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

Discussion in 'Fallout General Modding' started by killap, Jul 5, 2014.

  1. lujo

    lujo Look, Ma! Two Heads!

    Jun 14, 2013
    Unfortunately I'm not, but I can go box at some point and upload a sfall debug log if that would help? It's perfectly possible it's not RP, but if it is, eh, it's screwy.

    Also, pure curiosity (because we did mess a bit with raiders for a mod, so this could be my fault) did anyone else ever report Shadow-who-walks not appearing on the raiders map at all? Is there a possibility of this in the unmodded RP anyone knows of? And if we swapped the order of maps to put the trapped corridor at the well, could we have seriously messed some GVAR up?
  2. Jerico

    Jerico First time out of the vault

    Nov 30, 2006
    Is there a reason why I can't no longer disable the electric floor at the oil rig? Can't use science nor repair.
  3. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    Then I guess the "warranty" is voided.

    You need to use a tool/super tool kit on the wires to disable the floor. It's the same as in vanilla game, except now super tool kit also works (bugfix).
    Check Per's walkthrough for related details.
  4. bobby5124

    bobby5124 First time out of the vault

    Aug 20, 2014
    Does this mod include all the other bug fix and improvements mods released in the past, like the fixt mod does for Fallout 1?

    I'm not sure if the children patch, killaps unofficial fallout 2 patch, and the resolution patch 1.6 (is this an old version of the high res 4.1.8 patch or something else entirely?), which are all recommended in the 6th sticky from the top of the forum
  5. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    You don't need anything else if you use the installer version, as it already has all the things you mentioned: unofficial patch, children patch, and newer hi-res patch.
  6. lujo

    lujo Look, Ma! Two Heads!

    Jun 14, 2013
    Eh, I wasn't asking for "warranty" I was just asking because the RP is techincally the biggest thing I've got installed, and fiddling with other stuff didn't seem to fix it, so I thought I'd ask, and if anyone else was getting the problem, I'd confirm it or something... Heck, there's a bunch of these persistant hiccups listed as "confirmed: engine issue" on the bug report wiki, thought this might be one of those...
  7. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    Come to think of it, I did have some slowdowns during the boxing. But it was due to scripting errors of the new vault boxer appearance, and that's when I was beta-testing RP 2.3 a year ago.
  8. lujo

    lujo Look, Ma! Two Heads!

    Jun 14, 2013
    See, that's a good potential pointer, because I was surprised a lot by the slowdown as I haven't really had it before - I ussually play female chosen ones. Since I'll reinstall for the next playthrough anyway, I'll reinstall without the boxer models, and see what happens. (Err, is there a way to temporarily turn them off for testing purposes, sorry if dumb question)
  9. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    Like I said, it was a year ago during 2.3 beta-testing, killap should have already fixed it (had some PM exchanging with different test scripts), as I didn't get any slowdown since 2.3 release.
    To disable vault boxer appearance, you can download the manual version and extract ncStuLit.int, fcdragon.int, and fclopan.int from it.
    Last edited: Aug 20, 2014
  10. lujo

    lujo Look, Ma! Two Heads!

    Jun 14, 2013
    This fixed it, it's an RP thing (thanks!). Works fine with mod, as it should, nothing in it is supposed to affect it. Honestly, while I'm playtesting this mod, we run into RP bugs all the time, except we can't report them because the save games aren't compatible, and recreating some of them just so I can send a savegame would be actual work. (On the other hand I've had people with random mods on reporting unrelated stuff with my stuff so I know what it's like :( ) But anyway, the boxing models mouse slowdown can still affect an XP user hard enough to make New Reno boxing completely undoable.

    There's also a Raiders bug which can completely screw up the raiders in the RP, as well, and I've tested the mod up and down and couldn't recreate it in any testing environment (even doctoring a save just for this and all the variants, took me 2 hours), but on the actual playthrough it screwed me up hard. Basically what can happen is that Shadow-who-walks doesn't spawn at all, and killing all the raiders (minus him, as he's not there) doesn't update the quest so you can only report that "you've found their base" even though you've found their base, killed them and found all the evidence.

    No idea what could've caused it except that my steps were refusing to follow on the outdoorsman check, then finding the bishop map, and going through the dialogue-friendly entrance (tested with everything when it happened, no luck). Works perfectly fine with the mod, and without the mod, naturally or if I put the map in inventory on a bugteting save, but it CAN somehow happen and I can't report it properly. So keep it under your hat if it happens to anyone else.


    The exact steps which resulted in the messup were:
    - Get "quest" from Stark
    - Refuse the outdoorsman check
    - Talk to father Tully about Bishop
    - Open Bishops safe, find map and holodisk
    - Go to raiders, Shadow-who-walks wasn't there
    - Kill raiders
    - Couldn't get anywhere with the quest

    Just for comparison if it happens to anyone else.

