Fallout 2 restoration project - modding problems

Ravager

Look, Ma! Two Heads!
Edit 6 (in progress)

Hello pro modders. For a while now I have been trying to properly edit killap's fantastic restoration project (both version 1.2 and 2.0) to fit a bit more with the info I managed to read/get from different sources regarding the EPA.

Remember how Myron says he knows of a large secret building etc. etc. once you want to leave him?

Now did you notice the part of his text that mentions "lot's of strange vegetation"? I was thinking about it and asked myself what could be considered to be "strange vegetation" to a guy who doesn't get out much? Or actually almost everyone in the entire wasteland? Plus the word "lot's" how much is lot's? 5? Nah... 10? No probably a lot more. I also remembered that I heard this area was supposed to be jungle.

http://fallout.wikia.com/wiki/Environmental_Protection_Agency

Carnivorous Jungle

The player has to navigate a jungle filled with Venus Mantraps. This isn't as much an adventure seed as a combat-based necessity in order to enter the EPA in the first place.

Yet we have no trees in the game that could make that place in to one... (a jungle that is) so what's the closest thing to a jungle? Or what could I safely assume could have been implemented by the original creators in that place?

Answer - a forest of course. So I took the map in my hands and started editing it.

-------------------

Problems still remaining since last edit:

Scroll Blockers - Even though I place them half way before the edge I want to create I still scroll past them, the same thing happens after I posh them together further and further. It's the only thing currently missing on my version of the EPA except for the scripts (might work once I start the game normally, but that's just a speculation)

Here are some recent screenshots (remember this is just an alternative map which is supposed bring this area closer to Myron's description and EPA design documents, most of this was made thanks to mr. killap AKA Bear Dude and his group which is working on the RP, oh and do not worry about the planned Vault Looks of this Area it's just underneath the Elevator Shaft level):

First I wanted to show you a few general screenshots which show the overall look of the map. It has all of the things included in the design document along with something extra which I'll mention later.

scr00000.jpg


Be sure to notice the exit grid which leads out of the parking lot and in to The Lake (I'm still not happy with the way The Lake map looks so I'll show it to you all later when I'm fully satisfied with it).

Now let's get a more detailed view so that I can describe each area:

scr00005.jpg


There are 3 entrenches now. 2 of them are on the map above. The first one is an entrance to the ventilation control room. It's in the little building and access is gained via a ladder. In my vision the door would need about 55% lockpick skill and a electronic lockpick to open it.

The other one is the standard entrance via the Air Vent if you just happen to lack a rope.

Here's the 3rd entrance:

scr00006.jpg


The Elevator is both on lock-down and it's door is broken. To get the damaged terminal working again you need a repair skill of at least 70 and in order to get the forcefield around it down you need to use the mainframe:

scr00007.jpg


With a science of 100 you should be able to hack it and do 2 things with it - shut down the 2 plasma turrets at the entrance and shut down the force fields on this level (there are 2 of them). Yet even by doing this you'll still want to visit the vent shaft, trust me. It's worth it.

Of course there are also 2 way of approaching the base itself. There's the main entrance and the door in the fence guarded by a few dogs and plants (low/mid/high level characters can benefit from this area in different ways).

Here's where the main elevator entrance will take you after being fixed:

scr00008.jpg


scr00009-1.jpg


Look at all the holo projectors. After all the holograms where supposed to be used to help out with tours.

I tried to be as detailed as possible, but let's go see the vent now:

scr00000-1.jpg


Above are shown the spots where you arrive - ladder or rope.

scr00004-1.jpg


scr00001-1.jpg


scr00002-1.jpg


As you see this has been re-made almost completely since the last time. It has spore plants in the water filtration/purification room (that's how I called it, perhaps it could use a change... any suggestions?), Mantises around the water tank making their nest, And near the vet exit there's a nest with Radscorpions who are hungry... very hungry! And won't let you get threw that vent without a fight. However there's also another way inside. One which involves less combat. Everyone meet Bill!

scr00003-1.jpg


Bill used to be a janitor at the EPA. He survived the bombing deep down, in the vent on his own for many years, but after a long, long time of being all alone he went a little crazy and trigger happy after a few beer's and accidentally shot himself. Poor Ol Billy.

