Fallout 2 Restoration Project 2.0 (Unofficial FO2 Expansion)

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Re: annoying battle saved game issues

MoonScar119 said:
kungfujoe said:
MoonScar119 said:
I think you are missing a key piece of information. I have played fallout 2 for 10 years and have never had this issue. only time i have had it is with the RP
Then you've gotten lucky. The Fallout engine, from the very beginning, has had major flaws when it comes to saving in combat. Come to think of it, the Fallout engine was bug-ridden in too many ways to count, but one of the constants, ever since 1997, has been that saving the game in combat produced unpredictable results. Sometimes it worked fine, sometimes it caused minor problems, and sometimes it screwed the game up royally.

If you want to save during combat, accept that there's a decent chance that you'll have major problems, and don't come crying to Killap about it. ;) Since it's a core engine problem, and not a script problem, I'm not sure if he could fix it even if he knew how. The best that might be possible would be to check whether a user is in combat or not and refuse to allow the user to save the game if he or she is in combat, but I don't even know if that could be done with a user-made mod.
I was merely pointing out what happened... i was not blaming or crying at all. I was merely stating what happened to my game after installing the RP. it's that simple. I appreciate your cander, but please, my games have been 100% mid-battle-save error free forever until this mod was applied

Regardless of how lucky you have been with not encountering this bug before, plenty of us have had this happen in plain old 1.02 fallout without a single mod applied. This bug is in no way related to 2.0, however there is a piece of code in sfall that attempts to fix this by only allowing you to save at the beginning of your round, before you use any action points. If you are saving at any time after you use any action points then you need to look in ddraw.ini and enable the option. I myself have not had this invulnerability bug show up yet with this option enabled. Lucky me.
 
boundrose said:
-i think that "Swift Learner" perk could really use some love, so it works as it is advertised ("whenever you gain exp"). I noticed it does not work with combat exp and exp for quests.
This has already been mentioned on several occasions. The swift learner perk works exactly as advertised. xp from all sources is increased, combat and quests included, as you would see if you had checked your xp totals on the character screen. It's the 'you have gained xxx xp' messages that are incorrect. Unfortunately, they aren't (easily) fixable. :(

Of course, that doesn't change the fact that the swift learner perk gives a practically useless amount of extra xp, but changing it is out of scope for the RP, so look up one of the character development mods if you want to find something to make it more usable.
 
I just reached the Bridge of Death random encounter, but the Bridge Keeper does not drop his robes...:)
Thats from asking him the question so that he explodes.

Is that intentional?
 
qbadger said:
For those of you who have played through EPA, can you confirm that [spoiler:c95ddc53d8]the agility+1 serum no longer exists in that area? [/spoiler:c95ddc53d8]
@killap
If so, could you confirm this is intentional? No problem either way, but it'd be nice to know when creating a new character.
Due to the EPA overhaul, the agility +1 serum was overlooked. It will be readded in RP 2.1. This big bug fix update should hopefully be out by the end of the month.

@nad02s
Uh, it's been too long so I cannot recall. I'm pretty certain he always drops it, but cannot say for sure. Perhaps someone else can confirm this. Also, a save game to verify this wouldn't hurt.
 
Is it possible that the entry in ddraw.ini concerning the sound buffers or polyphony set to zero results in sounds effects being dropped?

[Sound]
;Sets the number of allowed simulatanious sound effects
;Set to 0 to leave the default unchanged (i.e. 4)
NumSoundBuffers=0

I set this to 24 and haven't experienced any sound related problems since.
 
bridgekeeper

he dropped the robes for me. I am wearing them now. Interestingly, though, he died in a way that I had never seen before -- it looked as if he had been hit with a super sledgehammer and he slid way, way, way across the screen to the bottom before becoming a bloody corpse. The robes were there, though.

Grävling
 
Bridge Keeper Robes

Heres a save for the Bridge of Death where the bridge keeper is not dropping the robes:

http://s20dan.webs.com/Bridge of Death Save.7z

I'm using Nirran's Custom Perks and Levels per Perk scripts and have chosen a couple of the custom perks, so they might need to be added to load the save.

Nirrans site: http://www.nirran.com/Pages/Fallout2Scripts.htm

he dropped the robes for me. I am wearing them now.

Hmm perhaps theres some conflict at my end with one of Nirrans scripts... Ill try removing them and reloading the save.
Edit/ Problem solved see below post.
 
Ever since I installed RP 2.x (anything) whenever I alt tab out of Fallout 2 it crashes upon my attempt to come back to it.

Win7 64 bit user if it helps.
I posted this in tech support but there weren't a ton of replies, and the problem apparently isn't unique to me either.
 
Turns out the problem was related to a script being called on death by Nirrans Custom perks.

I just removed the file hs_ondeath.int from the Data/Scripts folder and now the Bridge Keeper drops the robes just like he should.

Sephis, I am also a Win7 x64 user but am not experiencing any issues while Alt-Tabbing, could be some settings in the ddaw.ini perhaps?
 
nad02s said:
Turns out the problem was related to a script being called on death by Nirrans Custom perks.

