Patches for Fallout 2

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dude_obj said:
That's ambitious, there are approx 1500 scripts. Would be a lot of work to get what we already have in a new engine.
For sure but I always liked the idea of playing Fallout 2 in a modern engine. And this has to be done because modders will only consider changing engines if they can use all there maps that they already created with IanOut. ;)

And I know that there it will be a lot of work but I got hope that as soon as the converter is working and we can show it to the community that there are some nice people out there that want to help; but maybe I'm a bit too optimistic :(
 
What happened to Celestial and the 1.06 patch?
I can't find heads or tails in this topic anymore... :roll:
 
Issues with the unofficial patches

Well, being a noob here, I am not too sure if this post belongs in this forum, if it doesn't I ask the mods to move it were it does.

I am having some problms with the .5 patch for fallout 2.
the problem seems to materialzie in den, when I move from the east side to the west side I get a kernel32 error and forcibly returned to windows (also I cannot load any save done in den)

I am running the large install in a pentium mmx 233, 64mb ram and hdd of 4gb (partitioned in two of 2gb, each has more or less 10%-15% free space remaining), a matrox millenium 2 for a video card and an SB16.

if anyone can give me a hand I'd apreciate it
 
Was the source code for Celestial's patch ever released? It needs to be merged with the other fan based patches and New Vision.
 
Does it do it if you uninstall the patch? Maybe the patch files are corrupted and it needs to be re-downloaded and installed?
 
To be honest there are a lot of really good new modes out there, we jsut need to combine them into one giant mod.
 
Jagasian said:
Was the source code for Celestial's patch ever released? It needs to be merged with the other fan based patches and New Vision.

It needs to be fixed, what with lots of people getting their game broken in the Den. Merged in a post about this.
 
Wild_qwerty,

What is the status of your unified addon? What is the list of patches and mods that it will include so far? Hopefully the high-resolution hack will be ready alongside your unified addon :)
 
Jagasian said:
Wild_qwerty, What is the status of your unified addon?

Wild_qwerty has been waiting on me to recompile all of the scripts, but I keep getting addicted to my own mod. We have pondered the idea of combining these two mods. I'm trying to get mine out in beta really soon, maybe as soon as the beta is out we can look at combining (if wild_qwerty still wants to do that).
 
yea, it will be easier to use Dude_Obj's mod as the base appon which to add the other mods.

All as we need is the sources for as many of the other 'new location' mods as possible and we can then add a lot of the new maps together. The main ones to add would be the ones there were going to originaly be in FO2 but got cut.

-The Abbey
-The EPA
 
Hopefully Bethesda doesn't get upset and try to stop these wonderful mods, in fear that they might hurt their "Fallout" game's sales. Personally, I think it would be funny to see a fan improved Fallout 2 become more popular than a wannabe "Fallout 3".
 
Jagasian said:
Hopefully Bethesda doesn't get upset and try to stop these wonderful mods, in fear that they might hurt their "Fallout" game's sales. Personally, I think it would be funny to see a fan improved Fallout 2 become more popular than a wannabe "Fallout 3".

I don't think bethesda would be that foolish. And interplay basically gave the green light for modding by releasing the mapper/editor and also saying "you should be okay" in the fallout bible.

Right now I'm testing completely randomized store inventories (with over 100 new items) and scripts attached to containers that generate random loot. This should have been done in the first place. Every time you play you'll find different loot in different places, and diversity of items in stores will be much better.
 
dude_obj said:
Right now I'm testing completely randomized store inventories (with over 100 new items) and scripts attached to containers that generate random loot. This should have been done in the first place. Every time you play you'll find different loot in different places, and diversity of items in stores will be much better.

A was think too about "randomized system" like diablo. Inside map only items and critters may be changed but the critters may look like scenery (random appearance of standard "dungeon part").
It maybe 50 small maps of dungeons if u walk on exit grids they will be show like special encounters. Whole big labirynth will be never the same if u play second time. And ofcorse the labirynth be a some deep vault system or simple big city parts.
 
Inside map only items and critters may be changed but the critters may look like scenery (random appearance of standard "dungeon part").

Nope :) scenery can be added and destroyed by scripts too.
 
dude_obj said:
scripts attached to containers that generate random loot.

This was actually one thing I wasn't completely happy about in Icewind Dale. In theory it's great for replayability, but with access to a walkthrough listing the random tables it was so damn annoying to find after I'd cleared out an area that I could have had that Mage Dagger +4 I needed and instead had got a Halberd of Junk +1. Of course, Fallout is a somewhat different story when it comes to equipment.
 
Per said:
dude_obj said:
scripts attached to containers that generate random loot.

This was actually one thing I wasn't completely happy about in Icewind Dale. In theory it's great for replayability, but with access to a walkthrough listing the random tables it was so damn annoying to find after I'd cleared out an area that I could have had that Mage Dagger +4 I needed and instead had got a Halberd of Junk +1. Of course, Fallout is a somewhat different story when it comes to equipment.

Interesting. I didn't even know that IWD generated random loot. I am testing both the random store inventories and the random loot. They aren't totally random because I can cap the limit on high end items. That means you won't find power fists or gauss guns in the den for example, but you might find them in SF stores. The way the random loot is working you have a pretty small chance of getting a weapon, although you can get one. I'm assuming that weapons will generally be purchased in stores rather than found or looted. The main reason I did this is that most of us have played fallout so much that we know where everything is. I might even relocate some quest items like memory modules and navcom parts to get people on new searching quests.
 
Doesn the book in teh den have a couple of different random locations where you can find it?

you could do something similiar with some of the quest items.
 
dude_obj said:
The way the random loot is working you have a pretty small chance of getting a weapon, although you can get one. I'm assuming that weapons will generally be purchased in stores rather than found or looted.

The whole concept sounds rather interesting and promising. One thing to consider though...

I know that personally, it bugs the hell out of me when someone HAS something, yet it's not lootable. It's more or less a matter of logic holes. If a guy was just shooting at me with say a laser pistol (or whatever) then there should be a damn laser pistol on the ground when he dies.

The same is true to a lesser degree of items he has access to use during a fight -the idea being, "ok.. how could this guy use a stimpack if he never had one?"

Armor is a special case... It makes no sense that there won't be any at all, though of course there's always a chance that it's either not sized properly to fit you or possibly sustained too much damage when you killed him.

Like for example, it would drive me nuts if I blew someone's head off with a .223 handgun to the eye, yet when searching him, his metal armor (or whatever) wasn't there.. though it would seem perfectly logical and understandable if you completely melt someone into a puddle of goo.

I suppose where armor is concerned, the ideal method would to be to check what kind they're actually using, then assign a reasonable percentage chance that the stuff would even fit you, and also a semi-intelligent method of determining if it was damaged beyond usefulness or not.

Of course, that would require quite a bit of scripting, so for simplicity it would probably just be abbreviated to a percentage with all factors considered in one representative step.

Eh, like I said. Just tossing the idea out there about all of this for you to mull around while you fiddle with things and make final decisions. :)

-Wraith
 
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