Fallout 2 restoration project 2.3.3 Comments

Muttie

Still Mildly Glowing
Modder
Hi,

Fallout had always a fascination, but the games were so bug-infested that I never could really enjoy them. In fact the last game I've played was New Vegas and after a long struggle trying to work my way around bugs (and corrupted save-files) rather than actual gameplay I became so frustrated that I gave up and decided never to go back to the Fallout franchise ever again. And kept my word.

The state in which Fallout games are published is a disgrace and should be illegal.

I also never finished Fallout 2 for similar reasons.

Until recently.

The Restoration Project Mod, and the work the community has done is simply amazing. In fact it's beyond amazing (the quality of game design, creative writing and bug fixes is really impressive). This finally puts the game in a playable condition and allows to appreciate how brilliant the game actually is.



I've played through the RP Mod a couple of times by now, and although I have no skills to speak of (I don't have the source) (nor any technical understanding - posting is the extent of it), I felt that taking the time to give some feedback and share my thoughts and ideas is the least I can do to thank the people who put so much work into the RP Mod.

Thank you.



In case you're wondering that there seems to be a focus on sexual encounters, it's because I've played a Porn Star of New Reno (“If you make it there – you'll make it everywhere.”).

And as I couldn't find any guide to manage my character's sexuality I've decided to make one myself, and as a consequence, there is a certain focus on sexual-encounters.

(If you want to see that guide, I'll post it under “Comments on Darek's/Morticia's Supplementary Guide RP Mod 2.3.3” among some other things like an updated item list.)



A list of smaller errors:

- Slim Picket: The encounter (trade sex for key) takes 4 hours, which seems oddly long. There may be something wrong, as it probably should only take 30 min (the standard).

- Karl: The encounter (sex for 1000) takes up no time at all and should take half an hour as the other ones. Or less (10 min) as it's supposed to be a quickie.

- Trapper: The encounter (sex for pelts) does not take up any time (time only passes by normally and the poison damage tickles in slowly). However, if it would take up time (like 10 min) it could cause problems with the poison effect (as it would stack up when initiating trade with another trapper, which may kill suddenly if low on HP). Which is something that needs to be taken into account if fixing this. Then again this can already happen when leaving the encounter and continue travelling. (What a grim ending).

- Phyllis: The date with her takes up no time at all. Which could be adjusted to 4 hours (as the Slim Picket encounter does erroneously).

- In the German version the Sex Appeal trait is mislabelled as Night Person from Fallout 1. However it's only the name (Nachtmensch) and the trait description that is wrong. The picture (a pip-boy and pip-girl walking arm in arm) as well as the in game effect (tested) is sex-appeal (and not Night-person). Fixing the name (Nachtmensch) and the skill description to Sex-appeal would be nice.

- Also the German description for the trait Skilled is wrong (it says: a bonus to all starting skills, but less additional skills (whatever that means?), and only every 4 level a bonus), and could be replaced with the proper description of it's actual in-game effect (more skill points per level (5) and only every four levels a perk).

- Lynette is not handing one a holodisc to deliver to Westin (perhaps add one like the one found in Mr. Bishop's save (can't read, just a placeholder: “Lynette's Holodisc: This disc contains diplomatic correspondence between VC and Westin in the NCR”). At first I thought there was something wrong when I found my inventory empty after she gave me the quest. This disc may also be used to blackmail Lynette/Westin for their underhand dealings, as that seemed to be intended at one point (according to per Jorner's Guide).

- I don't get all the floating text messages in New Reno (Missing are: Salvatore thugs (at bar), Mordino thugs (casino & at stables), casino patrons (all casinos) and citizens of NR (like at Salvatores bar or the train station). I believe this is a problem of the German version as I do get a few German lines (the patrons make comments on their gambling) but most messages are “error” or “error(porn-star name)error”. It almost seems as if most of the German lines had been removed (by the mod) and not replaced with an English version or can't be accessed. Interestingly, this is not a problem in the MegaMod, so the RP mod seems to delete or fail to replace some floating lines here.

