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

Also, if you want to have Kaga change suit, the more realistic idea would simply be leaving the final battleground after crippling or KOing him. So even now there's an alternative to killing him, but you need to have the ingame skill to do it.
 
The underground area of Gecko follows the day-night cycle for no apparent reason. Could that be changed to a more stable lighting?
 
I have always been in love with super sledge but the knockback can be silly sometimes...

like one smack can push a guy way out into an exit grid or whatever, could there be a way to limit the knockback to a few tiles?

Also, it's so slooooooooow...

Yes I am hyperactive, but at least I can go "tugboat choo choo put put put put put put" to pass the time :)
 
mechanon said:
I have always been in love with super sledge but the knockback can be silly sometimes...

I agree. I think its rather ridiculous watching the guy you just splatted slip-slide across the screen. It got me thinking that it might be possible
to change the animation sequence of the character being hit so they
fly backwards half the distance, hit the ground and then slide the rest
of the distance. If possible also reduce the the distance to soemething more reasonable.
 
Add dialogue option to expose Matt as the Mainframe saboteur to Gruthar. The dialog you get from Gruthar if you kill Matt after he confesses or promise to 'help' him get a way but let Gruthar and the other guard deathclaw kill him felt weird and out of place. It also kept repeating when you went out and came back in or saved and loaded. Also some of the dialogs of some of the humans got reset at that point (at least the doctor and the guard from V15). (so there might be bug or broken quest there)

After player exposes Matt he should either be confined to his quarters with DC on guard at front or be finally killed for endangering the pack (twice!) and other inhabitants of the vault.
 
Tully

Fallout Bible 6: In the original documentation, Tully was supposed to be from the Abbey, but they drove him out after he accidentally set fire to one of their libraries.

I think this could be mentioned in the Abbey by someone

I LOVE KILLAP
 
Re: Tully

isfet said:
Fallout Bible 6: In the original documentation, Tully was supposed to be from the Abbey, but they drove him out after he accidentally set fire to one of their libraries.

I think this could be mentioned in the Abbey by someone

I LOVE KILLAP

You do know that Father Tully himself mentions it, right?

Anyway, just finished the game using Restoration mod for the first time, loved the extra endings that weren't there before. I completely forgot about Kaga!

It was just beautiful, Killap.... well... MOSTLY.

I'll still never get to know what's in the EPA :sigh:
 
Re: Tully

Chucky said:
isfet said:
Fallout Bible 6: In the original documentation, Tully was supposed to be from the Abbey, but they drove him out after he accidentally set fire to one of their libraries.

I think this could be mentioned in the Abbey by someone

I LOVE KILLAP

You do know that Father Tully himself mentions it, right?

He does? Must have missed it. Sorry :oops:
 
YArr.. then you are given quest to inform Brother somethingarather about Father Tully's Whereabouts, and Father Tully also gives you quest to bring back some Abbey wine
 
Chucky said:
YArr.. then you are given quest to inform Brother somethingarather about Father Tully's Whereabouts, and Father Tully also gives you quest to bring back some Abbey wine
Yup... just didn't catch anything about the fire. My bad

Regardin Temple of Trials:
AGA said:
Ideal solution would be to add a dialog line to the guard where you say something like 'I've done this a thousand times so let me get over it already!' :P and start the after temple movie.
.

I love the idea!It's like skip tutorial. Wonder why the developers didn't come up with it. I mean the temple really gets annoying after 100th run thru...
 
I would appreciate it if some of the people at Sulik's tribe could not automagically spot your pickpocketing attempts.
 
Amazing expansion Killap, this mod made me come back and play Fallout 2 again for countless hours when i discovered it just a week and a half ago.


Anyways
Im not sure if this has already been answered somewhere else, but was the Bozar ever meant to be a heavy sniper rifle like the Barret .50 cal? It just seems kind of odd that the description talks of it as "The ultimate refinement of the sniper's art". I know some heavy machine guns can have accuracy(if properly set up) that rivals most sniper rifles but im unsure. The gun also has the firing sound of a rifle in I think the version of the FO2 im playing(using your mod), and has a pretty small magazine size to be very practical as a machine gun it seems to me.

The gun also somewhat resembles the Barret .50 cal.
m-82_020614_06.jpg


I havent read the Fallout bible or really researched anything about the development of Fallout 2 so I myself have no idea. I love the Bozar as it is, but I cant help but wonder if it was meant to be something else.

