Fallout 2 Restoration Project 2.3.2 (Unofficial Expansion)

Discussion in 'Fallout General Modding' started by killap, Jan 2, 2014.

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  1. Hootl

    Hootl First time out of the vault

    15
    Jul 20, 2010
    Yep, on second gameplay I rarely encounter Kaga, I think is now better while Kaga is not forced to meet.

    On my travel I come on empty encounter. I guess should be bandits there, but is empty.
    Savegame:
    https://www.mediafire.com/?jmvbj6m4odb2mmo
    [Win7, RP 2.3.2, no mods, Fallout 2 CD UK no patched]
     
  2. Darek

    Darek is currently unavailable

    Jan 7, 2008
    I can see the scripts in vad's save editor. Can't use the Mapper as it crashes when I try to save this map to text (I can see the scripts in the text but can't recreate the map as it's incomplete because of the crash). The real map (not from save) can probably be fixed from text file, but it breaks the exit grids. Not sure it's worth it as we don't know if the scripts are a problem.
    To get the mapper to save correctly I had to remove all critters from the map, was not enough to just remove the critters scripts, so maybe it's something with the critters themselves. I don't know how they are listed in the save, but maybe some are blocking others from getting removed, and when those first ones got removed by aging then the other started working? Pure speculation though...
    Still don't explain why Sulik didn't work, though he too did start to work after a while (not sure what i did, left the map with the others and the car, then came back on foot a while later and he was working, I also removed a holodisk from his inventory prior to that).

    So yeah, I'm not sure if this is a one time glitch or something that can be reproduced. Probably not worth doing anything about it yet. But in an eventual next release I think you should turn on aging for Vault Village at least. Makes no real sense to not have it on anyway.
     
  3. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    Was it that way in vanilla?

    Heh, :look: yeah, wig. Red head came long after. Same with blondie. But yeah, this is an oversight. However, we'll say it's a wig.

    Sounds a bit illogical but certainly vanilla behavior. Many situations like this exist. So, no bug.

    Could you try again or someone else confirm?

    Encounters with him are a bit less frequent and are no longer forced, unless your outdoorsman is crappy. Basically, he's treated as a random encounter now (with a higher chance than most). This is more inline with what was intended by the devs, so it won't change back to pre RP 2.x days.

    Ah, the empty encounters. Still no idea why they happen...

    For good? Can't they just be re-added?

    Hmm, well thanks for looking into it. Yeah, having aging on is a good idea. Not sure why I didn't. Perhaps I always wanted the player to be reminded of the slaughter that occurred there.
     
  4. teukros

    teukros It Wandered In From the Wastes

    130
    Sep 5, 2010
    Isn't she dancing in her vault suit? She should be dancing in her Tribal leather bikini. :mrgreen:
     
  5. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    Nope, she's dancing in the tribal appearance. It's more "revealing", which is why I chose that.
     
  6. teukros

    teukros It Wandered In From the Wastes

    130
    Sep 5, 2010

    Ooooh, good. I'm looking forward to it. :smile: :oops: :whistle:
     
    Last edited: Jan 4, 2014
  7. Makenshi

    Makenshi Ahoy, ye salty dogs!

    Jul 28, 2006
    @killap

    Bear Dude, what happened to the 14mm/.223 sound from FO1? I remember that in my last RP playthrough (it was RP 1.something, iirc), the sound was there. But now it is not, why?

    Is there any way to bring it back via Cubik's Tools? All I need is the number of the sound ID and I can do it myself here right now (if it is still possible).
     
    Last edited by a moderator: Jan 9, 2016
  8. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    It seemed to be causing crashes for people so it was pulled.
     
  9. Makenshi

    Makenshi Ahoy, ye salty dogs!

    Jul 28, 2006
    Completely? 100%? Not even with Cubik's Tool can I replace it myself? :cry:

    So sad... I edited my Bozar to be single shot, 14mm, 45-60 dam and go BOOM, but now... sniff...
     
  10. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    Well, you'd have to get the sound from F1, since I don't believe it's included in F2. It's certainly doable, but yeah sorry, I'm not giving support in this area.
     
  11. teukros

    teukros It Wandered In From the Wastes

    130
    Sep 5, 2010
    Re: Bukypetr's FO1 music in FO2 RP 2.2 mod (for 2.3.2).

    Is it correct that, compared to RP 2.2, that there are no new locations in 2.3, 2.31 or 2.32?


