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

One thought on the "too many items" bugs as it's known by the old timers:

1- Change all shop scripts to reset their inventory after a certain amount of time.
PRO - cleans up number of items on a map
CON - quest items may become lost

This has been discussed before and it would be a considerable amount of work to have a shop clean-up script that made sure not to lose quest items.

Another thought towards "tweaking" the in game economy:

1- Revamp money by artificially limiting what the player and trunk can carry and not allow npc's to carry any and/or limit the amount of money in the entire game world.
PRO - might make things a bit more challenging
CON - many players would be upset, and people would most likely just create their own stashes on every map

EDIT:
What might work to fix both is a clean-up script that not only made sure not to wipe quest items but also check a world money limit and adjust accordingly. This way if the player wanted to be a money hoarder then you could envision a consequence of the rest of the world sufferring for it (barter system can only go so far).
 
Actually my shop cleanup code already checks for game critical items (GECK, navcom parts), all keys used in the game, and I believe most, if not all, quest items. Everything else is wiped clean.

My hope is that this delays the bug from occurring. Not sure if this is the case though.
 
Is the "to many items bug" and the skilldex button going black the same thing? Cause the skilldex button seems to break when you get 23 entries (towns + holodisks) in the main Pip-Boy status screen. 22 entries is fine, but load up one more holodisk or get one more town added, the button goes black.

So, would it be possible to put all the Data entries (holodisks) in a sub folder? I think that might fix it.


cheers
 
Darek said:
Is the "to many items bug" and the skilldex button going black the same thing? Cause the skilldex button seems to break when you get 23 entries (towns + holodisks) in the main Pip-Boy status screen. 22 entries is fine, but load up one more holodisk or get one more town added, the button goes black.

So, would it be possible to put all the Data entries (holodisks) in a sub folder? I think that might fix it.


cheers
I don't think anyone is really sure, but the black silldex issue seems to occur right before the "too many items bug" hits and save games start corrupting. Putting entries in "subfolders" is something I don't think is possible.
 
killap said:
I don't think anyone is really sure, but the black silldex issue seems to occur right before the "too many items bug" hits and save games start corrupting.
So the two might have nothing to do with each other then. I get the black box every game I play and I've never gotten the "items bug"

I've done some more testing and I'm positive it's 23 entries breaking the skildex button. I removed quests.txt and loaded up a "broken" save game. There were now less than 23 status + data entries, and the skilldex button worked again.

killap said:
Putting entries in "subfolders" is something I don't think is possible.
When you push one of the towns, you get a list of quest entries, is it possible to make that text "clickable"?

Also, when you read one of the data entries, and there is more than one page, isn't that kind of a subfolder?

If it doesn't work with subfolders, then is it possible to remove data entries automatically after you have read them?

If nothing is doable in-game, is it possible to make a patch that removes the entries from your save-game after the bug hits?

Or is the only way to somehow remove holodisk.txt from master.dat? Any idea what program to use for that?

cheers

Edit: If it's possible to add pages to the same DATA entry after it's already been logged, it would be enough with only ONE data entry, and then just have every holodisk as pages inside that. Navigating with "more" and "back" buttons to get to the different holodisks. It's crude but I think it would work.
 
Glovz said:
Another thought towards "tweaking" the in game economy:

1- Revamp money by artificially limiting what the player and trunk can carry and not allow npc's to carry any and/or limit the amount of money in the entire game world.
PRO - might make things a bit more challenging
CON - many players would be upset, and people would most likely just create their own stashes on every map


I like this idea. Its a simple, though rather crude way to balance the game economy and make it more challenging. Limiting the Hero & NPC's & trunk carry weight to almost nothing would mean that amassing a massive gun/money collection would at least be alot of tedious fetch and carry work for the payoff. Besides, i always thought it was slightly absurd the way you can carry enough guns for a small army just on your own with ST 5.

But its true - many players would be upset. Maybe it could be an
option on the preferences screen?
 
Killap, did you add the ability for the robots in SAD to repair themself and destroyed robots replaced with new ones?

There is already a code for this (just uncomment the lines). I tested this once and the robots going back to repair station and fix themself feature worked mostly, but new robots replace destroyed ones feature didn't seem to work.
 
@ killap

Would you consider editing(shorten) 3 lines in quest.msg for New Reno Quests? Like "Kill Westin" instead of "Assassinate Westin", and remove "taking place" in "Help guard a secret transaction taking place in the desert.", so the quest list for New Reno don't get messed up in the pipboy.


