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

It has been a while since I played Fallout 2 Restoration Patch but the fever caught me and I am still playing.


BUGS I have seen

1) Not sure if anyone else is having this minor issue, but I noticed in some instances items do not disappear. For example, I got the ten cat paw magazines and of course, I pointed out the double issue where I get issue #5 the energy weapon special and I noticed I got to keep all my original items.

2) Another bug I found was when I got Algerian (The savant in New Reno Arm's basement) all he does is replicate the enhanced weapons. I pretty much could make him replicate the enhanced versions as long as I had the template versions in my inventory.

3) Does Old Joe appear in Cassidy's bar or by the stand pipe. Because for some reason he is in the bar.




Suggestion: How about allowing Goris to stay with the folks in the Abbey. He is after all a scholar.
 
It has been a while since I played Fallout 2 Restoration Patch but the fever caught me and I am still playing.
BUGS I have seen
1) Not sure if anyone else is having this minor issue, but I noticed in some instances items do not disappear. For example, I got the ten cat paw magazines and of course, I pointed out the double issue where I get issue #5 the energy weapon special and I noticed I got to keep all my original items.
2) Another bug I found was when I got Algerian (The savant in New Reno Arm's basement) all he does is replicate the enhanced weapons. I pretty much could make him replicate the enhanced versions as long as I had the template versions in my inventory.
Did you happen to have a bag or a backpack in your inventory and it's above the items that should be removed?
 
Yes, I did have a backpack. But the items were not in said backpack.
The issue is not due to "items in bag/backpack" but "below bag/backpack in the inventory list". There was a vanilla issue that bag/backpack prevent script functions from removing items properly. Many issues with bag/backpack got fixed in newer sfall.
BTW, how did you got a backpack in RP 2.3.3? AFAIK all bag/backpack are removed from the game.
 
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The issue is not due to "items in bag/backpack" but "below bag/backpack in the inventory list". There was a vanilla issue that bag/backpack prevent script functions from removing items properly. Many issues with bag/backpack got fixed in newer sfall.
BTW, how did you got a backpack in RP 2.3.3? AFAIK all bag/backpack are removed from the game.


Oh, I used the Inventory Editor.

I was hoping it had the large bag, as I do love organizing inventory.
 
So I had the game crash twice in the exact same manner while using this mod now:
I fire a gun, I miss, screen goes black.
It never happened on the vanilla game. Any ideas?
 
Hello,
I read above that Killap had not allowed the community to make changes to the Restoration Project.
However, would it be possible to integrate the new sfall (4) directly into the Restoration Project .exe ?
This would be much easier, especially for those who still have to apply a translation patch.
I don't think that can be considered a change of content.
 
Hello,
I read above that Killap had not allowed the community to make changes to the Restoration Project.
AFAIK what he doesn't allow is releasing a community patch/repack/whatever using the same name of "Restoration Project", e.g. you cannot release a patched/updated RP using "Restoration Project 2.3.4" name, but one should be able to release something like "community patch 1.42 for Restoration Project 2.3.3".
 
I have one small gripe with the restored content, namely the fact that K-9 won't go into the EPA with you. What's the reasoning behind this? If someone in Power Armor can climb a rope and the dog in Modoc apparently also manages to, what prevents that particular tin bucket to get down an elevator shaft?
 
I have one small gripe with the restored content, namely the fact that K-9 won't go into the EPA with you. What's the reasoning behind this? If someone in Power Armor can climb a rope and the dog in Modoc apparently also manages to, what prevents that particular tin bucket to get down an elevator shaft?

Because K9 is mean dog. Everytime Chosen One tries to get him to elevator he barks like crazy. Take Dogmeat instead.
 
Only biped party members can climb down the elevator shaft with you. It's an oversight that Laddie didn't get included.
 
Laddie was able to climb down the rope of Modoc's well in the vanilla game.
rescue-dogs-of-the-fire-service-in-germany-AAGH83.jpg
 
Is it normal for the game to start to chug and stutter after a long session?
I played for about 3 hours last night and by the end it would hang for almost 5 seconds at random times.

Also, how safe would it be to update the sfall that comes with the RP?
 
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By that logic, if that rope can hold a Power Armor user, it surely can handle a robotic dog
on top of that, right?
If not, you could carefully lower the dog down alone and continue on normally.
That was my point. Just because a dog is a dog (robotic or not) doesn't mean we can't lower/lift it with a rope. :lmao:
 
Hi, new here and not really familiar with Fallout 2 modding. However I skimmed through this thread and noticed others had asked questions, I was having some issues myself so I thought I'd see if I could get some help. If it's not the right place feel free to direct me elsewhere. There's a lot of information out there but I just wanted to make sure I was doing things right and not missing out on any major content.

I've been playing Fo2 with RP on Android via win98/dosbox and running it through it's paces to confirm a good installation but I ran into a few black screens(Den, Umbra tribe, world map) -also Kaga didn't show up but I think that's unrelated & a random encounter based on my understanding... I managed to remedy this by first moving the denbus files from maps to data but this only fixed the Den and cut off Residential - it turned out the real issue was that win98 was unmarking all the read-only files, I fixed that by reinstalling and manually marking the proto folder and everything in it read-only in win98.

First question. Which files need to be read-only, just those in proto?

Also I'm not certain that the appearance mod/folder is working on any level since there is no style or character sprite tab in character creation(I presume it involves that large folder labelled Appearance). Since I dropped in the necessary win98 files from the manual RP I'm using a dated sfall/ddraw and there is no command to enable the appearance mod.

Second question. Is there a way for me to get the appearance mod working?

This post here made me think so: http://www.nma-fallout.com/threads/fallout-2-sfall-for-win95-win98.203253/#post-4052533
I've tried moving different files to and from what I thought were correct folders but had no success after a few attempts, I'm just not sure which files to put where.
 
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What You said

The problem with win 98 is that sfall functions do not work under it. Newest sfall does not work under XP AFAIK. the best way to have any kind of Sfall running under win 98 is to use Crafty's Sfall2 version. Not exactly sure if he has a tutorial on how to make it work under win 98 for Fo2 like he did in his Sfall1 for the original Fallout.
If You however struggle with efficiency on android try ExaGear RPG app for android. should run much smoother. If still running slow try to find out about your embedded GPU on your device. apps such as CPU-Z and SoC-L should help there. if SoC-L lists under gpu around 70-80 GFlops or more you can try to force 2D rendering on GPU in android's developer options. It really helps to boost framerate wether dosbox or ExaGear if You have a good GPU unit embeded, at the expense of battery uptime.
 
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