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

Just started playing Fallout 2 with this mod, it's been fun so far. However I have Sulik with me and he leveled up and his action points got upgraded to 10 and he also got some more HP. I kept playing for a while, saved and quit, came back, reloaded and he has lost his level up. What could be wrong? I have no other mods except the latest RP package.
 
Just started playing Fallout 2 with this mod, it's been fun so far. However I have Sulik with me and he leveled up and his action points got upgraded to 10 and he also got some more HP. I kept playing for a while, saved and quit, came back, reloaded and he has lost his level up. What could be wrong? I have no other mods except the latest RP package.
That honestly sounds really odd, what are you basing his "lost level up" on?
If its lost health and you're sure you loaded the right data could you of drugged him or anything which would effect his max HP?
 
Just started playing Fallout 2 with this mod, it's been fun so far. However I have Sulik with me and he leveled up and his action points got upgraded to 10 and he also got some more HP. I kept playing for a while, saved and quit, came back, reloaded and he has lost his level up. What could be wrong? I have no other mods except the latest RP package.
That honestly sounds really odd, what are you basing his "lost level up" on?
If its lost health and you're sure you loaded the right data could you of drugged him or anything which would effect his max HP?
After his level up I saw that he had 10 action points and 93 max health. Now it is back to 9 action points and 85 hp. No drugs or anything.

Edit:
Solved the issue finally after hours of research and trial & error. If someone is having the same problem, basically it can be solved by deleting the companion base protos from the critter folder (if they are there). Engine issue.
After solving it, the companions even catched up to the level they were supposed to be at, at the next level up.
I was having a problem with the NPC armor mod component as well (armor sprite correctly showing on companion, but not having the protection of the armor and as a result they took huge damage) but that also got solved at the same time by removing the base protos.
Finally I can enjoy this awesome fix/mod in complete peace of mind.

It has been fun so far otherwise, no crashes, no quest bugs and cool restored content. Thank you killap!
 
Last edited:
Please help, how can I install properly RP to Yosemite 10.10? I am using GOG version of Fallout.

I tried F2RP Technical Info from falloutmods wiki but I can't save and load my games.
 
Can I play RP 2.3.3 with the new Sfall 3.6 or is it not a good idea? Im really curious about the improvements to the Party Combat. With 3.3 (RP Version) changing the line in the ini didnt got it working for me.

Sfall: "Rewrote npc combat control from scratch, with many bug fixes and improvements"
 
Can I play RP 2.3.3 with the new Sfall 3.6 or is it not a good idea? Im really curious about the improvements to the Party Combat. With 3.3 (RP Version) changing the line in the ini didnt got it working for me.
Sfall: "Rewrote npc combat control from scratch, with many bug fixes and improvements"
You can play RP 2.3.3 with sfall 3.6.
The ControlPartyMembers option in RP's INI (which is based on old version of sfall) is obsoleted since sfall 3.0 and misleads lots of people.
 
Last edited:
Thank you NovaRain!

I got a message like: "you have overwritten the rp" in red letters. I have done the Sfall upgrade while playing (still fairly early in). Is there an option to turn the message of or does it stop all by itself?
 
Thank you NovaRain!
I got a message like: "you have overwritten the rp" in red letters. I have done the Sfall upgrade while playing (still fairly early in). Is there an option to turn the message of or does it stop all by itself?
If you overwrote RP's ddraw.ini with the one included in sfall package, you should replace it back and just add new lines to it.
sfall-readme.txt said:
IMPORTANT NOTE:
If you are using a mod that included sfall already (e.g. killap's unofficial patch or RP, etc.) then that mod has probably included a custom modified ddraw.ini. In that case, overwriting it with sfall's vannila ddraw.ini will be likely break your game. Instead, only overwrite ddraw.dll, and keep the mods existing copy of ddraw.ini. (Or, if you know what you're doing, you can merge them together by hand.)
 
Last edited:
Just in case anyone else is wondering how to do it. I just copied these lines concerning the follower combat controlls from Sfall 3.6 to the end of the ini file from the RP Sfall Verion

;Allows you to directly control other critters in combat
;Set to 0 to disable
;Set to 1 to control all critters in combat
;Set to 2 to control all party members
;If you want to control only specific critters, uncomment the ControlCombatPIDList line and set it to a comma delimited list of PIDs
ControlCombat=2
;ControlCombatPIDList=62,89,97,107,160,161

It seems to be working just fine! Playing with direct follower control, I can recommend speeding up the combat by changing the following in the Sfall.ini

;Set to 1 to speed up the hp/ac counter animations
SpeedInterfaceCounterAnims=1
 
It's nice that the newer revision of the direct NPC control mod is here, although I still can't "temporarily" pick up their roles outside of combat. It could be fun to allow roaming in the style of Maniac Mansion where Marcus goes into New Reno Arms basement to have an energy weapon rifle upgraded while the Chosen One is boxing, but he'd need some dialogue specific for him and obviously Sulik.
 
Are new animations for sniper, hunting rifle... apply for computer not NPC and main character ? I use hunting rifle but see nothing while raiders or slavers with hunting rifle are Ok
 
Where can i get the information of vault 13? After I finish bradmin guard quest and meet deathclaws vault 13 location don't show up on map
 
ah thanks. after I finished the original 1.0 version then I installed this mod, some changes confuse me but they really good changes.
another question, how can i pass all locked door in red zone of EPA ?
 
after I have Vic wear power armor, he now can use large energy weapon such as tubro plasma rifle. Is it good let he use tubro plasma rifle since it is large gun and his skill is small gun.
 
Where can i get the information of vault 13? After I finish bradmin guard quest and meet deathclaws vault 13 location don't show up on map
Your Outdoorsman skill percentage has to be exactly at 100% in order for the Deathclaws to appear.
 
Back
Top