About the black skilldex bug and pipboy status entries...

From Military Base Outside Holodisk script:

Code:
procedure use_p_proc
begin
	if (global_var(220) != 1) then begin
		set_global_var(220, 1);
		display_msg(message_str(151, 102));
	end
	else begin
		display_msg(message_str(151, 101));
	end
end
set_global_var(220, 1); is what puts the data in the pipboy, right? Is there a command to "un-set" set_global_var?
If so, could it be used to remove an entry when a holodisk is used again?
Also a possibility to have an option in a computer terminal to remove entries from the pipboy.

cheers
 
Here's another suggestion: according
to The Vault, glowing one ghouls
emit radiation and can be harmfull to
humans.

Would it be fairly simple to add a
radiation radius into the glowing
one's script - say about 10 feet?
 
I have an idea for the Sierra Army Depot.

It might be nice to be able to get the motivator you need to "repair" the brainbot for Skynet without having to fight an entire level worth of guard bots.

Specifically, I'm thinking two things could potentially be done:

1) If you have a high enough repair skill, you can actually disable a robot, and they won't come after you if you attack another robot on the level. Ideally, using repair to disable a brain bot should allow you to take the motivator you need from it, without entering combat.

2) An unused motivator could be placed somewhere within SAD. Perhaps in robot maintenance.
 
Josan12 said:
Glovz said:
Another thought towards "tweaking" the in game economy:

1- Revamp money by artificially limiting what the player and trunk can carry and not allow npc's to carry any and/or limit the amount of money in the entire game world.
PRO - might make things a bit more challenging
CON - many players would be upset, and people would most likely just create their own stashes on every map


I like this idea. Its a simple, though rather crude way to balance the game economy and make it more challenging. Limiting the Hero & NPC's & trunk carry weight to almost nothing would mean that amassing a massive gun/money collection would at least be alot of tedious fetch and carry work for the payoff. Besides, i always thought it was slightly absurd the way you can carry enough guns for a small army just on your own with ST 5.

But its true - many players would be upset. Maybe it could be an
option on the preferences screen?

In this vein...

There's a mod called Mac The Knife's deep gameplay mod, and I've always thought of it as one of the very best Fallout mods out there, period.

The currency and bartering system in Fallout I and II is broken, honestly. It gives you nothing to really weigh in mentally or consider. Nothings worth what it should and would be in a post apocalyptic world.

Even items like the keycards were worth holding onto and selling because of the raw materials they consist of and what someone could do with them. It's not like the Wasteland didn't have any number of ingenious people already in it. The mechanic in The Den or the man clothed in rags who can upgrade your car in the NCR?

He took care of that extremely well and made the entire gameworld more believable in one fell swoop. I think it should be integrated into this and or the megamod, at one time or another.
 
90% of the melee weapons become useless extremely quickly in both Fallout games as well.

If video games have taught me anything it's that items like crowbars are awesome. Half Life, anyone? :D

Yet the only viable melee route in either Fallout game is the fantastical weapons like the Mega Power Fist.

Smashing someone in the face with a crowbar or sledge hammer should do more damage than it does, really.
 
I also noticed that within the pip boy, the "bell" rest button blanks out.. however I cannot replicate the circumstance, I did however JUST delete excess game files from slots- so that could be something....

Normally it happened when I viewed one of the data from holodisc, I believe from SAD... now it won't black out when I want it to ><

The skilldex, so far, has not caused any corruption with my game.. its gone blank out many times, normally I just restart the game and keep playing, or just use the Number keys since.. well.. hell I play enough to remember the most used.



as for the brainbot.. uh.. Floor 1 is really simple to beat for motivators, and well.. you'll have more then you'll ever need cleaning it out, plus good EXP, and doesn't effect the lower floors.. no big deal.


Level 25 now... Only a couple of "confusing" situations have happened... some in EPA.


EPA problem:
First off I cannot- for the life of me- determine the use of some of the rooms.. theres no loot inside, no quests need in... etc etc.... its just a big waste of space... needs work.

Secondly I cannot get Idolized in it, in fact I can't get past Neutral, doing the quests provided.

