Fallout 2 Restoration Project 2.3.2 (Unofficial Expansion)

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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]
 
How are you seeing these scripts? Did you just decompile it into text? Also, what happens if you do remove those scripts? Does the crashing stop?
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.
 
Is that workbench in Klamath being not reachable is to torture the player which I've come across before on various places ?
Interesting thing is, it does contain some items (xander root, rope, and a club). And UP got the same issue. Maybe shifting the chair one or two hexes helps.
Was it that way in vanilla?

I notice that female dance sequence in New Reno uses default female critter, but my character is red hair chick. Or some kind of a black wig is she using?
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.

And after I've killed all Becky guards in Den she is still friendly and I can buy things from her.
Sounds a bit illogical but certainly vanilla behavior. Many situations like this exist. So, no bug.

I believe there exists steal exploit from ghost of Anna (free exp points) as in RP 2.2, but I forgot check it before I buried her.
Could you try again or someone else confirm?

I'll reinstall whole Fallout 2 because Kaga encounter disappear (I never meet kaga encounter), strange. I've uninstalled RP 2.3 prior to 2.3.2 installation without fallout reinstallation maybe is it the cause.
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.

On my travel I come on empty encounter. I guess should be bandits there, but is empty.
Ah, the empty encounters. Still no idea why they happen...

The real map (not from save) can probably be fixed from text file, but it breaks the exit grids.
For good? Can't they just be re-added?

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.
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.
 
I notice that female dance sequence in New Reno uses default female critter, but my character is red hair chick. Or some kind of a black wig is she using?

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.

Isn't she dancing in her vault suit? She should be dancing in her Tribal leather bikini. :mrgreen:
 
@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).
 
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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?
It seemed to be causing crashes for people so it was pulled.
 
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...
 
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...
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.
 
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?
 
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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...
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:
 
Is that workbench in Klamath being not reachable is to torture the player which I've come across before on various places ?
Interesting thing is, it does contain some items (xander root, rope, and a club). And UP got the same issue. Maybe shifting the chair one or two hexes helps.
Was it that way in vanilla?
Yes, in vanilla, UP, and RP. The same chair blocks the access of tool board, which contains the same items.
 
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...
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:

maybe just an option in the installer, so those who have no problem could get it, and those with problems could just disable it
 
maybe just an option in the installer, so those who have no problem could get it, and those with problems could just disable it
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.
 
maybe just an option in the installer, so those who have no problem could get it, and those with problems could just disable it
That's how it used to be, but see what NovaRain said. Sorry, man, I just can't support everything.
 
Okay2.jpg
 
It is probably intended, but the encounter/dialogs becale very shorter. Will it be permanent or is possible to make the longer dialog as optionnal content ?
I remembered it was very funny & epic. Now it feel a little underwelming... (it's personnal, dunno what is the general opinion)

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.
 
With a mod like this, it's impossible to please everyone
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:
 
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.
 
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