Fallout 2 Restoration Project Gameplay Thread

I did write something about this for the RP guide, but it's not in there, so maybe I never sent it, and I don't have my notes anymore so meh.

I can't remember much of it, so no guarantees it's correct.
It's the gambling skill that is of importance not repair.
I think you need pretty high gambling skill, like 100% to win, unless you have the Jinx perk, which you get from helping the toaster in the EPA. Something was fucked up with this trait so people had it already from the start of the game.
You can end the dialog with McGee (spelling?) peacefully if you give him the money you won.

Maybe I'll look into him more later when I have the time, but his not really important.

cheers
 
Well i never been to the EPA yet and my gambling is like 40% (luck 10 no points distributed to it)
 
AP-mod

First of all, I would like to thank killap for an amazing work he did, and Darek too, he has been most helpful. :D

Now, I have a question about the influence of the AP-mod on the game:

People mentioned on previous pages about the issue when you score a critical hit but inflict no damage, you don't gain experience for kill (and it doesn't count towards the number of kills). This happened to me so far in Redding mine with wanamingos (the same situation was mentioned earlier in the topic).

Darek replied that this was caused by AP-mod.

The problem is that this happened those several times using melee weapons - Louisville slugger, to be exact. Darek mentioned that when you come back after 24 hours, when the bodies of wanamingos disappear, the quest should be finished, and this is true.

Also, when attacking the robot beneath Toxic Caves with the same melee weapon, it caused no damage or 1 point of damage on him (also happened with 'mingos). It would make sense that you cause no damage with the baseball bat to a heavily armored robot, but could it be that this is the same issue?

For me, no other noticed problems so far halfway through the game.

Again, amazing work.


:clap:
 
Well the different types of ammo have different modificators... for exsample the .223 (aka 5,56mm...) will reduce the ArmorClass (AC) of the target by 20. This means you will hit more often. Say you have small weps 90 and the target has AC 30 and there no range modificators around then you will only hit with a 60% chance... with that ammo its gonna be AC 10 and thus 80%. Additionaly the hunting rifle and sniper rifle (and some more guns) will have a "hidden" attack bonus of some sort (usualy 20) with a sniper you will then have 100% well actualy 95%. If tested those stuff... most early energy weps aint very usefull cos of that. No ammo modificators and no bonus = 40% difference to a sniper rifle with same skill...

Then theres the DR modificator... if i get that right this reduces the damage reduction (thats the value in % on your charscreen). For .223 ammo that would be another -20 thus meaning they will ignore most lights armours DR pretty much.

The damage mod will be like 1/1 or 3/2 or something and will just multiply your weapons damage with that value. Basicly that means the 14mm pistol sux realy bad :P

Now i believe the wanamingos have a very high damage treshhold DT the other non % value given by armors. Basicly just soaking up the first x damage done per attack. There seems not to be any modificator to that by ammo/weapons. That would explain y combatshotguns and the like will do much better vs wanamingos then .223 weapons. They just do more damage and the wanamingos have a very high DT...

Now you score a headshot or eyehit or the like with your sniper and roll (better criticals nessesary i think) an instant "fatality"... you sometimes do no damage at all (all soaked up) and they still die.

Correct me if im wrong...
 
@Fury: Thanks for the info, I believe everything you wrote is true. :)

I am aware that this is how guns and their ammo works in the game, but I am interested in combat skills other than guns:

1. Those cases with 0 damage and instant kill and no exp (or some strange value) didn't happen before with FO2 vanilla or 1.02d version - at least I didn't noticed them.

2. I thought that damage modifiers for unarmed or melle were not affected with AP modifiers - and this is what I am wondering about - it seems that something changed with damage done by unarmed or melle weapons (damage is somehow reduced for some creatures, not all - the ripper, for example, but if this is how it's meant to work, than no objections ).

This reminds me of the "Fast shot" trait - I always wondered why this trait removes targeted shots (or better to say "hits") from unarmed and melee skills - the in-game description clearly states that this trait influences "guns and thrown weapons".

