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

Re: 2 new locations

killap said:
SorgFall said:
Well how will you then solve the problem?

What makes you think that the devs didn't want to include Dayglow at all? They did - in the same manner like they, afterwards, decided not to develop the Abbey. Some things they dropped early on (like the intelligent Super Mutant boss at the Dayglow) and some later on in the game (like Kurisa, Sulik's sister). There's not much difference save for the fact that they actually partially completed the other ones.

And I don't think that there's much of F2 to lore - I mean it's just two tiny locations (as opposed to many mysterious vaults that were never ever meant to be locations in the first place and are off-topic).
Sure they might have wanted to include the Dayglow. Of course at first they probably wanted there to be 100 locations filled with NPCs all with their own personal dialog and talking heads. Uh-oh, reality and time constraints set in. My job is not to create a whole new Fallout 2 here. Like I have said I looked through the Fallout Bible and collected other tidbits of info where the devs said we were working on this and sadly "we ran out of time and had to pull them/leave them unfinished." I will not include things like "we had this idea at the beginning but as we got to work we realized it is not worth it/possible." Locations like the Abbey, Primitive Tribe, EPA, Vault Village already had specific locations on the world map as well as some basic outlines (the EPA more so) Thus, it is QUITE clear that the devs were without a doubt going to use these ideas but sadly could not get it done in time for shipping the game out. There is specific voiced dialog for Sulik regarding his sister. Clearly it was going to be in the game but they ran out of time. I believe some devs are even quoted as saying Sulik's sister was going to be in Fallout 2 but time was of the essence.

I would love to give you users the options to choose what you want to install but you have to understand that the way Fallout files are organized and work it is not feasible. Thus, it will not happen.

Actually, I meant the problem not mentioning the name of Sulik's sister.

I beg to differ. There are not 100 such locations - but only 2 of them, since they're already referenced to in the game. The other 88 would be pure inventions, but JUST these two would be 'patching up' missing bits of the game (as I've said, they're not like the many stupid vaults which were never ever supposed to get into F2, nor were ever planned to). The game DOES have a hole (no matter how tiny) without the two, which is making it, sort of, incomplete. And according to the Fallout wikipedians, they've even started work on Dayglow (but only started about 0.1% of it I should say).

Don't get me wrong. I WASN'T asking you to make 'em. I just brought up the subject to hear what everyone thinks - don't shoot the messenger.

BTW I just thought that F2 should be consistentual with both F1 and Van Buren, regardless if it has never been finished (ergo my skeptic reactions to Sulik's sister). By the way, why bother making a talking head of her? It's not really necessary...
 
Making DayGlow would need awful lot of work. You would have to bring whole Fallout 1 worldmap back and implent all the other locations with it (Junktown, Hub, Boneyard etc.) or it would not make sense.

It isn't even possible to fuse Fallout 1 & 2 worldmap together (engine limitation).
 
After rereading the Fallout Bible, I've seen a tons of things that should've been in F2. But killap stated clearly that he will work only on the things that are inactive in the scripts, adding whatever he can in the unfinished areas. That's it.
And the talking head it's purely for game feel. All the important NPC's are having a talking head, mainly to say that they are essentials in the storyline.
EPA, The Abbey and the other locations are already at over 50% done by developpers. The Dayglow ain't. It's a lot harder working on thin air(there aren't many guidelines over what the devs wanted to do there). The other locations have a lot of released info(EPA it's very detailed in the Fallout Bible), so it's easier to restore those.
That's why it's hard to redo locations like Dayglow and a number of Vaults...
Don't forget it's a restoration only project,
I know that a highly extended F2 would be nice, with all of the things mentioned in the Fallout Bible. But killap is working over the patch and the expansion almost alone. And even what he's doing right now, it's a big task.
Lurking over the forums, i've seen modder teams gathering and dissolving. Their projects weren't anywhere near so ambitious, yet those teams disbanded before finishing their work.
Him, is working around the clock. You must give him that.
Maybe some other team will fill the gaps later. But for now he is doing more than enough. He always fixed his patch when were problems(more than you can say about the support from Black Isle or Interplay). And most likely he will offer some support for a while for the new expansion. Maybe later if he feels like it, he'll do more content for F2. But from my point of view he's done his part better than many others.
 
