Fallout 2 Restoration Project Gameplay Thread

I'll see what gives with the cure from Dr. Troy. But what happened with the other dialogue options? Why I have only the part about working as a hooker and the part that you refuse in two ways? From what I recall, the dialogue was always about her trying to squeeze some money from, you. Also, from what I remember, Lou was supposed to tell you what actually happens with the money that you might or might not give to Fannie(Fannie had that sad story, that she is gathering money for getting home). I don't get any of those lines.
 
wolfsrain said:
I'll see what gives with the cure from Dr. Troy. But what happened with the other dialogue options? Why I have only the part about working as a hooker and the part that you refuse in two ways? From what I recall, the dialogue was always about her trying to squeeze some money from, you. Also, from what I remember, Lou was supposed to tell you what actually happens with the money that you might or might not give to Fannie(Fannie had that sad story, that she is gathering money for getting home). I don't get any of those lines.
Not sure, you should still be able to get those lines, but I will take a look.

@BassPlayaKEK
I believe I set it up so that you only get to the locations as a slaver (ie you attack them) There is nothing special at these safe houses anyway. Still, I think I'll add the option so that when you are a Ranger, you can go see them and store loot and/or rest.
 
Also, having a problem, with the bar brawl. The Sheriff in Redding doesn't reckon that I've stopped peacefully the bar fight. I have only a choice between violence and bringing the two fighting sides at the city jail and the Sheriff acknowledge the fact that I've stopped the brawl, but the third choice(convincing the miners to stop the fight until the sheriff it's getting better) it's not acknowledged.
This is a clean install, as I am on a completely new PC.
 
wolfsrain said:
Also, having a problem, with the bar brawl. The Sheriff in Redding doesn't reckon that I've stopped peacefully the bar fight. I have only a choice between violence and bringing the two fighting sides at the city jail and the Sheriff acknowledge the fact that I've stopped the brawl, but the third choice(convincing the miners to stop the fight until the sheriff it's getting better) it's not acknowledged.
This is a clean install, as I am on a completely new PC.
You taked to both miners, yes?
 
Yup! That was solved in your patch, but for some reason, it doesn't work with the expansion.
At least for me...
P.S.: I've reloaded a few times and finally it worked. Strange...
 
wolfsrain said:
Yup! That was solved in your patch, but for some reason, it doesn't work with the expansion.
At least for me...
Hmm. I will take a look. I didn't change any of this for the expansion, so not sure what could be causing this.
 
Well, finally worked, after reloading my save for a few times in a row. So, it can be considered minor...The missing lines for Fannie are the only ones that are bugging me for now. Maybe something with my character being female? Though before never had a problem with that fact?!
 
wolfsrain said:
Also, having a problem, with the bar brawl. The Sheriff in Redding doesn't reckon that I've stopped peacefully the bar fight. I have only a choice between violence and bringing the two fighting sides at the city jail and the Sheriff acknowledge the fact that I've stopped the brawl, but the third choice(convincing the miners to stop the fight until the sheriff it's getting better) it's not acknowledged.
This is a clean install, as I am on a completely new PC.

I had the same problem had to arest them both. Also i killed the Hubologist in the NCR for Merk with some dynamite and if i want to report the job done i cant.

Merk: So have you killed her yet? (or something like that)

Chosen One: No. (or you can pass the job but no positive answer)
 
REDone said:
I had the same problem had to arest them both. Also i killed the Hubologist in the NCR for Merk with some dynamite and if i want to report the job done i cant.

Merk: So have you killed her yet? (or something like that)

Chosen One: No. (or you can pass the job but no positive answer)

To the hubologist problem: If you are on the map when the dynamite goes off, it counts as if you murdered the hubologist. but if you leave the map and the explosives denonate because of this, then the hubologist just dies, and the program thinks you had nothing to do with this... at least, this was the issue for me
 
A few comments about the new places..

The Primitive Tribe is a welcome addition, sticks to the original atmosphere of Fallout 2 and is well planned and well written. I always wanted to see Sulik's village and rescue his sister but never had a chance. The slaver camp is a bit out of the place due to weaponry, where do these people get energy weapons all of sudden?