- Lao Chou encounter (sex for info) takes only 30 min, and not “a long time” as the text suggests (one appears to black out after a while). Btw, the encounter takes 2 hours for Miria, which is probably the time it should take for the main character, too.

- When trying to fix the water-pump at the Abbey for the first time (with repair) it says one needs a tool. What it should say is “Perhaps you should look inside first, to figure out what is wrong.” As the “tool sentence” had me run all over the place organizing and trying tools, super repair kits and small pieces of machinery until I finally used the hand-icon by accident. The “you need a tool” hint should come after looking inside and organizing the motor from VC.

- In the Rave Party encounter occurs a minor discrepancy between model and window text. Some female models are falsely refereed to as “He” when looking at them (binocular-icon).

- This is an odd one: Once I got the tanker quests (using tanker-computer) I can ask Lao Chou about the missing villagers (the line to learn about the submarine). And when leaving SF (or waiting for 24 hours) the fourth dream sequence triggers. I believe this is correct, as travelling to the oil rig triggers the end of Arroyo, it's just a slight inconsistency that I can ask Lao Chou (and Ken Lee btw) about the villagers before the fact. Perhaps it may be better to have the fourth dream triggered by leaving Navarro with the Vertibird plans and/or FOB (this should cover low and high IN characters) and the specific villagers lines (of Lao Chou & Ken Lee) are triggered by the 4th dream rather than the unlocking of the tanker quests. I think this should make it a bit smoother. (EDIT: There is no real reason to change the 4th dream trigger from SF to Navarro (Don't know what I was thinking). However, the Chao Lou & Ken Lee dialogue about the villagers should be triggered by the 4th dream (or even better “by visiting Arroyo & talking to a dying Hakunin” after the 4th dream). Then again pushing the 4th dream trigger a bit back (from SF to Navarro) isn't that bad, just not necessary.)



Suggestions which I felt would have made the game more enjoyable: This may not be the point of the Restoration Project, but as cut content is also unfinished content, there actually could be a grey area that would allow some polishing.

- Jenny/Klamath: One cannot enter the door (& talk to her), without paying up first. (the dialogue with Sally could trigger a fade transporting one to the room. And leaving the room blocks the door again). Although this does little, unless Jenny has the key to Vic's shag (!). Which can make sense as she mentions that “he became more than a steady customer” to her (which may lead to offering the key, if asking about his shag and offering to find him). This (payment) could be an alternative for those who don't want to steal Aldo's Molotov (and don't have the lockpick to open the door). Besides this would make this path (finally) meaningful.

- Metzger/Den: When trying to get 500 off the price by sleeping with Metzger, the character could lose 5-10 HP as Metzger “roughs you up”. Especially, as one can ask Metzger specifically to be gentle. I just feel this encounter should be negative/harmful (rather than RPG/character's choice). And losing 5 HP, as Metzger is rough and inconsiderate, is a feature not in the game yet and I think it fits Metzger.

- Condoms: Could avoid the poisoning effect of some encounters (Trapper and Fluffer), when in inventory (one use per item). However, as condoms restock in SF, there might be a (minor) exploit here.

- GoGo Dancer: Could be decided by best characteristic (AG/porn star (dancer) or IN (comedian), if AG/IN are equal offer a choice) rather than male/female. I think this is a separation of genders that does not really fit the Fallout philosophy. Other than some hetero NPCs, the game doesn't really make a difference between the sexes. It's fairly open minded (or blind) in that regard (fighting etc.). Preventing males from dancing (AG build) or females from being a comedian (IN build), is not a big deal, but feels unusually restrictive for FO. It could still require CH 7 to be offered a dancer job, and CH 8, speech 76% or smooth talker for the comedian gig. (I believe atm it's check gender, check requirement and I would suggest check porn star, check requirements, if not compare AG/IN, check requirements, if not, pick AG/IN not chosen, check requirements. And if AG/IN equal, check both requirements, offer either/none/both.) Otherwise the stats (AG & IN) could influence the payment only like: AG/IN 1-3: 50 (or 5-50) chips, 4-5: 100 (51-100), 6: 200 (101-200), 7-8: 300 (201-300), 9-10: 350 (301-350).

