FALLOUT: A Post-Nuclear Role-Playing Game Restoration Mod

x'il said:
.Pixote. said:
(...) the Burrows (...)

Isn't that the map with the talking raccons or something like that?? :shock: why would anyone want to add such a thing to FO1??

Yeah, it's the map with the mutant talking raccoons that was scrapped early on in Fallout's development because ... well, for obvious reasons.

Wasteland Ghost already stated that she isn't going to include the Burrows in her RP, so, to answer Pixote's question, no new art is needed. At least, not for that.
 
Too bad Fallout isn't soo moddable as Fallout 2...

As for the talking things... talking flora and fauna is really retarded idea and should be reserved for Fallout 2 and Bethesda/Obsidian next-crap creations. Let's leave poor Fallout in peace.
 
BR4ZIL said:
I don't like the idea of having to get to la boneyard by day 90 to save it, or do quests there, you already gotta go somewhat rushed, and the invasion of junktown and the hub would personally be gamebreaking for me.

What??? you dont like HARD mode??? :P

on the contrary, I was thinking the only time I'd do it is if I wanted a challenge

making it optional would be nice. or simply not installing that part, if the last part of the mod will work fine without it that is
 
Naissus et al It is not simple mod, it is restoration project. ;) It is not my intention to make something up, which isn't already there. But may be later I will make some small mods with all requested features. Guys, I understand, the Invasion seriously changes the game, but, hey!, there are many things, going on by themselves in FO1 (V13 is dying, Cathedral expands it's influence, mutant's army prepares to attack... and attacks!). This world is alive, it is not waiting for some Choosen One, and it is dangerous, thats why I personally like it before any other FO.
 
I am willing and wanting to fix the maps for Fallout 1 (as I have already done for Fallout 2 – FEMP), but I need the official mapper modified so I can proto-type new artworks. There must be some bright spark out there that can fix the mapper with a patch to make mapping Fallout 1’s maps effortless. I can modify them using Dim’s mapper, but certain maps crash when you use this tool. My main idea is to repair the broken edges, enhance the general environment (not spoil it), and fix the lighting conditions…programmers I need you…
 
I am willing and wanting to fix the maps for Fallout 1 (as I have already done for Fallout 2 – FEMP), but I need the official mapper modified so I can proto-type new artworks.
How fixing the broken maps is related to new artworks? Do not mix bugfixing with modding, please.

I fixed some map bugs manually (in hex-editor), but I can't fix such bugs as gaps in the walls this way (need to place a new object on map) — it is wery hard and long work, if you try to do this by hex-editing the file. :)

Dims mapper is good for FO1 maps editing, but I'm not entirely sure it won't introduce a whole new army of bugs in the game, because map-files format wasn't studied so good back in the time, when Dims was working on his mapper. Same about FO2 mapper — there is a way to make FO1 map from FO2 map, but I'm not sure it is safe and will note cause more bugs.
 
How fixing the broken maps is related to new artworks? Do not mix bugfixing with modding, please.
I hope I didn’t come across as being rude Wasteland Ghost; but in the next version of Killap’s Restoration Project (1.3) there will be a new version of the maps as an optional install. They are all the original Fallout 2 maps, but have been enhanced visually (with the original artwork, etc), without damaging the essence that makes Fallout 2 great. I desire to do the same to Fallout 1 at some stage…I agree this goes beyond bug fixing, I will let you investigate FEMP (Fallout 2 Enhanced Map Project) when RP 1.3 is released and decide it this is a worthwhile endeavor. Proto-typing allows me to introduce certain Fallout 2 artworks into Fallout 1 without polluting the atmosphere of the game.
 
I hope I didn’t come across as being rude Wasteland Ghost
No, of course not. May be it is my bad english. :)

I'm talking only about old problem with mixing patches and mods. Not everyone wants to see something new in a 'good old FO', but almost everyone wants it to be bugs-free.
 
I hope this mode will bring back the REAL
ambiance of fallout...
Did someone have noticed fallout demo have
An better mapping and athmosphere than the
Full version?
 
How does the invasion work? Is there a way to actually take a part of fight? I mean, when city is invaded you can defend it together with inhabitants. Something like this:

- take the information about invading forces,
- you may go to town and fight with invasion (together with NPCs),
- you can either win (first wave is annihilated, invasion is delayed), escape (coward! :D) or die.

Or it's just simplified to adding muties and removing NPCs when player is visiting the location when invasion occurs?
 
