Fallout 2 Restoration Project Gameplay Thread

Re: Probleme at Gecko

McRae said:
For this problem, I suggest to try the same thing I explained beyond, except you'll have the super tool kit in your inventory. Skeeter will talk about the car stuff and will propose an exchange

Thx for answering.

So that's what I did:

I had the supertoolkit plus the 3 upgradable weapons. Don't work.
Tried to steal the plasma regulator, doesn't work. Because there is none at jeremy.

So nothing works at all. And that's why I'm thinking it's just a bug.

What are you thinking about this problem?


THX so far
 
@welsh
I can also assist with anything related to EPA (even barking man from reno) feel free to PM me or post here.

Fasciana said:
McRae said:
For this problem, I suggest to try the same thing I explained beyond, except you'll have the super tool kit in your inventory. Skeeter will talk about the car stuff and will propose an exchange

What are you thinking about this problem?


THX so far

OK so let me get this straight. When you braught skeeter the super tool kit... did he ask for it and then give you the fuel cell regulator in exchange? If not....then something is wrong.
 
Re: Probleme at Gecko

Fasciana said:
McRae said:
For this problem, I suggest to try the same thing I explained beyond, except you'll have the super tool kit in your inventory. Skeeter will talk about the car stuff and will propose an exchange

Thx for answering.

So that's what I did:

I had the supertoolkit plus the 3 upgradable weapons. Don't work.
Tried to steal the plasma regulator, doesn't work. Because there is none at jeremy.

So nothing works at all. And that's why I'm thinking it's just a bug.

What are you thinking about this problem?


THX so far

So you speak to Skeeter with the super tool kit in your inventory and when talking to him he doesn't propose an exchange? Yes, it's definitely a bug.

As regards the other problem, I didn't do the plasma regulator quest for a long time, but I remember that before, I could steal one to Jeremy and thanks to the paper in Harold's desk I could get another one. So there was 2 plasma regulators. I guess scripts have been modified or something... but I was thinking=> in the furnitures next to Jeremy, can we find a third plasma regulator?... I don't remember. If you haven't already check, It's worth a go I guess.
 
@ MacRae and soldieroftruth

I tlak to him with supertoolkit and the three upgradable weapons. In exchange he gave me the fuel cell regulator. But he never gives me the 3 step plasmaregulator quest. And I can't steal it from jeremy nor is there a second one in a desk, locker, etc. so simply I can not get one.

No matter what I try, it's just not available for me!


Thx you to for helping
 
Sorry to hear that. I guess you'll have to continue without these quests. It will probably be fixed in a future release.
 
McRae said:
Sorry to hear that. I guess you'll have to continue without these quests. It will probably be fixed in a future release.

Hmm I send my regards as well. Do you have a MAC? If not...back up your save games, completely uninstally Fo2, make sure ALL files are deleted in that directory, then reinstall and go straight to this expansion patch/mod.
 
This seems like a really great mod. Started playing it last night, and I'm thrilled by the new additions to the game. It's sure nice to be able to get those damn, thieving kids off the streets in the Den.

One question, though: Is there any way to get the radio parts that Vic needs without being forced to pick the lock on the door in his shack in Klamath?

I seem to have hit a wall caused by this situation. I'm playing a character that focuses most on IN and CH. Lockpicking is not a tagged skill for me, nor do I want to spend any time putting points into it. There are other skills I want to focus on developing for my character instead.

I realize that this will cost me one or two quests (I won't be able to report to Frankie about Becky's still, for example), but, for the most part, I'm fine with that. However, I don't want to have to kill Metzger to free Vic - I want to purchase him. Not being able to get into the back room of Vic's shack to get the replacement parts for the radio, however, is preventing me from doing that.
 
Dougly said:
This seems like a really great mod. Started playing it last night, and I'm thrilled by the new additions to the game. It's sure nice to be able to get those damn, thieving kids off the streets in the Den.

One question, though: Is there any way to get the radio parts that Vic needs without being forced to pick the lock on the door in his shack in Klamath?

I seem to have hit a wall caused by this situation. I'm playing a character that focuses most on IN and CH. Lockpicking is not a tagged skill for me, nor do I want to spend any time putting points into it. There are other skills I want to focus on developing for my character instead.

I realize that this will cost me one or two quests (I won't be able to report to Frankie about Becky's still, for example), but, for the most part, I'm fine with that. However, I don't want to have to kill Metzger to free Vic - I want to purchase him. Not being able to get into the back room of Vic's shack to get the replacement parts for the radio, however, is preventing me from doing that.

... The fact is that now, there's only one radio which can be given to Vic. The one in Vic's shack in Klamath. You got to admit that it used to be to easy before the mod, indeed, you could give to Vic any radio you found during the game. I didn't try, but what about some explosive in front of the door?
 
It would be nice though if Vic could give you a key, so people not wanting to put xp in lockpicking don't get restricted. Since they were not before this mod.
Wouldn't it be a good idea to move the piperifle to the desk outside the locked door? Since it becomes useless very fast, you need it as early as possible.

@ Dougly You can also find a set of lock picks in Gecko. A bit far to walk so using dynamite is probably a better idea.

cheers
 
Darek said:
It would be nice though if Vic could give you a key, so people not wanting to put xp in lockpicking don't get restricted. Since they were not before this mod.

@ Dougly You can also find a set of lock picks in Gecko. A bit far to walk so using dynamite is probably a better idea.

cheers

Lock picks are definitely a great way to boost your lock pick skill, but unfortunately for most people, running all the way to gecko for a lousy set of regular lock picks is pretty unreasonable that early in the game. Your almost better off running to navarro and grabbing the advanced set.

