FoT Weapon Conversions

Question: has all this work been put into a mod/patch that can be downloaded from somewhere?

I have looked over the Files section of NMA and I am not sure which if any mod contains all that has been described in this thread.

I would really like to take a look at all the great stuff mentioned.
 
Sounds like this mod will be pretty big with all the changes. (every map recompiled yikes!)

you need to use delta compression!

Which according to my understanding, compares a 'original' file and a 'altered' file generates a change list with a algorithm.

result: a small file that would otherwise take many megabytes of wasted d/l.

Also what is the status of that FalloutXP mod that dynamically added weapons/shop stocks randomly?

Is this related?
 
ooooo.... shiny!

wow i can wait for this mod!! looks awesome. love the new armors from FoT... hated the game but they had some cool stuff.

hope he comes back soon and finishes ;-p
 
mvBarracuda said:
AFAIK dudeObj is missing in action and it might take some time before he returns :(

But feel free to PM him and post his reply here :-)

Sorry for disappearing folks. The last version of FO2XP mod has actually been sitting up on a web site all this time, but only a few people knew where it was. And yeah its large, there is about 60MB of stuff to download (most of it is critter art). I will give you folks the URL but I am not planning to do more work on this mod. Instead, I have started a new mod with entirely new maps, quests, story etc. The old FO2XP files are here. Last updated June 2005. Perhaps someone else might want to continue working on this, or take parts of it, feel free to do so. I should mention than Corpse and Wild_Qwerty contributed a lot to this mod.

I decided that if I'm going to do this much work on a mod (a lot went into the above), then I'd rather ditch the FO2 content and start with new maps, quests, etc. Also, I want a game more along the lines of FO1 with no pop culture, yakuza, mobsters, western theme, etc. I already have 3 new maps made, will post some screen shots shortly. This mod will take a long time, so I am trying to figure out how to release it in "chapters", so people don't have to wait until the whole thing is done before trying it out. If anyone has any ideas how to best do that, please let me know.

Again, apologies for disappearing...
 
Wow, glad to have you back dude_obj!! Do keep us updated on your progress as we are all excited to see what you have up your sleeves.
 
dude_obj said:
mvBarracuda said:
Sorry for disappearing folks. The last version of FO2XP mod has actually been sitting up on a web site............................Again, apologies for disappearing...

Great to have you back. I'd tried e-mailing you when you where missing... but your mail address did not receive my mail any more...


anyways. its great to have you back Obj_dude
 
Oracle said:
I'd tried e-mailing you when you where missing... but your mail address did not receive my mail any more...

Yeah everything was in disarray ... in fact it took me a while to figure out how to log back into NMA :roll:
what password did I use ... what email account did I use ... anyways, I recreated that email account again, it got deleted at some point.
 
dude_obj said:
Yeah everything was in disarray ... in fact it took me a while to figure out how to log back into NMA :roll:
what password did I use ... what email account did I use ... anyways, I recreated that email account again, it got deleted at some point.

I still have that mail if I'm not mistaken. I will send it to you...just for..you know, its rightful owner

(you should have made a new topic about your come back, with all these off topic msg and all :) )
 
I just quickly installed and tested FO2XP out.

Neat you get a random weapon at the begining, sadly no guns, but ye olde weapons of physical beatitude. (and once a plasma grenade 8) )

Also I did not have a Fallout 2 music directory, so no music. I have to manually extract these files from the master.dat right...?
 
You get random items at the start of game, but only stuff that is appropriate for arroyo (no bozars LOL). Containers all over will randomly generate items, and there is only a chance for any given container to have an item (even I don't know where they will be). Critters wield randomly generated weapons. Stores have randomly generated inventory.

As for music, its not in the master.dat, it's in the \data\sound\music directory on the CD.

I started a game of FO2XP the other day to see how it worked out. It's a tad more difficult than the original hehe. I found some bugs but most are not severe, I have listed what I found so far below. I do get occassional crashes so if you play FO2XP, save your game regularly.

Known Bugs
----------


Arroyo Temple entrance
- Bugged item: crowbar. There is a crowbar to be found here that seems to be severely bugged. When equipped, you cannot switch weapon slots. Using this weapon has also been known to crash the game. Recommend that you don't even touch this weapon.

Arroyo Caves
- Bugged sound: cockroach. There is a couple of areas here with both ants and roaches. If an ant chases after you, the cockroach sound is played on every attack turn, even if you have run far away from the roach. The effect ends up seeming like the ant is making a cockroach sound. Weird bug, but it doesn't affect game play.

Arroyo Villiage
- Bugged script: Hanukin. The script was modified so hanukin can make you antidote from scorpion tails, but it is not removing the scorpion tails from your inventory as it should be. It is also not removing the brock flower and zander root from inventory when healing powder is made.


Arroyo Wilderness
- Gecko respawning. If you rest in arroyo, the geckos in the wilderness seem to respawn, and so do the brock flowers and xander roots. I have seen this happen (only sometimes) in an unmodded FO2 game.

Klamath Canyon
- Bugged map script: The first time I entered this area the game crashed. When I reloaded from a saved game and tried again it worked. This is likely due to random item generation bug, invalid object PID number.

Klamath Rat Caves
- There is a shotgun to be found here that has no sound. Actually I found out later that the shotgun sound doesn't work anywhere.


Other Bugs
- Not sure how or where, but somehow I got six secret blocking hexes in my inventory! If I drop them on the ground I can no longer walk where I dropped them. If I try to sell them they are worth negative nine million dollars. LOL

* I only tested up to the Den in detail so far, but corpse did quite a bit of testing long ago.
 
I only got 1 combat crash. (which I HAVE seen FO2 do before (with mods) it just happens no rhyme or reason).

I would give you the debug.log but I mave have turned off debug...errr :(

The Casull revolver has no sound. Probably other little things as well.

and the roaches are such wimps, they always run away...

I also like the little touches, like in Arroyo and Klamath.
 
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