Luckily for you Bill left a lot of goodies in his little room, including a a few log entries of a few important events at the EPA (I'm still writing them + I need scripting help... seriously...) and of course a ladder which will lead you threw a series of even smaller ventilation shafts, safely to this room:

scr00013.jpg


Of course getting in to Bill's room is not as easy as it looks. You'd need a set of electronic lockpicks and about 30% lockpicking. Yet it's the safest way inside.

Otherwise you'll be forced to go threw the Vent in the Scorpion room, which brings you awfully close to 2 auto turrets that will be very happy to finally get some target practice.

scr00011.jpg


These turrets can be deactivated via a terminal in this small security room:

scr00009-1.jpg


Of course each floor has a little security room of it's own, but there's only 1 main at level Red.

Of course on the Elevator Shaft level (no not vent) you'll have 2 other elevators that will get you even deeper in to the EPA.

scr00011.jpg


The elevator shown above will bring you to level 1, 2, 3 - Orange, Yellow and Green.

scr00010.jpg


And this one on the other hand (also above) will get you to level 1, 2, 3 - Red, violet, Indigo

On level indigo how ever there will be a separate well guarded elevator that will get you deep, deep down to level 4 - Blue. When you'll get to meet a few frozen friends (you'll get to take only one of them with you as previously planned).

So I need someone to help me with both scroll blockers and the scripts for the things I mentioned. Also:


As a little bonus I wanted come up with a story behind the creation of "The Lake" and so I came up with this:


scr00000-2.jpg


Right behind the main building you have an underground chemical/radioactive waste storage. A radiated hot stop (don't go down here without some Rad-x and a Gas Mask or else you won't need a light to take a midnight piss!). It shows what happened that caused the lake to appear. A gigantic collapsed underground storage area - barrel upon barrel, upon barrel of all kinds of waste which leaked out in to a nearby small lake after most of the tunnels collapsed - probably because of the bombing/slight tectonic movements which caused the main storage areas to collapse or some similar accident.

scr00001-2.jpg


scr00002-2.jpg


Does it make sense? (Oh and I'll need help with scripts for that mining elevator too + those computers below - perhaps to add some logs or status or something to add depth).

If you want to see or help test/improve the map just place it inside your:

Fallout2\data\Maps

And override my map with the current one (be sure to save the old map elsewhere if you still want to keep paling, when you check mine you can simply override my map with the other one)

Here are the new download links:
 
If you go to Tools: Toggle Block Object View, you can move/delete those annoying hexes. Don't know how to deal with that other issue regarding tile centers.
 
It doesn't seem to work.

I even re-installed it then patched it with the "Fallout 2 + Mapper remove City Limit patch" and then applied the "Mapper2 High Resolution Patch v2.0". Am I doing something wrong?
 
Ravager said:
It doesn't seem to work.

I even re-installed it then patched it with the "Fallout 2 + Mapper remove City Limit patch" and then applied the "Mapper2 High Resolution Patch v2.0". Am I doing something wrong?
Hm, I don't know. I have an earlier version than 2.0, maybe there's a difference? I'll try later tonight.
First of all (just to make sure), you did run m2_res_patcher.exe?

Maybe you need to change the settings in m2_res ini.

I use:
Code:
# If AUTO_SCRN_SIZE = 0 - SCR_WIDTH & SCR_HIGHT are set in VARIABLES section
# If AUTO_SCRN_SIZE = 1 - SCR_WIDTH & SCR_HIGHT are set to current desktop resolution
AUTO_SCRN_SIZE = 0

#Set the screen resolution here
SCR_WIDTH = 1024
SCR_HIGHT = 768
 
Yes I did and no it didn't work. I even changed the ini. Would it be possible for you to upload your mapper somewhere? It should run just fine I think I could simply override mine with yours.

