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

@wastelanDrifter includes this known problem, that Goris can't loot items on the ground (he will stand in front of the items and nothing happens until i stop the order) and skynet can't loot items on the ground too (a message will be displayed, that he is out of carry weight).

But both can successfully loot from dead critters.

@killernexus I think it will be easier if you provide a screenshot.
 
I have recently reinstalled everything and just started a new game, so i haven't left for den yet(which is when these types of encounters start appearing for me). If i run into this problem again i will post a few screen shots. To make it more clear as to what the issue was, it was a map edge problem i believe. Where the indoor map for random encounter for the caves wouldn't fit on the screen. The map/camera couldn't be scrolled left or right nor up or down from what i see when i first enter(which was actually the center of the map and not the entrance so it made it hard to leave and even harder to see/locate the player character when first entering the cave. all areas where able to be moved to, just without vision and clicking on the black border of the map. This was not just with one type of cave layout either, but with most. It was like the camera was locked at the center and couldn't be moved no matter what screen resolution i tired.
 
Just made my account to post this.

I was originally playing on version 2.1.2b when I came to this issue so I updated to 2.3.3 and it is still persisting both on my previous save file and a new one I have made after updating.

The Presidential Access Key does not work on the terminal for the Frank Horrigan fight. Whenever I use it I am given these dialogue options:

-Log on.
-Help.
-End session.

"Log on" requires me to enter a user ID. My only two dialogue options are to go back to the three I have mentioned or to exit the conversation.
"Help" does the same thing.
"End session" exits the conversation.

Is there a dialogue that I have missed that gives me a user ID to log on the terminal or is this a bug? I'm inclined towards the latter because all other terminals in the bottom level of the oil rig give the exact same dialogue and I don't recall needing a user ID in a previous play-through. It could be that the dialogue for the terminals in the lower levels were copy-pasted over the dialogue for the main entry-way terminal or some-such.

I am not playing a combat-based character and I have no companions, so the squad members plus myself aren't enough to fight the turrets plus Frank. Is there anything I can do or do I have to wait until a new version of the RP comes out?
 
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Is there a dialogue that I have missed that gives me a user ID to log on the terminal or is this a bug? I'm inclined towards the latter because all other terminals in the bottom level of the oil rig give the exact same dialogue and I don't recall needing a user ID in a previous play-through. It could be that the dialogue for the terminals in the lower levels were copy-pasted over the dialogue for the main entry-way terminal or some-such.

I am not playing a combat-based character and I have no companions, so the squad members plus myself aren't enough to fight the turrets plus Frank. Is there anything I can do or do I have to wait until a new version of the RP comes out?
It's not a bug, for logging on the terminal you need at least Science 100% or LK 8.
From Per's guide:
There's a computer terminal around which you need IN 6 to operate, or IN 4 plus Sneak above 70% (don't ask me why). First of all, see how much information you can get from it by logging on (Science 100% or LK 8) and downloading files to read in your Pipboy.
The only change/fix in UP & RP is the Sneak check got replaced with Science check.
 
Thank you very much, NovaRain. The reason I didn't have this issue before was my character's high luck.

I spent my excess of leftover points on Science and it works just fine now. How 'bout that.
 
Hi. I recently installed F2RP for the first time, version 2.3.3, and I am getting a strange bug when taking drugs. I took some mentats and buffout and it permanently reduced my action points by 2. No waiting changed this. I did not get addicted. I have also had this bug when taking Jet and Psycho. I have not encountered it when only taking a single drug so far, and it does not seem to happen consistently.

Anyone encountered this and/or have a fix? Any help would be appreciated, especially as this is the second save I have ruined so far. (Gonna start saving in sequence now.)
 
I have a copy of the GOG version of fallout 2. Is it safe to simply install this over it (gog already has sfall & patched up to 1.02d?)?

//edit

Thank you NovaRain.
 
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I'm not sure if this was reported already, but there is a really small problem with the installer: it says the folder doesn't exist, when it does. It has no consequence, but it is slightly annoying.
 
Greetings, all!

Yes, I am still alive. Life, as always, has kept me away. I have not read posts/Fallout emails in the last few months, so I apologize if it looked like I was ignoring.

Do know that RP 2.3.4 will still happen. I haven't worked on it in some time, but I do intend to complete it and get through every single thing reported on the wiki. If there have been reports made only here on the forums, I'd appreciate it if they could make their to the wiki.

My time is still greatly limited, so I can't give a time frame on a release, but before Christmas is the plan.

If there have been fixes or new content I should know about, I'd appreciate pointers to them, as I don't want them lost to the vast forum.

And lastly, I appreciate those who continue to answer questions and help out people with RP related questions. Many thanks!
 
Welcome back, @killap.
New content. I'll blow my own horn, if I may.:wiggle: Check it out here (not fiinished yet) and here and here... and here (from that post onward)

And of course new sfall fixes by our comrade @Crafty for the engine issues that were pointed out in the RP wiki. Latest version is in my sig. Soon I'll get around to translating the changelog so you'll know what has been changed.
 