Re: 2 new locations

SorgFall said:
I beg to differ. There are not 100 such locations - but only 2 of them, since they're already referenced to in the game. The other 88 would be pure inventions, but JUST these two would be 'patching up' missing bits of the game (as I've said, they're not like the many stupid vaults which were never ever supposed to get into F2, nor were ever planned to). The game DOES have a hole (no matter how tiny) without the two, which is making it, sort of, incomplete. And according to the Fallout wikipedians, they've even started work on Dayglow (but only started about 0.1% of it I should say).
You missed my point in what I meant by the devs "wanting" to have 100 locations and every person having a talking head. When you begin a project you want there to be so much but then you have to sit down and figure out what is possible to create in the time you have. Sure they thought about it but never really considered it to become more than ideas and "Fallout lore." The Fallout Bible is what I meant about "Fallout lore" There is much information in there that helps flesh out the plots in the two games more, give explanations on where main NPCs go after the games, and explain what becomes of the main cities/towns. I looked at the Fallout bible recently to find the Dayglow info you mentioned since I personally never knew about it. No where did I see the words "We were developing it but ran out of time." All I saw was an an explanation of the places Cassidy went through on his way to Texas, as well as discussion about what became of the Glow and its inhabitants.

I personally don't remember it ever being mentioned in Fallout 2, but the Fallout wiki claims it was, so I guess I am not remembering. Was it mentioned in Gecko? Either way, I really don't want to continue beating this dead horse of a discussion any more. The fact is I have ZERO info to go on to recreate those two locations. And honestly if you are angry about me improvising with locations like the Abbey and adding Sulik's sister then you are being hypocritical about wanting me to add in locations like Dayglow. I at least have voiced dialog for Sulik (regarding his sister), the exact location of Sulik's tribe, the exact location of the Abbey as well as info about Father Tully coming from there. This, plus an explanation about what how the inhabitants of the Abbey behave. All of these means I have a pretty good idea of how to create the location that was CLEARLY going to be in the game. With the Dayglow, all I have is "they could see the Glow from their borders."

Plus, wasn't the Glow and the Brotherhood location way south of Shady Sands (NCR) That would require an expanded world map to stay true to the location of these places.
 
Skynet said:
Making DayGlow would need awful lot of work. You would have to bring whole Fallout 1 worldmap back and implent all the other locations with it (Junktown, Hub, Boneyard etc.) or it would not make sense.

It isn't even possible to fuse Fallout 1 & 2 worldmap together (engine limitation).

Well Junktown, the Hub and the Boneyard do not belong to the F2 universe unlike the Dayglow and Maxson.

EDIT:
killap said:
SorgFall said:
I beg to differ. There are not 100 such locations - but only 2 of them, since they're already referenced to in the game. The other 88 would be pure inventions, but JUST these two would be 'patching up' missing bits of the game (as I've said, they're not like the many stupid vaults which were never ever supposed to get into F2, nor were ever planned to). The game DOES have a hole (no matter how tiny) without the two, which is making it, sort of, incomplete. And according to the Fallout wikipedians, they've even started work on Dayglow (but only started about 0.1% of it I should say).
You missed my point in what I meant by the devs "wanting" to have 100 locations and every person having a talking head. When you begin a project you want there to be so much but then you have to sit down and figure out what is possible to create in the time you have. Sure they thought about it but never really considered it to become more than ideas and "Fallout lore." The Fallout Bible is what I meant about "Fallout lore" There is much information in there that helps flesh out the plots in the two games more, give explanations on where main NPCs go after the games, and explain what becomes of the main cities/towns. I looked at the Fallout bible recently to find the Dayglow info you mentioned since I personally never knew about it. No where did I see the words "We were developing it but ran out of time." All I saw was an an explanation of the places Cassidy went through on his way to Texas, as well as discussion about what became of the Glow and its inhabitants.

I personally don't remember it ever being mentioned in Fallout 2, but the Fallout wiki claims it was, so I guess I am not remembering. Was it mentioned in Gecko? Either way, I really don't want to continue beating this dead horse of a discussion any more. The fact is I have ZERO info to go on to recreate those two locations. And honestly if you are angry about me improvising with locations like the Abbey and adding Sulik's sister then you are being hypocritical about wanting me to add in locations like Dayglow. I at least have voiced dialog for Sulik (regarding his sister), the exact location of Sulik's tribe, the exact location of the Abbey as well as info about Father Tully coming from there. This, plus an explanation about what how the inhabitants of the Abbey behave. All of these means I have a pretty good idea of how to create the location that was CLEARLY going to be in the game. With the Dayglow, all I have is "they could see the Glow from their borders."

Plus, wasn't the Glow and the Brotherhood location way south of Shady Sands (NCR) That would require an expanded world map to stay true to the location of these places.

I was never angry at you. ;) Nor do I ask you to do these locations, I just mentioned to see public opinion (evidently wrongly understood, since everyone thinks I'm attacking you ;X).
 
