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

Due to a number of optional components it is too complex task to provide such a functionality. So, the only way to make sure that everything is installed right, is to strictly follow instructions from readme files. And DO NOT use third-party repacks like you just did. Our packages are set up for manual installation and would not create any extra directories. Better get the latest patches from teamx.ru. Version number in the main menu should be 1.2. Patch 1.3 doesn't alter the engine.
 
Ok, thanks for the info. I'll do that.

Then a game play question. Is the timer bug fixed in these patches. For example in the Hub according to Per's walkthrough:
The journey to Irwin's farm and back takes about three weeks according to your Pipboy, yet you only lose two days from the time limit to find the water chip.

I'd like to get the .233 pistol, but if it takes so long it is not worth it considering the invasion time limit.
---------------------------------edit--------------------
I tried it and it took 1h of game time each way.
 
My recent experience shows that Irwin is 'fixed' in a way that travelling to his farm doesn't take any time at all. Well, I guess I prefer it that way.

Other things like caravan runs probably can't be fixed. I think that caravans take forever (about 1 month) to return to the Hub, but work just fine if you travel *from* there. I might be mistaken, though.
 
My recent experience shows that Irwin is 'fixed' in a way that travelling to his farm doesn't take any time at all. Well, I guess I prefer it that way.
It is fixed, all right. But in such a way, it introduced several new bugs: Error's instead of map name anywhere it should be (loading menu, for example). I will remove this fix in a new patch version.

PS If anyone interested to know how it was fixed: map name was removed from map-file, so now engine doesn't know what map it is and can't run a build-in procedures for this map. We tried to find and disable this procedures, but with no luck. :(

PPS And please, stop mixing 1.3.x patch and Restoration Mod bugreports! ;)
 
I will remove this fix in a new patch version.
*Please* don't! Or at least leave this option in Restoration Mod. With such a harsh time limit I'd rather sacrifice a map name (which I even don't get to see because I don't save or reload there) than a quest that provides a unique item.

PPS And please, stop mixing 1.3.x patch and Restoration Mod bugreports!
I didn't! At least not in this thread.

Besides, Restoration Mod relies on 1.3.x patch, so if people encounter a problem, they might not know where it came from. I guess some mixing is inevitable. :)
 
*Please* don't! Or at least leave this option in Restoration Mod. With such a harsh time limit I'd rather sacrifice a map name (which I even don't get to see because I don't save or reload there) than a quest that provides a unique item.
I will do this. This fix is a big bug itself. It affects not only map name, but also map variables (engine doesn't know how to find a corresponding *.gam file) and other things. I can't leave it like this. It will be a mistake.
 
Just a quick question, is the NPC mod compatible with the restoration mods? Should it be installed before or after the restoration mod parts?
 
Hello, I've been using the Restoration patches found here http://teamx.ru/node/390
It's great, but I'd like to point 2 things out. First thing is that I love what you've done with the caravans, caravans were always one of my favorite things about Fallout 1. The invasion part is great too, however it contradicts your caravan update. Let me explain why. When I travel to Brotherhood of Steel with the Crimson Caravan, it takes me 1 week to get there, but 3 weeks to get back!!! So about 1 month (30 days) to do a caravan drive. The numbers are similar for other caravans too, not just Crimson. This creates a BIG problem when using the newly implemented system with the first invasion starting in just 90 days in Boneyard. This makes it almost impossible to get the Power Armor and Plasma Riffle upgrades before the mutant invasion wipes out LA Boneyard if a player were to do even 1 caravan drive! Now I understand that the caravan times glitches are not the result of your Restoration Project (which again I find really great), but it certainly does create an issue when using your patch. I am not sure if this is possible, but the most obvious solution is to decrease caravan travel times (say, around 3-5 days to each destination). This would certainly balance everything out.

Another big issue I ran into (I am not sure if this is a result of your Restoration Project or not) is that drinking booze increases your Perception to 10 and it does not go down (permanently)! I drank a booze at Neal's bar, I tried it with Perception 1 and 9, both cases it goes up to 10 with just 1 booze! I walked around the desert for over 4 weeks and it didn't go down in either case! This is certainly a bug to abuse (+9 free skills points possible!!!)
 