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@killap, you should check your bug reports wiki, I have posted a few fix suggestions and solutions.
Also, how about using github for your work? Sduibek already using it for FIXT, as do we for sfall. It will allow to send you bug fixes directly for easy review, approval and merge.

Edit: it worth pointing out that right now we have two different sfall versions going on. The old one (maintained by me and NovaRain), and the Crafty's version, which contains crazy amount of new features:
  • fixes for long time vanilla engine bugs
  • A LOT of UI additions (reworked quest list, new values being displayed, auto reload on end of combat, use drugs by dragging them on the character, several improvements to Combat Control screen - just what I remember)
  • NPC armor appearance mod, hard coded into sfall itself
  • Reworked NPC combat control (haven't studied it yet)
  • many more

Many of those additions are not optional.


I'm sure Drobovik will prepare a full changelog, but you got the picture :)
In my opinion, Crafty is more aimed at the end players while doing his work, while we aimed at modders :)

Regarding the "official" sfall, we are working to integrate all changes which are pure vanilla engine bug fixes. We are studying the code carefully and testing it afterwards, making sure to maintain quality ;). Also we have already adopted some of the small features.
 
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@killap, you should check your bug reports wiki, I have posted a few fix suggestions and solutions.
Also, how about using github for your work? Sduibek already using it for FIXT, as do we for sfall. It will allow to send you bug fixes directly for easy review, approval and merge.
Yeah, I should probably give in to that. I work with git on a daily basis anyway, so why not. That wiki page is a horrendous mess to work with anyway... I suppose I had been avoiding moving this to git since it would leave the potential for the RP to always remain open in some manner and never allow me to lay it to rest. Heh.

Regarding the "official" sfall, we are working to integrate all changes which are pure vanilla engine bug fixes. We are studying the code carefully and testing it afterwards, making sure to maintain quality ;). Also we have already adopted some of the small features.
Whoa, two sfalls now. I've missed a lot. I'd love to learn more about this new version from Crafty.

However, the RP would only ever use the "official" version, for the sake of having bug fixes only. What's the status on the version that you and NovaRain are working on? I ask since I don't plan on many new releases of the RP and it would be good to make sure the latest and greatest from you guys makes it into RP 2.3.4.

@Drobovik
Thanks for the links. My dream was always to have talking heads for every major NPC in all the cities. Very cool that you're doing that.

And I gotta say, this community never ceases to amaze me. You guys are still here modding away. :ok:
 
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Killap, I don't know if you've noticed, but a guy named Lujo released some changes to the gameflow with the RP installed.
http://www.nma-fallout.com/showthre...-experience-and-small-tweak-suggestions/page4

I think these ideas make sense, although the new dialogue could use a once-over for typos and sub par language.

EDIT:
Just read that thread now, obviously you already know about it.
So THAT explains why the Brain is so bugged, his script is simply a mess!
 
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Thank you Killap for making this expansion for Fallout 2. I've given you some RADs in return. Not much to add, other than Fallout 2 RP is better than Fallout 3 goty for me, at least.
 
@killap,
What's the status on the version that you and NovaRain are working on? I ask since I don't plan on many new releases of the RP and it would be good to make sure the latest and greatest from you guys makes it into RP 2.3.4.

We have integrated most of the Crafty's fixes, mentioned on this page, as well as some other fixes. Like corrupted NPC stats when you remove armor from him and he has the same type of armor in his inventory. Or the recently mentioned "NPC Turns into a container" bug.
Apart from that, I wanted to address NPC appearance mod. There are 2 issues with it:
  • it's bad for mod compatibility, since it has no INI setting to turn it off/on or configure armor => FID mapping. And you have to modify every party member script even to turn it off or on.
  • (maybe not an issue) when you remove armor from NPC and go to Combat control immediately (or change armor), it will show the old appearance until you end dialog and start it again.

Crafty addressed that a while ago by implementing the whole mod in ASM code within his sfall build. I didn't like that for obvious reasons (hard-coding complex mod into sfall), so I want to add some hook script and move mod's code into a stand-alone global script with INI file similar to Crafty's. Alternatively we could just add some macro (or procedure) into RP source code and use it for every NPC instead of the current copy-paste. But in case anyone wants to change how the mod works (add more configuration variables, etc.), the first approach is much better.

Other thing that we want to include is merge debug sfall build into a normal build for modders convenience.
 
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Alright So I don't know if anyones asked this yet, But I can't get the patch to work. I install enable hi res no luck disable hi res and I make it till the main menu and then it freezes with bad color. Someone please help I've installed and uninstalled to many times I'm about ready to give up.
 
I really don't wanna be a bother, so forgive me if it's not the right place to ask. I recently made a clean install in order to get the newest RP mod working, and i'd like to know if there's a modfied Miria mod that is compatible with the current version? I really liked the old one i used, but i think it was for v2.0 and i don't have the original files anymore. :/

Thanks in advance!
 
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