Fallout 2 Restoration Project Gameplay Thread

Gaspard said:
BTW, after finishing Sulik's Sister quest Sulik leaves me at the village, saying that he'll wait for me at the exit. Whenever I talk to him again and even after leaving and returning, he'll keep telling me that he'll meet me on the way out and he's lost as an party-NPC to me
Wait 2-3 days and then ask him to join you. I suppose his dialogue is not 100% clear, but it's original dev stuff that I restored and I really can't clearly modify it since voiced dialogue is involved. While it isn't clear, he doesn't directly say when he'll meet you. Basically, he tells you: "I'll be ready when I'm ready."
 
Okay-dokay about Sulik.

I noticed another thing, perhaps already mentioned earlier, though:
When I become a Ranger at NCR after I've wiped out the slavers at Metzger's slaver camp location, I cannot tell the Ranger chick that I've dealt with the problem there. At the Klamath safe house the rangers congratulate and thank me for taking out Metzger himself, but cleaning up the camp does not get noted anywhere.
 
Just found (and after many reloads) killed the vorpal rat. Holy carp that was a hard one. Nice reward though. :D

Is it supposed to be that hard though? I hit him for zero damage with the HHG and finally managed to kill it with a lucky critical to the head.
 
how do I get a mission to repair epa?
and with that comes the new NPCs?
kitsune how do I get it?

_________________________________________
I am Brazilian and I send congratulations to the bear dude
 
Hi, without reading much of this thread because of spoilers, can you guys recommend me what character to build in order to access all new parts of the RP ? I played fallout countless times with a sniper character so i don't want to play with that type again. It is my first time playing the RP (thanks a lot killap!) and I would like some advice.
 
Atari said:
I don't think this is a combat issue.
When i hit Esc in Combat modus and click on save, the game just overwrites the current quicksave slot, there is no option to pick another one.
This is not accidental, it occures in every combat.

i know how to overcome this problem, when doesnt show up, just hit load and then hit save button, it should be working now.
 
why....after so long, and so many changes...does this game still have fast shot taking the ability to use melee aimed shots away....? It does not make a fucking sliver of sense...if you were willing to include the YAAM...why not fix this stupidity?

On another note, does the shi sub and all the stuff added in 2.0 change any metagame char builds? For example, a free stat point like the one in the EPA.
 
glouter said:
why does this game still have fast shot taking the ability to use melee aimed shots away....?
You can be a little less rude about reporting issues.

I'm sure this issue can be looked into by someone at some point, you will need to have patience.
 
Glovz said:
You can be a little less rude about reporting issues.

I'm sure this issue can be looked into by someone at some point, you will need to have patience.

uh, I didn't necessarily think this was an issue, tbh. I was kind of arguing for it, rather than reporting, because I suspect that it has been considered by the devs contributing to the project, but they have for whatever reason decided not to "fix" it. Kind of an obvious bug/oversight, I thought, but maybe you're right, and I was being an unwarranted dick.
 
glouter said:
Kind of an obvious bug/oversight..
I'm not so sure. It make sense for me - "Fast Shot" trait represents a physical and psychological disposition of the character. "Fast Shooter" is choleric, hot-tempered and he acts on the edge. No matter, what type of weapon he's wielding - his reactions are based on his nature.

I'm voting for preservation of the original concept here. :look:
 
I'm wondering about saving the Deathclaws in V13. I know it involves capping a particularly twisted chap downstairs in Navarro, but I was wondering if that's the only req. to save the DCs. Can you just ice the bad guy, or do you have to wipe out the whole Navarro garrison?
 
Glovz said:
glouter said:
why does this game still have fast shot taking the ability to use melee aimed shots away....?
You can be a little less rude about reporting issues.

I'm sure this issue can be looked into by someone at some point, you will need to have patience.

I've gone ahead and fixed this issue. Thanks for bringing it to my attention.

As a FYI for those who thought it wasn't a bug, it actually is, and here's why:

With the Fast Shot trait active, HtH Attacks were unable to make called shot, but at the same time they did not receive the -1 AP bonus either! So either way you look at it, there's an inconsistency there.

The real question is whether or not I should restore the -1 AP bonus for HtH Attacks (i.e. Fallout 1 behaviour) or enable called shots for HtH Attacks. On looking at the code, though, it's quite obvious that the developers tried to disable the effects of Fast Shot for HtH Attacks (they added a quick conditional check before computing AP cost with Fast Shot), but forgot about the Called Shot aspect of things. Therefore, I have fixed it so that Called Shots are enabled for HtH Attacks even if you have the Fast Shot Trait active.

Cheers,

-- The Haen.
 
Haenlomal said:
Therefore, I have fixed it so that Called Shots are enabled for HtH Attacks even if you have the Fast Shot Trait active.
Great finding, Haen! :clap:
Is it possible to add FO1 behaviour of Fast Shot as an additional option? (i.e. FastShotFix=2 for FO1 behaviour)
 
NovaRain said:
Haenlomal said:
Therefore, I have fixed it so that Called Shots are enabled for HtH Attacks even if you have the Fast Shot Trait active.
Great finding, Haen! :clap:
Is it possible to add FO1 behaviour of Fast Shot as an additional option? (i.e. FastShotFix=2 for FO1 behaviour)

Yes, it is. And in fact, Timeslip has gone ahead and done just that. :) So, to get Fast Shot to behave as it did in FO1, set FastShotFix=2. To use my version of the fix, set FastShotFix=1. If for whatever reason you want to keep the Fallout 2 original behaviour, set FastShotFix=0. If FastShotFix isn't specified, my fix (FastShotFix=1) is the default.

-- The Haen.
 
At the primitive tribe [spoiler:b3f6d3d873]there is no more quest to bring knives and spears to head warior?[/spoiler:b3f6d3d873] am I right?
 
glouter said:
On another note, does the shi sub and all the stuff added in 2.0 change any metagame char builds?
[spoiler:10a4d988e5]Yes, there's a small bonus to "sneak" skill. You need to find and read an unique chinesse book. [/spoiler:10a4d988e5]

Quanti said:
Can you just ice the bad guy, or do you have to wipe out the whole Navarro garrison?
[spoiler:10a4d988e5]Definitely isn't needed to eliminate all of the Enclave troops. Dispatch the doctor (Schreber?) and rescue that imprisoned deathclaw.
However, I'm not sure with another prerequisities for "good" V13 deathclaws ending - you also can't revisite V13 before ending the game, I think. And don't take Goris into your party.[/spoiler:10a4d988e5]

ufo_hunter,
I remember that quest from the MegaMod, but it seems, so it's not included in the RP.
 
Please someone tell me how to talk to the holograms in EPA, I mean the ones in a meeting. I tried all four of them but all they say is I should come back later.
 
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