Also I have a question.

Since I like the old maps instead of the edited wasteland of the yellow grass ones - would I missing anything after overriding these new maps with old ones? Except for the vast amounts of yellow grass?

Or any problems with some scrips and stuff?
 
Ravager said:
For a while now I have been trying to properly edit killap's fantastic restoration project (both version 1.2 and 2.0) to fit a bit more with the info I managed to read/get from different sources regarding the EPA.

Remember how Myron says:

http://i224.photobucket.com/albums/dd313/Patrycjusz/Fallout 2/scr00003.jpg

once you want to leave him?

Now did you notice the part of his text that mentions "lot's of strange vegetation"? I was thinking about it and asked myself what could be considered to be "strange vegetation" to a guy who doesn't get out much? Or actually almost everyone in the entire wasteland? Plus the word "lot's" how much is lot's? 5? Nah... 10? No probably a lot more. I also remembered that I heard this area was supposed to be jungle.

The revamped EPA in 2.0 was an attempt to bring it more in line with logic and what the design doc had, as well as improving the overall map quality. When Myron says that there were lots of strange plants, I assume he's talking about spore plants (as we know from the design doc that the EPA's grounds were going to be overgrown with spore plants). We wanted to give the new EPA map an overgrown "jungle" look, but unfortunately that wouldn't be possible unless we created new art. Simply giving the EPA the well manicured green grass and green trees of Vault City does not give the desired effect--it makes it look too pleasant and well-kept, when it's supposed to be run down.


Ravager said:
I wanted to add more depth more ways of approaching the entire situation and the way you see the structure. In the 2.0 version it looks like a church which to me is simply sad and depressing. It really does not fit all the info given about this location.

In the original EPA map, there were several things that didn't make sense. The Brotherhood of Steel building was one of them. The EPA was a prewar facility and the BoS wasn't formed until after the war. So we did away with it. Also, it made no sense for the main entrance to the EPA to be the size of a shack with nothing but a computer and an elevator. We know from the design doc that the EPA is a large government facility that the public would visit to takes tours of. It was thus decided that the main building needed to be more grand, with a large lobby, a food court, offices, etc.

I think the new map is a vast improvement.

And don't even get me started on the ridiculousness of the old "vent maze." It was supposed to represent a maze of air ducts, but it simply didn't work. I think the utility level that we replaced it with is much nicer and makes a thousand times more sense.
 
Dravean said:
It was supposed to represent a maze of air ducts, but it simply didn't work. I think the utility level that we replaced it with is much nicer and makes a thousand times more sense.

Oh, so that level was supposed to be an airduct? Well then, I'm glad that it got revamped, looks much better now :)
 
Dravean said:
The revamped EPA in 2.0 was an attempt to bring it more in line with logic and what the design doc had, as well as improving the overall map quality. When Myron says that there were lots of strange plants, I assume he's talking about spore plants (as we know from the design doc that the EPA's grounds were going to be overgrown with spore plants). We wanted to give the new EPA map an overgrown "jungle" look, but unfortunately that wouldn't be possible unless we created new art. Simply giving the EPA the well manicured green grass and green trees of Vault City does not give the desired effect--it makes it look too pleasant and well-kept, when it's supposed to be run down.

First of all they where Venus Mantraps and other strange vegetation. Not just Spore Plants.

Second - Is Vault 13 run down?

The EPA was supposed to use the Vault City/Vault 13 tile set for interiors (bright white, like original vault). Special scenery objects include an EPA parking lot sign, and color-coded symbols on the walls, running the whole range of the rainbow.

Dravean said:
In the original EPA map, there were several things that didn't make sense. The Brotherhood of Steel building was one of them. The EPA was a prewar facility and the BoS wasn't formed until after the war. So we did away with it. Also, it made no sense for the main entrance to the EPA to be the size of a shack with nothing but a computer and an elevator. We know from the design doc that the EPA is a large government facility that the public would visit to takes tours of. It was thus decided that the main building needed to be more grand, with a large lobby, a food court, offices, etc.