- Another point regarding GoGo dancing is that the Leather Jacket & the Ball-gag could be triggered more reliably (does the Combat Leather-Jacket work? I couldn't trigger it). Perhaps by wearing them (or having the item in hand) or just by having them in the inventory (the easy way). (Could even have an influence on payment?). The sex-doll could be added as another stage item (including the comedian act (welcome to the Mrs. Bishop act – blam! (comedian explodes), as the default one does). In this case it should trigger when the rubber-doll is in the inventory. While leather jacket, ball-gag and rubber doll (when dancing) may need to be worn or in a hand-slot to trigger.

- Stables: It seems wrong that a woman (with CH 6) can get access to Myron by simply walking up to the door (i.e. the automatic second or first dialogue option: “Sure do, are you going to keep me standing here or can I go in once your eyes had their fill.”). With the new way of getting hired by Miss Kitty, why not link this dialogue option to “getting hired”, i.e. the real deal is “to get past the guards at Myron's door” (either with a badge (science or male-charm) or as a hired prostitute) while finding the stables is XP only (and not that difficult). Originally it may have been necessary to have CH6 females pass the guards by default, but with the fix it could be part of the “hiring” path (as it originally may have been intended), i.e.: CH6+ and then Jules to Jagged Jimmy to Miss Kitty, and only then is the second dialogue option available/working when approaching the guards at Myron's door). Note that the new route has it's own dialogue (“Yes, can I head in...we have business...?” reply: “Sure, (Damn, Myron is such a lucky man)” which is very similar to the original one “Sure do...keep me standing here...can I go in once your eyes had their fill.” reply: “(eyes roam up and done)...when you're done inside”. And to be honest I like the original better as it's a bit more leeringly and creepy (i.e. in this situation one is a hired body (like many before) and not the date of a lucky man, which gives the scenario a slightly false ring of a love affair).

- A small note in the text window after going out with Miss Kitty (end-game) would be nice: (“You've spend “the” 12 hours of your life.”) And if it was a previously arranged date (i.e. if it assigns +1 AG) it could say “You've spend a most memorable evening (& night), that neither she nor you will ever forget”. Rather than having no comment or in game hint other than her floating a “whew”. One could argue that this is a service, but as setting this date up requires CH 9 I would say it should be passionate/romance (at least when it's pre-arranged). And a little text to support this would be nice.

- Lao Chou/SF: During the sex for info encounter. A character with good EN shouldn't black out (like EN 8+). It could even offer a positive remark for a character that can go with him (sex rating of 9 or more). May call her “My blossoming little Lotus Flower, you've opened my Ki like no-one did before.” “To which the chosen one can answer “Thanks, I guess.” And then the next line of info about the submarine without the “you passed out, but a deal is a deal” bit). Furthermore it could be added that a character can not score a good sex rating when passing out (so this encounter would need to score a 9 or more and have EN 8 or more, to get Sexpert and/or impress Lao Chou). Atm, it assigns Sexpert despite blacking out.

- Fannie Mae. Could poison the character like the Trappers, underlining her problematic state (jet addiction). Condoms may prevent this (see suggestion above). Once her Jet-Addiction has been cleared, the poison effect could disappear too.

- Fannie Mae: She offers a female work, but one can't take it (and the dialogue results in a odd dead end). Perhaps add the option (needs CH 6? or even no requirement to have an option for all characters?) to do so for 50 chips and getting poisoned (may again be prevented by having condoms). (This could work the same way as a male hiring her just with a few adjustments, i.e. poison as by the trapper encounter). From then on a “I've got a customer for you” dialogue option from Fannie Mae may appear that refreshes every 24 hours. This could even be available to male & female (like the trapper encounter). Add “Are you looking for work or fun?” (work/fun) then “Some miners are always looking for some fun in the bum.” or “Some miners are in for a bit of bum action, if you are up for it. They surely are (note: up) after they had a look at you.”.

