Fallout 2 mod Fallout 2 Restoration Project Discussion (ideas/suggestions)

Oh and another tidbit of information to wet everyone's appetites.

This expansion has about 160 new scripts with several original scripts modified as needed. There will be about 26 new quests with 3 new major locations and 3 new small ones. :D

EDIT: See previous page for my initial July 28th update announcement.
 
Do you have plans for a german version? Do you have some guys, that are interested in translating the expansion project?
 
Lexx said:
Do you have plans for a german version? Do you have some guys, that are interested in translating the expansion project?
Had no initial plans for translations, but if anyone would be up to it then I shall send the necessary files.

EDIT July 30th:
Quick question to anyone who knows. I remember that at Navarro if you spoke with the Drill sergeant and then went on guard duty, you would sit there indefinitely. Was this intentional (poking fun at the fact that the other guys are essentially there forever as well) or was your guard duty supposed to end at some point. I quickly glanced over the script and from what I saw nothing appeared bugged. Was this ever brought up before?

EDIT 2:
Oh, and I just implemented the use of the vertibird to the Enclave. I think it fits quite well and it isn't just a simple jump in aircraft, fly to Enclave scenario. Skills such as speech and sneak play an important rule. The map I made for the enclave (where you land on the oil rig) is also quite fitting.
 
AGA said:
Public or closed beta? Either way, I'd like to volunteer!
It is a closed beta.

At the moment, I am currently out of communication with my beta testers since I am having internet trouble at home. At the moment, I am leeching off someone's insecure wireless network :D Thus until I get this sorted out I will not be reachable by the internet. I have about 4 people testing this expansion and thus not sure if more are needed. But, I appreciate the offer and if I do need more (or my beta testers don't respond with reports), you will be the first I ask.
 
Would it be much if i asked you to put a "checkpoint" like the one on the first post with changes and corrections ? :oops:
 
Well, my internet is sorta up, but I am without e-mail...

Anyway, here is list of all that can be found in the expansion. There may be more, but at the time of writing, this is all that came to mind. Remember that all of this was in some way originally planned by the original devs, and I followed design docs and the Fallout Bible as closely as possible. The amount of time I have put into all of this is insane and though some of the quests, etc may seem to go fast, much time and dedication was put into it. Choice and consequence is what made me love Fallout 2 and you will notice the same thing in this expansion. I feel this is a worthy addition to Fallout 2 and definitely can be considered Fallout 2.5 :D

Code:
Currently done    
------------------    
  
There are a total of 27 (don't quote me on this number) new quests based on the new locations and areas below)    
  
***************    
New locations:    
***************    
    
EPA  (3 maps with a total of 9 levels; 7 quests)
Primitive Tribe (2 maps with a total of 4 levels; 7 quests)   
Abbey (with new, never before heard music!)  (3 maps with a total of 5 levels; 7 quests)
Vault Village   (1 map with a total of 1 level; 2 quests) 
Slaver's Camp    (1 map with a total of 1 level)
Hubologist Stash    (1 map with a total of 3 levels)
Den Residential Area    (1 map with a total of 1 level; 1 quest)
Enclave Vertibird Landing Pad (1 map with a total of 1 level) 
3 NCR Ranger safe houses somewhere on the world map (obtained from Ranger's map)   (3 maps with a total of 1 level each) 
    
************************    
Additions to old areas:    
************************    
    
Arroyo    
------    
-Ability to plant new seeds obtained from the EPA    
-Lose karma (depending on skill) for stealing from the chest/vase of your aunt, the elder, and Hakunin.    
    