So that being said, I would definitely have to vote dynamite as well. As you probably know, there is dynamite in the rat tunnels, although since your not picking locks as it is, you probably use it to blow through the door to get to the fuel injection system, in which case just purchase it from tubby or flick at The Den. If not... then use it for vic's door, since you don't really need then fuel injection system until later on when you'll probably have several explosives anyways.

cheers
 
Thanks for your help guys. I guess I'll just have to hunt down some explosives. Unfortunately, I haven't seen Tubby or Flick carrying any yet.

I agree with Darek - it seems like Vic should give you the key to his back room when you talk to him. Otherwise, you're forcing a player who does not want to have to kill Metzger, or go out of their way to hunt down a lockpick (or explosives) early on to dump skills into lockpicking. If it's okay, perhaps this can be taken as a suggestion for a future version of the mod.

Another suggestion, albeit one that I feel is less critical: A solution to the "find Becky's still" quest that also does not involve lockpicking.

I say that this is less critical because completing this quest seems less important to me than freeing Vic. Nevertheless, you'd think there'd be more than one way to find out about the still, especially as quests that only have one possible solution always kind of bugged me. Some suggestions for alternative methods:

~A character with a high barter skill and enough money could bribe one of Becky's guards into telling about the still. Simply knowing about the still would not allow you access if you want to destroy it, but it would allow you to suggest to Frankie that he buy from Becky.

~A slight varient of the above suggestion: Perhaps one of the NPCs in the Den - maybe Joey, or someone else - knows about the still because they help deliver supplies to Becky. You could pay them for the info, get the info by doing some sort of "quest" for them, or by intimidating the info out of them (if you have enough ST). It might also be possible to get them to destroy the still for you, if you do them another favor.

~A male character with high enough CH (maybe 7+) could seduce Becky. This would "transport" both the player character and Becky into the basement area, where the character can discover the still while Becky is asleep. You can do this a second time to gain access to the still in order to destroy it, but it would carry the problem of having Becky on the same screen when you destroy the still - causing her to "wake up" and enter combat with you.

~You can talk to the door guard and get the guard's agreement to let you into the basement if you can convince the female croupier at the roulette table to go out with him. Getting the croupier to go out on a second date with the guard would cause him to allow you access to the basement again, if you wish to destroy the still. Ideally, there would be multiple paths for convincing the croupier to go out with him. You could convince her, if you have the proper skills. You could do some sort of favor for her. Or, (in order to make use of the poorly utilized gambling skill) you could "place a wager" that involves the croupier going out with the guard if you win (planting loaded dice would be handy for this as well, if you don't have decent gambling skills).

~Completing all of Becky's "jobs," along with delivering Smitty's meal, telling Karl that he can return home, killing Metzger, and helping Mom to open the Orphanage causes Becky to "trust you" enough to just come out and tell you about the still if you ask. This, obviously, would be the "long way" around to completing the still quest, as you have to do many other things first.

Just some suggestions. Adding any of those, I feel, would add a little more depth and flexibility to the "find Becky's still" quest.
 
Don't get me wrong but I could have sworn you could find the still by getting through the rat tunnels and finding the basement from below ...

EDIT:
You can? I didn't even realize that there were rat tunnels in the Den. Unless the mod adds some, the only ones that I knew about were the ones back in Klamath.

Ignore me - I'm being a noob - I was thinking about Redding and the basement there ...
 
You can? I didn't even realize that there were rat tunnels in the Den. Unless the mod adds some, the only ones that I knew about were the ones back in Klamath.
 
Dougly said:
Another suggestion, albeit one that I feel is less critical: A solution to the "find Becky's still" quest that also does not involve lockpicking.

Just buy a few drinks and ask her why they are so cheap.

She'll tell you aboout the still. "Since you're such a good customer..."
 
Okay, thanks.

What a simple solution. Now I feel like a damn fool. :oops:

Thanks again, though.
 
Darek said:
@ welsh

I wrote about most things in EPA on page 18 of this thread, not a walkthrough though. Tupaxi wrote a mini-walkthrough on page 14.


cheers

Thanks Darek-
EPA is one of the last things to do. Got the quests from the holograms, but most of it seemed to be pretty much about collecting treasure. Now I see there's more going on.

Does the security hologram end up blowing the place up?

Thanks Soldier of Truth- I may take you up on that offer.
 
Hi, is there a way to free the slaves to the sw at the slave camp?

I tryed to open the door with the key. The textboard tells me, 'u unlock the door' but it remains closed and I found no way to open it.

Thanks for any help.
 
welsh said:
Thanks Darek-
Does the security hologram end up blowing the place up?

Haha nope he doesn't. I was kind of wondering the same thing the first time I met him, but after a while I just ignored his stupid rantings (afterall he would have to pass it with the rest of the council) and nothing ever happened. But now that you mention it, it would be cool if there were 2-3 different EPA endings depending oh which hologram you support.

@dougley
So you couldn't find the dynamite that's in the rat tunnels under klamath trapper town? It's on a shelf/pushcart next to the door that leads to the fuel injection system. PM me if you need better directions to it. Also remember to check back with tubby every 1-2 days, that is how often he restocks.

Siggy said:
Hi, is there a way to free the slaves to the sw at the slave camp?

I tryed to open the door with the key. The textboard tells me, 'u unlock the door' but it remains closed and I found no way to open it.

Thanks for any help.

I just did this last night, and after getting the "you unlock the door" message, I just clicked again on the door to open and I almost got trampled by the slaves. So IDK what to tell you, probably a bug. I didn't get any extra EXP for it , nor could I even complete the quest for the NCR rangers. I took some rangers with me to kill the slavers, and the rangers that came with me thanked me for helping kill the slavers, but when I report back to what's her face at NCR she tells me to go kill them...arggg.
 
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