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

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Well, I tried like hell to produce a crash with magnum, but not a single crash when firing. I mean I messed with sfall, hires, intentionally deleting certain proto files. NO crash. I remember sometime ago having this issue though.

Use mediafire.com. Very good file sharer. Saves are in Data/SAVEGAME/NUMBER OF YOUR SAVE. Just rar that folder with a save and mediafire it. Then post a link here.
 
leandro213 said:
Well, so far my playthrough has gone pretty swell. The goal was to recruit every NPC possible and never participate in combat myself with the exception of using drugs or stimpacks on NPCs. I had initially thought that keeping the dogs/marcus/goris alive would be a pain but it turned out to not be so bad, they were rarely targeted, and if they were, usually not by more than one or two foes. I tried getting as many NPCs as possible without leveling up so that they would max out quicker. The beginning was grueling, but near the end we were unstoppable. Right now my biggest enemies are doorways and party banter.
IN79uoH.jpg

Hi, who is your NPC in black suit, near goris and skynet and where can i find him?
 
Wow I appreciate the effeort you made Drobovik, but I found the problem. I had installed over an older RP version. Once I uninstalled that and reinstalled 2.2 it worked fine.
 
Like this:

[spoiler:c91c2b00fc]He's in one of those storage units in the lab on the Blue Level when you go past those Wanamingos. In case you didn't know, you'll need the ERSI canister with you when you talk to the computer there to get him out. You can find that by talking to Mr. Chemmie on the 2nd level. [/spoiler:c91c2b00fc]

Oops, Mirak beat me to the answer.
 
Why is it so, that when you have 10 AP and then you shoot somebody for a 5 AP points loss and you kill him with that sole shot you can still fire again and kill another enemy? I mean that's ok, but your teammates could not do the same!

I find it strange that the player can shoot as long as he has enough AP for it (it's normal) and NPCs stop shooting after kill even if they still have enough AP points to shoot again in the same turn! They just stop, they pass. Really weird.

I'm just curious, is it connected with balance or something? It is a game mechanics mystery for me.
 
Sagez said:
Why is it so, that when you have 10 AP and then you shoot somebody for a 5 AP points loss and you kill him with that sole shot you can still fire again and kill another enemy? I mean that's ok, but your teammates could not do the same!

I find it strange that the player can shoot as long as he has enough AP for it (it's normal) and NPCs stop shooting after kill even if they still have enough AP points to shoot again in the same turn! They just stop, they pass. Really weird.

I'm just curious, is it connected with balance or something? It is a game mechanics mystery for me.
Hard to say why. Maybe game balance or maybe the devs did it that way without really thinking about it. You can change that behavior in the ddraw.ini file if you want to. Look for:

Code:
NPCsTryToSpendExtraAP=0
Set it to 1 or something.
 
Hey fellas, im playing a Hardcore game (No retry, if you die you are gone, no obvious metagaming like going to places you dont know their location unless you stumble upon them), and while its doing good im wondering about the raiders/mercenaries quest. Im already a Made man, so i cant get the map from Bishop without taking out a whole casino, something im sure i wont survive. Is there any other way to find info about their whereabouts? I have outdoorsman 82% (102% with the motion sensor, priceless to survive in Hardcore mode), so i think it would be possible to track them, but i havent found any way to do that. Any other way to find the raiders?

Since i aint daring into the NCR because of the dangerous random encounters, im running out of non-combat quests, and this one has picked my interest. Otherwise i think i will have to half do the EPA, since im scared of the wanamingos (i have Vic and Cassidy in my party, thinking about picking up Marcus to replace the dead Sulik, is he too trigger happy?), and i dont have enough HP/Armor to survive a critical from the turrets at Sierra Army Depot. I really need to increase my science and doctor skills too, a heavy dose of jet could come handy in a thight spot, but i aint doing that without a cure for jet.
 
My memory isn't what it used to be, so I do hope someone more familiar with the lay of the land will be kind enough to keep me honest here, but

[spoiler:cd51e53f5f]IIRC, you can find their trail and track them from the outskirts of Vault City with a high enough Outdoorsman, similar to the way you can follow the deathclaws back to Vault 13 during the Guard Westin's Brahmin mission in the vanilla game. Be prepared for a long walk back, though, because when you show up at the raider cave your car will still be parked outside of Vault City.[/spoiler:cd51e53f5f]
I'm not sure what the skill threshholds would be, though. There may be a perception check involved, as well.
 
Yamu said:
My memory isn't what it used to be, so I do hope someone more familiar with the lay of the land will be kind enough to keep me honest here, but

[spoiler:59d4c76816]IIRC, you can find their trail and track them from the outskirts of Vault City with a high enough Outdoorsman, similar to the way you can follow the deathclaws back to Vault 13 during the Guard Westin's Brahmin mission in the vanilla game. Be prepared for a long walk back, though, because when you show up at the raider cave your car will still be parked outside of Vault City.[/spoiler:59d4c76816]
I'm not sure what the skill threshholds would be, though. There may be a perception check involved, as well.


Woah, that was quick, and you probably are right, i recall something about checking the turret perimeter from the first time i played the game. Being there without a car, tho, gives me the shivers. The biggest danger in that area are random encounters, and i dont even think i can take on the whole gang, as they are better equipped than me. Anyway, EPAs spore plants deal a lot of damage to my Metal Armor Mk2 character, so i dont think i could chance to survive the hidden level unless i get lucky and the wanamingos dont spot me. Im wondering if it would be worth it to just rush to San Francisco or the NCR for better armor, the risk of blowing a single outdorsman check and loose 8 hours of playtime is daunting. The outskirts of EPA already had me avoid a Deathclaws plus aliens random encounter, so i wont move from here until i have done some quests...

Another option is to go against the robot in the toxic caves. Assumming i can cripple his arm, i would get some awesome armor, and as long as i keep the elevator door open i think i can get out of there if things get ugly.
 
Not to go off-topic or give unsought advice (I say, as I proceed to do both), but the RP restores a nonviolent solution to the Raiders quest (though you do end up missing out on looting all those well-equipped corpses es if you go that route). Might not make much of a difference to your strategy, but it probably bears mentioning.
 
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