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

phobos2077 has already put the script source on GitHub. I've also put UP script source on GitHub and commited a few minor fixes.

NovaRain - That's great news, i'll help with bug reports if i can in the future. Also, a far better comment than the one from burn, not everyone has the talent to code and fix things.
 
I'm trying to defeat Frank Horrigan during the final battle, but i'm dealing "no damage". If i use the default AP mod, then the only weapon i can use against him is the Pulse Rifle, otherwise there's no way to deal damages (although the turrets and the Enclave soldiers can deal damages). So i tried to edit the ddraw.ini file and changed the value of DamageFormula to 0 (previously it was 1), and now the Gauu rifle is working...but both Mega Power Fist and the Sledgehammer (not the basic one of course, the updated version located in a locker before the final battle) are dealing "no damage" to him (same with barefist). I tried to edit my character with 250 and 300 skill points, assigned to both unarmed and melee weapons, but nothing changed. Thank you in advance for your help and sorry for bad english.
 
I'm trying to defeat Frank Horrigan during the final battle, but i'm dealing "no damage". If i use the default AP mod, then the only weapon i can use against him is the Pulse Rifle, otherwise there's no way to deal damages (although the turrets and the Enclave soldiers can deal damages). So i tried to edit the ddraw.ini file and changed the value of DamageFormula to 0 (previously it was 1), and now the Gauu rifle is working...but both Mega Power Fist and the Sledgehammer (not the basic one of course, the updated version located in a locker before the final battle) are dealing "no damage" to him (same with barefist). I tried to edit my character with 250 and 300 skill points, assigned to both unarmed and melee weapons, but nothing changed. Thank you in advance for your help and sorry for bad english.
Skill level only affects your ToHit chance, it doesn't have any help on damage.
It's kinda weird that you can't even deal 1 point of damage with mega power fist to Frank Horrigan, unless you have Finesse trait and didn't score a critical hit. If that's case, your non-critical attacks can't do any damage to him because he has Normal DR 70%, adding 30% from Finesse makes him invulnerable to those attacks. But he only has Electric DR 20%, that's why you can hurt him with the pulse rifle, which deals electric damage.
 
NovaRain - That's great news, i'll help with bug reports if i can in the future. Also, a far better comment than the one from burn, not everyone has the talent to code and fix things.
It's not a matter of talent. It's a matter of just doing.

In regards to bug reports specifically, "doing" would mean
1) going through the bug report wiki link in the first post, reproducing bugs and registering confirmed ones on github, each one separately. Then putting a notice on wiki that new bug reports should go github.
2) going through this topic, checking for issues not reported to wiki, again reproducing and registering.

It would also be probably a good idea to have the repo organization-owned, rather than personal.
 
Hello wastelanders,

I use the option to control my companions in combat (mod included in the Restoration Project). Some are marked as Radiated : they complain about it and I see the Radiated markers when I control them (the status marker and the notice on the character window). Not all of them, but specific ones that did get too close to radiated waste.

1) Anyhow, PROBLEM is using RadAways does not seem to work on them and they cannot use it themselves (I also tried in combat while I control them).

2) I cannot see their radiation level goes down with time (I cannot use the Geiger counter on them and they cannot use it themselves),
and so I can't really tell if it is going down with time.

3) When they have a lot of radiation, they do have stat penalties (the penalty seems gone, so I guess they do heal with time; I think).

- I keep reading that they are not supposed to be affected by radiation in all Fallout games, but I presume it is a side-effect of using the control-companions mod.


Anyone know ?
 
You should update your sfall. The one included in RP 2.3.3 is too old, and there are many issues with its older NPC combat control mod.
 
You should update your sfall. The one included in RP 2.3.3 is too old, and there are many issues with its older NPC combat control mod.
Which means you believe the Radiated marker on the companions is a side-effect of the NPC combat control mod or of RP 2.3.3? Yes/No.
Not sure what is sfall. My current and first playthrough (100+ hours) is with RP 2.3.3 (seems to be the most recent for that mod).
I presume I cannot replace RP 2.3.3 with another mod without breaking my current game.
 
Which means you believe the Radiated marker on the companions is a side-effect of the NPC combat control mod or of RP 2.3.3? Yes/No.
Yes, because the older version of mod included in sfall (ddraw.dll/ini) didn't properly reset/transfer proto data when switching controlled critters.

