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

I don't know if this is part of the RP or not, but every time I leave a town, every few seconds the game will cut to a random encounter, except nothing will be there. It's just a bunch of empty space, and all I can do is walk out of the area. It happens everywhere, and in addition, I'm not getting random encounters because of it. Seems like these empty encounters are taking the place of randoms, somehow.

Edit: Fixed with a fresh install of Fallout 2. Something was really wrong with my install, I think, because now I get the "Please Stand By" splash, and faster loading times. Perhaps I didn't do a humongous install.
 
On the oil rig, you can find a Pulse Rifle in a locker, and a Vindicator Minigun in an ammo crate. This change is minor, but I don't like it... I'm pretty sure the original devs did not intend these weapons to be found lying around for the taking. On the oil rig, previously the only way to get either weapon was to kill someone. Thus this new change makes the oil rig part a tiny bit easier.
 
ocelot said:
On the oil rig, you can find a Pulse Rifle in a locker, and a Vindicator Minigun in an ammo crate. This change is minor, but I don't like it... I'm pretty sure the original devs did not intend these weapons to be found lying around for the taking. On the oil rig, previously the only way to get either weapon was to kill someone. Thus this new change makes the oil rig part a tiny bit easier.
Point taken. Pixote placed many items on the maps while he was visually enhancing them. For 2.1 we're going back over all the maps to ensure changes like this are no longer present. Thanks for pointing this out.
 
At least the Vindicator could be found in some locker(s).
 
Lexx, you probably mean the Avenger Minigun in an ammo crate on the detention floor... unless I'm getting senile, the only Vindicator Miniguns on the oil rig in non-modded fallout2 were found on guards on the presidential floor and reactor floor.
 
Killap you said you are not looking for new critters... but how about bizarre plants?

screenshot32r.png


If not, I hope it might give you some ideas.
 
ocelot said:
Lexx, you probably mean the Avenger Minigun in an ammo crate on the detention floor... unless I'm getting senile, the only Vindicator Miniguns on the oil rig in non-modded fallout2 were found on guards on the presidential floor and reactor floor.

Opened up the mapper using an un-modded game, there is a Vindicator in an ammo crate on the Detention level along with an Avenger as well in the other crate.

Didn't find a Pulse Rifle though. Only a Laser and Plasma rifle with another Avenger on the first/entry level map.
 
ocelot said:
On the oil rig, you can find a Pulse Rifle in a locker, and a Vindicator Minigun in an ammo crate. This change is minor, but I don't like it... I'm pretty sure the original devs did not intend these weapons to be found lying around for the taking. On the oil rig, previously the only way to get either weapon was to kill someone. Thus this new change makes the oil rig part a tiny bit easier.

I have no recollection of placing any extra weapons, other than those on the Vertibird landing area (which I will go and delete now), on the Enclave maps. There are plenty of places in the Enclave to pick up weapons, whether in crates or lockers, without getting into a firefight (such as Pulse rifles, super sledge, rocket launchers, Gauss rifles, power armor, tons of ammo, etc). In general the only new items that were added to the maps were insignificant items placed in what were normally empty containers - fruit, small amounts of ammo, an occasional book, beer, and a stimpak here and there. I was critically aware of the game balance and wouldn’t place a Bozar in the first map you entered, and it was pointless to add items at the Enclave when there was so much already.
 
Ok, I guess I had just been stupid and missed the 2nd ammo crate on the detention floor.

But the map with the blast doors, one floor above Presidential Level. The westernmost room, with two guys in regular power armor, and lots of crates by the north wall. There's now a pulse rifle in one of the lockers in that room. A double-check confirmed that it wasn't there in the original. This is much like the too many herbs problem someone pointed out in Arroyo.
 
ocelot said:
There's now a pulse rifle in one of the lockers in that room. A double-check confirmed that it wasn't there in the original. This is much like the too many herbs problem someone pointed out in Arroyo.
Yeah…I reinstalled a clean copy of Fallout 2 and double checked, you were correct there, so it’s been deleted now, as well as the broc flowers, etc. :roll: When I found 2 Gauss rifles on the trap level I thought to myself did I do that, but realized that they are a part of the original weapons found at the Enclave. That place is overflowing with weapons and ammo, and it’s easy to forget what’s what. But thanks for the find. :wink:
 
As i already posted before regarding the "Peterson" quest ( previous page) the same counts for the orphanage quest in "The Den".
I would appreciate some additional lines for "Mom" after finishing the quest ...like the "Squatters" do in the "Residential area".
Maybe in combination with healing the "Jet "addicted to get rid of the drug dealers when the dude came with the antidote just as a new quest also driven by "Mom"...who knows...i am dreaming...
 
