UP and RP updates

Anyway, I can save and load now so I guess it works, just old saves are semi lost (although it seems to work to delete the files “sfallfs.sav & sfallgv.sav”, load the save and just save it again (creates “sfalldb.sav & sfallgv.sav”). Not sure, however, if that will cause any problems down the line.
If you don't have any other mods, then there shouldn't be any problem. If you do, there could be.
We'll need saves to get to the bottom of this.
 
@Muttie
For loading old saves, setting Enable=1 in [Debugging] section of the new ddraw.ini should let you load them as usual for now.
As for the problem of overwriting old saves, check if any file in the save slot is set read-only. I think there should be 00000379~00000384.pro in proto folder with read-only. You should remove the read-only attribute for all .pro in you save slots. Because they are supposed to be overwritten when you save the game.

@Muttie
send a slot that can't be loaded
I installed a fresh RP 2.3.3, saved a new game and it can't be loaded with sfall 4.1.5+:
https://www.mediafire.com/file/91wl6w6ls6dqtac/RP233_SLOT01.rar/file

Adding 8 bytes of zero at the end of sfallgv.sav and the game will load with sfall 4.1.5+.
Enabling the sfall debug mode to force the game load and the "ERROR reading data" line occurs after "Loading arrays (new fmt)". I guess it's because the error check on sfallgv.sav is strengthened since 4.1.5. Disabling "goto errorLoad" for PerksLoad, LoadArrays and DrugsLoadFix in LoadGameHook.cpp the game will load without debug mode. Maybe the error checks could be lessened to only log the errors but still let the game load.
 
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We'll need saves to get to the bottom of this.
I send you about 6 in that PM couple of days ago. All of those apply.
For loading old saves, setting Enable=1 in [Debugging] section of the new ddraw.ini should let you load them as usual for now.
Checked out.
As for the problem of overwriting old saves, check if any file in the save slot is set read-only. I think there should be 00000379~00000384.pro in proto folder with read-only. You should remove the read-only attribute for all .pro in you save slots. Because they are supposed to be overwritten when you save the game.
Checked out, too. :) Funny though that vanilla RP (2.3.3 & 3.3a) has no issues with overwriting it. But apparently it's 4.1.5+ if I understood that correctly. Still, pretty cool on point analysis.


Two other comments on using the current UPU & RPU v2 patch:

-When using this patch you also need (“sfall-mods”, “gl_highlighting.int” and possibly “gl_partycontrol.int”) from sfall. Otherwise the highlight_items function won't work. And I guess settings can't be adjusted without sfall-mods. (party control seems to work without it though (probably because of RP's party_op. Consequently I'm not sure how RP reacts/interacts with gl_partycontrol.int. It seems to work when added, but I'm not sure about possible complications)).

-When installing RP 2.3.3 it asks which ammo fix to install: Glovz or YAAM. Default setting is YAAM.
And I'm pretty sure the current RPU patch is build on the YAAM version (i.e. the changes RP makes based on selection (proto/items and proto.msg etc.) although the errors this causes may be minimal (proto.msg, line 511 only).
However, this choice needs to be emulated in ddraw too. RP will set it to YAAM (damageformular = 5) by default (i.e. if not selecting Glovz), but the RPU patch resets ddraw to 0, which will result in a bit of a mess (i.e. it uses all the DT modifiers as if they are DR modifiers).
I did some testing (shooting Vic with a 14mm).
And I'm pretty sure that when setting ddraw to 0, the 14mm pistol uses the proto file for 14mm ammo and that is 1/1 dmg and -8% DR. Which is an average of 10 versus Metal Armour.
However, it should be 1/1 dmg and -8 DT. Which is an average of 17 versus Metal Armour.
So setting ddraw to 0 appears to fail to use the YAAM formula, but uses the proto files that are corrected for YAAM.
Either way you need to adjust ddraw, after patching RP 2.3.3 with RPU_v2 to the ammo mod selected during 2.3.3's installation.
UPU, on the other hand should probably be set to 0 (but I haven't tested Killap's unofficial patch).

