Fallout 2 Restoration Project (v1.1) Suggestions

And placing the pipe rifle in the desk outside, so people with low lock picking skill don't lose out on it.

There's a couple of easy ways around that if you get creative (one of the reasons I love Fallout)
<spoiler>Get the "town greeter" by the billboard drunk. Steal his Molotov Cocktail. Throw it at the door to destroy it.
Find a Sledgehammer in Klamath (Sulik has one, there's another in the Rat Caves). Smash the door down by attacking it with the hammer.
</spoiler>
 
@ Minigun Jim

Yeah I know about the molotov, never tried with the hammer. But then you have access to the radio at the same time. The lock was put there in the first place to prevent getting the radio too early in the game. It's not a big deal, I just thought it would be better to move the rifle.

cheers
 
Ah, I understand now. I always saw the radio as the simple part, and the $1000 as the hard part for getting Vic anyway.
About the doors.
Different doors, different strengths.
Wood doors can be busted with a hammer, and possibly some other weapons. ( I think Shotguns may work). Tougher doors do require an explosive to break.
 
I think we should have more destructible doors in the game. I think it has too many. It's possible to give doors variable resistances?

Also - It's possible to make Laser Turrets critters? That would be awesome during Vault City fights. A additional challenge!

And... after talking with Shadow Who Walks, I thought if you guys could make another way to break the Raiders' strength: Stealh-kill Shadow Who Walks. That would be mostly for stealth characters who can pull that sort of stunt (maybe we can have a stealth kill trigger involving any sort of knife, Shadow Who Walks and a lot of sneak skill, or maybe something involving explosives. Or Venom. Or Poison. Or all of these. Can it be done?)

Great patch, we need one for Fallout 1, too!

EDIT: Maybe a Unarmed character could stun Shadow Who Walks with a blow (unarmed roll here), carry him out there (sneak), tie in to a rope (needs rope, maybe NPCs to restrain, too), and then get him to Vault City, were they will gently persuade him to reveal what he knows about the raiders?
 
Someone wrote asking me about MIB88's Megamod (which I know almost nothing about) and this brings up more late suggestions:

1. What about the quest to collect food for Ann in Vault Village? (I always wondered why she was a named NPC in the RP expansion, and now I understand.)

2. There appear to be additional quests in Abbey also: Bring data from VC, NCR, Shi, Hubologists (?)

No, these are not Restoration Project necessities, but neither are some of the other Abbey quests, and they do fit in with what is already restored.
 
Morticia said:
Someone wrote asking me about MIB88's Megamod (which I know almost nothing about) and this brings up more late suggestions:

1. What about the quest to collect food for Ann in Vault Village? (I always wondered why she was a named NPC in the RP expansion, and now I understand.)
This is already in the RP. Just wait until the village is fully expanded.

Morticia said:
2. There appear to be additional quests in Abbey also: Bring data from VC, NCR, Shi, Hubologists (?)
These were added by MIB88 or others involved in the Abbey used in the MegaMod. Not sure if I will include these additions, since there is no mention of them by the original devs. It is considerable though.
 
There's a bug in Gecko.
The ghoul "receptionist" guard and the door guards by the yellow door in the Gecko Power Plant Plant both tell you to go to Harold in order to get a Yellow Pass Key. However, Harold's drawer actually contains a Yellow Reactor Keycard which will not open the Plant door.

This had me totally stumped until I tried pickpocketing the door guard and noticed he had a Pass Key.
 
Minigun Jim said:
There's a bug in Gecko.
The ghoul "receptionist" guard and the door guards by the yellow door in the Gecko Power Plant Plant both tell you to go to Harold in order to get a Yellow Pass Key. However, Harold's drawer actually contains a Yellow Reactor Keycard which will not open the Plant door.

That's interesting. I thought only the vertibird yellow cards were 'different', but never tried to open the doors with that one from Harold, I guess. Aren't the ones that are all the same supposed to stack in inventory?

Does anyone know if that Reactor Keycard should have some other un-fulfilled purpose? or should this go to the bug list?