SorgFall said:
Skynet said:
Making DayGlow would need awful lot of work. You would have to bring whole Fallout 1 worldmap back and implent all the other locations with it (Junktown, Hub, Boneyard etc.) or it would not make sense.

It isn't even possible to fuse Fallout 1 & 2 worldmap together (engine limitation).

Well Junktown, the Hub and the Boneyard do not belong to the F2 universe unlike the Dayglow and Maxson.

True, but Maxon and Dayglow are in the the Fallout 1 worldmap area.
 
Wouldn't be Timeplit able to change the map limitations?

If so, the FO1 maps could be imported. The world map tiles could be the ones from FO2, not much of a problem. The only problem then would be someone make people/quests related to those cities, although for killaps expansion would seem a lot but in MIB88 Megamod would be a nice add, wouldn't you say?
 
I've just read this rather long thread. From what i can tell so far, i will love the patch. However, i seam to remember reading something about it being done in august, or not at all... Well, not at all would be a shame. I will wait, and hope for the best.

Just to show how much interest i have for the matter... I registered only to be able to write this message, and to get an automated message when the thread is updated.
B!
 
Yeah, I did say August or never. I am never good at estimating time and I knew this coming semester was going to be harder than usual and thus I wanted to get the expansion out before classes began. It is on hold now until I get the graphics I need for the sub. That is the only location I have left for the expansion. Be patient, it will come.
 
Skynet said:
SorgFall said:
Skynet said:
Making DayGlow would need awful lot of work. You would have to bring whole Fallout 1 worldmap back and implent all the other locations with it (Junktown, Hub, Boneyard etc.) or it would not make sense.

It isn't even possible to fuse Fallout 1 & 2 worldmap together (engine limitation).

Well Junktown, the Hub and the Boneyard do not belong to the F2 universe unlike the Dayglow and Maxson.

True, but Maxon and Dayglow are in the the Fallout 1 worldmap area.

:shock: withdrawn, Your Honor.
 
Killap, I have a question...

In Navarro, i try to get the FOB; it' look like I need a request for it but I remember an other way to get it... Before Megamod the Commander was going to sleep so I've just to "give" some C4 to the guard :twisted: , then enter the commander office and steal the fob.

But now the commander did not sleep!! Why? Something with the script? :(

Can someone give me a hint to get the FOB !? :roll:
 
Touquet said:
Killap, I have a question...

In Navarro, i try to get the FOB; it' look like I need a request for it but I remember an other way to get it... Before Megamod the Commander was going to sleep so I've just to "give" some C4 to the guard :twisted: , then enter the commander office and steal the fob.

But now the commander did not sleep!! Why? Something with the script? :(

Can someone give me a hint to get the FOB {"plz" bitch-slap me.} !? :roll:
MegaMod isn't my work so I don't know if something was changed. As for the commander sleeping, I don't recall this happening. I think the two ways to get in were to "get permission" or to pretend to clean the office.
 
Ok the, have ask MIB88
MIB88 said:
Then it's not from me. And the only changes I remember being to the commander's script were only some bug fixes from killap. Are you certain that there was not some bug you were exploiting earlier? (I am serious. I don't know what all the alternatives were. I always just went in there and killed everybody when I needed the FOB.)

I will do the hard way then... Can find the request for the FOB :(
and Its the only option. cleaning is not available...
 
killap said:
It is on hold now until I get the graphics I need for the sub. That is the only location I have left for the expansion. Be patient, it will come.

Sobeit,


I've played through with your patch and it complemented the game quite well. Looking forward to your future work.
 
Weird Little Bug at the Temple

Hey, so I got Killap's patch installed, but I think I did something wrong.

Whenever I enter the temple to start the game, the whole screen is black and the cursor image stays on the screen, even if I move it down.

Any idea how I've screwed this one up?

Questions from the Technologically disinclined!
 
@ PostApocalypticMama

did you read the ReadMe file included in the patch?

If not start there.

Be careful, people get flamed for ignorance 'round here.
 
@ Glovz

Yes, I swear I read it! I have the 1.02 patched disc, followed the directions for that. I can even see, but not access the rock just behind Klint.

I've had this bug pop up before, when I had the 1.0 unpatched disc. Now it's popping up with this patch, and yes I deleted the patch000 file.

Any ideas?
 
This error happens a lot when people try to install the Megamod, usually when people have installed the mod, but then failed to set the required proto files to read only. Then, they start the game, the protos get erased, and the funky screen in the Temple is all they see. Try reinstalling, and make sure the files are set to read-only. And if you used winrar to extract everything, don't believe the read-only status. Uncheck the read-only block, then check it again.
 
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