EPA blew my mind. It is absolutely the best piece of new content the expansion has to offer. Extremely well built and written, I explored the facility for hours, the general expression was wow. Captures the original atmosphere of FO2 almost better than the original could :clap:

There is some unbalance though, I didn't expect to see pulse or gauss weapons in EPA. Now I have level 10'ish character with one of the most powerful weapons in the whole game, I don't think it's a very fair reward. Would have been happy for some simple laser rifle and heap of XP or something. Guess it's bit of a character design-thing but I think your-average-smart-guy can get to EPA without much hassle.

The Abbey, oh geez. I was thrilled by this but the actual place was huge disappointment. Sorry, I do appreciate the modders hard work and expertise but this was just sorta "over worked". Sometimes less is more, but on the up-side the quests and characters were nice and well written, spent a lot time there just talking to people. What I expected was some kind of tranquil, quiet place where people retreat to forget the wasteland and study the inner self, but the general impression was just chaotic and not very immersive.

The downsides - map design is stuffed. There is *too much* junk lying around, makes navigating hard and creates unnecessary claustrophobia. Original FO2 map design is quite minimalistic, this one sticks out in a bad way. Also, there is too much people. Why is this end-of-the-world monastery filled with crowd, even kids? Why is the graveyard and farm plantation so small if there's so many people living in the vicinity of abbey? Could have been split to 2 sections for some clarity.

Then the special items. I really don't appreciate finding these special artifacts from Fallout 1 in such ordinary place as this. Bit like finding a rocket launcher from Elder's shelves, pardon my poor analogy. There was too much Fallout 1 scenery used, almost ripped my hair out when I saw the crime boss' table upstairs, not to mention the cultist robes. Stuff like this does not create any kind of immersion of the game world, more like a vision of hasty planning.

Lets consider that the player finds this place around level ~10, or so, after visiting NR. The quest regarding Brother Thomas is *way too hard* for the random wanderer who happens to go down to the dungeon. Why is the creature down there and why does it take more hits than any medium sized party can deal? It seems so out of the place.

Ok, enough of the rambling. Anyway I've enjoyed it this far, and EPA works fine despite the spook stories. Big up to all the developers, it's addictive like jet to explore the wastes again :twisted:

edits
 
killap said:
@BassPlayaKEK
I believe I set it up so that you only get to the locations as a slaver (ie you attack them) There is nothing special at these safe houses anyway. Still, I think I'll add the option so that when you are a Ranger, you can go see them and store loot and/or rest.
I could get the locations anytime by simply pilfering the map from the NCR rangers and using it.

But what on earth can you do with all the technical books in the Abbey?
 
Crowley said:
But what on earth can you do with all the technical books in the Abbey?

Propably something the designer wanted to show off with. In theory these could be used in SAD, EPA or Military base but can't think of any loose ends.
 
hologram said:
A few comments about the new places..

There is some unbalance though, I didn't expect to see pulse or gauss weapons in EPA. Now I have level 10'ish character with one of the most powerful weapons in the whole game, I don't think it's a very fair reward. Would have been happy for some simple laser rifle and heap of XP or something. Guess it's bit of a character design-thing but I think your-average-smart-guy can get to EPA without much hassle.

edits

I agree with this too, even though your post would be better suited to the "suggestions" thread. Perhaps the centaurs, floaters and other animals that the EPA have been testing on should roam free instead of being behind forcefields to make it a little harder for your lower levels explorers??
 
hologram said:
A few comments about the new places..

There is some unbalance though, I didn't expect to see pulse or gauss weapons in EPA. Now I have level 10'ish character with one of the most powerful weapons in the whole game, I don't think it's a very fair reward. Would have been happy for some simple laser rifle and heap of XP or something. Guess it's bit of a character design-thing but I think your-average-smart-guy can get to EPA without much hassle.

Where the heck did you find gauss weapons in the EPA. I found a single plasma rifle only
 
REDone said:
hologram said:
A few comments about the new places..

There is some unbalance though, I didn't expect to see pulse or gauss weapons in EPA. Now I have level 10'ish character with one of the most powerful weapons in the whole game, I don't think it's a very fair reward. Would have been happy for some simple laser rifle and heap of XP or something. Guess it's bit of a character design-thing but I think your-average-smart-guy can get to EPA without much hassle.

