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

Discussion in 'Fallout General Modding' started by killap, Mar 22, 2006.

  1. Unkillable Cat

    Unkillable Cat Mildly Dipped

    562
    Jan 5, 2004
    Balthas is actually the first one that sprang to my mind, but he is too minor a character to deserve a talking head.

    The list of people in Modoc worthy of a TH is pretty short.

    # Jo
    # Miria
    # Davin
    # Bess (!)
     
  2. Glovz

    Glovz Vault Dweller
    Modder

    735
    Sep 16, 2005
    What about using 'Rake' for Vegeir the leader of the Slags at the Ghost Farm, the goggles would make sense given his eyes may be sensitive to light.

    *adding my two cents to the pile*
     
  3. Radar E 33

    Radar E 33 First time out of the vault

    45
    May 27, 2010
    There is should be a way to free the servants in Vault City. There are no control panels or computers that can be interfaced with to shut the forcefield's off.

    As well, trying to free the slaves in Vault City leads to everyone in the city going hostile. Perhaps there could be some programming tweaks to some of the servants A.I. (some will fight, some will fight along side with you).

    There is a distinct lack of money in the game. If possible, can it be reworked that vendors have more money? I don't want to boost gambling to 140% just so i can afford them. Alternatively, can have the implants become barterable, like Tandi was in Fallout 1?

    Melee weapons tend to be useless when compared to the (mega) power fist; almost all of the high end melee weapons have ridiculous knock back and low damage (cattle prod/super varient, super sledge, ripper, etc). Can they be reworked so they do not knock my target twenty miles away, and can they be reworked so that they do damage?

    Lastly, can we have the AP cost for special unarmed attacks reduced? Maybe even explained as to what the benefit to each is?
     
  4. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    That's not a bad suggestion.

    I'm still open on this. Please keep discussing. While I think Smitty is a good fit, I do want to hear more opinions.
     
  5. agris

    agris Still Mildly Glowing

    215
    Jul 8, 2004
    Ohh, I like the Slag's leader idea too. It makes sense to give a TH to either a leader (Lynette, Lockley, Marcus, Morpheus, Maxon, Aradesh, Tandy, Master, Lieu) or someone of importance (Vree, followers of the apoc leader, guy in hub who gives "find source of missing caravans" mission, Harold). Like Glovz said, the goggles make sense given their sensitivity to light, and the look of the Rake TH just feels like a good fit. Even Rake's slight tan could be explained. Some people with a very fair complexion tan immediately following a sun burn. Given that some of the slags use the glowing ones models, we can assume they're white as snow. It isn't unreasonable to assume that the slag's leader has taken it upon himself to venture into the fields while the sun remains in the sky.

    Beyond that, the style that the character conveys through their dialogue is important in forming how a player thinks of them. I believe Vic is not suited to Rake's head at all, and making it so would be akin to shoving a square peg in a round hole. You can do it, but it'll look like shit.
     
  6. .Pixote.

    .Pixote. Carbon Dated and Proud
    Modder

    Sep 14, 2009
    The slag leader’s face would have to be extremely pale (practically albinos), considering he and his people never venture out into the sun light.
     
  7. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    That's my main concern for assigning the head to him...
     
  8. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    "Rake" TH might suit for Eldridge IMHO, since his description says he's "covered with grease", just like some mechanic. And Rake TH seems like one for me.
    Just my two cents. :)
     
  9. utunnels

    utunnels First time out of the vault

    74
    Aug 2, 2010
    You may notice critter's idle animation while wielding a gun is actually his reload animation.
    So is it possible to use that animation when he's doing an actual reload?
     
  10. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    There's already an option in sfall for this:
    Code:
    ;Set to 1 to force the player to play the idle animation when reloading their weapon
    PlayIdleAnimOnReload=0
     
  11. utunnels

    utunnels First time out of the vault

    74
    Aug 2, 2010
    Oh, thanks. Didn't read that before.
     
  12. WolfWitness

    WolfWitness First time out of the vault

    27
    Jul 20, 2009
    Just started playing RP 2.1.1 for several days now and dang it never gets old. Thank you Killap and all his collaborators for this latest version. :notworthy:

    Anyway, I'm wondering an updated unlimited party members option can be made for this mod? Seeing there's several reports of conflict caused by the original UPMA, I figure there's quite a few people who like using it along with me.

    Also, I'm wondering if pistol Ian gives can be made a little special? By the time you get it, you'll probably already have several 10mm. pistols if not better guns already.
    I'm not asking anything uber or anything but maybe the pistol can be given a unique name like "Ian's 10mm. pistol" or something and seeing the guy's been holding that for years he could had modded it a bit, maybe give it a little more damage or maybe a slightly higher ammo capacity?

    I hope I'm not asking too much.

    Edit: Oh yeah, also how 'bout making Kaga a bit tougher? He kinda turned into a wimp in this version.
     
  13. Ryuuzaki

    Ryuuzaki First time out of the vault

    1
    Sep 13, 2010
    Hello Killap i really like your mod Registered here just for your mod.And i want to prefer some advices to you :) My english Not soo good hope you understand all of them :D


    1) Little details

    1.a You can make the doors breakable
    punch,kick,Crowbar,Sledgehammer or crushing items.If you make it with high str, No one need to raise up their lockpicking skill.It will be good for melee chars.High strength will be more important. :)

    1.b Foods should give very low hp.Price is more Expensive.