That's why I edited it so that there is no BOS there (the 1.2 at first before the 2.0 came out). I've also expanded the area in that way. There's a lot more details there although I'm questioning the existence of the petting zoo in it's current form at the EPA.

A bizarre petting zoo. Filled with humans. Hungry humans.

This thing also got me thinking. The part about "Hungry Humans". The base was abandoned (well not exactly abandoned, but you know what I mean right?, hibernation, holograms going berserk etc. etc)... for many, many years. And the only intelligent human who lives there nowadays (the Doctor) hangs out in that old storage. Who would feed "those" humans? There are only 2 beings who can access that place it seems - The already mentioned Doctor and the Director of Public Relations - she is a hologram who should take you there, but if only humans are mentioned in the petting zoo so there should no other beings there like Wanamingo's. And the humans... I have no idea how they survived for so long... It's something work thinking upon isn't it?

Dravean said:
I think the new map is a vast improvement.

You mean the one with church doors, stone benches taken from some churches and the yellow grass/rock rain that fell upon it?

Dravean said:
And don't even get me started on the ridiculousness of the old "vent maze." It was supposed to represent a maze of air ducts, but it simply didn't work. I think the utility level that we replaced it with is much nicer and makes a thousand times more sense.

I only did a few changes there. Do you think the ants would keep attacking the scorpions? And vice versa? And would have some nests? Plus... why the mantises? There was no mention of mantises there. There where also a lot of bot stations (but no robots), unused PC's (why are there any PC's there anyway it's supposed to be a set of ventilation shaft) - besides how would that equipment get in there? How would go there if something broke? I only did an area with a scorpion nest, ant nest and a janitor's/technician's room who should keep everything working down there you know. Which means 2 ways of getting in either by the vent or the ladder. Makes sense?
 
Ravager said:
First of all they where Venus Mantraps and other strange vegetation. Not just Spore Plants.

I'm not sure what you're trying to say here. Is there a difference between "spore plants" and "Venus mantraps"? I assume they're the same thing, i.e. the one plant enemy in Fallout 2.

Ravager said:
Second - Is Vault 13 run down?

The EPA was supposed to use the Vault City/Vault 13 tile set for interiors (bright white, like original vault). Special scenery objects include an EPA parking lot sign, and color-coded symbols on the walls, running the whole range of the rainbow.

This argument is invalid since I was referring to the EPA surface map, which, in my opinion, should be rundown, and, if possible, overgrown with vegetation. Vault 13, on the other hand, is underground and thus has no "surface map."

Ravager said:
I'm questioning the existence of the petting zoo in it's current form at the EPA.

A bizarre petting zoo. Filled with humans. Hungry humans.

This thing also got me thinking. The part about "Hungry Humans". The base was abandoned... for many, many years. And the only intelligent human who lives there nowadays (the Doctor) hangs out in that old storage. Who would feed "those" humans? There are only 2 beings who can access that place it seems - The already mentioned Doctor and the Director of Public Relations - she is a hologram who should take you there, but if only humans are mentioned in the petting zoo so there should no other beings there like Wanamingo's. And the humans... I have no idea how they survived for so long... It's something work thinking upon isn't it?

The way I figure it, the petting zoo had an automatic feeding system. Eventually, the feeding system either ran out of food or broke down, and so the "humans" have had to recently resort to cannibalism to survive.

As for there being other creatures, the design doc says that the green level will contain "animal pens" and "cages of creatures." Based on that, we decided to add other creatures in addition to the "human petting zoo". The spore plants and wannamingos were placed there as they are both creatures that could have been made by the "animal and biological testing" that is said to have went on at the EPA. In fact, we know from the FO Bible that the wannamingos were genetically engineered by the US government as weapons of war. The EPA makes a likely place as the source of their origin due to the nature of the facility, and the fact that you're likely to get "alien" encounters on the world map when near the EPA's location.

The centaurs and other creatures were removed because we know that they're the results of the Master, not pre-war testing, and thus have no place in a pre-war facility.

