pixel hunt), without making the world map nigh unusable on Windows 7 64-bit?

Thanks in advance.
 
Did some modding over the weekend.

Went through all the dialogue files and removed any extraneous spaces between words and doubles spaces between sentences. There were numerous reports of this so I decided to fix them all once and for all.

Also ported over vanilla fixes from the current RP bug fix round to the unofficial patch.

Getting this out is taking longer than I hoped, but that's the price I pay for doing all the releases at once. And attempting to be thorough in my work too. ;)

Still need to finish documentation and the change list.
 
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