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

I just wanted to drop in and congratulate you on the fine work you do, and I must say I just can't wait the release of the patch. I think it will be smashing.
 
I could use some assistance in creating a complex dialog tree for Shadow Who Walks. I would handle all scripting, so if someone is interested in the writing, drop me a pm and we shall discuss this in more detail.
 
Re: Translating?

SorgFall said:
People, people. See the Altavista Babelfish. http://babelfish.altavista.com/

Anyone can translate anything from Russian to English or from/to any other great language WITHIN SECONDS there. :mrgreen:

:lol: :lol: thanks for that amazing info... lol we can all play FO like this:

This is preal'fa. But it is more precise than even demoversiya. I understand, which time to test in all is small, but if be located intuziasty, I will be rad.
 
killap said:
I could use some assistance in creating a complex dialog tree for Shadow Who Walks. I would handle all scripting, so if someone is interested in the writing, drop me a pm and we shall discuss this in more detail.


I can probably give it a shot, if it helps you.

I'll drop you a PM right away.
 
Would your expansion be compatible with other mods? As I doubt that can be compatible with MIB88 Megamod.
Any chance to include Miria mod(otherwise she will be just useless as usual)?
The mod for modifying the party member appeareance depending on what armour they wear has any chance to be included?
Also, Dude101 had some nice ideas, but I am aware that's a project for a larger team. But I was lurking around before joined for a long time for not to know that many mods with great ideas started and were never finished.
 
wolfsrain said:
Would your expansion be compatible with other mods? As I doubt that can be compatible with MIB88 Megamod.
Any chance to include Miria mod(otherwise she will be just useless as usual)?
This project is strictly unused/unfinished content. There is no quotation from the original devs that Miria should be powerful. Both of them were supposed to be joke NPCs anyway. As for other mods, nope this will not work with anything else. It will include my unofficial patch, however.

wolfsrain said:
The mod for modifying the party member appeareance depending on what armour they wear has any chance to be included?
This already works with my unofficial patch, so I suppose I could upgrade it again to make it work with the expansion.

wolfsrain said:
Also, Dude101 had some nice ideas, but I am aware that's a project for a larger team. But I was lurking around before joined for a long time for not to know that many mods with great ideas started and were never finished.
Again, this project is strictly to implemented what the original devs wanted but never got around to.
 
Suggestion

How about (if possible) making the game a little more alive. Not just the text, but actual graphical changes - so that we actually see if he has no arm or land or his/her limb is damaged or something like that. A little more realism.

Or to actually see the reaction from a groin kick, and making the victim sterile in the game as a result... gross to think, but would make it a little bit more real - when playing the game such instances often didn't correspond real events. Just a thought to mind.
 
Well, the most is no problem, but you have to create some new images for this... some hundreds.
 
I would be a nice feature if at least generic people would go to bed at nights, but that's outside the expansion project plans.
 
A bit of a word of advice

I remember how you killap said that you'll make three levels: 1. the patch 2. the restoration pack and 3. the expansion project

I feel the necessity to advice you to keep up to that, because I think we're all over here losing the change between 2 and 3 (great job for nicely aligning the 1, killap). I mean, if we go this way, we'll introduce total and complete inventions (and that's bad).

I doubt that actually expanding it so much is a good thing (don't get offended people for all the work) - but I think we all miss one very important thing - and that's that very annoying thing that made/makes Fallout 2 special - it's problems. I will quote another user of this Forum: "It's a messy game, set in a messy world - so all it's flaws actually add to the flavor". As much as it's bizarre (despite truthful) to claim that all the bugs make the game more interesting - its lack of completion in truth does.

I beg you killap, thus, to just limit yourself to the things that have been left out accidentally or with lack of time - and not to include things that were actually never ever meant to be implemented. Like remember that thing that you left out from your patch - the hidden Raiders' Base. You said that you'll include it in your add-on.