I guess the patch installation already says that previous changes to ddraw need to be implemented manually again but it could be more highlighted like: (“especially when you selected a different ammo mod during 2.3.3 installation”). Although currently (RPU_v2) it is necessary to adjust ddraw after either installation (default & Glovz). Plus the current RPU patch doesn't fully adjust to another ammo selection than default (YAAM). Although the errors should be minimal (i.e. proto.msg, line 511 only, as the patch does not fix any ammo files in proto/items so far) but I haven't tested it fully.

Hope, this all wasn't too bleeding obvious. Anyway… FIRST! ;)
 
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YAAM as default was an oversight by killap for RP installer (the manual install uses vanilla), but he didn't fix it because there's no "next version".
For now RPU is in a manual install package so people need to adjust some settings manually to match their selected options from RP installer.
 
So after wrapping up Fo1, I decided to start some Fo2 again - why not with the new update.

Question tyme: What happened to the item highlight feature? I could swear it was in the last RP version that I've played. /edit: I've just copy&pasted from latest sfall and it works again.

/Edit: Is the party member critter / armor change disabled as well? I kinda liked that.

Also Metzger and his shotgun don't produce any sound when firing.
 
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/Edit: Is the party member critter / armor change disabled as well? I kinda liked that.
In RP script sources all B-team mod related code are commented out by default (probably killap did that when releasing the script source) and RPU doesn't uncomment them.
 
I see. Also found out that Lenny critter was changed, which I hate. Any chance to revert that without me needing to start over?
 
Yeah, that worked. Thanks. Man, feels like I'm completely out of touch, just because I haven't touched anything Fallout in a year or so.
 
Another out of curiosity: Does the mod force the cassidy talking head? I hate it since ever, but can't seem to be able to disable it. Same about the companion armor mod - I guess this RP update mod disables this?
 
Another out of curiosity: Does the mod force the cassidy talking head? I hate it since ever, but can't seem to be able to disable it. Same about the companion armor mod - I guess this RP update mod disables this?

@Lexx as far as I can remember, armor change mod for npc's and talking head for Cassidy were cherry picked customizable options in the RP installer version. They were not present in RP manual install.

Kind of bummer for the cassidy head since I actually liked it and voicing was not that bad as well. About the armor mod for npcs.. sfall armor mod for companions is suposedly incompatible with the RP Installer one (though i never had trouble with it). Hope @burn will base His fixes to RP based on the installer version files and not the RP manual install.
 
I did a new installation of the RP and disabled the talking head and stuff (just in case my old installation got fucked). Then I copy&pasted the RP update from this thread over it, but if I run the game now, the talking head is there. Thus I thought the patch might do this by default.
 
Eigther RPU comes with Cassidy's talking head mod, or simply new game must be started to notice the changes. It shouldn't because as far as I know scripts don't get saved in savegames.

Anyway let's ask @burn about this and be sure.
 
I'd like to reiterate that bug reports should go to github, the readme has an instruction.
RPU is not supposed to change any settings.
(I'm pretty sure some more obvious issues will be found while the update is in infancy, that's why it's packaged with ease of removal in mind.)
 
I did a new installation of the RP and disabled the talking head and stuff (just in case my old installation got fucked). Then I copy&pasted the RP update from this thread over it, but if I run the game now, the talking head is there. Thus I thought the patch might do this by default.
Yes, in RP source Cassidy has his talking head by default, and the talking head FRMs are installed regardless of installer option.
That's why RP installer has 4 vccasidy.int for the combination of installer options.
 
YAAM as default was an oversight by killap for RP installer (the manual install uses vanilla), but he didn't fix it because there's no "next version".
For now RPU is in a manual install package so people need to adjust some settings manually to match their selected options from RP installer.
I'm not so sure...
rp-readme.txt from manual installer said:
The manual install already comes bundled with Mash's Resolution Patch and Appearance Mod. DO NOT install these separately! The installer version of the RP includes several additional options that are not part of this manual install. Thus, it is highly suggested to use the installer instead of this manual route.
And the “Windows 95-98-ME” of the manual installer does not support YAAM (see the ddraw which is missing that option entirely). This could also be a reason why Killap excluded the YAAM adjustments from the manual installer, i.e. to avoid issues with the three OS options (like adjusted proto/items files).

