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Discussion in 'Fallout General Modding' started by Wasteland Ghost, Aug 11, 2009.
You need to install this. New version. One single archive.
Okay, I installed semi-official v1.2 patch, then Fallout patch version 1.3.5, and then your Restoration Mod (v1.0b1).
Thanks for the info.
If I install sfall and NPC Mod over your mod, will they work?
Zaius238 I've edit the first post, please, read it.
Personally, I don't use sfall, so I can't tell you anything about how it will work with the mod, sorry.
Wasteland Ghost - how is the work to restore the other locations in fallout 1? I'm asking because i didnt see anything in TeamX's main site about this.
Yes, yes, yes... "it's done, when it's done", remember?
I remember, but i'm not asking about when will be done, just how is the % of the work, not demanding or anything like that.
I'm working, not counting %'s.
Everything is found, documented and decided, I just need time to go through existing scripts and write non-existing from scratch. But right now time is one precious thing I don't have. Sorry for the delay, but life is life.
I'm playing your mod, Wasteland Ghost, and enjoying so far.
I'll let you know if I find some bugs.
Okay, I finished the game. Here are the bugs I found:
#1 - I was doing the mission to kill Jain, and I told her I was going to burn the place, just to piss her, and her responce didn't make any sense. Look for yourself:
#2 - In a random encounter, when I find a family of Mole Rats, there's actually just one rat on the screen:
#3 - I got Dogmeat in my team, but unfortunately it didn't survived my travels around the worldmap. The weird thing is, the lady keeps telling me to get the dog out of the house, months after I did that. But this is just weird, I don't know if it could be considered a bug.
#4 - This bug is very, very weird.
When I try to enter Killian's bedroom - it's not really a bedroom, there's no bed, but I don't know what to call it (there's good stuff to steal there) and he caught me in the act, he sends me to the jail (everything normal, so far).
When my character goes to the jail, he immediately enter combat mode, and start shoting in himself!
I try to end combat mode, but he keeps entering in combat and shoting in himself for no apparent reason (is he trying a suicide?)
#5 - After the invasion of the mutants in Adytum, I can't go to where the blades gang/followers of the appocalipse/deathclaw mother/etc lives (see the red arrow in the screenshot).
As soon as I command my character to go to the green ground, a black screen appear, I hear a loud sound of error, and I have no choice but quit the game.
And that's all.
Here's is what I installed:
Fallout v.1.2 patch (semi-official)
Fallout v.1.3.5 patch by TeamX (unofficial)
Fallout 1 NPC Mod by TeamX v3.3
FALLOUT: A Post-Nuclear Role-Playing Game Restoration Mod v1.0b1
Timeslip's sfall v1.18e
Fallout1 High Resolution Patch v2.2b by Mash
Thanks for making this mod, I had fun playing it!
I remember it. Her response was to stare silently in disbelief. Unfortunately, the game doesn't like blank entries and substitutes one of your own replies for hers. Could have been avoided by adding a "..." line to her dialogue instead.
The mod used to crash in Boneyard alot, though I experienced it mostly in earlier versions when talking with the Children. Try experimenting with High Resolution Patch, see if setting resolution to 640*480 helps.
Zaius238 Thanks for bugreport, I'll look into this.
Good job, WG. I've been playing Fallout 1 with your restorations, and I like it.
I have to chime in about the Mutant invasions, though. I think they should be optional. Maybe they already are and I missed it.
I guess if you've played Fallout 1 a million times, you might enjoy them, but for me they happened so fast it really destroyed the progress of the game. I got the water chip back to Vault 13 with just under 100 days left on the time limit (which is faster than any first-time player could do it), and by the time I got back to the Hub, it was wiped out by mutants. That's just not fun. 90 days is way too short.
If it's not possible to change the time frame, I'd like to be able to remove the invasions without removing all the other great stuff in your mod.
Like the post above (within this page) said. Just edit VAULT13.GAM to set those *_INVADED_DATE variables to something like 9999 (more than twice of the 13 years engine limit) and start a new game should do the trick.
Heh, thanks Nova.
I didn't notice the invasions subject continuing on this page.
Still, it might be a good idea to change the default dates for these invasions. They happen really quick in game time. If a new Fallout player installed WG's restoration mod and tried to play the game, he'd get seriously messed up. It's quite possible the Hub would be destroyed before he'd found the water chip.
I do not recommend ANY mods to a new player. Patches only.
then it wouldnt be called a restoration if we put the things we want, right?
and the new player can install only the patch if he wants to, then, once prepared, he can play the restoration mod and if he/she is a hardcore gamer, he/she can go with the restoration and patch for the 1st time, who knows, even on hard mode.
How much more content you you plan to restore in your mod? Would you be interested in a few minor adjustments to couple talking heads? (For instance, Vree has brown colored robes on when she is wearing a purple suit.) There's a bunch of little things like that that bugged me about the game (same with the Overseer having the constant "Vault" background). I understand if you only want content that wasn't implemented. If you do not want it, then I'll just be making the little modifications for myself
Here's what I imagined... could do all the animations in maybe 2 days - a week, depending on how lazy I am. I just threw this animation (bad speak frames) together in about an hour.
Ghouly89 I'm thinking only about restoring lost parts now. Any inconsistencies can be fixed in a separate mod. If you'll do this — it'll be great.
That robes, especially purple one sucks, IMO. Purple is one of the worst colors ever.
Anyway, what about doing Rhombus' and Cabbot's PA looking different? They're both sharing exactly the same model + texture. But from other hand you don't see them both at once, so you can explain it: after talking with Cabbot you're using elevator. In the mean time Rhombus is using secret entrance and going outside to take Cabbot 's PA. When you're using elevator to get outside of the bunker Cabbot is going through that secret entrance to Rhombus and taking PA from him
The purple robes do suck imo, but do have there fuction in cathederal. there are also two talking heads right that use the purple robes?
anyhow would it also be a lot of work to change the color of the robes (like all the other critter editing) or can this be done faster?