FO2 restoration project seems to have some old bugs that arent fixed...

It's in the decompiled script.
In the scource script you are looking for "if (obj == dude_obj).
Just write "obj" instead of "LVar3" in your script and you'll be fine.
 
Also not really bugs per se but more like poor design decisions :

-Male prospectors dont have small guns tagged but can spawn with small guns

-Prospectors say they want to trade but never have anything to trade with

-Hermits never seem to have anything to trade with either

-Female claim jumpers can spawn with m60s, but only have ST 6 while the m60 needs ST 7
 
@Question2 , you are right about changing "and not" to "or" and vice versa.
The Duntons offer work in node024, and failing the town rep/CoP check in node006 sends you to node06c, where you get rejected.
Should bypass node024 in talk_p_proc and send you straight to node06c if you don't meet their criteris and you haven't turned down their offer.

There is also dialog and code for changing your mind and accept the Dumtons work offer, if you previously turned them down (I think this got lost when the devs decided to not have the grazimg map be a real part of Klamath as was first planned, by the looks of thingd). I thonk this should be an option while on the grazing area map.
 
OK, should i do this for node24 then?

procedure Node024 begin
if (global_var(GVAR_RUSTLE_REFUSE) == 1) then
Reply(370);
else
Reply(371);
if (TOWN_REPUTATION > 5 and not (has_trait(TRAIT_PERK, dude_obj, PERK_cult_of_personality))) then //killap's fix: changed from 4 and added (has_trait(TRAIT_PERK, dude_obj, PERK_cult_of_personality))
call Node06c;
else

NOption(372,Node006,004);
NOption(373,Node941,004);
if ((obj_is_carrying_obj_pid(dude_obj, 285 ) > 0) and (global_var(GVAR_KLAMATH_FIND_RUSTLERS) == FIND_RUSTLERS_ACCEPT)) then //killap's fix: based off of carrying and not map PID_BUG_PARTS
NOption(374,Node026,004);
end

Also having a bit of trouble understanding how Mrs Bishop's script works. The ultimate FO2 guide says you need int 9 to get the enhancer, but in her script i only see a check for mrs_bishop_vault_city. That is supposed to get set when you ask her about the GECK which leads to an option to ask her about vault city. There is no int 9 requirement anywhere in her script. However, without int 9, you never get the option to ask her if she is from vault city...I dont understand how that works? I just dont see the int 9 requirement anywhere in the script which is confusing.

procedure Node132 begin
Reply(600);
BOption(601, Node133, 004);
if (angela_known) then begin
BOption(602, Node142, 004);
end
BOption(603, Node143, 004);
NOption(604, Node150, 006);
if (mrs_bishop_vault_city) then begin
NOption(605, Node152, 009); //This option leads to asking about the enhancer

end
NOption(606, Node158, 004);
prev_node := 132;
end

Unless the "009" part is supposed to be the int requirement?
 
OK, should i do this for node24 then?

procedure Node024 begin
if (global_var(GVAR_RUSTLE_REFUSE) == 1) then
Reply(370);
else
Reply(371);
if (TOWN_REPUTATION > 5 and not (has_trait(TRAIT_PERK, dude_obj, PERK_cult_of_personality))) then //killap's fix: changed from 4 and added (has_trait(TRAIT_PERK, dude_obj, PERK_cult_of_personality))
call Node06c;
else

NOption(372,Node006,004);
NOption(373,Node941,004);
if ((obj_is_carrying_obj_pid(dude_obj, 285 ) > 0) and (global_var(GVAR_KLAMATH_FIND_RUSTLERS) == FIND_RUSTLERS_ACCEPT)) then //killap's fix: based off of carrying and not map PID_BUG_PARTS
NOption(374,Node026,004);
end

Also having a bit of trouble understanding how Mrs Bishop's script works. The ultimate FO2 guide says you need int 9 to get the enhancer, but in her script i only see a check for mrs_bishop_vault_city. That is supposed to get set when you ask her about the GECK which leads to an option to ask her about vault city. There is no int 9 requirement anywhere in her script. However, without int 9, you never get the option to ask her if she is from vault city...I dont understand how that works? I just dont see the int 9 requirement anywhere in the script which is confusing.

procedure Node132 begin
Reply(600);
BOption(601, Node133, 004);
if (angela_known) then begin
BOption(602, Node142, 004);
end
BOption(603, Node143, 004);
NOption(604, Node150, 006);
if (mrs_bishop_vault_city) then begin
NOption(605, Node152, 009); //This option leads to asking about the enhancer

end
NOption(606, Node158, 004);
prev_node := 132;
end

Unless the "009" part is supposed to be the int requirement?
Mrs. Bishop's requirement is literally right there in the line you highlighted. The third parameter to XOption is the Int requirement for that line.
 
About the Duntons...

No, you should call node06c from the talk_p_proc procedure like this:

Code:
Add this bit...

   else begin
       if ((global_var(48) > 5) and not has_trait(0, dude_obj, 39) and not (global_var(180) == 1)) then begin
           call Node06c();
       end

just on top of this...

       else begin
           call Node024();
       end

I have no idea what you write in the source script, and can't be bothered to look it up.
Anyway, if you are not sure if something is going to work, don't be afraid to just test it out.
 
Heeello,

Greetings, I’m new here.

I’ve been enjoying my first playthru of Fallout 2 immensely these last days, but seem to have run into a crippling bug:

At Vault 15, I can’t enter the back elevator door entrance, at the Raiders’ cabin. When I try to, I get a powerful electric shock. When I attempt to disarm the trap, I get this message: “There’s no way to untrap this door.”

During setup, I decided to go with the Restoration Project right on, as I have just played through the vanilla GOG version of Fallout 1, and got frustrated with bugs. As this bug isn’t in the vanilla version, needless to say I now profoundly regret going with the Restoration mod ;(

When googling for a solution, I found one entry on another forum, made years ago. The solutions presented was to either download the/a fix Killap surely had a,ready made or to attack the raiders outside, thereby provoking a raider on the inside to come to out in aid.

Well, attacking the raiders doesn’t work and the version of the mod I’m using now is the most recent, but still the bug hath prevaileth:(
 
At Vault 15, I can’t enter the back elevator door entrance, at the Raiders’ cabin. When I try to, I get a powerful electric shock. When I attempt to disarm the trap, I get this message: “There’s no way to untrap this door.”
The electrical trap on Vault 15 elevator door was never mean to be disarmed in the first place. It's the same in vanilla game.
 
As @NovaRain said, it's working as intended. If You have trouble getting pass that door try a walkthrough guide or wach it on yt. Or keep whining maybe somebody will post spoilers :p
 
Sorry for the necro post, but did anyone end up releasing a further patch to fix the bugs discussed in this thread? Killap doesnt appear to have done so. I was re-reading this old thread and I got the impression that some of the people in it might have been fixing stuff, like Darek, but did they ever release anything?
 
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