Perhaps if it was meant to be a sniper rifle have a separate version of the gun in the same areas you could find the normal Bozar?

If you havent already, it might be a good idea to look into this if its not too much work. I'd appreciate it with you would.

Again im sorry if this was already addressed before, I've been lazy and also havent always had much time to do research the old Fallout 2 myself.

EDIT: Baugh, shortly after posting I found someone had already suggested this:
Oh, and please remove the spray and add a single-shot capability to Bozar (spelling?) rifle, as it's indicated to be a sniper rifle. not a restoration bug, but it's always been there and nagging

Sorry.
 
Copied and pasted from another thread that I posted in...

"Yeah, the masters in San Fran really should of taught you some kind of exotic fighting moves.

There are other types of kicks and punches you can use as your unarmed skill goes up, piercing punch or something I think it's called... One of the kicks, aimed, is something like 9 AP.

An extremely lethal HTH move would be worth that, as opposed to the garbage "special" kicks and punches you do get.

Fist of the North Star exploding pressure point attack or something. Would of fit nicely into the Fallout universe, anyway.

Shit, someone should make a FONS mod where your attacks can cause people to explode.

All the animations are already there..."

Basically, making unarmed useful and viable without resorting to power fists and the like.
 
(Sorry for poor english)

I played twice after the mod and oneday I recall of the cutscene after main character complete the tribal test. A puzzle come out.

Do elder have many vault suit or Elder do something like below?

------------------------------------------------------------------

kaga complete the tribal test, then he should have vault suit like our character. The elder say he is too corrupt. blah blah blah

*Kaga : No way! I will not go to the waste*
*Elder : Undress the suit now*
*Kaga : You can't. You !@^&$ old ^&@&. I will keep it until dead*
*Elder : You B E T R A Y E R!*
*Elder : (Shout out loudly) Take off what he have, kick him (which undressed)out of village. Never come back!*
*Kaga : I will be back! argh......*
 
Killap- love the mod. Its been hugely time consuming and is making it difficult for me to do anything else.

But if I were to make some suggestions-

One of the problems for Fallout 2, for me, was that there just seems to be an excess of everything. Guns especially, money, etc. One finds themselves with way too much financial surplus. I think reducing the number of items, number of guns, number of encounters with guns, or keeping the guns somewhat reasonable , would help.

- Did you get rid of the "Too Many Items" Black box bug of death?

- Time- keep making time an issue so that players have to make critical choices about what they do with their time. You can keep the time span long, but more of the quests should require time issues.

Overall- love this.
 
welsh said:
- Did you get rid of the "Too Many Items" Black box bug of death?

I encountered it after/while clearing out Sierra Army Depot so it's not fixed :( and somehow doupt Killap can do much about it as it's most likely engine limitation issue. Maybe Timeslip has better luck with it with Sfall but then again someone would have to track the cultrip down in fallout2.exe... any volunteers? :mrgreen:

Fortunately it can circuvented by not saving when the problem surfaces and not going to pibboy status screen too often (and quiting application and restating if you do).
 
Damn. I hate the dreaded black box of death bug.

I have been trying to utilize store houses of stuff around the wasteland- hiding items in houses, etc. To be honest, I have more crap to sell than the shops have money.

Which I suspect is one of the big imbalances of Fallout. That and, "where did all these people come from in the post-apoc?"
 
I've been thinking. After you kill Bishop, his daugter says that she knows it was you and she'll get you or something like that. I think it'd be cool to have some special encounter with her vendeta, like Morton Brothers. What do you think?
 
welsh said:
But if I were to make some suggestions-

One of the problems for Fallout 2, for me, was that there just seems to be an excess of everything. Guns especially, money, etc. One finds themselves with way too much financial surplus. I think reducing the number of items, number of guns, number of encounters with guns, or keeping the guns somewhat reasonable , would help.

- Time- keep making time an issue so that players have to make critical choices about what they do with their time. You can keep the time span long, but more of the quests should require time issues.

I agree with these two points. Especially, the
first one has been raised time and time again.
Its seems clear that while the FO2 devs made a truly
awesome gaming experience, they were unable
to balance the game's economy. I think most
people would agree that in a post-apocalytic
wasteland you would be scavenging and
scraping for equipment and ammo - rather
than swimming in it as is currently the way
the game is set.

This would not fit with the resoration theme,
but i would enthusiasticly support a mod
that carefully balances the game economy.
 
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