Klamath    
--------    
-Extended cattle rustling quest (more than just the bug parts like I had in my patch)    
-Extended dialogue for Maida Buckner - before neither she nor her mother would give you info about the town (would send you in a wild goose chase - ask mom, ask daughter, ask mom, etc)    
-unlocked voice dialogue for Sulik regarding his sister (won't notice until Primitive Tribe area)    
    
The Den    
-------    
-Orphanage     
  - get the children of The Den off the streets    
-Petey - A druggie who lives in the alley    
-Anna's diary    
-Learn more about the whereabouts of Sulik's sister    
    
Broken Hills    
------------    
-A new quest involving Chad    
  -Unlocked voice dialogue from Marcus    
  -new characters    
    
Vault City    
----------    
-Obtain location of Vault Village from Stark    
  -several ways to solve the problem    
-Learn some info about the Vault Experiments    
    
Gecko    
-----    
-Mess with the Enclave on the Gecko computer and feel the wrath of the verti assault encounter that was never sent before    
    
New Reno    
--------    
-Three Card Monte and his bodyguard    
-The ability to tell jokes as a male or dance as a female    
-A more involved find Lloyd quest    
   -new characters, dialouge,etc  (Nikki)    
-The Barking Man    
   -connected to the EPA in some way    
-An extended way of getting into the Stables as a woman    
   -before if you went to the Stables (as a hooker) you would just be dropped off at the main gate and nothing really new happened.    
-Unlocked voice dialogue for Myron regarding the location of the EPA    
    
NCR    
-----    
-Ability to attack the NCR Ranger safe houses upon giving the map to the Slavers in the NCR entrance area. (Based on general rep (neg) and toughness)    
-Ability to go on cattle runs for Duppo every season.    
    
Raider's Base
-----------------
-Now hidden
 -obtained from either Bishop's map or while leaving Vault City courtyard (last part is based on hearing of the Raider attacks, having good outdoorsman, and some other variable which I won't disclose.)

Vault 13    
--------    
-Find out the real truth behind the Vault Experiments    
    
San Francisco    
-------------    
-Return the missing Shi biology corpse    
-Find the location of the Hubologist stash    
    
Navarro    
-------    
-Ability to fly to Enclave in a vertibird    
    
Enclave    
-------    
-Ability to set off the nuke found on the Presidential level    
    
Random Encounters    
-------------------------    
-Ability to get location of EPA from Random Traveler    
-5 Kaga encounters (he was the previous Chosen One and is now trying to kill you)    
-Nomand encounters now have a chieftan and shaman as originally intended.

Code:
Currently planned but not done    
----------------------------------------    
Shadow Who Walks (peaceful end to Raiders)    
Shi Submarine (must deactivate to beat the game)    
Interior to Hubologist spaceship (nothing major, but just the ability to go inside and look around)

My patch is of course part of the expansion as well as a good 20+ new fixes including TONS of grammar and punctuation fixes.
 
Sounds amazing Killap, great job.

I missing teamx item creation mod though. Will you implent it later on?
 
Unkillable Cat said:
Looks sweet. Does it include the "fix" to add in the old gun sound from Fallout 1 for the .223 Pistol and the 14mm Pistol?
No, they are not included. I may make those items you install separately.

Oracle said:
Sounds amazing Killap, great job.

I missing teamx item creation mod though. Will you implent it later on?
No, the teamx item creation mod will not be part of the expansion.

EDIT:
Oh, and I am open to any criticism (positive or negative) on what I have planned to include in the expansion. :D
 
I agree with everything you've put into the patch, as long as it is implemented well, which I trust you to have done. I can't tell you how excited I am to play this. I'm sure I speak for many when I say we greatly appreciate the amount of time and effort you put into this project.
 
Did you want a copy of the toxic caves map that Coljack made? I could forward you a copy if you want to include the unfinished Toxic mod :)
 
Wild_qwerty said:
Did you want a copy of the toxic caves map that Coljack made? I could forward you a copy if you want to include the unfinished Toxic mod :)

I was under the impresion Jargo was going to finish this after New Arroyo!
 
Wild_qwerty said:
Did you want a copy of the toxic caves map that Coljack made? I could forward you a copy if you want to include the unfinished Toxic mod :)
Nah, thanks for the offer, but it wouldn't fit in the scope of my project. Definitely send it to MIB88 though; it would go great in the megamod.
 
So you're putting Timeslip's engine tweak into this for sure? Any idea how big it will be?


Keep it up.
 
Pipboy2000 said:
So you're putting Timeslip's engine tweak into this for sure? Any idea how big it will be?
Oh yeah, his tweaks (maybe just the scrolling tweak) will be included. As for how large this expansion will be, check a few posts up. You can get a rough estimate with the changes I mention.
 
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