UP and RP updates

I was talking about this as well.
like "WorldMapSlots=21" is under [misc] in the original, and [interface] in the new one.
Just to make sure, I will explain how I merged.
1. I copied the first ini option from the original - "UseCommandLine=0"
2. Searched the line "UseCommandLine=" in the new ini
3. Changed "UseCommandLine=0/1" to "UseCommandLine=0", like the original.
4. Copy the second line in original ini - "TranslationsINI=./translations.ini"
5. Search the....... it goes back again until u finish copying each line from the original.
After all that, I added the modified=42 line, since the red sign won't go away for me without it. (Maybe I did something wrong in the past, because NovaRain says it should work.)

That way, the structure of the new ini file remains as it is, thus minimizing potential errors.

So you're basically saying the red sign problem is gone for you? because if not, than your second sentence, explains why the fuck this RP security feature issues the warning... since this security feature looks for WorldMapSlots=21 under [misc] while it's under [interface] now. so I'm guessing the RP security feature can't see it now, and hence why issues a warning.

Am I right?

@Matt Drax
I always do check them side by side
 
The security check needs to be reworked for the current files, it's searching for outdated locations.
 
So you're basically saying the red sign problem is gone for you? because if not, than your second sentence, explains why the fuck this RP security feature issues the warning... since this security feature looks for WorldMapSlots=21 under [misc] while it's under [interface] now. so I'm guessing the RP security feature can't see it now, and hence why issues a warning.

Am I right?

It's sounds about right. This is my conclusion also.
I have no errors during game time, yet without the modified=42 line, I still get the error sign. (although, again, according to what Nova replied, it suppose to work without the line modified=42. So maybe I did something wrong..)
2. The default ddraw.ini from sfall package is for vanilla FO2, in which some options that RP requires are not enabled. At very least RP requires WorldMapSlots=21 & BoostScriptDialogLimit=1 for its core content working correctly. If you really "only made a minor change in the ddraw.ini" the ModifiedIni=42 line in the existing ini shouldn't be gone to make the warning appear.
BTW, I did have errors during gameplay on certain occasions when I didn't merge according to new structure.

Also, I tried relocating the WorldMapSlots=21 line to it's old location, and the red sign is still there. But this is a partial try to fix it since more things are not where they used to be.
 
It really should be disabled, PPL really shouldn't be treated as little kiddies. Everyone is (and should be) responsible for their ow actions, despite what liberals think.
You are responsible. You changed ddraw.ini - handle that. If you can't, that's your problem. That's the definition of responsibility.

I have no particular love for the warning, it's just kept because it's always been there. (But it's changed to check actual settings, rather then ModifiedIni, which was just a dummy). The script doing the check is in RPU repo, open for everyone to see and is easy to understand.

Is there still no way to get the latest versions to work with FO2Tweaks?
FO2tweaks is, and always was compatible with UPU and RPU.
 
You are responsible. You changed ddraw.ini - handle that. If you can't, that's your problem. That's the definition of responsibility.

I have no particular love for the warning, it's just kept because it's always been there. (But it's changed to check actual settings, rather then ModifiedIni, which was just a dummy). The script doing the check is in RPU repo, open for everyone to see and is easy to understand.


FO2tweaks is, and always was compatible with UPU and RPU.
I'm aware it works as a whole, but is there a proper removal of the red child-proof lock?
 
Maybe show a message box and use "signal_end_game" macro to terminate the game instead of letting the player continue the game with repeating red warning.
 
Notepad++ doesn't work for ddraw.dll, which is what I need to try to merge/overwrite properly. What, if anything, works for that?
 
ddraw.ini .. ofc you can't open the .dll with a text editor.
 
Hello. The problem is still not fixed in UPU version 16:
  • newr2.map - ugly slots machine & old McGee scripts (replaced 2 scripts: nimcgslt.int & ncmcgee.int)
  • reddown.map - litle girl frame replaced on standard child frame (otherwise, not displayed)
  • v15ent.map - moved the box, added an interior to an empty room
  • NCR4.map - the mountains are drawn and the passage is masked

  • Added children animation patch, tribal fix, 120% mutants animation.
  • Added missing interface frames. Relevant for playing in a different language when choosing English.

Fixes






 
The original RP mod that Killap published had all of the text files, script files, and other files exposed in a folder structure but now most everything is packed inside the rpu.dat file.

I used to change values in .txt files (like party.txt and worldmap.txt) and could easily add mods (like the Alt-Miria Mod v2 or Home sweet home 1.1) by adding, overwriting, and editing files in the folder structure that Killap used.

Do I need to unpack rpu.dat, make my changes, and then repack rpu.dat?