Ravager said:
Dravean said:
I think the new map is a vast improvement.

You mean the one with church doors, stone benches taken from some churches and the yellow grass/rock rain that fell upon it?

Yes.

I didn't design the new maps, Pixote did, and he can tell you why he choose to use those graphics. All I know is that I think it looks much better.

Ravager said:
Dravean said:
And don't even get me started on the ridiculousness of the old "vent maze." It was supposed to represent a maze of air ducts, but it simply didn't work. I think the utility level that we replaced it with is much nicer and makes a thousand times more sense.

I only did a few changes there. Do you think the ants would keep attacking the scorpions? And vice versa? And would have some nests? Plus... why the mantises? There was no mention of mantises there. There where also a lot of bot stations (but no robots), unused PC's (why are there any PC's there anyway it's supposed to be a set of ventilation shaft) - besides how would that equipment get in there? How would go there if something broke? I only did an area with a scorpion nest, ant nest and a janitor's/technician's room who should keep everything working down there you know. Which means 2 ways of getting in either by the vent or the ladder. Makes sense?

Did I think the ants would keep attacking the scorpions? Uhh... what are you trying to ask me here?

I'm personally not a fan of all those bugs being tossed in there together, but that's what's in the design doc. And yes, the design doc does include mantises (but doesn't mention ants).

I think you misunderstood the intent of my original post. I'm not attacking your changes. I'm merely defending and explaining the changes we (the RP 2.0 team) made to the EPA map.
 
Ravager said:
Yes I did and no it didn't work. I even changed the ini. Would it be possible for you to upload your mapper somewhere? It should run just fine I think I could simply override mine with yours.
I just tried with the Mapper high-res 2.0 patch and I first got that error, but after I changed the resolution in the .ini to 1024/768 it works.
I don't think there is any difference between my mapper and yours. You should probably ask Mash for help.

Ravager said:
Since I like the old maps instead of the edited wasteland of the yellow grass ones - would I missing anything after overriding these new maps with old ones? Except for the vast amounts of yellow grass?

Or any problems with some scrips and stuff?
I think it would be mostly OK, but it's really impossible for me to say. Maybe killap is keeping a change log for himself...
San Fran and EPA will give you trouble for sure though.
I think you'll just have to go with trial and error on this.

By the way, you haven't just considered removing the grass on the new maps?
 
Darek said:
I just tried with the Mapper high-res 2.0 patch and I first got that error, but after I changed the resolution in the .ini to 1024/768 it works.
I don't think there is any difference between my mapper and yours. You should probably ask Mash for help.
For 2.0 if the resolution is 640x480 the hi-res map edges are disabled and the original borders and blockers re-enabled. I did this so you wouldn't have to uninstall the hi-res patch to setup a map to work without the hi-res patch. I think the tile centre error is due to the default PC start tile being to close to the original borders.

I not sure if the new maps were tested without the hi-res patch, they may not work properly without it.
 
Dravean said:
First of all they where Venus Mantraps and other strange vegetation. Not just Spore Plants.

http://fallout.wikia.com/wiki/Venus_Mantrap

............

Dravean said:
I'm not sure what you're trying to say here. Is there a difference between "spore plants" and "Venus mantraps"? I assume they're the same thing, i.e. the one plant enemy in Fallout 2.

There should be 2 types + a jungle/lot's of vegetation.

Dravean said:
This argument is invalid since I was referring to the EPA surface map, which, in my opinion, should be rundown, and, if possible, overgrown with vegetation. Vault 13, on the other hand, is underground and thus has no "surface map."

There is nothing mentioned about the surface structures being in a poor shape. You got man eating plants there and almost no one knows that this location even exists (probably almost no one came back from the EPA after the war) yet you have holograms and bots running the place. Also Vault City has buildings outside and they did mention both Vault City and Vault 13. The area can't be so destroyed. Yet I do agree on it being covered with venerations. Somewhat like that goo you get to put on the walls. As in plants growing on buildings, but also trees and bushes. The buildings should be in a shape similar to Sierra (which is in a damn fine shape to me) or even better since not many people go there it seems.