For example, it has been proven that actually the Godoa-like never-ending search for Sulik's mysterious sister is actually what made this game extremely popular and the subject of so many speech - and that it's actually the (main) reason why we're still playing it today. :P

So I truly beg you, please, just limit yourself to things like returnin' the EPA and perhaps even the Abbey (and hiding the Raiders' base), but DO NOT add Sulik's sister because:

1. It would soil the very key special flavor that no one manages to see just why is this game so special over all others (say like, ruining a classic)
2. Because Sulik's sister appears in Fallout 3

So I suggest you put Sulik's sister and those other things in your 3rd pack (in which I am not quite interested at all).

Cheers, and sorry if I seem demanding (I know a lot of people have been so far)!
 
Hey,

Well, from the looks of things I don't think there will be a third pack - ever. I just don't have the time to do this forever. As for the 2nd pack - the expansion pack - this will see the light of day and I have actually made much progress on it.

The Raider's base will remain the way it was in the original game - visible on the map. Sulik's sister, however, will appear in the game. Why? Well, I suppose the main reason is that I already wrote all the code and did all the mapping for it and I wouldn't feel that happy to just throw all that work away. Second, I feel it was something that was going to be in the game, but they didn't have the time to complete it and thus put it off for Fallout 3 (which now will never see the light of day). Sulik's sister will be referred to the name she is called in F3 and I feel the way I have things setup it will be a nice continuation of the game - it won't feel out of place.

I agree that this pack will be limited. I have already made some hard decisions as I have worked on this and at points I feel like I lose my focus of the pack as I want to include tons of stuff. I always regain focus though. Like I have said millions of times, this pack will attempt to include ALL missing locations and unimplemented quests. Though no one yet but me has tested what I have already done, I feel everything nicely fits into the scope of the original game - but again that is for you the user to decide.

On a similar note, I shall also be removing some of the controversal things from my patch and moving them to the expansion. The bug part conversation with the Duntons and the zip gun are two such examples. Again, the patch is supposed to be about bug fixes and not about additions.
 
killap said:
Hey,

Well, from the looks of things I don't think there will be a third pack - ever. I just don't have the time to do this forever. As for the 2nd pack - the expansion pack - this will see the light of day and I have actually made much progress on it.

The Raider's base will remain the way it was in the original game - visible on the map. Sulik's sister, however, will appear in the game. Why? Well, I suppose the main reason is that I already wrote all the code and did all the mapping for it and I wouldn't feel that happy to just throw all that work away. Second, I feel it was something that was going to be in the game, but they didn't have the time to complete it and thus put it off for Fallout 3 (which now will never see the light of day). Sulik's sister will be referred to the name she is called in F3 and I feel the way I have things setup it will be a nice continuation of the game - it won't feel out of place.

I agree that this pack will be limited. I have already made some hard decisions as I have worked on this and at points I feel like I lose my focus of the pack as I want to include tons of stuff. I always regain focus though. Like I have said millions of times, this pack will attempt to include ALL missing locations and unimplemented quests. Though no one yet but me has tested what I have already done, I feel everything nicely fits into the scope of the original game - but again that is for you the user to decide.

On a similar note, I shall also be removing some of the controversal things from my patch and moving them to the expansion. The bug part conversation with the Duntons and the zip gun are two such examples. Again, the patch is supposed to be about bug fixes and not about additions.

Well then could you then consider this proposal please - splitting your "Fillup" pack to two different levels? And including the most demanding and 'new' things like Sulik's sister in this 3rd 'fix'?

I'm not sure I quite understand you, if I recall, Bethesda has only recently released information regarding Fallout 3, and that it will be transferred to the public by Fall 2008.

I don't understand. Didn't your patch hide Raiders' base back then? If I recall, you excluded it due to popular demand, but gave hope that you'll include that in the expansion. I canot quite remember - nut it's something about finding the Raiders' map in a boot or somethin' (sorry, forgot). I mean if I understood, the original designers did intend to make it hidden...or??
 