Not sure what is sfall. My current and first playthrough (100+ hours) is with RP 2.3.3 (seems to be the most recent for that mod).
I presume I cannot replace RP 2.3.3 with another mod without breaking my current game.
sfall is the critical component included in RP and other major mods/TCs. There should also be a sfall-readme.txt in your FO2 folder.
http://www.nma-fallout.com/threads/fo2-engine-tweaks-sfall.178390/
 
Yes, because the older version of mod included in sfall (ddraw.dll/ini) didn't properly reset/transfer proto data when switching controlled critters.

sfall is the critical component included in RP and other major mods/TCs. There should also be a sfall-readme.txt in your FO2 folder.
http://www.nma-fallout.com/threads/fo2-engine-tweaks-sfall.178390/
I am happy to report I was able to update to sfall 4.0.2 within Restoration Project 2.3.3 without breaking my previous saved games (!).

Info for others who may want to do this :
  • I first made sure the settings in the original file ddraw.ini (from RP 2.3.3) were added to new ddraw.ini (newer sfall). To be clearer, you edit only the new file from the more recent sfall. If you originally set something to 1, you make sure it is also set to 1 in the new sfall ddraw.ini. This just makes sure that your saved game won't spark needless conflicts at first.
  • For example, in the new ddraw.ini, make sure that under the [main] category, you add
    ; Ensure that the RP ddraw.ini file is being used
    ModifiedIni=42
  • The new sfall ddraw.ini has new options/settings though that you can freely choose (it should not cause conflicts as far as I know and have seen in my case).
  • After testing, I realized I had to remove the old companion control line from ddraw.ini. Why: the new companion control settings are in the file sfall-mods.ini
  • Copy the new sfall scripts in data/Scripts/
  • Copy the other new sfall files in your Fallout 2 folder (in Steam in my case). Overwriting the old ddraw.dll and ddraw.ini.
  • ( make back-ups of your old .dll and .ini in case it does not work )
Random debug : the script glcrippl.int causes tons of error messages. Fix here

It worked fine for me.
nb: for the best screen resolution, see the suggestion here.

For the moment, two of my companions remain radiated, presumably because that effect occurred before I updated to sfall new companion control script.
 
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Using the debugging log, I also realized I had to remove the old companion control script (file named glcrippl.int)
There's no "old companion control script" in original RP 2.3.3 installation with sfall 3.3. What you deleted is the script for notifying player if any party member gets crippled.
The NPC combat control mod is built-in in ddraw.dll for sfall 3.x. It only gets moved into a separate script since sfall 4.0.

EDIT: If you removed glcrippl.int because of error spamming in debug log, you should use the fixed one by phobos2077 instead.
 
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It's not a matter of talent. It's a matter of just doing.

In regards to bug reports specifically, "doing" would mean

1) going through the bug report wiki link in the first post, reproducing bugs and registering confirmed ones on github, each one separately. Then putting a notice on wiki that new bug reports should go github.

2) going through this topic, checking for issues not reported to wiki, again reproducing and registering.

It would also be probably a good idea to have the repo organization-owned, rather than personal.

I see, in this case i agree with you. ;)
 
So how exactly do you update to the newer sfall? I tried, but i got a warning saying I had messed with the restoration ddraw.ini. I Did try to move over settings from the old ini to the new ini
 
So how exactly do you update to the newer sfall? I tried, but i got a warning saying I had messed with the restoration ddraw.ini. I Did try to move over settings from the old ini to the new ini

Make sure your ddraw.ini has this setting:

[Main]
..

..

;Ensure that the RP ddraw.ini file is being used
ModifiedIni=42
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
 
So how exactly do you update to the newer sfall? I tried, but i got a warning saying I had messed with the restoration ddraw.ini. I Did try to move over settings from the old ini to the new ini
I will presume you attempted to follow all the steps I named above.

And what khai9999 said above (I'll add his point to my post).

What is the exact error message or behavior (of the client, Windows or failed load saved game).

The base is the new ddraw.ini and new ddraw.dll, but trying to keep the same choices from your old ddraw.ini so previous scripts/mods retain the settings. There are some exceptions, since the newer sfall has its own companion control mod for example (the new ddraw.ini does not need a companion control setting: explained in my previous post).

Of course, make sure the new sfall scripts are also in place.

It worked fine with the options I had chosen in RP 2.3.3, and with sfall 4.0.2. Your game or saved games could complain or crash if some settings in the new ddraw.ini are incompatible with older scripts/mods or if they (old mods) are lacking their previous settings (most settings can be tweaked freely after, once it all works). Typically some graphics settings cause client crashes.
 
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The warning i get mentions that I've replaced the ddraw.ini in big red letters in the middle of the screen in arroyo village. Could you post your ddraw.ini so I can work off that?
 
The warning i get mentions that I've replaced the ddraw.ini in big red letters in the middle of the screen in arroyo village. Could you post your ddraw.ini so I can work off that?
How about READING what people wrote? Seriously, Two post above...
Be sure that in your ddraw.ini somewhere under [Main] is the following:

Code:
[Main]

;some other stuff and settings;

;Ensure that the RP ddraw.ini file is being used
ModifiedIni=42
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

Also one does not simply replace the old ddraw.ini with the newer one or else there WILL be errors.
Simply edit the changes from the original RP ddraw.ini in the newer one.
 