- Roger Baron (VC/Small Village) is the only unselfish sexual service. One sleeps with him on behalf of the village (hope they are thankful). I feel that this is wrong. Sexual service should be selfish and not a good deed (which is a bit twisted and awkward actually). So far all services were triggered by: one needs the key/car-part, one needs Vic, one needs money etc. (And where never part of a “wholesome goodie-goodie” path). This Baron encounter has no benefit for oneself (other than XP). And I would like to change this option to a speech check (the “sell as investment” option), pay (500 to make it lucrative) or bully him (actually as it is just swap the sex with the speech option). While the service option could be under “buying/what do you got(then)your stock is not get enough/he then offers a map to a secret stash” and then the character can “buy the information (barter check: 750-1500 chips)”, “bully him into revealing it (if failed it results in combat which fails the quest if killing Baron)” or “sell oneself/Miria for the map/location”. And the stash could be a cave somewhere near with a P90c (or grease gun), some stims and on or two gimmick items (like a lighter, a watch, cigarettes or jet (hinting that he's a drug-dealer!)). This may not be a big deal, but I would keep services to personal gain only and don't mix it with helping people (saving the world in this particular way should be kept to the final Golden Globe movie).

- A fourth option (after Metzger, freed Slave and Vortis) to find the slave camp. Could be something like the torn paper at the Shi headquarter (like: one piece of information at each ranger safe-house (may need to use science on the monitors (accessing their patrols' reports to find a pattern in the slaver trade routes, which can then, once put together, pinpoint the source of it), like three holodiscs that combine to one). The main idea behind this is to have a reason to visit the safe-houses as a Ranger, and second, to have another option to find the slave camp without speech checks (where one has only one chance), money (if Vortis isn't killed yet, which is likely if doing the Ranger quest line) or wiping out Metzger's gang (which cancels the bad ending for the Den).

- I think one could take another look at how the EPA and Abbey are integrated into the game (i.e. both are a bit all over the place). Abbey for example is: NR(location)-Abbey(quest)-EPA(botany-disk) which is a bit back and forth. In my first game I did the Abbey after I found the GECK which was too late really. And the EPA when I was in power armour (I cleared the vents on lvl 5 but had no idea why). And I think it could make sense to have a VC citizen (like Ed!) reveal the Abbey's location when asked about the GECK (“If you want to learn of pre-war tech, perhaps you should seek the monks at the Abbey”), to tie the location in the early/mid game where it belongs. (The only problem would be the Deathclaw. Which is too tough for a low level (there is the option to cripple it (sucks to be Fast Shot), but that's no guarantee for a low level). This is even more problematic as defeating the deathclaw leads to the GECK/Vault path (search their data-base). Which kind of is a mid to late game opponent for an early to mid game info (even if it's only flavour and leads to nothing) (and requires science 70% to access, which is a lot for that stage and info) (I really feel science 30-40% should be sufficient to search their data-base). Perhaps replace the deathclaws with two to three (howling) young ones (which can be burst down with a 10mm SMG) and the body of a dead big one (their dead mother, and the reason they are unrest). Otherwise this location is placed after NR (location reveal/killing deathclaw) and that is basically after NCR/Vault15/Vault13 and at that point the Abbey (and it's info) isn't that significant any more. I really feel the Abbey's place should be around the same time as the first VC visit.