That said, the fact that the installer version selects YAAM (when selecting a “full install”) may not be an oversight, but on purpose. Perhaps YAAM is supposed to be default for RP 2.3.3 after all.
Hope burn will base his fixes to RP based on the installer version files and not the RP manual install.
Otherwise, I agree with this. In fact, I was under the impression RP 2.3.3 is the installer version and 1.02.31 (unofficial patch) is the manual installer (for some reason). Still...

When I install RP 2.3.3 and I select “Full installation” I get all the stuff (including YAAM).
When I select “compact” all that stuff is turned off (but children frms).
And last there is “custom” for personal mishmash.
This seems totally correct and fine to me: Full install is RP default, compact is for those who want vanilla with restored content, and then there is custom for those who know what they want.

Why remove YAAM (aka an ammo fix) from default (aka full install)?

Especially as AP ammo not “working” properly is arguably a bug that needs to be fixed. I can understand to argue YAAM as default (even though I think it's fine). But not having an ammo fix as default seems not in the spirit of RP mod (i.e. fixing things), but rather in the spirit of the “unofficial patch”, i.e. the difference between RP mod and “vanilla Fo2”.
Or RPU and UPU (as I thought).
And if people want they can still make a custom installation of RP. I really don't understand why an ammo fix has to be turned off by default.
Seems weird. Every mod out there is looking/applying an ammo fix. And RP (by default) isn't? That seems kinda head-scratching.


P.S. RP 2.3.3 (auto-installer) does not highlight “containers” and “corpses” by default either. I thought that looks a bit nicer when pressing “shift” (i.e. less flashing highlight outlines), plus containers are still “hidden” content. Will that be maintained as default?
I'm saying this because to me, both (a default ammo fix) and a decision if containers are highlighted are rather fundamental game-design decisions. Which have an influence on how encounters and maps are designed. That's not entirely optional (EDIT: removed a word which had a different meaning than I thought it had). Personally, I couldn't design a game if those settings are “up in the air”. I currently have that issue with LH, which could get an ammo fix, but that would change several fights rather dramatically. You can of course make it customizable, but you have to have a foundation to build the game on and I do hope that foundation isn't (14mm is useless and all AP ammo is “technically” just money, and every NPC wielding a gun loaded with AP is just a body that can be ignored.) I struggle to believe that RP 2.3.3 is build on that.

All that said, are we certain YAAM as default is a mistake? Or is the removal just a difference between "manual" and "installer" version for technical reasons. At least Killap was aware that there is a difference, and he suggests to use the installer over the manual version (see quoted readme).


Addition: I had a quick look through the manual installer and it is also missing: NaChld (only includes female version), NPC armor, new weapon animations (some critter frms are there but the proto are not set), smoking (probably as it caused slow downs on older machines (OS) (I read that somewhere) and supporting those seems to be what manual is build for, tbh), Cassidy's voice (but his head is there?) and party orders. Idk, it seems a lot more messy than the auto-installer (especially critter frms).
Honestly to me it seems that the manual version is the inferior version making compromises, while the real deal is the “full installation of the auto installer” (with custom options for puritans etc.).
Even Killap suggested to use the auto-installer. And consequently pointing at the manual installer as how RP should be may be going the wrong way about it.

Idk, I can't be believe all that “extra” stuff had been added without the intention of it being a basic part of RP. And that includes the YAAM selection. The option to deselect is just being user friendly. Just as the manual installer has a Windows 95-98-ME option. Anyway, I think it's important to have a default version of RP (and an ammo fix should be part of that).
 
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Honestly, choosing which settings to set by default is the least of my worries. First thing to do is to get it working at all.
I think the main reason to suggest the installer is the reason to have it in the first place - more user friendly, less things can go wrong.
The progress is tracked here, help is welcome.
 
RP Updated V3 is not working with Fallout GOG release.
Whole game folder is twice smaller than killap RP+GOG.
Game crashing after selecting character (after movie).
 
I can also confirm what Vega has posted. My Fallout 2 installation was from the Fallout Trilogy DVD. I then installed RP and followed the steps to install RPU v3 to the letter. Crashes as soon as the cutscene with the Elder ends.
 
V4 is better, now game is starting without crash, but I cannot save the game in temple. I got unable to save game message. I will investigate tomorrow. I see new playable characters are not implemented. Full animation sets are ready on the forum, so I hope that it will be added soon.
 
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