Where the heck did you find gauss weapons in the EPA. I found a single plasma rifle only

*** Mild spoilage inc. ***

There is weapon lockers (north-west) in the red level, where you can find a pulse pistol, a gauss pistol and a laser gatling + some rare ammunition (strange though no weapons to match the ammunition except the gauss pistol).

On indigo sub-level (sub-level 2 on the right side elevator of EPA) is a service lift, which is blocked by a locked door. The lift takes you to a some kind of cryo-level, where is a few lockers that contain one pulse pistol and a rifle.

One of the holograms knows the password of the door.
 
hologram said:
Then the special items. I really don't appreciate finding these special artifacts from Fallout 1 in such ordinary place as this. Bit like finding a rocket launcher from Elder's shelves, pardon my poor analogy. There was too much Fallout 1 scenery used, almost ripped my hair out when I saw the crime boss' table upstairs, not to mention the cultist robes. Stuff like this does not create any kind of immersion of the game world, more like a vision of hasty planning.
What hurt me the most as I was making this mod was the lack of graphical support/ability. So, I had to reuse some items from Fallout 1. I needed people in robes and not all of them to be the same, so I grabbed the ones from FO1. A differently looking desk was needed for the Head Monk, so the one from FO1 was used. I admit the hole in the chair looks out of place, but it was all I had. Still, someone has recently offered to help in changing it, so that should be replaced in a coming update. As for the items scattered about, well I'll look again at what I placed since it has been a while. The fact that there is a ton of junk lying around is intended though. The place was supposed to include tons of broken technology collected by the monks. The devs planned the area to be based off of the book "A Canticle for Leibowitz" so the fact that the area is not tranquil enough for a monastery is questionable. I personally have never read the book, so I don't know if everyone was happy and calm there.

I appreciate your suggestions (and everyone else who has posted some in this thread or others) and will take them into consideration for the updates that follow. Do remember that this is my first real mod (my patch was strictly finding and fixing bugs) and so this was my first attempt at real quest/map/dialogue design.
 
killap said:
What hurt me the most as I was making this mod was the lack of graphical support/ability. So, I had to reuse some items from Fallout 1. I needed people in robes and not all of them to be the same, so I grabbed the ones from FO1. A differently looking desk was needed for the Head Monk, so the one from FO1 was used. I admit the hole in the chair looks out of place, but it was all I had. Still, someone has recently offered to help in changing it, so that should be replaced in a coming update. As for the items scattered about, well I'll look again at what I placed since it has been a while. The fact that there is a ton of junk lying around is intended though. The place was supposed to include tons of broken technology collected by the monks. The devs planned the area to be based off of the book "A Canticle for Leibowitz" so the fact that the area is not tranquil enough for a monastery is questionable. I personally have never read the book, so I don't know if everyone was happy and calm there.

Thanks for this insight, explains a lot. Working with limited tools is always a challenge. Hopefully we'll see a more balanced version of Abbey sooner or later, it's a nice addition nevertheless.

BTW there is a minuscule bug with the Botany quest in Abbey, I returned Brother Paul (or whoever he was) the information he wanted, got XP, but the quest won't get crossed out in PB.
 
Hello Wandarers! :)

I've got some problems with resotaration Mods' quests, so:

- I can't find generator in EPA, which i have to repair (I found one near elevator, but I can't get there)

- First time (I played fallout many times) i haven't got Ghost Farm - Sherif didn't tell about Modocs problem so i can;t find Johny... wtf?

- In private Tribe there is quest that i can't solve - It's about Leader of this Tribe (i can't remember what exactly mean this quest)

- Village and VC. I've spoke to McLur (this guy, who help us with Gecko problems) about molerat problems in village and i should talk to somebody, but i can;t find this person. I don;t want to use a violance.

- Abbey. There is no down stairs so i can't deliver part of Power Armor to Max. Is it bug or something?

Thank from the mountain ;)
 
could anybody pm me what exactly you did in epa to get to all levels. Please! I hope the megamod epa is the same because that is what i have been trying to complete for months already... but nobody in the megamod thread responded :( maybe here..
thanks
 
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