Any thoughts?

:wink:
 
@Fury,
Very good posts indeed, in this thread and the others where you talk about it. I never understood that DR/DT crap at all, (still not sure I do!) but you explain it in an easy way that really helps.

@Noor,
I think the 'Fast Shot' trait explains itself when you choose it. Doesn't it say something like, "You use less AP to attack but don't take time to make aimed attacks"? Why wouldn't that apply to any ranged weapon? Throw a Knife 4 times per turn, but you can't choose to try and stick him in the eye with it.

I wonder what 'Fast Shot' does in combination with 'finesse' and when you get to level 24 or so and can pick the 'sniper' perk?
 
@Morticia:

No, no, I just thought that maybe "Fast attack" or something similar would be a better definition of that trait. :)

If it is called "Fast SHOT", and the description is "You don't have time to aim for a targeted attack, because you attack faster than normal people. It costs you one less action point for guns and thrown weapons.", and there's a picture of Vault Boy with two pistols in his hands, then one could asume that it affects only fire arm skills, and when you begin the game you realize that it affects all combat skills.

Okay, I am maybe splitting hairs here, so I won't do it again. :wink:

As for the question you asked, I think that this excerpt from Per's ultimate guide would be helpful:

"Some have asked me about Sniper and how it interacts with effects that modify your Critical Chance; specifically, the observation has been made that "Sniper and non-aimed" can produce less crits than "aimed and non-Sniper". Basically this is correct for values of Luck below 6. How I think Sniper works, and which is borne out by shooting the pariah dog a great number of times, is that it doesn't replace your usual crit chance but instead adds an independent possibility of a critical hit. If you have Luck 4 you'd normally get crits 4% of the time, with Sniper you'd increase that to 42% (40% from the perk plus 4% of the remaining cases). Using targeted shots to the eyes which increase the crit chance by 60%, you'd have a "normal" chance of 64%, going to 78% with Sniper. In the latter case you'd "only" be up 14% as compared to 38%, and expressed as a fraction of the original crit chance the difference in gain is much greater. Sniper would still add something, though, in this case roughly equivalent to three levels of More Criticals. Similarly, making aimed shots will improve your effective crit chance even if you have Sniper, though the benefit is smaller at high values of LK (12% at LK 8 and 6% at LK 9 for eye shots) and you might then be better served by the extra shot or two afforded by Fast Shot. By contrast, the benefit of More Criticals fades to insignificance even at moderate LK if you have Sniper. With Sniper and LK 10 you get crits all the time, but you can still get more damaging and/or debilitating ones by making aimed shots."
 
Thats why i go for LK 8 and then NCR Zetascan :P

Actualy with the RP this works even better... Trade in small frame for fast shot later (mutate!) and then take the doctors serum in the EPA...
3 AP Turboplasma...

Well usualy i stick to the possibility to aim so... shooting Guardbots rocketarm or sensors will usualy hinder them from blowing around your party all the time, when u score a critical. And the list of possible critical effects on head and eye are just much more nasty!
 
Hello, not sure if this is the correct section to post this in, feel free to correct me if so.

Decided to install Fallout 2 again, popped it in on my laptop and installed the RP mod. My question is, after wrapping up the temple in Arroyo and checking the Pip-Boy, several quests are scratched. Most of them seem to be new content added by the mod(not sure of this though, it's been a long time since I last played). Now, is this some kind of bug or is it still possible to finish these quests although the game seem to consider them finished? I'm running a humongous install on Vista with the Windows installer version of RP.
 
Names of the quests would be usefull. And what did you already do after the temple of trials...
 
coffinshaker said:
Hello, not sure if this is the correct section to post this in, feel free to correct me if so.

