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

Dravean said:
That sounds like a reasonable solution to me. Just make sure all the dialogue is altered accordingly.
Yep!

@lucas.
That was in the original game...but yeah it is pretty annoying/funny. :P
 
killap said:
Well, I only fixed a bug with Lynette and granting citizenship, I didn't add anything. If you blow up the plant and directly tell her this, she will freak out and tell you to leave. However, if you blow up the plant and basically tell her you "took care" of the situation, then she will be happy and grant you citizenship. Perhaps she assumes you killed ghouls, etc.

Frankly, IMHO, she knows that VC needs Gecko's power, hence control of Gecko's power plant. It would be doubtful to me though, that any VC citizen would ever want to actually set foot into an irradiated nuclear hot spot. They would likely have the attitude of "just give me the power and spare me the details." In this regard, I suspect that they would rather have someone local in charge that they can exert pressure on, or control. This would be in line with the Reno - Redding type politics, where Reno hooked the miners on jet to ensure Redding's cooperation. Maybe VC can do something similar with Radaway supplies or something as VC is a main source of medicinal production in the wastes, and ghouls are, well... ghouls. At any rate, I would imagine that they (VC) would want Gecko to remain fully functional, yet subservient, and reliant on VC.

I'm sure that somebody's already asked this, but after reading the descriptions of MIB88's megamod, I would love to be able to have the option to include some of the game play offered (esp the other vaults), even though it is not true to the original FO2 design specs.

Would it be possible to find a way to user install just those sections, like modules, or would that screw the whole game?
 
Regarding EPA NPCs:

I just went to the EPA after winning the game and using the Fallout2 cheat book from Father Tully so I have 300 in all skills. I tried extracting 5 times in a row and got Dex each time. I thought this was supposed to be random if the test skills were all equal.

A suggestion. If one has not used the ESRI yet, one ought to be able to retrieve a subject have them implode and then use the ESRI to successfully retrieve a second subject.
 
Is there a way to truly go over to the dark side, and work for the Enclave? That is, can a character ever contact the Enclave and work as a free agent in helping them subjugate town and town?

Talk about Negative Karma, LOL...
 
ralphrepo said:
Is there a way to truly go over to the dark side, and work for the Enclave? That is, can a character ever contact the Enclave and work as a free agent in helping them subjugate town and town?

Talk about Negative Karma, LOL...

No.

The closest thing you can do is wearing power armor and going alone into Enclave bases.


But that's just make-believe and it works much better in FO3...
 
Game crash after entering in Primitive Tribe village

I have the same error like this one when you enter in Primitive Tribe village whit windows 95 or 98. I'm using windows xp and I think you you must fix it to work whit xp too, because almost everyone is working whit xp or vista in this days. :)

The thing is simple... just enter in the village and there is the window message error.Try to escort Sulik's sister and you will be badly supprised.
 
Am I the only one here who thinks that it's to easy to kill the merchants in the Den and New Reno? Do you guys really think the original developers intended for it to be so easy to get better gear in Fallout 2? And don't you guys think it would be so much more logical for the merchants, who usually sell enough arms to create their own small militia, to have at least a few body guards that are armed?

And why is it that in New Reno, the arms merchant, despite the fact that he sells mini-guns and RPG's, only pulls out a pistol every time you attack him? Does anyone else here find that retarded and illogical?
 
BarbadosSlim said:
Am I the only one here who thinks that it's to easy to kill the merchants in the Den and New Reno?
Yeah, I always felt that way too. I get my first arsenal in the Den by killing all the merchants.

BarbadosSlim said:
And why is it that in New Reno, the arms merchant, despite the fact that he sells mini-guns and RPG's, only pulls out a pistol every time you attack him? Does anyone else here find that retarded and illogical?
The problem has to do with weapon animations available to the merchants. They don't have big weapon animations (and probably not rifle animations), so they are forced to use pistols.
 
Even when they have guards, there are still problems. That vendor with Power Armor in SF is easily dispatched with dynamite, and the guards aren't set to protect his tables, just his person (and even that ineffectively)

On a totally useless aside, I like what Eldridge says to his dogs when they bark ^^
"Creatures of the night... Shut up!"
 
So Killap, is there any way (If you have the time) to add some guards to protect the gun mercahnts in the Den and New Reno? That way even if I do manage to kill them, it'll be a challenge hard fought at the very least.