Thirdly.... after doing quests for the doc, he offers a Enhancer (which you HAVE to take) that supposedly from text increases your PE and AG by 1 point each.... I would like to know the variable on this as I received no bonus at all. Possibly bug where no bonus is added, possibly never fully developed, however the"temporary" effect thought was ruled out. No time passed from text to hitting "C" to check my stats lol.
****EDIT****
after re-creation and quick running to New Reno/Stable/EPA I did some testing, it seems it only gives AG +1 even though the text hints with "more alert" and "agile" Simply a mis-read/hopes up situation. Put it on the bottom of the list to re-word it if you want - or just make sure guides read "+1 AG from EPA enhancement" lol... whatevers... done for the night.. tired.

So I was starting to think that maybe you have to have between X and Y stats to get it, and I simply had over the stat requirement....

I believe I have done everything there is to do in the EPA.. yet it still feels "unfinished" and still Neutral on the charts...
 
Russell - we love Fallout 1&2 not because it is extremly realistic, but because there are very unnatural, sarcastic world.

It would be very bad idea trying to destroy all it`s magic and constuct something, where man in rags can`t do anything with the car upgrade or robe of bridgekeeper protect better than metal armor.

We love this game because of everything could be differ, than it seems at the first sight. Please, do not bring real world into fantasy game :)
 
A space resriction for the player/NPc would be interesting, but mucking with the car would be out. A restriction should make the care *more* vital as transport. Again assuming ingenuity, strapping boxes to every available surface, gun rack on the roof, use a Plasma Grenade as a gearstick knob, inflate the tires with Flamethower Fuel.... :P
 
Hi, this is my first time here so please be nice if I misplaced this comment, I haven't seen bugs forum. Long time ago I was big Fallout player and destiny wanted it, that recently I found by coincidence this wonderful mod - heck, I even didn't know there was some modding around or that FO modding is possible!
So here are few bugs/suggestions that occurred during play:

- you promised verbird assault, but after pissing the enclave head in Gecko nobody came :cry:

- when making Vault city-Gecko quests, after optimalising power plant, I came to Brain and get dialogue like: "now recall your attack on VC guards, I made my part of the deal" and in VC with senator McClure (sp?-the good guy): "the attacks have stopped" and I had no idea what I was talking about. Later I found (from the forums) it had something to do with Vault Village, which my character knew nothing about (didn't have it on map). Later, after completing the NCR scouting quest Sark didn't gave me the quest so I will never found out new location. Please do 'something' so quest couldn't be completed without knowledge of situation

- after repairing Gecko power plant, if you drink from the well in VC Courtyard you still get the message "water unusually warm" and get irradiated. My faint memory tells me that the well should have "refreshing" water instead

- Pretty Boy LLoyd in New Reno is in his basement even before you get the quest to get him. Again my memory tells me he only appeared after.

- the Captain in SF speaks to me ("thanks for helping...")even when I didn't do anything to help his people and earn his respect

- after Arryo has been abducted, I returned to Canyon in Klamath and the robot has respawn (the key card did not)

- I cant get battle implants (dialogue line) from the doctor in Redding, even when it was possible earlier (but I had no combat armour)

- when giving botany holodisc to brother in Abbey, he tells me to upload it, my the second answer is just "error"

- also lot of caravan guards in Broken Hills are named "Error" :)

- when I become Made man of Salvatore and talk to Mason, the dialogue line says he: "[hands you a lot of stuff]" - he gives me nothing. Change the line or make him give me lot of stuff.

This is all from me, keep the good work killap :clap:
 
Vani said:
- you promised verbird assault, but after pissing the enclave head in Gecko nobody came :cry:
They usually show up sometime shortly after you leave gecko (random encounter style), but not always. Once I got them two times in same game.

Vani said:
- I cant get battle implants (dialogue line) from the doctor in Redding, even when it was possible earlier (but I had no combat armour)
From Per's Guide:
If anyone in your party is hurt or you are radiated, the opening dialogue will look a little different and you won't get the option to ask about implants, so you'll have to let him treat you or treat yourself first.

Vani said:
- also lot of caravan guards in Broken Hills are named "Error" :)
It sounds like something got screwed up during install. Try a reinstall, it worked for a friend of mine (with the exact same problem).

Vani said:
- when I become Made man of Salvatore and talk to Mason, the dialogue line says he: "[hands you a lot of stuff]" - he gives me nothing. Change the line or make him give me lot of stuff.
I can't remember what you get but you get different things (or amount of things) depending on if Salvatore or Mason, or both of them likes you. Maybe you don't get anything if none of them likes you?

cheers
 
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