UP and RP updates

Thanks! That looks more like it, my Klamath has the same details. Then I finally feel safe to start playing.
 
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?
 
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 :)
 
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
The updated maps (and scripts) are in different branches on RPU repo because they're still under testing.
 
Is this at RPU v.26? That’s the one I’m playing now. And kudos for Android version!
 
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.
 
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.
 
It's shift by default, if you've messed with highlighting script from fo2tweaks You've probably disabled this by accident. the standard highlighting feature is in sfall-mods.ini and a script called gl_highligting.int in data\scripts, there are settings to enable highlighting in sfall-mods.ini to choose the key to highlight, chsck LoS and what get's highlighted.

fo2tweaks uses gl_g_highlighting.int.

the gl_highlighting.int is also partially responsible for [Combat Control] Mode=3 functionality.

there are some mods out there that screw up highlighting like the new standard crafting panel 0.94, the use of the crafting device causes highlighting to cease working on a given map forever, Highlighting works on other maps as long as You don't use the crafting device.

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?
 
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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
 
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.
 
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.
 
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Sorry I was confused by the Fallout wiki. I reloaded a couple of times and eventually got Kaga after leaving Arroyo. So all good.
 
Sorry I was confused by the Fallout wiki. I reloaded a couple of times and eventually got Kaga after leaving Arroyo. So all good.
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.
 
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..

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.

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.
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?
 
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...)
 
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...)
Thanks! It means a lot that at least someone is replying.

This is what's stated in ddraw.ini:
[Scripts]
;Comma-separated list of masked paths to load global scripts from
;Only use single backslash \ as the directory separator
;Paths outside of scripts folder are supported
GlobalScriptPaths=scripts\gl*.int,scripts\sfall\gl*.int

;Uncomment the option to specify an additional folder path for ini files used by scripts
;The game will search for the ini files relative to this directory
;If the file is not found, the search will proceed relative to the root directory of the game
;The maximum length of the specified path is 61 characters
IniConfigFolder=mods

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?

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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?
 
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