And I would blow up the gun merchant in San Fran if the game wouldin't crash on me every time I assasinate someone with dynamite. :( :( :(
 
Can it be scripted so that the mines in Redding re-spawn the Wanamingos if the white Queen remains alive. There is a colony of eggs there, and because if the queen is still alive the critters should be able to breed and repopulate the location…maybe this can occur over a period of months rather than days/weeks…so the only way of completely clearing the mines is to remove the queen and then her offspring.
WanamingoQueen.gif
 
.Pixote. said:
Can it be scripted so that the mines in Redding re-spawn the Wanamingos if the white Queen remains alive. There is a colony of eggs there, and because if the queen is still alive the critters should be able to breed and repopulate the location…maybe this can occur over a period of months rather than days/weeks…so the only way of completely clearing the mines is to remove the queen and then her offspring.

This behaviour definitely can be scripted, but doesn't it contradict what the Fallout Bible says about the wanamingos? AFAIK, there will be no more alien offspring, and the eggs found in Redding were supposed to be the last batch of eggs. Maybe someone with more ready access to the Fallout Bible can confirm/deny this.

-- The Haen.
 
Ok - sorry if I’ve broken Fallout cannon…just ignore my comment above…but on the other hand if the Queen still lives she can still lay eggs – interesting that. :look:
 
It would be nice to have your car travel with you when you go on caravan runs. Its annoying when i do a Redding run from NCR and have to walk back to get my car.

As well, i posted on the F2RP technical that when you attempt to fulfill your duties as a Ranger in Vault City, you get negative karma. I am sure this is a moral bug. The bug aside, I think it should be possible to pull a "501st" and perform a radical destabilization of Vault City's government (by exiling/killing pro-slavers).

We could quietly turn guards who do not condone slavery to the Ranger's side in the inevitable conflict to come. When the day to remove the Pro-slavery persons comes, we could confront Lynette with our "friends" (should we have enough support) and exile her for condoning slavery. Or we could have an all out war break out between the pro and anti-slavery factions.

Depending on how we handle the situation, we could install Mclure as First Citizen, an NCR representative, or a high ranking Ranger.
 
BarbadosSlim said:
Am I the only one here who thinks that it's to easy to kill the merchants in the Den and New Reno? Do you guys really think the original developers intended for it to be so easy to get better gear in Fallout 2? And don't you guys think it would be so much more logical for the merchants, who usually sell enough arms to create their own small militia, to have at least a few body guards that are armed?

Yes, i agree absolutely. I've always thought it ridiculous that Flick and Tubby in the Den don't use the arsenal of great weapons they have when the player attacks. Lame-o.

But i already suggested this change to Killap and he doesn't like it as it's not restoring the original intent of the Devs (which is true)
It could equally be argued it was a mistake as much as fully intentional .... :shrug:

I will adress this in my RP 2.1 Survival mod
 
Well, they may sell the weaponry, but can also handle it? Selling the gatling is one thing, but firing the gatling is another thing. :)
(yes, i know - it's due to missing of proper animations)
 
One problem I can foresee is that if you beef up their weaponry - (let’s say a 14mm pistol), and you happen to somehow kill them, then all of the sudden you have a weapon that is way too powerful for that stage in the game, but a 10mm submachine gun or desert Eagle should be powerful enough, and is within the range weapons they regularly trade anyway. Alternatively you could give them a couple of scummy body guards with simple weapons – 10mm pistols for instance to watch their backs. :wink:
 
.Pixote. said:
if you beef up their weaponry - (let’s say a 14mm pistol), and you happen to somehow kill them, then all of the sudden you have a weapon that is way too powerful for that stage in the game

No no - no-one's suggestion beefing up their weaponry - simply having them use the weaponry they already have. Like the Vault 15 thugs who have grenades but aren't enabled to use them.
 
.Pixote. said:
One problem I can foresee is that if you beef up their weaponry - (let’s say a 14mm pistol), and you happen to somehow kill them, then all of the sudden you have a weapon that is way too powerful for that stage in the game, but a 10mm submachine gun or desert Eagle should be powerful enough, and is within the range weapons they regularly trade anyway. Alternatively you could give them a couple of scummy body guards with simple weapons – 10mm pistols for instance to watch their backs. :wink:

I agree completely on giving them scummy bodyguards. The merchants in The Den could have a few guys in leather jackets armed with hunting rifles and shotguns, while the New Reno arms merchant could have body guards in combat armor or at least metal armor (Seeing as how he sells miniguns and bazookas, I don't think combat armor would be too out of the way).

And I think at least one or two of the New Reno crime families should be a little pissed at you for killing their arms merchant who was most likely under their protection.
 
Back
Top