- The EPA is also an odd mixture of early, mid and late game content (for example it can make a lot of sense to visit the EPA early for the seeds and gas-mask (needs only a rope), and then return later a second time for the Solar Scorcher and the rest). However, there is no real option to put the EPA on the map early. To change this there could be a new conversation path with brother Paul, something along the lines of “All the information you have. It's amazing. I wonder if in all this knowledge is a solution to save my village”/What has befallen your village?”/“My people are dying, the brahmin are sick, the harvest is poor and withering” leading to “While storing data, I've repeatedly stumbled over the location of a pre-war (federal) facility, that specialised in environmental and agriculture protection. (note: regulating chems) To me that sounds like a place that could save your village's harvest and livestock.” which then leads to a “Find EPA/safe harvest/get seeds for Arroyo” quest. And if the Abbey is discovered early (Ed in VC as suggested above) this creates a nice secondary goal for an early to mid game character (i.e. when finding the GECK is still out of reach, and it gives the EPA (and Abbey) a bit more “main-quest” significance. Besides it would also be nice to have another reliable location trigger for the EPA other than Myron (traveller is random, Sheng too late) as it requires to hire Myron which in turn weakens the Mordinos, and that shouldn't be default). Anyway, this would in turn require for the seeds to have more impact at Arroyo, which is a bit underwhelming at the moment. When approaching the Elder with the seeds she could say “Thank you, these “seeds” will help to stay off our plight, but it is only a (delay/prolonging) of the inevitable. We still need the GECK, it is our only hope, chosen one.” “I won't fail you/Give me a break, woman!” “Do not despair, chosen one, these seeds contain our future, and will give our people hope until such a time when you'll return with the holy GECK.” “End conversation” Seed summary: there's one experimental seed for Sheng, one can be planted at the garden (EPA) (100 XP) or at Arroyo (100 XP & karma loss?) and one corn seed can be planted at Arroyo (“A new hope” comment in the text window would be nice and 100 XP) (or plant an experimental seed for “Seed of corruption”, 100 XP & karma loss) and the 4-5 remaining corn seed packages for the Eldar (500 XP), with the relief dialogue. This may not be an extremely big deal but I feel it would help to connect both locations (Abbey & EPA) a bit more with the main story line.



That's it.

Please note that I'm not a Fallout expert and I wouldn't be surprised if some of my points are actually wrong or short-sighted. I also apologies if I brought up points that had been already discussed exhaustingly several years ago.

(The Sources I've taken info from are: Nukapedia, No Mutants allowed, Per Jorner's Nearly Ultimate FO2 guide and the Supplementary Guide for the RP mod by Morticia & Darek.) (i.e. if there is any mistake it's their fault.)

But jokes aside, at this point I've actually checked and confirmed most of it myself.
 
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A list of smaller errors:

- The trapper encounter (sex for pelts) does not seem to poison the spouse.

- It is possible to use both Experimental Seeds from the EPA before getting the Dr. Sheng quest (plant one at the EPA and the other at Arroyo), which will cause Dr. Sheng's second quest to enter a state of limbo. Perhaps add a third sample, change the Arroyo option to corn seeds only (which I don't like) or have Dr. Sheng react to it. When given the task: “Seeds? Like the ones' I've found? Uhh, yeah, right, let me get back to you on that...(hurry away)” (End conversation, no quest. If speaking again just repeat the line). Or “Seeds?! Yeah, I've seen seeds. Found'em, took'em and used'em (had'em for dinner)”. “You fool, you've ruined years of research with your blundering stupidity. This is too much. Attack, the intruders!” (Combat. No quest. This would interfere (automatically solve) with Dr. Wong' quest to kill Dr. Sheng).



Suggestions

- An early game Big Gun would be interesting for those who want to tag that skill. And I think this could be as simple as placing a weapon with the same profile as the 10mm SMG in the toxic caves (in the wall-safe near Smiley), and only add that it requires ST6 and Big Guns. I think the 10mm SMG can carry a character (more or less) until the NCR when the first “real” Big Guns become available. I think this would be a simple addition that could make tagging Big Guns an actual option and usable. To continue a joke from Fallout Tactics it could be called a Chauchat, or something more generic (like “Light Support Weapon” and only add the term “A rusty, old” to the title. It could also use that item's model).

- If the invisible reputation “sex-god” exists it would be nice to display it for convenience (especially as it (apparently) adds +2 to the sex-rating). To keep the list short it may replace “sexpert”, perhaps with “sexpert/sex-god” or just “sex-god”.