Dravean said:
The way I figure it, the petting zoo had an automatic feeding system. Eventually, the feeding system either ran out of food or broke down, and so the "humans" have had to recently resort to cannibalism to survive.

Or they could have been exposed to some FEV and turned in to ghouls similar to Harold. After all humans don't really live that long even if you'd modify their DNA - also most animals live short lives so so splicing DNA in that way could shorter the lifespan of such mixed,deformed humans and breeding among those savages could also be impossible since their mixed with different species. So it's just strange to see such humanoids in cages (I was able to open this level with Fo2modder, but not the other ones). Some ghouls would fit better there don't you think? Walking zombie corpses. Perhaps somewhere during the tour they could get out and attack you like mindless zombies... what? I love killing mindless ghouls. It reminds me of dawn of the dead.

Dravean said:
As for there being other creatures, the design doc says that the green level will contain "animal pens" and "cages of creatures." Based on that, we decided to add other creatures in addition to the "human petting zoo". The spore plants and wannamingos were placed there as they are both creatures that could have been made by the "animal and biological testing" that is said to have went on at the EPA. The centaurs and other creatures were removed because we know that they're the results of the Master, not pre-war testing, and thus have no place in a pre-war facility.

I know, but they would need to be fed too like those modified humans and live a very long time. I'd expect those humans surviving as ghouls, but those beasts? Sure plants too I guess, but everything else? Even if there was some system that would give food to those animals how long would that food last? A few years perhaps, but certainly not more. Especially since that place is nearly abandoned. Which makes me wonder if mutated humans would be the only survivors. After all ghouls live long and besides it would be nice to see some animal skeletons to show how much time has passed. How about molerats? They seem to be genetically engineered.

Dravean said:
I think the new map is a vast improvement.

Not me. I can't even edit it. I tried... over a 100 times... or more. At least to check the scrips and re-implement them in a new package.

Dravean said:

OK that's it. I'm starting to get a trauma from this...

Dravean said:
I didn't design the new maps, Pixote did, and he can tell you why he choose to use those graphics. All I know is that I think it looks much better.

Better? Then the previous EPA? Yes. Does it look like a high tech facility where they made all kinds of experiments? Not to me. It's more like a weird church on the outside. On the inside it's pretty ok, yet I'd rather see another vault 13 type of map or something at the lines of the brotherhood bunker we have seen in Fo1 (To give it a more unique feeling).

Ravager said:
Did I think the ants would keep attacking the scorpions? Uhh... what are you trying to ask me here?

I'm personally not a fan of all those bugs being tossed in there together, but that's what's in the design doc. And yes, the design doc does include mantises (but doesn't mention ants).

Ah. Yes your right. From all this hurrying to get the level done before this night ends I completely messed up that one. Anyway I have no idea how the vent looks in 2.0 I just entered EPA and when I seen it I collapsed and deleted that map - replacing it with the 1.2 version I was working on. Anyway what I wanted to say is that you need to keep 2 species of bugs separate places on the map or else they will start fighting. So they should not walk anywhere near each other.

Ravager said:
I think you misunderstood the intent of my original post. I'm not attacking your changes. I'm merely defending and explaining the changes we (the RP 2.0 team) made to the EPA map.

I "do" know that, but I also wanted to make some changes to give it a more forest/jungle like look. Green, lot's of plants, hight tech scenery on the outside and inside. So that there actually would be a large building surrounded by a lot of strange vegetation.

The sources did mention a jungle right?

So I wanted to make it as close to a jungle as possible - and the closest way was to make a forest.

It was supposed to a be a large building how Myron describes it right?

That's why I made a large modern building outside. To make it unique and somewhat intact with the original concept - I merged both vault looks and BOS facilities.

The ventilation was supposed to have only 2 types of bugs and some plants - I've also planned that although I was not sure if the 2.0 version has it. I started working on these changes shortly before the release of v2.0 and can't really look in to it with the tools I have.
 
