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

I've been playing fallout 2 and every time I get to a place that seems incomplete, I think of this project. I really do hope this comes out. Your basically giving us what Interplay failed to give us. I had a question though; that oddly enough bothers me. When I see maps created by mod teams, sometimes they seem like the placement of objects are much too random, or not random enough if you know what I mean. On Fallout 2 it seems every level was created with care and good intentions. In trapper town you don't really talk to much people and pretty much just kill rats; BUT the level looks so BAD ASS! I love the detail in it. I'm not worried that these new addictions will not fit. I'm just checking to see if you guys know what I mean about the levels in fallout 2. And I hope these new levels will reflect the rest of Fallout 2's style. It would be funny if a developer from Fallout 2 came on here and offered his help to this project. Its not like hes making a new game, just adding a little more "color" to fallout 2. Anyhow, glad to see everything is going (even if its going slow). Btw, killap; your patch rules! So far I can finish every quest and the car stays where its suppose to be. :)
 
I have thought a bit about the expantion and have some suggestions:

- There is far too little 9mm ,.45 and 7,62mm ammo in the game so maybe something could be done about it? F.e. Grease Gun is very good weapon but because of almost no ammo for it, it's useless.

- And maybe Stealth Boy could be applied to Fallout 2. I always use it in Fallout and always wondered why to hell there is no SB in Fallout 2.
 
Kwiatmen666 said:
- And maybe Stealth Boy could be applied to Fallout 2. I always use it in Fallout and always wondered why to hell there is no SB in Fallout 2.

There is one Stealth Boy in Abbey, unless Killap removed it.
 
I know of this, but tell me, truly - is one Stealth Boy enough for the whole game? I think not. So it should be avalible in more places to be effective.
 
sorry Im not living behind a big metal door here with a "13" on it but what is a "Stealth Boy" ?
 
Karmeck said:
sorry Im not living behind a big metal door here with a "13" on it but what is a "Stealth Boy" ?

Ever played Fallout Tactics? I'll assume you haven't.

StealthBoy is an item you wear on one of your weapon slots, and you active it in Stealth mode and it's suppose to enhance your Stealth ability and make you look like a ghost, thus harder to see. Basically, in Fallout 2, go to the Den, wait until midnight, then go look at Anna. StealthBoy makes you look like that.

It was a cool item. I was disappointed that it wasn't implemented in Fo2.
 
Beta_Solution said:
Karmeck said:
sorry Im not living behind a big metal door here with a "13" on it but what is a "Stealth Boy" ?

Ever played Fallout Tactics? I'll assume you haven't.

StealthBoy is an item you wear on one of your weapon slots, and you active it in Stealth mode and it's suppose to enhance your Stealth ability and make you look like a ghost, thus harder to see. Basically, in Fallout 2, go to the Den, wait until midnight, then go look at Anna. StealthBoy makes you look like that.

It was a cool item. I was disappointed that it wasn't implemented in Fo2.

oh i played Fallout Tactics alright, but why do you say that they are far more present in Fallout (1). Never found one in Fallout Tactics.
 
Demonslayer said:
It would demand to make a lot of FRMs look like ghosts, no?

Or at least make a generic "ghost".

Well, no: just the APA since you've already got all of the Ghost FRMs from FO1.

Perhaps you could have a script stopping you use it for PA and such. Lets be honest - no kind of fancy wrist watch is going to be able to hide a huge pile of steel that big ...
 
Hotel California said:
Perhaps you could have a script stopping you use it for PA and such. Lets be honest - no kind of fancy wrist watch is going to be able to hide a huge pile of steel that big ...

In Fallout 1 it was possible so I wouldn't freak with this kind of idea. Otherwise expansion will become too... different from original Fallout.
 
Actually the Stealth Boy is described as desabled in the game headers, but I relly think they actually meant that they didn't put any speciman in game...
It's included in the mapper and as far as graphics go it works... Even with full power armour on.
The fact that the character becomes semi-clear is a .FRM common ability and not something related to the Stealth Boy. No need for graphical modding if you put one in game.
See you.
 
killap said:
soooo, whats going oooooooon
Life.

I don't know if I mentioned it in this thread, but I am currently going through all the bugs that have been reported for the patch. The list is longer than I thought it would be and thus it is taking some time. I got a good chunk of free time coming up and I will use it to finish up things.

As for the expansion, it is sitting on my drive as I finish up the bugs in the patch. I have thought of one more thing to add to it before I release it with the new patch fixes. Again, this is something I should get done with my upcoming free time.

Let's shoot for an end of November release, perhaps?

:mrgreen: So killap, heh the end of november was 5 days ago, hows it going?
 
Shiozaki said:
killap said:
Let's shoot for an end of November release, perhaps?

:mrgreen: So killap, heh the end of november was 5 days ago, hows it going?


killap said:
Karmeck said:
So now then end of November slipt can we get a new date to hang on to?
Yes. Expect a Christmas/New Year (Jan 1st/2nd) release day. I am really going to shoot for this date and don't plan on deviating from it.
8-)
 
Killap, I'd say to leave blank the part with when it will be released. When i't done, it's a better answer. After all, you do voluntary work and you have a life. Good job with ironing the bugs in your patch.
 
Take a look at killap's signature, and you will know 'cause I don't know what you mean by "new version" - primo.

Secundo - this is thread on killap's expansion. Look at stickys to find thread on the patch.
 
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