Decided to install Fallout 2 again, popped it in on my laptop and installed the RP mod. My question is, after wrapping up the temple in Arroyo and checking the Pip-Boy, several quests are scratched. Most of them seem to be new content added by the mod(not sure of this though, it's been a long time since I last played). Now, is this some kind of bug or is it still possible to finish these quests although the game seem to consider them finished? I'm running a humongous install on Vista with the Windows installer version of RP.
Yup, wrong thread. Should have posted here.
That said, I remember hearing about this before but can't remember the cause/solution, and I don't feel like going through a couple of hundred pages to try and find it. :roll:
To me it sounds like something got wrong with your installation.
It would help to know how you installed it and if you used any other mods at the same time.
Also, what Fury wrote.
Anyway, I would suggest you do a clean install of Fallout2 without any patches, and then only the RP. Oh, and I'm pretty sure you will need to start a new game.
 
I was trying to do the "provoke an Enclave vertibird assault" in Gecko, and following the instruction in the RP Wiki, I think it is missing a skill check (I am assuming... Science?).

I do not get the "Some kind of network . . ." option after clicking on "Action". I also made sure that I am doing this before anything else you choose to do with the reactor.

Can anyone help?
 
Jaesun said:
I was trying to do the "provoke an Enclave vertibird assault" in Gecko, and following the instruction in the RP Wiki, I think it is missing a skill check (I am assuming... Science?).

I do not get the "Some kind of network . . ." option after clicking on "Action". I also made sure that I am doing this before anything else you choose to do with the reactor.

Can anyone help?
You need Science 50%
 
Well on the non RP Game you needed i think science 50% to use the network. But there some more ways of entering that dialogue... exsample try downloading updates for the bot or the software etc then check other network stations.

In the RP not much has changed here apart from the fact, that the assault team would realy show up now i think. I guess the requirements stayed the same then.

EDIT: Ah comon 1 min too slow :P
 
Darek said:
Jaesun said:
I was trying to do the "provoke an Enclave vertibird assault" in Gecko, and following the instruction in the RP Wiki, I think it is missing a skill check (I am assuming... Science?).

I do not get the "Some kind of network . . ." option after clicking on "Action". I also made sure that I am doing this before anything else you choose to do with the reactor.

Can anyone help?
You need Science 50%

Dammit, need 7 more points. Thank you.
 
If you dont have em atm and realy want that encounter now, you can still set the game difficulty to easy under options... will give you a +20% bonus on all non combat skills.

But thats lame so turn it off after that :P Oh and the vertibird encounter is not realy funny if you aint got decent speach (85% i think?) The assault team will kill you unless you dont have at least combat armor and some big and/or energy weapons! So your only choice is to talk your way out.

If you aint sure your speach is up to it leave at least one Save be4 you provoked that guys at the computer!!!

EDIT: For some reason the map gets reloaded after you convinced em of your innocence. Now every1 of the team will carry 2 Jackhammers... stealing time! :P
 
Fury said:
Oh and the vertibird encounter is not realy funny if you aint got decent speach (85% i think?) The assault team will kill you unless you dont have at least combat armor and some big and/or energy weapons!

heh I am doing a.... difficult play-through (actually NOT using any cheats, exploits, even a non UBAR character) heh and enjoying it.

And my speech is 90%, I just forgot to bump up science, and have already found as many science books I could. I might look around a bit and see if I missed a book. :)
 
I am also noticing that there are LOTS of 0 damage hits, also many critters now run away from me after taking about half damage. It is extremely annoying because I play a melee/throwing character as i have to chase them down each turn, and throwing a grenade either does no damage or only 2-3 pts.

Other than that, the mod is great so far.
 
O'Dog said:
I am also noticing that there are LOTS of 0 damage hits, also many critters now run away from me after taking about half damage. It is extremely annoying because I play a melee/throwing character as i have to chase them down each turn, and throwing a grenade either does no damage or only 2-3 pts.

Other than that, the mod is great so far.

Open the ddraw.ini file and change the DamageFormula setting to 0 or 2.

I recommend 2 but I'm biased. ;)
 
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