First of all thanks for the mod, it's great.
Now there is something that is bothering me about Vault City since i'v played for Fallout for the first time and maybe somebody could ad it to the mod. I always felt during my play-through in Vault city that there should be a possibility to stage a coup to remove Lynette and put the Councilor McClure or whats his name in charge of the city, i mean i think there was supposed to be an option like this. I mean if you speak with certain people, they give you some hints that they hate Lynette and wouldn't mind a swap, that would also make a good ending for Gekko more likely
 
I couldn´t sleep well this night because i had this idea turning around my head.
So i switch to my computer to write down this scripts.

So here it is...

If the player had convinced Sgt. Granite and his troop to help beating up Horrigan. there could be the following dialogue to replace the awful and senseless floating text.

A window would be much better

He comes up to the player the window opens and he says: " I think we should be leaving now".

The chosen one has the option to say. "This is probably a good idea".

For further improvement he has also the possibility to say; "See you at the cafe of broken dreams".

Then all survivors together are leaving the oil rig.

Just my two cents. :lol:

EDIT

By poking through this thread (first page) i found the following:
Quote:
After the game ends Sgt. Granite and his people lead the defence of navarro against the brotherhood or they get the option to join them, after you broker a deal?


Quote:
Sgt. Granite and his crew after the destruction of the Enclave? - After reaching the mainland, they headed north to Navarro (or the remains of Navarro, depending on how your PC left it)


Quote:
No one knows what happened to Navarro after the Enclave was destroyed. It's unlikely that the BOS seized it after the events in F2 because they didn't have a strong military presence up North at the end of F2. They would have been interested in taking it, however - although they would have suffered serious casualties
 
I posted this in the other Restoration mod thread, but I think I posted it in the wrong thread, so sorry my bad. But anyway....

Hey Killap... Ever thought about making an add on that would give the merchants in The Den and New Reno body guards and weaponry to defend themselves? Because Every time I go to The Den, my first order of business is to kill Smithy and the other merchant that, despite selling shotguns and hunting rifles he decides to just punch you if attacked.
Not to mention the gun merchant in New Reno who despite selling miniguns and RPG's he only attacks you with a pistol if you try to kill him. I have a feeling the dev's didin't intend for getting gear this easily. And I personally find it a little to easy.
Oh, and I also saw that you can gain citizenship from Lynette for destroying the power plant, rather than getting kicked out of Vault City. Is their a way you can make it so that party members can join you if your an evil character? Maybe even convince them to convert to your selfish ways...

And what about how the leader of the raiders always talks to you as if your a "good" character? Is their any way you can change it so that he's more welcoming to you if your an evil character? Maybe even offer a quest to you that involves launching raids at NCR or intercepting NCR patrols..... Just ideas. I'm sure the original developers intended for The leader of the vault 15 raiders to have something unique to say to the PC if you were evil.
 
I was surprised that cigarettes are not a common item, easily found in all of the major locations, and it would be nice to see every normal critter smoking on occasions…even the little kids. Hey Josan is it possible, or is it too much work. :wink:
 
.Pixote. said:
I was surprised that cigarettes are not a common item, easily found in all of the major locations, and it would be nice to see every normal critter smoking on occasions…even the little kids. Hey Josan is it possible, or is it too much work. :wink:

Sure it's possible. Quite easy in-fact, for dude-based critter models where you only have to replace the head.
Actually, as so many critters use the generic dude model which already has smoking animations, all that's required for them would be a little addition in their script. Plus i guess having smokes in their inventory.
Whacha think, Killap?
 
I thought of a special moment maybe after beating up "Horrigan" that "Cassidy comes up to ask for a smoke even "weed" if the chosen one had it in his inventory....
 
For children it is very easy. :) One of their idle animation is, where they are picking their nose, if I remember correct. So you just have to add some small white-colored pixel into their hands. :>
 
Josan12 said:
Actually, as so many critters use the generic dude model which already has smoking animations, all that's required for them would be a little addition in their script. Plus i guess having smokes in their inventory.
You're right, it should be pretty easy to do this.

Josan12 said:
Whacha think, Killap?
I'll consider it.
 
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