Ravager said:
Yet we have no trees in the game that could make that place in to one... (a jungle that is) so what's the closest thing to a jungle? Or what could I safely assume could have been implemented by the original creators in that place?

Every time I look at the new maps my blood starts to boil from this Rockoplis overdose which was recently invaded by yellow grass
farmers... they stole the desert!

The desert is not a void. The plant life there is surprising abundant. The Nevada Desert.

nevadadesert.jpg


You are entitled to build the EPA in a manner that suits your ideals, but introducing outside artwork can be problematic, if it doesn’t blend in naturally with the original art style. The two games that could be considered the closest to Fallout artistically would be Fallout Tactics and Arcanum, but even there the styles differ greatly. There was discussion about introducing new plant life into the EPA (to build the so called jungle), but ultimately it was decided to use the original assets.

If you are not happy with the revamped Fallout 2 maps…use the manual install of the RP 2.0.

As for the EPA…it will have some fixes to the map to improve some inconsistencies (oversights) and general bugs, all map issues will be fixed for RP 2.1. Thanks Dravean for arguing the case…I can’t be bothered…but I will say this - Fallout has a very limited selection of assets at its disposal, and sometimes you have no choice but to recycle in a creative manner… :roll:
 
.Pixote. said:
If you are not happy with the revamped Fallout 2 maps…use the manual install of the RP 2.0.
As far as I know, there is no difference between maps from these two versions.
 
.Pixote. said:
The desert is not a void. The plant life there is surprising abundant. The Nevada Desert.

nevadadesert.jpg


You are entitled to build the EPA in a manner that suits your ideals, but introducing outside artwork can be problematic, if it doesn’t blend in naturally with the original art style. The two games that could be considered the closest to Fallout artistically would be Fallout Tactics and Arcanum, but even there the styles differ greatly. There was discussion about introducing new plant life into the EPA (to build the so called jungle), but ultimately it was decided to use the original assets.

If you are not happy with the revamped Fallout 2 maps…use the manual install of the RP 2.0.

As for the EPA…it will have some fixes to the map to improve some inconsistencies (oversights) and general bugs, all map issues will be fixed for RP 2.1. Thanks Dravean for arguing the case…I can’t be bothered…but I will say this - Fallout has a very limited selection of assets at its disposal, and sometimes you have no choice but to recycle in a creative manner… :roll:

Before I start I still wanted to say I can not open the new maps with Fo2mapper. I still need some help with that + JaW is right. There is no difference it seems, but it would be possible to completely skip the new maps yet would that not gimp the game by removing the new quests, characters etc. etc.?

So is there any way to keep the old maps while keeping all the new locations, quests, content?


Perhaps killap could give us a choice between:

Vanilla maps + new locations/quests

and

Pixote maps + new locations/quests

During the installation?






As for my reply:

Aha.

desert2.jpg


But not after a few nukes. It should be full of sand and dust like the creators made it and now there's lot of tree's there and grass, grass, grass. It's driving me crazy.

I only want to build a EPA whit a large building outside, vegetation, one more way of access (elevator if your science skill is high enough to hack the mainframe to deactivate the forcefield around the main elevator) and deep down it will look like Vault 13/Vault city like in the description (except for the vent which is old and infested).
 
Ravager said:
Aha.

http://www.saharamet.com/desert/photos/desert2.jpg[/ img] [/quote]
I can assure you that 90% of desert looks like on my [url=http://img580.imageshack.us/img580/3420/dsc0193wallpaper1920x10.jpg]photo[/url]. I drove through California, Nevada and part of Arizona and Utah so I have no problem with Pixote's grass changes, it looks great (I don't like those ugly red rugs, but it is a different story :lol:). The photo was taken in May 2008 on the way to Death Valley.
 
Ravager said:
So is there any way to keep the old maps while keeping all the new locations, quests, content?

But not after a few nukes. It should be full of sand and dust like the creators made it and now there's lot of tree's there and grass, grass, grass. It's driving me crazy.