- A sneak option to free the slaves in the NCR to prove oneself to the Rangers (like use a tool on the fence, which may require a traps check to make it less accessible), and then sneak from cage to cage (triggers combat if discovered). Instead of having to take out Vortis and his men, which seemed a bit odd considering the phrasing of the quest and that it's basically in the front lawn of the NCR (no matter how much they may dislike Vortis). On the other hand, it does actually make sense that the Rangers want the slaves freed and Vortis dead. Freeing the slaves and leaving Vortis operating seems like a job half-done. Still it can make sense if regarding this as a (simple) initiation task to prove oneself. And the real task is the follow up of destroying the source (slave camp), (the location can be learned from Vortis), in which case it probably doesn't matter if Vortis remains alive (e.g. it is a holding center that won't operate without a slave trade). An interesting question is if freeing the slaves sneakily should it turn Vortis hostile or not? Does he know one is a Ranger (Metzger doesn't)? If not, it would allow to follow the Ranger & Vortis quest lines simultaneously, rather than Vortis first, then into Rangers. It would also allow to free the slaves and then turn on the Rangers (as Vortis won't be dead). Another question is how Vortis should react to the slave camp being wiped. Considering that it turns Metzger hostile (in opposite to killing Vortis), I would say Vortis should be similar indifferent to the wipe of the slave camp. But he could make a comment like “Business been down the drain since some bastard went ape-shit over Metzger's operation.” Also learning the location of the slave camp from Vortis could be slightly adjusted after freeing the slaves “Interested to buy” “I don't sell, I just hold'em. Well, I used to, before all my charges (the merchandise) went carolling into the waste because some nilly-willy idiot opened the monkey cage. Guess, there isn't much choice but going to the source itself, boy.” “Which is?” “I'm not going to tell but for a price.” etc.) Still it seems this is a lot of hustle and rearranging for just a new option. Then again Fallout is about options and the “free slaves” quest is lacking in that regard.

- VC/Village: Another rather “evil” alternative for the Village/Baron suggestion could be to offer Baron a regular pit stop with Connar's wife Ann which may give only half/a quarter of the XP and a hefty karma loss (15-50?). “If you make a regular stop, I can arrange a regular pit stop with Connar's wife” “Is that the little plump one? Hmmm, not the finest bit of arse in the shop but still a cherry I wouldn't mind to pop, but she sure does have to be willing, no nansy-pansy chicken-shit. If I want to break her in (note: anal) she better doesn't squirm out of it” “Sure, whatever you like./On second thought, perhaps we can find another arrangement.” Baron: “It's a deal then (grins).” Then report back to Ann. “It's the least I could do, However there's a tiny detail.” “What do you need?” “In exchange for stopping by I promised him that you would sweeten the deal - personally”. “(she clenches her teeth) I see”. “It's only once a month and your husband doesn't have to know, if you're clever about it.” (she doesn't reply for a while/then to herself) If that's what it takes.” “Great, he'll be around soon/let me know how things are going/I better leave then”. Later one should be able to meet Baron at the village (“Thank you again, this made the trip north (to this little dipshit town) much more enjoyable (worthwhile) for me and my men. Not that there is anything of worth around here, and that little they've got only attracts the wrong kind of people (winks at you). Still, there is some fun in watching that fool Connar walking around as if he could build this ramshackle place into a second Vault City. Tell you what, I'll give this lot a couple of months before either raiders or the first catastrophic (bad) harvest will have them crawl for shelter at VC, and a life-time of servitude. (laughs). (to himself) Oh, the ugly romance (truth) of pioneering, isn't it sweet.” While Ann changes too “(she looks as if she been crying lately) Oh, it's you...anything you want?” “No” (leave). Note: to have Baron appear would symbolize that this is a bad ending for the village. His presence (& cynical help) is the corruption that corrodes the place's hope and optimism. Eventually all the adversity and hardship will cause their downfall. And in the end they will fall victim to raiders or simply die a slow struggling death and be forgotten (like a bad ending for Modoc).
 
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