SorgFall said:
Well then could you then consider this proposal please - splitting your "Fillup" pack to two different levels? And including the most demanding and 'new' things like Sulik's sister in this 3rd 'fix'?
Sorry, probably not. What don't you like about Sulik's sister? There are several sources citing she was supposed to be in the game and they just ran out of time. Why not include her and yet include other characters/locations that were not included due to lack of time?

SorgFall said:
I'm not sure I quite understand you, if I recall, Bethesda has only recently released information regarding Fallout 3, and that it will be transferred to the public by Fall 2008.
Oh, you mean the FPS that just happens to be called Fallout 3? I was referring to the F3 that was in production by Black Isle. That Fallout 3 won't see the light of day.


SorgFall said:
I don't understand. Didn't your patch hide Raiders' base back then? If I recall, you excluded it due to popular demand, but gave hope that you'll include that in the expansion. I canot quite remember - nut it's something about finding the Raiders' map in a boot or somethin' (sorry, forgot). I mean if I understood, the original designers did intend to make it hidden...or??
The Raider's base was originally visible by the devs. In older versions of my patch I made it invisible and only findable through Bishop's safe. Many complained and thus I made it visible again like in was originally. I have no information that says the devs wanted to make it hidden. The boot thing you are remembering has to do with Pritchard's grave and the SAD - different things.
 
I'm looking forward to your expansion pack, with all of those things you choose to add. I trust your judgement, and think including Sulik's sister is a great idea.
 
malichai11 said:
I'm looking forward to your expansion pack, with all of those things you choose to add. I trust your judgement, and think including Sulik's sister is a great idea.

I second this. I've been holding off on re-playing through Fallout 2 for over a year now, eagerly awaiting your add-on patch.

May you live long and have plentiful sex, for the great service you are doing the Fallout community.
 
killap said:
The Raider's base was originally visible by the devs. In older versions of my patch I made it invisible and only findable through Bishop's safe. Many complained and thus I made it visible again like in was originally. I have no information that says the devs wanted to make it hidden. The boot thing you are remembering has to do with Pritchard's grave and the SAD - different things.

I like the raider base to be hidden. Isn't it supposed to be an secret hidden place in the first place? I mean its even a quest by vault city to find the raiders. So I think it should be pretty hard to find.

I think the appearance of the raider location (without the raider map) should also be linked to the outdoorskill. exsample: encountering a band of raiders that is returning to the base so you can follow them, just like the deathclaws in NCR
 
I agree with Oracle and I liked killap's implementation of the map in the safe idea.

Whay not have both, give each solution different experience point values.

Always good to have more than one way to complete a quest, and just wandering the wasteland and being able to see it light up on the world map is a cheesy way to solve a quest.
 
Glovz said:
I agree with Oracle and I liked killap's implementation of the map in the safe idea.
The map was already in the safe. The only modification I made was making the base invisible - which it isn't anymore. I belive I made one small modification to the size of the circle on the map. I think it was medium or large sized before and I made it smaller.

Glovz said:
Whay not have both, give each solution different experience point values.

Always good to have more than one way to complete a quest, and just wandering the wasteland and being able to see it light up on the world map is a cheesy way to solve a quest.
Well, do we have any proof that the devs wanted the place to be invisible? I admit its pretty strange that there is a map since the place is always visible on the world map. In addition, there is a "secret" way into the base depending on your outdoorsman.

At any rate, there has been much discussion on this topic (even a thread started by Silencer about it.) I don't think we ever got to a final decision - too many ideas tossed around and no one could agree on one.



EDIT: July 28th
Everything is done with the expansion pack except the submarine, a few items for the EPA, and the interior to the Hubologist spaceship. I hope to get these in the first release of the expansion but we shall see. I have put a great amount of time into this expansion (made sure everything fit and had multiple ways of accomplishing it) so I hope everyone will enjoy it. This will truly be like a Fallout 2.5

Expansion will begin beta testing next week. Hopefully this will go quickly and minimal bugs will be found. :D
 
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