I didn’t realize that the enemies of the USA found it imperative to nuke the deserts (typically they attack the cities and military installations), but anyway the manual install does have the revamped EPA, but the rest of the maps are the original maps…that’s what I have come to understand but please correct me if I am wrong. I don’t understand why the mapper won’t open the maps, it could be a configuration setting (check the mapper2.cfg file) open with notepad. This is my setting…you will need to change the E:\ to your Fallout location.

Code:
[debug]
mode=environment
output_map_data_info=0
show_load_info=0
show_script_messages=0
show_tile_num=0

[mapper]
default_f8_as_game=1
fix_map_inventory=0
fix_map_objects=1
ignore_rebuild_errors=0
librarian=1
override_librarian=0
rebuild_protos=0
run_mapper_as_game=1
save_text_maps=0
show_pid_numbers=0
sort_script_list=1
use_art_not_protos=0

[preferences]
brightness=1.000000
combat_difficulty=0
combat_looks=0
combat_messages=1
combat_speed=50
combat_taunts=1
game_difficulty=0
item_highlight=1
language_filter=0
mouse_sensitivity=1.000000
player_speedup=1
running=1
subtitles=1
target_highlight=2
text_base_delay=6.000000
text_line_delay=2.000000
violence_level=3

[sound]
cache_size=448
device=-1
dma=-1
initialize=1
irq=-1
master_volume=149
music=1
music_path1=E:\Fallout2\data\sound\music\
music_path2=E:\Fallout2\data\sound\music\
music_volume=32767
port=-1
sndfx_volume=32767
sounds=1
speech=1
speech_volume=32767

[system]
art_cache_size=261
cdlock=
color_cycling=1
critter_dat=E:\Fallout2\critter.dat
critter_patches=E:\Fallout2\data
cycle_speed_factor=1
executable=mapper
free_space=0
hashing=1
interrupt_walk=1
language=english
master_dat=E:\Fallout2\master.dat
master_patches=E:\Fallout2\data
scroll_lock=0
splash=1
times_run=1
 
Of course no one would hit such insignificant places with nukes, but there where so many of them that continents where swallowed in fames and fell beneath the boiling oceans. Such high level of radiation, even less water then before, all that would would turn those deserts, forests and everything in to the Sahara. The world would look more like Dune. Which is why I don't like the grass and the vast amounts of rocks being literally everywhere. I want the original maps (with new/fixed quests) except for San Francisco since it has all those subs added or something.

Now I fixed the map I was making. It should be ready to add some scripts and I could use some help with that since it's the first time I'm trying to mod Fallout myself. I need scripts for 4 elevators (or 5):

1st elevator leads inside the base (unlike the ventilation entrance - where you first need to get thew all the bugs) Ground & First level only (it's surrounded by a force field and it will be hard to get it deactivated - I also need to make a script for this too it - the deactivation will be possible threw a terminal "if" you have a high science skill to hack it)

2cond elevator is on level 1 - it leads down to level 1, 2, 3 (orange, yellow, green)

3rd elevator is also on level one and leads to level 1, 2, 3 (red, violet, indigo)

4th elevator leads from level 3 (indigo) to 4 (blue)

5th (optional elevator) would be on the ground level - a mining elevator which would take you down by level one only. This one was used to safely store most of the toxic waste they gathered at the EPA underground in to a special main storage which has partially collapsed and leaked out after the war causing the creation of "The Lake" which is surrounding "The Doctor's" warehouse like before, but it's bigger now! A LOT BIGGER! It fills almost the entire map (as I've made it so far, but that's just the alpha version of that location that I've modified). Of course The Doctor's warehouse was also a storage before the war and after it was cleared by it's new owner there would be lot's and lot's of barrels outside, surrounding the lake (just like in the document).

As for the FO2modder I got it running and it's possible now to edit the new maps. Just reinstalled the OS and patched up the modder after reinstalling, set it to a higher resolution, 16bits and it started working again. So I'll edit my OP post to mention some problems are solved and the new ones I have.
 
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