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

Vani said:
- 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
Actually, thanks for mentioning this. When I looked at the script, I found a bug. If you optimized the reactor the script would think the water was still radiated - it only checked for the reactor being repaired, not repaired AND optimized.
 
Hey, there's a slight bug with the Trigger Activated Dynamite. If you "use" it, it spawns another copy each time you click. Only the first one you drop will actually detonate though, the rest just disappear.
 
Darek said:
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.

I play my first game all according to this guide, to recall all the stuff :wink: I tried to speak with him at all circumstances - being hurt and without party, being unhurt without party, being hurt with unhurt party... the line just never showed up.

Darek said:
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?

I was most possible kind to both of them. Being polite to Mason hurt me inside :?

killap said:
Actually, thanks for mentioning this. When I looked at the script, I found a bug. If you optimized the reactor the script would think the water was still radiated - it only checked for the reactor being repaired, not repaired AND optimized.

Glad to help :D
If I may nitpick, Chris in Fallout Bible 9 mentioned that fire geckos not being skinned was a bug, but "there werent any special hides for them in any case" So if you want to stay true to only add what was intented by the devs... :wink:
Also what happened with their fire breath? I cleared toxic waste dump and tons of encouters and no one used this feared (early to midgame) weapon on me?

Bye
 
Vani said:
If I may nitpick, Chris in Fallout Bible 9 mentioned that fire geckos not being skinned was a bug, but "there werent any special hides for them in any case" So if you want to stay true to only add what was intented by the devs... :wink:
Also what happened with their fire breath? I cleared toxic waste dump and tons of encouters and no one used this feared (early to midgame) weapon on me?
Skinning fire geckos is already implemented. This was done in my unofficial patch way back in one of the first releases.
 
Vani said:
I play my first game all according to this guide, to recall all the stuff :wink: I tried to speak with him at all circumstances - being hurt and without party, being unhurt without party, being hurt with unhurt party... the line just never showed up.
Since you're following that guide I suppose you didn't forget to check the computer terminal in Vault City first? It is most definitely working for me. But then again so are the gecko's breathing fire and Mason giving me stuff. Since the guards in Broken Hill are named "error", maybe that's not the only thing that's gone wrong with your install.

cheers
 
The Savatore reward scales depending on Mason and Salvatore's respect for you.
Minimum reward is $50 and a Laser Pistol. You probably just didn't notice it, especially if you already had a loaded Laser Pistol.

@Killap.
Unrelated question. Did you use the Enviro Armor models from Fallout Tactics in the EPA?
 
Minigun Jim said:
@Killap.
Unrelated question. Did you use the Enviro Armor models from Fallout Tactics in the EPA?
Yes, they are from Tactics. Wild_qwerty converted them and since the EPA docs said there was Environmental Armor, I went ahead and used them.
 
Josan12 said:
On a seperate note: when you get a 'two groups fighting
each other' random encounter, is it possible to make
the survivors pick up all the loot and leave?

I've had games
where i've worked hard to get some cash together, then
suddenly you encounter a big fight and hey presto, you're
stinking rich without lifting a finger. With a good outdoorsman
this can be exploited big time....
 
Vikki (of the Hubologists) says she likes Dave Handy, but "can't do anything while Juan is around". You could add a way to hook them up, or at least some new dialogue, if you kill Juan without turning the Hubologists hostile.
 
@Glovz
I know enemies will pick up "dropped" weapons, including even thrown weapons that hit them. However I've never seen enemies looting bodies.

I'd suggest a simpler way of reducing some of these. Set the merchant's AI to "abject coward". Currently they will charge in with their club then get shot in the back by their own guards. If they could be set to always run away even if unhurt, or "snipe the enemy" then they'd not be the easy target and the guards would actually do their job of protecting him.

@Killap
Thanks! Thought I recognised the images from somewhere.
 
I'd like NPCs to change their appearance when they change their armor; it's quite funny to give Sulik the Power Armor and still see him half-naked in the game...

I'd like to have Grave Digger influence a few things in the game (maybe a few conversation lines?).

I'd like character age to have a little more influence on the game (again, probably in conversation).