    1.c High science able to upgrade our weapons. (there are many tool in f2 but no one able to use)


    2) For Melee/Unarmed chars

    2.a You can add Different kick,punch style (i mean haymaker , strong punch with more ap cost and damage) proportional with Unarmed/Melee skills.

    2.b More upgraded Armor (ok there is already upgraded armor around in f2 like metal armor 2 ,Leather armor 2) For example; You can make some armors got high resistance to smallguns (resistance to bullets) got less protection for exploding weapons.That will give us more chance to roll'a melee char for sure :)

    2.c Is there any chance to apply poison to any slashing weapons ? :) i believe in u.You can make it :)

    2.d Kick and punch could have Knockbacking.But kick has more chance to knockback the target.When you punch someone he/she will jumpback like in cartoons :D this is look so funny :D


    That's all rite now.I'll update if i find new things.
     
  14. utunnels

    utunnels First time out of the vault

    74
    Aug 2, 2010
    Could this be changed?

    It seems a container can have a 'guard' character.

    For example, the dwarf shopkeeper in NCR bazaar, even if you beat him unconscious, he can still catch you stealing his bookcases. I even tried to lore him to another side of the map, but he could still "see" you stealing from his shop.

    A similar situation is the vertibird plan. I hurt Quincy and he ran away, I tried to open the lock, but I just could't, until I found and killed him in another house. LOL
     
  15. Gaspard

    Gaspard Kasparov

    833
    May 7, 2009
    While at first I was for Smitty, Smitty is probably older than this guy here. Maybe this dude could be Smiley the trapper, has the right glint in his eyes.
    Or somebody from the tanker - the dude whose wife you have to save from the 'monsters' comes to mind.
    Or the head mechanic with the vertibird plans at Navarro base...
     
  16. DForge

    DForge Look, Ma! Two Heads!

    343
    Jul 29, 2006
    Two minor things I wonder about:

    1. Bozar sounds. I find them awful and completely not fitting. The "rotating barrel" sound wasn't maybe the most fitting, but at least it indicated a heavy machine gun. The current one just doesn't fit at all.

    2. Pulse rifle. Why no projectile, I wonder? Isn't this a bug? Since pulse pistol has a projectile, a rifle based on the same "pulse" technology also should have one, right?
     
  17. Hellbane

    Hellbane First time out of the vault

    37
    Nov 11, 2007
    Disgusted!

    I really hate to complain because the Restoration Project is really enjoyable to play but when I reached SF & visited the 2 shops I could not believe the fact that I can no longer steal money from the proprietors & the Red 888 Guns inventory is not as good as it was in the original. In fact, this situation really SUCKS!!!

    Sorry to be a spoilsport but for whatever reason the situation was changed I think it stinks.

    Also likewise for the substitution of Light Support Weapons for Bozars at Buster's in the NCR bazaar. The Bozar is one of the best & most fun weapons in the game while the LSW is hardly worth bothering about.

    Just my opinion....
     
  18. .Pixote.

    .Pixote. Carbon Dated and Proud
    Modder

    Sep 14, 2009
    Re: Disgusted!

    I changed the Bozars for the LSW (which in the right hands is almost as lethal, and just to prove my point try to steal one from the guards at NCR and see what happens - it can still do 100's of points damage). The Bozar (which is the most deadly weapon in the game), is still available, both at the San Francisco shops (once in a while), and the toxic caves. It's a small but beneficial change IMO.

    ---------------------
    *Bozar

    Min Dam ...... 25
    Max Dam .......35
    Range ...........35
    Magazine ........30
    Burst Rounds ...15
    Action Points ....6
    ---------------------
    *Light Support Weapon

    Min Dam ...... 20
    Max Dam .......30
    Range ...........40
    Magazine ........30
    Burst Rounds ...10
    Action Points ....6
    ---------------------

    As for the removal of "easy money" from the merchants in San Francisco, good, it should have never been allowed in the game, it was a poor oversight from the original developers...but Hellbane if money's what you what, then just get your gambling skill up to about 120%, and luck to 8...then hit the $100 tables at New Reno, you will win about 70% of the time, and if you hold down the button on the keyboard, within 5 minutes you'll amass a small fortune... :wink:
     
  19. Makenshi

    Makenshi Ahoy, ye salty dogs!

    Jul 28, 2006
    I agree with removing the money from the shopkeepers to an invisible container, to avoid theft

    But don't agree with them not spwning money when they restock; it's a pain to negotiate with them as they never have exchange to give me on bartering if my stuff is like, 30 gold more valuable then theirs

    In short: no money stealing = good; no money restocking = bad
     
  20. valcik

    valcik So Old I'm Losing Radiation Signs

    Dec 20, 2008
    Ah, just be generous and give him that 30 coins as a tip. Poor merchant! :)
    In the San Fran, I usualy have more than 20.000 coins - bartered in previous cities. (..and compare to the original game, now we can talk to Little Brave Toaster. This is good way, how to buy even the most expensive armor implants.)