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There is the possibility that I don't understand what people on NMA are doing or planning. I'm a greenhorn, after all, but as I see it:
It might be time for Killap to reanimate himself for The Restoration Project 2.4...
I don't think this is feasible. Eventually, there must be a life after Killap.

Having a project and progress is very important to motivate a community and keep interest alive.
Seeing an important mod becoming dormant while everything else around it tries to move on, can eventually cause everything to slow down.

However, this is difficult on many levels: respect towards someone else's work, risk of splitting the community, matter of competence and commitment, Star Wars Episode One etc.

But eventually there is no way around continuing RP Mod without Killap.

However I would suggest to do it as a new project, like Fallout 2 Deluxe, which is offered as an alternative to RP Mod 2.3.3, but based on it. Should Killap return he can look at it, take from it what he likes and then decide to upgrade RP mod, or not. Normally something like this would split the community, but with Killap being absent it shouldn't be a problem.

But if Killap doesn't return, then the community has to move on, and eventually, phase out RP with another version.

The question would be who to put in charge of such a project?
I guess the veterans of NMA can figure something out among them, but in case it proves difficult, you could actually vote on it. Have a few candidates and NMA users with a certain amount of posts are allowed to vote. This is a bit elitist, but democracy actually works better that way (i.e. when your up for operation it is doctors who discuss how to proceed, not also the janitor, your neighbour and a boy named Timmy).
Voting would also help to legitimate the project (and especially the person in charge of it) and give it a certain level of commitment, importance and seriousness. This may sound a bit too much, but someone stepping up and simply taking it, could be even more awkward.
A committee could work too, and, if reasonable, all interested candidates could agree to form one on their own accord. Which seems to work rather well on NMA, by what I've seen. But it is important to have a project manager. Besides the problem that committees have the tendency to blockade more than they can agree on.

Killap seemed really capable, and having him replaced, makes me feel uncomfortable.

But if all fails, and the project turns out to be horrible, people can vote with their feet and return to RP Mod 2.3.3.

Worst case scenario: some like it and some don't and you split the community in halve. However, there are already alternative versions (like Nevada and Nevada Crazy Edition) and that seems to work fine. So why not have some veterans step up to create a new version of the RP Mod? Just make it optional. And have a fail-safe by keeping Killap's version available.

Anyway, that's my 5 cents on the matter.
 
There is the possibility that I don't understand what people on NMA are doing or planning. I'm a greenhorn, after all, but as I see it:

I don't think this is feasible. Eventually, there must be a life after Killap.

Having a project and progress is very important to motivate a community and keep interest alive.
Seeing an important mod becoming dormant while everything else around it tries to move on, can eventually cause everything to slow down.

However, this is difficult on many levels: respect someone else's work, risk of splitting the community, matter of competence and commitment, Star Wars Episode One etc.

But eventually there is no way around continuing RP Mod without Killap.

However I would suggest to do it as a new project, like Fallout 2 Deluxe, which is offered as an alternative to RP Mod 2.3.3, but based on it. Should Killap return he can look at it, take from it what he likes and then decide to upgrade RP mod, or not. Normally something like this would split the community, but with Killap being absent it shouldn't be a problem.

But if Killap doesn't return, then the community has to move on, and eventually, phase out RP with another version.
...
I don't know how many times this can be re-iterated...
1. killap specifically stated that he does not release RP rights to the public just yet.
2. However, it doesn't mean that anyone is prohibited from making a patch to RP. Calling it, say, "RPU". If/when killap surfaces, he'll decide whether he wants to incorporate (parts of) it.
3. RP itself has a limited scope. Pretty much everything that could be restored is already restored. Adding new content is better done in a separate mod. What's left is mostly bug squishing.
4. Waiting for "veterans", or "someone in charge" is overrated. The reason no one does anything is that no one has enough interest. Literally anyone (you included)
can start working on a patch. I've listed a few starting points several posts earlier.
 
About Enclave Vertibird assault team encountered after Gecko call: you should give the soldiers some ammo, all they have is what's in the weapon. I used speech to get some distance and sniped them with scoped hunting rifle until they ran out of ammo and came to punch me for 1-2 damage (with unique leather armor from Modoc and under psycho).
Well, I suppose I would have stolen ammo beforehand anyway, but most NPCs in the game have spare ammo and Enclave soldiers should have plenty.
Thanks for the mod!

Come to think of it, I should probably just leave after speech check instead of steamrolling the rest of the game with the free Pancor Jackhammer
 
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