I'll guess the invasion works like the Necropolis invasion. So it kills all critters and places mutants. But I didn't tested it yet. :>


What I wanted to ask: Is there any new progress? :)
 
How does the invasion work? Is there a way to actually take a part of fight? I mean, when city is invaded you can defend it together with inhabitants.
As Lexx said, it works like Necropolis invasion. You can't defend the city, there are too many invading mutants — it's a whole army of mutants, actually. :)
What I wanted to ask: Is there any new progress?
I'm very sorry for the delay. :( I can't work right now because of some family matters, but I continue to track all bugreports and plan on releasing a new patch and mod (parts 1&2) update (bugfixes) asap.
 
Ok, then I have one bug report too. :D

Yesterday, I was moving with a caravan from Far Go Trader to Junktown and back. After the caravan attack was fend off, I tried to talk to the guards and everyone of them just got an "error". Same was with a Crimson Caravan later.
 
Lexx
Very strange: caravans were tested in all situations. Please, give me the list of all installed patches and mods (and sources from which each of them was downloaded) and, if possible, savegame with the bug.
 
I am using english Fallout, with one of the later Team X patches (I am not very sure which right now), then RP part 1 and RP part 2. The Team X patch is from a old Fallout 1 uncut patch, I made some time ago. The RP downloads are directly from the Team X site. Savegames is a bit bad now, as all towns are dead. :>


But beside this, everything seems to run fine. A bit too fine. :D I'll guess I know now why they have cut out the other invasions from the final game. I said to myself that I have enough time anyway and I wasn't even sure, if I will see the other invasions. But now... oh well, I am not even done with all Hub quests and the Hub is dead now. Adytum must have been dead even long before. Necropolis is dead already anyway. Now I ninja-destroyed the military base, as I've got no other choice. Wasn't even in the glow yet, to get myself a piece of power armor from the Brotherhood.

Thing is, with the destruction of Mariposa, I got my level 10 now. :P

So... I'll guess, for future updates, it would be good to have the invasions as option in a installer. Or more options: 1. Invasions like now, 2. Invasion yes, but with longer time and 3. No invasions at all.

Especially if you never played the games before, you will miss out a lot content, just because you are a slowtard. Heh.

/Edit: Shit. Even the Brotherhood is dead. Goodbye, power armor. :P Man, I feel totally lost now. It's a really different gaming experience.

/Edit²: Ok, ninja-finished the game now. Thanks to the Cathedral, I could get myself a rope and go to the Glow to get me some combat armor. Then I was moving back to the Cathedral to activate the bomb. Good that I love to play scientific characters, so i got 100% science already before level 10. While fighting my way into level one of the vault, Tycho died a brave death. I skipped level two and moved right to level 3. There, sadly, Ian died by enemy gatling fire. I moved one and gunned my way through the last few mutants on the west side. Lockpicked the doors and activated the bomb. Then running away.

Man, that was by far the most depressing end-screen-slide I've ever got. Everything was dead or dying. Hah. The only ones who really survived, have been the Raiders... Every other town was gunned down by the mutants invasion.

Also: How motivating. :D



That for sure was a great experience once again. But I am also a bit sad, that I needed to hurry that hard in the end, because due to the invasions everywhere, I got nothing left to do and needed to move on.

Anyway... this one teaches me still once again: Fallout 1 is better than Fallout 2. All the details everywhere... You enter some room and get a text message, childres are running around everywhere, floating text from critters is in different colors, the encounters feel much better and interactive, and so on...
 
The Team X patch is from a old Fallout 1 uncut patch, I made some time ago.
So it is not original TeamX patch?

That part of caravans was never changed in the mod, so everything should work like it was in latest versions of 1.3 patch. Check for crvnteam.msg, this is new file, introduced by the patch, which contains floating messages for caravan guards in random encounters.
 
I found out what the problem was. Long time ago, I've made up a "100% uncut patch" for the german Fallout version. In this patch, I've also added the unofficial patch 1.2, with a german translation. Over this I've now simply installed the new version of the unofficial patch and somehow forgot about the old stuff. Anyway... fixed it now, it's working and I started a new game without the harsh invasions. :p

I'll guess, some day I will make a new german translation, which also includes the few files from the restoration mod. :)
 
Is there an easy way to make sure all the patches are runnisg as they should? Like talk to someone or get a certain quest or to see a rock like in F2 RP?

I installed F1, then team x 1.2, team x 1.3.5, restoration parts 1 and 2, last thing was High res for F1.

The team x 1.2. archive didn't want to unpack itself properly to sub folders, but only to a Fallout_1_TeamX_Patch_ENG_1.2w folder so I manually copied all the files&folders to their respective places in my F1 folder. Same thing with the 1.3.5 patch. I had to manually copy the files&folders to my F1 folder. Restoration part 1 and 2 I managed to unpack properly. Atleast the program kept asking if I want to replace this file with that quite a lot...

High res patcher says Team x 1.2. found do I want to patch it.
The game starts ok. The main menu screen shows 1.2 I think. It is a bit hard to see.
 
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