Fallout 2 mod Fallout 2 Restoration Project 2.3.3 (Unofficial Expansion)

I'm mega-pumped to see you back in action, killap. And I'm glad to see that you aren't letting the few whiners get you down. That's just the nature of the 'net.
 
Thanks, Dravean. And good to see you still around. Your post also reminds me that I need to catch up on Satan Ninja, which I've sadly neglected for the past 4 months or so.
 
Your post also reminds me that I need to catch up on Satan Ninja, which I've sadly neglected for the past 4 months or so.


Ooooo, our latest pages have some major plot points so make sure not to read 'em until you've gone back to where you left off and get caught up. We're almost done with issue 2.
 
I'm personally thankful, Fallout 2 is by far my favorite game of all time. Killap and everyone else who has worked on the RP has expanded my experience to a wonderful degree.
 
u didnt request the help of some ppl in the past? this could help with a few things, specially the bad text.

Some of the bad text is intentional; a lot of people that've been fixing text typos in the past have in fact eliminated something that's supposed to be that way. :grin:
 
Heya killap,

Long time listener, first time caller.

Just wanted to let you know that I've been using F2RP for a long time now - and every time I fire up F2 (every few years) I find all the changes entertaining. I'm sure I'm not exploring the game every single time to its potential - yet I have a blast.

I also find it odd how some people decide to stick you in the ribs for your unpaid efforts on this - like anything else in life thats free and optional... dont like it? Get lost!

I appreciate all your efforts and time spent on keeping F2 entertaining for 15 years past its release. :smile: I'm not programatically minded at all, but if there's anything I can do to assist the project, I'd be more than willing.

Regards
 
Some of the bad text is intentional; a lot of people that've been fixing text typos in the past have in fact eliminated something that's supposed to be that way. :grin:

I know some of the bad text is intended that way, specially Sulik's one. ;)

Could you give us some example of what text intended to be bad was deleted?
 
There's rumor that people who're touching Sulik's dialogue file would be visited by angered arm-chopping warhare of revenge!

1563hhh.jpg
 
@ killap, there is a strange code in Zimtldor.ssl script (and all other door's scripts apparently):
Code:
if (LOCK_STATUS == STATE_STANDARD_LOCK) then begin
       if (Tool == PID_LOCKPICKS) then begin
           ......
       end
       else if (Tool == PID_EXP_LOCKPICK_SET) then begin
           .....
       end
   end

   else if (LOCK_STATUS == STATE_ELECTRIC_LOCK) then begin
       if (Tool == PID_ELECTRONIC_LOCKPICKS) then begin
           ....
       end
       else if (Tool == PID_ELEC_LOCKPICK_MKII) then begin
          ....
       end
   end

   else if (Tool == PID_CROWBAR) then begin
       script_overrides; //added by killap
       call Pry_Door;
   end

   else if ((Tool == PID_DYNAMITE) or (Tool == PID_PLASTIC_EXPLOSIVES)) then begin
       script_overrides; //added by killap
       call Set_Trap;
   end

So basically, Pry_Door and Set_Trap NEVER called, because LOCK_STATUS is either normal lock or an electronic lock. This code doesn't make sense and results in two interesting features of vanilla game broken - prying door with a crowbar and setting trap on it.
Will you fix this?

I can probably help you to fix behavior for most doors, if you are willing to cooperate.
If not, I think this qualifies for a separate "advanced doors" mod. I have already implemented one door with ability to pry and trap. Also it has HP and an improved code calculating damage dealt to a door. One thing I've always hated about fallout since first playthrough in childhood is how doors don't work like you expect them to.
The only problem is applying this new code to all ~32 door scripts, where code is duplicated across all of them.
 
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First of all I would like to thank Killap and all the people who made the fantastic Restoration Project for Fallout 2. Its really an outstanding work. I enjoyed so much it some years ago and it seems now its even better.

I would like to ask for help in this:

1.- How could I change the encounter rate? I am not sure but I remember it was something in the ddraw configuration.

2.- I have downloaded the "evil cassidy" critter and I would like to use it for Metzger. What should I do?
 
Hello there, I'm facing the same error as Delleropk and i have tried to reinstall Fo2 about 10 time now in different locations. I cant load any save file because the game ctds and neither can i start a new game.
Im running the GOG version (i do have the boxed EU fallout trilogy, should i try that?) which is US 1.02d and my PC specs are i3, 8GB ram, W7 64bit and 650Ti gpu.
 
Hello there, I'm facing the same error as Delleropk and i have tried to reinstall Fo2 about 10 time now in different locations. I cant load any save file because the game ctds and neither can i start a new game.
Im running the GOG version (i do have the boxed EU fallout trilogy, should i try that?) which is US 1.02d and my PC specs are i3, 8GB ram, W7 64bit and 650Ti gpu.

Is your PC custom built? Have all your drivers been updated? Do any of your other games crash? Download a program called slim drivers which will check to see if all your drivers are update. If they are, download a program called revo uninstaller and try to completely uninstall Fallout 2 and the restoration project. Also what is your install location? If it's on a C:drive it might be User account control interfering with the game, which can be disabled in the Windows 7 settings.
 
Finally I was able to change Metzger appearance so now he uses the "Evil Cassidy" animations


Still I have problems with the encounter rates. Please may someone tell me how to increase the encounter rates. I remember it was something in the ddraw.ini
 
Finally I was able to change Metzger appearance so now he uses the "Evil Cassidy" animations
Still I have problems with the encounter rates. Please may someone tell me how to increase the encounter rates. I remember it was something in the ddraw.ini
Editing worldmap.txt should be enough:
Code:
; Encounter frequency percentages:
Forced=100%        ; This shouldn't change
Frequent=43%       ; Was 9/3d6 - edit by killap (was 38%)
Common=27%         ; Was 8/3d6 - edit by killap (was 22%)
Uncommon=15%       ; Was 6/3d6 - edit by killap (was 12%)
Rare=6%            ; Was 5/3d6 - edit by killap (was 4%)
None=0%            ; This shouldn't change
 
Hey... thanks to Killap for all his hard work!

Critical hits - started a new character and chose these perks as I lvld up..
More criticals 1, 2 and 3,
Better criticals
Luck 9

Hardly had any critical hits while in combat...

Started again with a new character with NO critical perks and a low luck of 6... But now im getting 2 or 3 criticals every combat ! ??

Just wondering if the critical chance and perks are not working correctly. ??
 
Im not sure what you mean by 'prove they're not working'

I have the latest patch installed, so I definitely think they need looking at.
 
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