Some weapons in FA2 - such as the FN-FAL, Tommygun, G11 and so on - use very, very rare ammo, making them almost useless. I'd like their ammo to be more common, making them viable choices.

EDIT:
I'd like the Expert Excrement Expeditor perk to have influence on a few conversations - it could be quite funny, especially if you'll visit Modoc (with the exploded toilet and crap smeared on everything) with this perk :)

I'd like to get a better ending for Gecko (rather than a VC invasion) after optimizing the plant.

I'd like to have something useful to do (even a better conversation) with the BoS outpost in The Den.
 
Golan2072 said:
I'd like NPCs to change their appearance when they change their armor; it's quite funny to give Sulik the Power Armor and still see him half-naked in the game...
It's being taken care of here, unfortunately it's a lot of work, so all npc's are not getting fixed now, but hopefully will at a later stage.

Golan2072 said:
I'd like to get a better ending for Gecko (rather than a VC invasion) after optimizing the plant.
And now you can, you just need to figure out how to.

cheers
 
Golan2072 said:
I'd like NPCs to change their appearance when they change their armor
That's already an option. Install the B-Team Mod from the Restoration Pack installer. However, the B-team mod is far from perfect. It lets any NPC use any weapon, screwing with the balance, and it replaces the NPC skins with generic armoured guys

Changing conversation lines is a fair bit of work, as the conversations and outcomes would need re-scripting. And it's not what was left out of FO2. This mod's for stuff that was left out, bugged or kind of stupid (i.e. exploits)

Golan2072 said:
Some weapons in FA2 - such as the FN-FAL, Tommygun, G11 and so on - use very, very rare ammo, making them almost useless. I'd like their ammo to be more common, making them viable choices.
The Tommygun has plenty of ammo. Just kill a few raiders outside NR or wipe out/steal from the casino goons. Besides, the Grease Gun is better for .45. The G11 is a hi tech gun using rare ammo. It should not be common. There's stashes in some bases and you can buy ammo in SF. The FAL is short on ammo, yeah. You can buy it cheap at Gecko though, get it off some shops, or kill the Raiders in the base. If you want weapons fixes, install Fallout Weapons Redone too. Magnus made 7.62mm come in clips of 30, which helps.

Golan2072 said:
I'd like to get a better ending for Gecko (rather than a VC invasion) after optimizing the plant.
That's bugged, the endings got switched so the good ending is NOT to optimise. EDIT: guy above says it's fixed.

Golan2072 said:
I'd like to have something useful to do (even a better conversation) with the BoS outpost in The Den.
The conversation is just foreshadowing for the BoS, but a set of Brotherhood Armor or something in the base might be nice.It is strangely empty.
 
I always thought it odd that you could tag Big Guns at the beginning of the game but wouldn't get one until much later. Then I saw in the Revised Temple Trials mod that there was the broken Barrett M82 of the Vault Dweller. It'd be pretty useful if it could start out as an inaccurate single-shot big gun that could slowly be repaired back to normal.
 
Hmm, where's that?
The Survivor Mod gives you a BB shooter, but i hadn't seen that other mod.

Anyway, Big Guns and Energy Weapons are the secondary combat skills. the guns are more expensive, turn up later (New Reno or later), are in shorter supply and are more powerful. The primary combat skills are Small Guns, Melee Weapons and Unarmed, where the weapons are in common use. It wouldn't make sense for the Klamath trappers to all be packing machineguns. :P

If you want repairable weapons, wait for FO3 or Afterfall :)
 
That was inside the Arroyo-Klamath mod, which became the New Vision mod. So, either that is the mod being used, or the Megamod. But, for role playing purposes, I don't think Tag! always means you start out really good at something. It just means you have a natural, above-average talent to learn something.
 
@Stevex
Just experiment with what 'Tag' does when you create your own character. I think it boosts your initial skills there by ?%, then takes only 1 skill point to make 2, or something like that, until you reach 100 in that skill.

That broken Barrett is in MIB88 Megamod, NOT Restoration Project.
 
So, no one thinks it would be fun or useful to have a weak big gun near the beginning of the game?
 
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