    We've also fixed / noted a bunch of other RP stuff on our end. Stuff we fixed we probably can't report, and stuff we didn't we just hoped someone playing the vanilla will run into and report so someone will notice.
    Last edited: Aug 20, 2014
  11. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    Unless the slowdown still happens in vanilla RP. AFAIK killap still uses XP for developing RP, not sure if anyone else playing RP in XP has the same issue.

    When you finish your mod and send to killap for (partial) integration, he'll probably notice something wrong in original scripts while checking your script sources.
    That's also a reason why I don't use your mod yet.

    EDIT: About the raiders, I usually refuse the outdoorsman check and take the same steps as yours (following the game flow, don't rush just for the quest), but never have Shadow-who-walks disappeared. It's probably yet another engine glitch if can't be reproduced.
    Last edited: Aug 21, 2014
  12. lujo

    lujo Look, Ma! Two Heads!

    Jun 14, 2013
    Might be one of the things which the "legacy" graphics instalation warning is for? Well, next time I run into a bug, I'll install vanilla RP, round up all the ones which I know about, try to reproduce and add savegames.

    Well, i just have to do a few touchups on some stuff, the core of it has been finished (might need reworking it Killap's not happy with what he sees), but since I'm also testing phoboses economy mod at the same time I find stuff in other places which are completely unrelated (since my mod is kinda small, tbh). And we're both aware what's been touched and what's vanilla in the game I'm playing.

    For example, not a bug, but something I'll bundle with the gameflow fixes, just today I've touched up the Slaver Camp map to have proper "don't touch that" warnings on the shelves and the table, because you could waltz in and grab a motion sensor way before it makes any sense (it was ment to be looted if you kill the slavers much later). I'm gonna add it to the proposed core fixes. Guy who originaly made the map just didn't pay attention / know how to make that work.

    I'll also fix a few conversations around the place which have dangling dialogue nodes open if you've finished the related quest, making it look like there's something more to be done about it (and there isn't, I've checked).

    There's stuff like that and actual bugs all over the place, it's not gonna be a matter of just sending my mod files. Just saying, and thanks for the tip about boxing.
    • [Like] [Like] x 2
  13. August Christiananta

    August Christiananta First time out of the vault

    Aug 5, 2014
    Hi, is the patch compatible with the high res patch ?

    and thanks for this great RP, Killap, I felt like playing a new Fallout 2 game :D
  14. Dravean

    Dravean Where'd That 6th Toe Come From?

    Mar 6, 2005
    The high resolution patch comes bundled with the RP.
  15. Bluetech

    Bluetech Fruit Collector

    Aug 23, 2014
    I apologize if it's already been listed, but I've noticed a couple of weird bugs with new companions, such as Cat Jules. At Oil Rig, for example, he can easily pass through the "melted blast doors", that are supposed to open only when you blow up the reactor. Still, he just comes through them (doors do not open) and you get a ingame message like "You can't find a way to open this door". Also, he is invulnerable to electic floor damage at the Puzzle Level. The floor discharges, every other companion gets damaged, Cat Jules does not. Seems like he's not scripted to that location or something.
  16. Felipefpl

    Felipefpl Look, Ma! Two Heads!

    Jun 17, 2010
    Last edited: Aug 25, 2014
  17. hakimio

    hakimio It Wandered In From the Wastes

    Feb 27, 2009
    What's the point? This was the last update to RP.
  18. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    AFAIK killap didn't say he stop working on RP anymore.
    Plus reporting issues on the wikia page still helps if anyone is working on fixes/tweaks for RP.
    Last edited: Aug 27, 2014
    • [Like] [Like] x 1
  19. Dravean

    Dravean Where'd That 6th Toe Come From?

    Mar 6, 2005
    killap said he doesn't plan to include any more content or features (aside from possibly including any new player character animation sets that get finished), but he does want to address remaining bugs.
  20. LeonaReq

    LeonaReq First time out of the vault

    Aug 21, 2014
    Missing the Kaga Encounters

    So i decided to "re-live" fallout 2 for the 9th time..that's how amazing this game is even over fallout 3 and New Vegas, which the only thing that attracts me other than the graphics is the possibility of creating your own mod and chucking that in easier than doing for fallout 2 that seems to be hardwork there. But seeing the amazing job the guys have done with Killaps and restoration mods, i decided to play the game all over again, and unfortunately only now i found out a Miria mod that could improve Miria, since i've married her, but i'd have to start the game all over. Anyhow, i was quoting this guy here because he mentioned Encounters with the previous "chosen one" Kaga, and with this new Restoration 2.3.3 i am not sure what happened, but i haven't met him on my way AT ALL. When i installed the restoration project 2.0 i had met him and i was so amazed with the whole storyline with his progress as you also progress and the meetings and threats..i was so excited to have that again. Is it no included in this new pack or have i ticked something off that i shouldn't have?! (sorry, Noob Gal here)