    I have (from RP 2.2 I believe) Bukypetr's Changelog and his MAPS.TXT file. This is the Changelog:

    Changelog:

    Vault Village – Second Chance (15SHADY.ACM)
    New Reno Stables – Flame of the Ancient World (02MSTRLR.ACM)
    Sierra Army Depot (inside) – Metallic Monks (04BRTHRH.ACM)
    EPA (inside) / Toxic Vaste Dump – Radiation Storm (09GLOW.ACM)
    Vault 13 – Vault of the Future (06VAULT.ACM)


    Doing some simple searches within MAPS.TXT, this is what I found:

    154 Vault Village – Second Chance (15SHADY.ACM)
    060 New Reno Stables – Flame of the Ancient World (02MSTRLR.ACM)
    028, 029 Sierra Army Depot (inside) – Metallic Monks (04BRTHRH.ACM)
    106, 158, 159, 170, 171 EPA (inside) / Toxic Vaste Dump – Radiation Storm (09GLOW.ACM)
    040, 041 Vault 13 – Vault of the Future (06VAULT.ACM)

    or:

    Code:
    
    Vault Village – Second Chance (15SHADY.ACM) 
    
    [Map 154]
    lookup_name=Village
    map_name=vill
    music=15shady
    
    
    New Reno Stables – Flame of the Ancient World (02MSTRLR.ACM) 
    
    [Map 060]
    lookup_name=New Reno Stables
    map_name=newrst
    music=02mstrlr
    
    
    Sierra Army Depot (inside) – Metallic Monks (04BRTHRH.ACM)
    
    [Map 028]
    lookup_name=Sierra Army Depot: Levels 1-3
    map_name=depolva
    music=04brthrh
    
    [Map 029]
    lookup_name=Sierra Army Depot: Level 4
    map_name=depolvb
    music=04brthrh 
    
    
    EPA (inside) / Toxic Vaste Dump – Radiation Storm (09GLOW.ACM)
    
    [Map 106]
    lookup_name=Special Toxic Encounter
    map_name=rndtoxic
    music=09glow
    
    [Map 158]
    lookup_name=EPA Sub Levels
    map_name=EPAMain
    music=09glow
    
    [Map 159]
    lookup_name=Secret Level
    map_name=epasl
    music=09glow
    
    [Map 170]
    lookup_name=EPA SubLevels 1
    map_name=EPAMain1
    music=09glow
    
    [Map 171]
    lookup_name=EPA SubLevels 2
    map_name=EPAMain2
    music=09glow
    
    
    Vault 13 – Vault of the Future (06VAULT.ACM)
    
    [Map 040]
    lookup_name=Vault 13
    map_name=vault13
    music=06vault
    
    [Map 041]
    lookup_name=Vault 13 Entrance
    map_name=v13ent
    music=06vault
    

    SO: Will it work if I simply place those five FO1 *.acm files in the \data\sound\music folder, and then alter the "music=" lines of the appropriate maps?
     
    Last edited: Jan 4, 2014
  12. BrecMadak

    BrecMadak First time out of the vault

    93
    Jul 5, 2010
    Yes, this has always bugged me ever since being changed, it was a really satisfying sound ! Maybe there is a way to put it back, and hopefully any other coder that helped shaping F2RP would tell us how to ? :roll:
     
  13. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    Yes, in vanilla, UP, and RP. The same chair blocks the access of tool board, which contains the same items.
     
  14. Makenshi

    Makenshi Ahoy, ye salty dogs!

    Jul 28, 2006
    maybe just an option in the installer, so those who have no problem could get it, and those with problems could just disable it
     
  15. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    But you have to install it first to know if you have problems with it or not, so it's pretty much like inviting troubles.
     
  16. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    That's how it used to be, but see what NovaRain said. Sorry, man, I just can't support everything.
     
  17. Makenshi

    Makenshi Ahoy, ye salty dogs!

    Jul 28, 2006
  18. Dravean

    Dravean Where'd That 6th Toe Come From?

    477
    Mar 6, 2005
    The "walls of text" Kaga encounter was one of the most criticized aspects of the RP on sites like the RPG Codex. When I was brought in as the writer, I re-wrote him to bring him more in line with the vision of the original developers. Sorry you liked the old way better. With a mod like this, it's impossible to please everyone, and we decided to focus on being true to the original developers above all else.
     
  19. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    I do try and probably too much. You Fallout fans are truly quite the unique bunch. ;)

    And to prove my first point, @Makenshi I'll see if I can throw something together. I'll spend like 5 minutes and it'll totally be up to you. If you're game starts crashing to hell, the ball's in your court. :smugoticon:
     
  20. phobos2077

    phobos2077 Mildly Dipped
    Modder

    596
    Apr 24, 2010
    Found bug in epai36 script...

    Edit: don't bother, it was just me with my old savegame. Looks like this object was moved in latest version of the map.
     
    Last edited: Jan 5, 2014
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