UP and RP updates

Discussion in 'Fallout General Modding' started by burn, Jul 9, 2019.

  1. Proletären

    Proletären Vault Fossil
    Staff Member Admin

    Mar 15, 2012
    Thanks! That looks more like it, my Klamath has the same details. Then I finally feel safe to start playing.
     
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  2. .45 ACP

    .45 ACP First time out of the vault

    8
    Sep 8, 2005
    Hi guys. Could anyone provide me a save file compatible with the latest RPU version, where the player has the Red Ryder LE BB Gun in his inventory?
    OH, an does private Dobbs still have this gun in the RPU?
     
  3. NovaRain

    NovaRain Casual Modder Modder Moderator

    Mar 10, 2007
    He still has the gun in RPU.
     
  4. .45 ACP

    .45 ACP First time out of the vault

    8
    Sep 8, 2005
    Thanks!
     
  5. phobos2077

    phobos2077 A Smooth-Skin
    Modder

    620
    Apr 24, 2010
    Is this mod still getting worked on somewhere outside of github? (like some closed repository...) Is the newest RP version is 2.6 + the updated maps from July? This definitely needs to be uploaded somewhere more permanent than mediafire :)
     
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  6. NovaRain

    NovaRain Casual Modder Modder Moderator

    Mar 10, 2007
    The updated maps (and scripts) are in different branches on RPU repo because they're still under testing.
     
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  7. FatMerc

    FatMerc First time out of the vault

    42
    Feb 18, 2020
    Is this at RPU v.26? That’s the one I’m playing now. And kudos for Android version!
     
  8. phobos2077

    phobos2077 A Smooth-Skin
    Modder

    620
    Apr 24, 2010
    Any plans on making a separate version that only improves the RP content? I'm not sure everybody will be happy with changes to the original maps. I'd play with the updated versions just to get feel some freshness in the old game, but some people I'm sure are attached to the way they looked.
     
  9. .Pixote.

    .Pixote. Antediluvian as Feck
    Modder

    Sep 14, 2009
    The original RP maps were pretty over the top with the extra clutter, but people can enjoy whatever they like, personally I'll never go back to those maps. Trust me Phobos the new maps are a big improvement - especially the EPA and the Abbey.
     
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  10. phobos2077

    phobos2077 A Smooth-Skin
    Modder

    620
    Apr 24, 2010
    I was referring to maps, that were not added in RP, but in vanilla game.
     
  11. Proletären

    Proletären Vault Fossil
    Staff Member Admin

    Mar 15, 2012
    The gl_highligting.int is in the main Fallout 2 folder. data\scripts is empty. I have Fallout2tweaks but I can't find gl_g_highlighting.int. Highlighting still doesn't work.

    e: I used the RPU_v26.exe to install RPU but all scripts appear to be in the main Fallout 2 folder. Could that be the problem?
     
    Last edited: Dec 30, 2022
  12. gustarballs1983

    gustarballs1983 Vault Senior Citizen
    Modder

    Oct 28, 2009
    No M8...
    RPU 26 uses the new load order fature from sfall, so that .dat archives that everything is now packed in are loaded before game folders and files.
    prior to this fix in sfall .dat files like patch000.tat were counted as the final to be taken under account thus could not be overriden by folders and files. now it's possible ( but you need to set in ddraw.ini to enable the new loading order to true. check with Fo2 tweaks readme on proceeding to install.. I'm using a really old version, as some of the later changes ( like the more light intensity caused to be totally dark around noon). so i kept the legacy version with night vision perk
     
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  13. Proletären

    Proletären Vault Fossil
    Staff Member Admin

    Mar 15, 2012
    Thanks! If anyone knows why Fallout2Tweaks breaks highlighting let me know! I don't want to use the Expanded Highlighting, just the normal one.

    A lot of hassle getting Fallout 2 up to speed these days.
     
    • [Rad] [Rad] x 1
  14. Proletären

    Proletären Vault Fossil
    Staff Member Admin

    Mar 15, 2012
    Sorry for double post but I didn't get a Kaga encounter when I left Arroyo for Klamath. Is this thing working properly?

    e: I don't want to begin this game until I know everything works properly.
     
    Last edited: Dec 31, 2022
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  15. NovaRain

    NovaRain Casual Modder Modder Moderator

    Mar 10, 2007
    Kaga encounters are only random, not some forced encounter like Horrigan.
     
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  16. Proletären

    Proletären Vault Fossil
    Staff Member Admin

    Mar 15, 2012
    Sorry I was confused by the Fallout wiki. I reloaded a couple of times and eventually got Kaga after leaving Arroyo. So all good.
     
    • [Rad] [Rad] x 1
  17. gustarballs1983

    gustarballs1983 Vault Senior Citizen
    Modder

    Oct 28, 2009
    kaga encounters are level based not (only) random..
    If you have moe than lvl 5 when leaving aroyo ( for example by using that fo2 tweaks cheat script) you will not get kaga around arroyo..

    later on you'll meet kaga only if your lvl is less than, except San Fran. which is 16 and above the hardest one where he has APA and a minigun.. which means if you're lvl 16 and above there's a massive chance to stumble upon him near San Fran.

    standard highlighting is broken because you can't have two (different) scripts messing with the same thing, you can even crash this way.

    the fo2 scripts need to be present in global scripts folder if you want to use fo2 tweaks.. your best way of disabling gl_g_highlighting.int (as that's the one from fo2 tweaks), is through fo2tweaks.ini . this mod is modular and everything can be toggled on or off..

    ok now that we are on the topic of breaking stuff and incompatibilities. be sure to check if your mod has gl_autodoors.int in global scripts folder. If you do have one be sure to disable automatic door opening in fo2tweaks.ini ( aka gl_g_autodoors.int). agin the script needs to be present in game folder, only disable the functionality via fo2tweaks.ini.
     
  18. Proletären

    Proletären Vault Fossil
    Staff Member Admin

    Mar 15, 2012
    Is the global script folder you mention in FALLOUT2\DATA\SCRIPS? Because that folder is empty. I have gl_highlighting.int in the Fallout 2 root folder. Do you suggest I move the script file there?

    I can't find gl_g_highlighting.int.

    I can't find either of gl_autodoors.int or gl_g_autodoors.int.

    Anyone who has the Fallout 2 GoG version installed with the latest RPU and Fallout2Tweaks who can help me?
     
  19. gustarballs1983

    gustarballs1983 Vault Senior Citizen
    Modder

    Oct 28, 2009
    i specifically stated your gl_ scripts folder, because it is definable in ddraw.ini somewhere, it doesn't nessecarily have to be data\scripts..

    some modders tend to keep such stuff in the fallout 2\mods folder or even deeper..

    be sure where are your global script files located.. I can't find them for you.



    First make sure fo2tweaks got installed properly after download, next look up where ddraw.ini set sfall to look for global scripts ( as i said it doesn't nessecarily have to be game scripts folder...)
     
    • [Rad] [Rad] x 1
  20. Proletären

    Proletären Vault Fossil
    Staff Member Admin

    Mar 15, 2012
    Thanks! It means a lot that at least someone is replying.

    This is what's stated in ddraw.ini:
    Does that mean it searches the script folder? Since the scripts appear to be in the root folder maybe I need to change something here?

    ----------

    I don't understand this so I just activated the Fallout2Tweaks Highlighting instead. Funny thing though is that the fo2tweaks ini says: "delete data/scripts/gl_highlighting.int if present". But since the gl_highlighting.int is in the root folder and not data/scripts I didn't have to delete it for it to work.

    Does anyone know if my scrips are placed in the wrong folder and how they ended up in the wrong place if that's the case?