Since I sometimes go back and forth editing .txt files while testing my changes in-game, is there anyway that I could unpack the rpu.dat file and leave it in the old folder structure that killap had? What modding would I need to make since rpu.dat wouldn't exist anymore?

Thanks! :-)
 
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You can just unpack everything and delete the rpu.dat - as long as all files are in the right place, it won't make a difference.

Just put everything into /mods/rpu/ and done.

/Edit: You will have to add the mod path to the ddraw.ini file, though.
 
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Thanks Lexx and Mr. Stalin, that worked perfectly! :-)

Do I also need to make the .pro files "read only"?

This page on the wiki (https://falloutmods.fandom.com/wiki/Packaging_your_mod_into_a_DAT_file) says "One of the main advantages of putting your mod into a dat file is that you don't have to worry about setting the *.pro files as read only and it is also a whole lot tidier."

I viewed the properties of the proto files in Windows and Windows said they weren't already "read only" but I don't know if the wiki comment is referring to something else.

Sorry I'm such a noob but thanks again for the help!
 
No, proto files in the /mods/ folder won't be deleted, unlike proto files in /data/
 
It's not even necessary to unpack, "data" dir has highest priority, so you can just put the files there.
And individual files can be downloaded from the repo.
 
Hello @burn

I would like to ask a question about a few bugs that came from Killaps RP - as I installed RPU mod on top (and FO2TWEAKS) and nothing else. Yet this didn't fix the bugs.

A few weapons seem to deal 0 damage no matter what: 14mm revolver, HK G11 and Hunting rifle.

Sometimes fights can get a bit silly where caravan guards in metal armor in early game have all a hunting rifle and lose against a few raiders without armor or leather jacket and have combat knifez and 10mm SMG because they cannot deal any damage.

Please could you let me know a way to fix this?
I have a suspicion it comes not from the weapon but the ammo modifiers. I may be wrong. But we can try upping the modifiers on the ammo (or put default, or put 0 modifiers) or maybe upping the damage of the hunting rifle?
I am too early in the game but maybe it could be interesting to see if the other sniping rifle using the same ammo encounters the same issue....

Thank you so much for an otherwise very amazing mod. If we could fix those annoying bugs it would be 100% perfect.

Edit: the reason why I know it comes from Killaps RP is because this has alrdy been reported in his thread. Plus my 2 brothers installed killaps RP and had the same damage bug.

Edit 2: installing Killaps RP without any ammo modification (No YAMM, no GLOVZ) still doesnt fix this for any of our 3 computers so my suspicion is that the original RP has introduced this
damage bug.
 
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Hello @burn

I would like to ask a question about a few bugs that came from Killaps RP - as I installed RPU mod on top (and FO2TWEAKS) and nothing else. Yet this didn't fix the bugs.

A few weapons seem to deal 0 damage no matter what: 14mm revolver, HK G11 and Hunting rifle.

Sometimes fights can get a bit silly where caravan guards in metal armor in early game have all a hunting rifle and lose against a few raiders without armor or leather jacket and have combat knifez and 10mm SMG because they cannot deal any damage.

Please could you let me know a way to fix this?
I have a suspicion it comes not from the weapon but the ammo modifiers. I may be wrong. But we can try upping the modifiers on the ammo (or put default, or put 0 modifiers) or maybe upping the damage of the hunting rifle?
I am too early in the game but maybe it could be interesting to see if the other sniping rifle using the same ammo encounters the same issue....

Thank you so much for an otherwise very amazing mod. If we could fix those annoying bugs it would be 100% perfect.

Edit: the reason why I know it comes from Killaps RP is because this has alrdy been reported in his thread. Plus my 2 brothers installed killaps RP and had the same damage bug.

Edit 2: installing Killaps RP without any ammo modification (No YAMM, no GLOVZ) still doesnt fix this for any of our 3 computers so my suspicion is that the original RP has introduced this
damage bug.


Perhaps @burn doesnt phrase it well, however it's not the best idea to instal RPU on top of restoration project 2.3.3 .
RPU is a standalone restoration project pack, and does not require killap's 2.3.3 underneath it.

Installing RP2.3.3 and later on the latest RPU on top of it can cause problems mainly due to ammo files and applied ammo mod.
You see RP2.3.3 uses YAAM and RPU uses vanilla (at least i think so). mix matching ammo files and sfall damage mod settings, may cause glitches like this. Especially if using vanilla ammo files, and YAAM in ddraw.ini as damage formula. those -20DR from .223FMJ turn into -20DT which oddly, adds advanced power armor level damage thershold even to unarmored peasants. So zero damage hunting rifle aginst bandits is not result of some bug but it's the result of your fuckup.
 
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