@Elitech,
I read somewhere about removing the level cap and can't find it for you now. Personally, I don't see the use of it, or removing the 14 year time limit. At level 30+ there is pretty much no challenge to any encounter.

Actually, this might have been removed by 'Sfall' tweaks already, as one place I read the level cap was 30 and I am over that.

correction edit: Level cap is 99!
also looks like Tomten already added the yellow card to the bug list :)

edit again: Sure enough, the food quest was already there and I just missed it. (also found a new typo bug) Does anyone know how much time we need to wait for the quest to become available?
 
Minor suggestion: put a delay of a day or so between the Redding Sheriff's quests. It seems odd that you can complete all of them within an hour, especially since they're supposedly in response to other events (impending bar brawl, etc.).
 
I was looking at the Unfinished Bussiness in Per's Ultimate Fallout 2 Walkthough, and I saw some cool stuff that I don't know if Killap already added in the Restoration Patch, but probrably already did.:

One Broken Hills subplot with Chad the corrupt caravan leader (already there) and another concerning the mutagenic serum.

Going to Navarro using the vertibird in the desert transaction.

Use of the Red and Yellow Reactor Keycards in the Enclave reactor room.

A Shi quest tied in to the EPA, related to the ending where the Shi get their butts kicked by a sentient plant.

An additional twist to the Lynette-Westin holodisk exchange where the player could blackmail them with knowledge of their underhanded connection.
 
One Broken Hills subplot with Chad the corrupt caravan leader (already there) and another concerning the mutagenic serum.

The doctor in NCR only suggests that Broken Hills would be a good place to find a Super Mutant to test the serum on. Not really a different or additional quest.

Going to Navarro using the vertibird in the desert transaction.

This is only another place to find the yellow keycard for the Navarro vertibird flight. (?)

Use of the Red and Yellow Reactor Keycards in the Enclave reactor room.

I think there are uses for these included already. One of them, anyway. (?)

A Shi quest tied in to the EPA, related to the ending where the Shi get their butts kicked by a sentient plant.

An additional twist to the Lynette-Westin holodisk exchange where the player could blackmail them with knowledge of their underhanded connection.

No idea about these. I could never understand how to get any of the Lynette/Westin quests started even, in the original game. :(
 
Morticia said:
No idea about these. I could never understand how to get any of the Lynette/Westin quests started even, in the original game. :(

Read per's walkthrough ;-)

P.S. Subplot with Chad has been implemented.
 
:lol:
I put negrito in the Mutagenic Serum stuff because, well, because I knew the Chad plot was implemented already, I did that quest :lol: But without it, the quote makes no sense. Call it context.

EDIT: Hey Killap, could you make the Kaga dialog use the dialog window? It's pretty cool in the first time, but after Kaga pwnszors me multiple times, it's pretty anoying to have to go though the whole graveyard sequence AGAIN. A dialog window could make it faster, though. What do you think?
 
Slaughter Manslaught said:
EDIT: Hey Killap, could you make the Kaga dialog use the dialog window? It's pretty cool in the first time, but after Kaga pwnszors me multiple times, it's pretty anoying to have to go though the whole graveyard sequence AGAIN. A dialog window could make it faster, though. What do you think?
Probably won't implement this, sorry.

But, the good news is that I will include an option for diplomatic characters early on in the kaga encounters so those who choose to be sneaky/have high speech/etc will no longer have to fear getting killed by kaga at the end of the game. I have nothing to go on from the original devs (probably one of the many reasons why the dropped the kaga sequence) so this will be my creation. Nothing fancy; just an option for diplomatic characters.
 
Skynet said:
Killap, Did you receive my PM?

Yes I did and sorry for never responding. That was sent a while ago wasn't it...

Anyway, I will look into the robot repair at the SAD. I had looked at this a while ago but I don't remember the conclusion I came to.
 
smilodom said:
Oh Yes, it would be funny to see all these Robots going to the repair unit ant then fighting again... :D

If they got anything left to go on, after you're done with them...
 
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