It's great, but I'd like to point 2 things out. First thing is that I love what you've done with the caravans, caravans were always one of my favorite things about Fallout 1. The invasion part is great too, however it contradicts your caravan update. Let me explain why. When I travel to Brotherhood of Steel with the Crimson Caravan, it takes me 1 week to get there, but 3 weeks to get back!!! So about 1 month (30 days) to do a caravan drive. The numbers are similar for other caravans too, not just Crimson. This creates a BIG problem when using the newly implemented system with the first invasion starting in just 90 days in Boneyard. This makes it almost impossible to get the Power Armor and Plasma Riffle upgrades before the mutant invasion wipes out LA Boneyard if a player were to do even 1 caravan drive! Now I understand that the caravan times glitches are not the result of your Restoration Project (which again I find really great), but it certainly does create an issue when using your patch. I am not sure if this is possible, but the most obvious solution is to decrease caravan travel times (say, around 3-5 days to each destination). This would certainly balance everything out.
This is engine bug, I can't do anything about this, sorry. :(
Another big issue I ran into (I am not sure if this is a result of your Restoration Project or not) is that drinking booze increases your Perception to 10 and it does not go down (permanently)! I drank a booze at Neal's bar, I tried it with Perception 1 and 9, both cases it goes up to 10 with just 1 booze! I walked around the desert for over 4 weeks and it didn't go down in either case! This is certainly a bug to abuse (+9 free skills points possible!!!)
Yes, there was a bug with beer and booze, it is fixed in new beta. Please, download it from here: http://teamx.ru/node/390 You'll need to start a new game, though,
 
Wasteland Ghost said:
And one little note. Now you need to install NPC-mod (if you are using it) before Restoration Mod!

So to make it all work I am to install
fresh copy of the game
1.2 unofficial patch
1.3.5 unofficial patch
NPC mod
Restoration pack(s)

Btw, since 1.2 and 1.3.5 patches are required to play with the restoration packs could you combine them into a single archive. That would make it faster and easier to install them correctly...
 
The installation sequence is correct.
all packed into 1 installer would even be easier
Yes, yes, yes. We discussed it many-many times. You want all'n'one and the other guy doesn't. It is not so difficult to unpack 3-4 archives. ;)
 
Wasteland Ghost said:
The installation sequence is correct.
all packed into 1 installer would even be easier
Yes, yes, yes. We discussed it many-many times. You want all'n'one and the other guy doesn't. It is not so difficult to unpack 3-4 archives. ;)

True, that.

Thats what the :P is for :)
 
Wasteland Ghost,

I know you're familiar with the 'bug' where slain towns people are frozen in their death animation (after a town is captured by super mutants) when the player first arrives at an invaded town. Could this be due to the limit on the number of concurrent animations that can be played on a map at any given time? For fallout 2, I think it's around ~30.

Perhaps you could stagger whatever code you're using to kill off everyone, by a time offset equal to the length of a death animation. I remember the problem with the frozen dead (sounds like a zombie movie set in Alaska) was common on the first map of the Hub, which makes sense given all the people to kill off.

Just a thought..
 
agris

kill_critter_type(CRITTER_PID, KILL_LEAVE_BODY);

May be you're right. Or may be it happens because an engine pics death frames randomly and sometimes it pics a "wrong" one: a frame, which is absent for this particular creature. I don't know for sure. I'll try to check your solution, but I don't have much time now. Besides, I don't know how to delay an action using map script only (I can kill any critter from inside it's own script, but it will require altering too many scripts... and there are critters, using the same scripts...).
 
Hello Wasteland Ghost, Im glad that someone cares about Fallout 1 unfinished stuff! Thank you for the great work and take your time with this great project!
 
Hello everyone.
Wasteland Ghost, I'm a bit confused.
I need to install first FO1RMp1v1ob2.7z and then FO1RMp2v10b1.7z (from the first post) to have all the restored content, right?
But before I need to have installed semi-official Fallout v.1.2 patch and Fallout v.1.3.3 patch by TeamX?
Also, F1 Restoration Project part 1 and 2 are the two downloads from the first post, right?

-Zaius
 
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