I just removed the file hs_ondeath.int from the Data/Scripts folder and now the Bridge Keeper drops the robes just like he should.

Sephis, I am also a Win7 x64 user but am not experiencing any issues while Alt-Tabbing, could be some settings in the ddaw.ini perhaps?

probably because of code that deletes armor the critter is wearing,i added code to check if it is the bridekeepers robe into that function,since it is a unique item,wont affect the purpous of the function,witch is to delete armor worn and create armor based on another function(lootable armor)

be a while before i do it tho,hdd issues atm

Nirran
 
Re: annoying battle saved game issues

@drizzt561
When I first encountered the invulnerability issue, I turned off that option in sfall and it still happens.
The argument isn't that nothing ever goes wrong with FO2 saves, its that it's happening 100% of the time in RP2.0. There's something in RP2.0 that's making it happen.
 
Re: annoying battle saved game issues

Mr Maigo said:
@drizzt561
When I first encountered the invulnerability issue, I turned off that option in sfall and it still happens.
The argument isn't that nothing ever goes wrong with FO2 saves, its that it's happening 100% of the time in RP2.0. There's something in RP2.0 that's making it happen.

Or more likely, something with your install. Otherwise everyone would be constantly crashing from saving in combat. Try doing a fresh install.
 
SPC said:
Is it possible that the entry in ddraw.ini concerning the sound buffers or polyphony set to zero results in sounds effects being dropped?

[Sound]
;Sets the number of allowed simulatanious sound effects
;Set to 0 to leave the default unchanged (i.e. 4)
NumSoundBuffers=0

I set this to 24 and haven't experienced any sound related problems since.

Most anal bug reportage of the day: The word is spelled "simultaneous". :P
 
Unkillable Cat said:
Gecko:

# When encountering the Enclave patrol that's dispatched to Gecko to try to find you if you access the Enclave computer from the reactor, I experience a massive slowdown in the game. I think it's because of all the critters moving around at once.

This one is getting really annoying. If I try to fight the patrol, I'm guaranteed a crash. I'd say that the whole encounter needs an overhaul.
 
Unkillable Cat said:
SPC said:
Is it possible that the entry in ddraw.ini concerning the sound buffers or polyphony set to zero results in sounds effects being dropped?

[Sound]
;Sets the number of allowed simulatanious sound effects
;Set to 0 to leave the default unchanged (i.e. 4)
NumSoundBuffers=0

I set this to 24 and haven't experienced any sound related problems since.

Most anal bug reportage of the day: The word is spelled "simultaneous". :P

great, but i did not write the ddraw.ini.
 
Unkillable Cat said:
Unkillable Cat said:
Gecko:

# When encountering the Enclave patrol that's dispatched to Gecko to try to find you if you access the Enclave computer from the reactor, I experience a massive slowdown in the game. I think it's because of all the critters moving around at once.

This one is getting really annoying. If I try to fight the patrol, I'm guaranteed a crash. I'd say that the whole encounter needs an overhaul.
I've fixed this already for the upcoming big update (at the end of the month) However, here is an immediate fix. Just copy it to your data/scripts directory and overwrite what is already there.

SPC said:
Unkillable Cat said:
SPC said:
Is it possible that the entry in ddraw.ini concerning the sound buffers or polyphony set to zero results in sounds effects being dropped?

[Sound]
;Sets the number of allowed simulatanious sound effects
;Set to 0 to leave the default unchanged (i.e. 4)
NumSoundBuffers=0

I set this to 24 and haven't experienced any sound related problems since.

Most anal bug reportage of the day: The word is spelled "simultaneous". :P

great, but i did not write the ddraw.ini.
Heh, nor did I.

However, going back to your question, I'm not actually sure. I'll have to look into this. However, the reason for sound effects breaking was due to an issue with the appearance mod. If you got the latest ddraw.dll, then the issue should be no more.
 
Poor killap thought is was finally over... let this be a lesson, friend: a hero's work never ends! \o/
 
Just beat the game, killed everyone in the enclave. Love the new endings, wanted to say thanks to Killap and everyone who helped for making this possible. :clap:
 
Mr Maigo said:
@drizzt561
Crashing? No. Not doing any damage after loading an in combat save.
Brand new, fresh install with right RP2.0 on top.

Try this save and tell me you or that wolf will stay dead
http://www.mediafire.com/?f4yfgjuwnoz

I loaded up your game, neither the wolf nor I would stay dead. So I exited that map, went back got my car, walked circles around new reno to get another encounter. Got a whole nother pack of wolves, and no invulnerability bug.

A bit more testing and the bug is not 100% of the time. It does happen about 50-75% of the time though. Whenever it does happen, if I get to go first, there are no hit or miss messages. If I walk instead of attacking, then they can still hurt me, but my attacks don't show any message, whether damage or miss, and my weapons don't use ammo. If they get the first attack, then everything seems to work normally.

If you don't save in combat then it doesn't happen. It's still happened numerous times without a single mod installed. Although something might be antagonizing it, it usually doesn't happen this often.

Have you used a save game editor? I ask because 140k money seems a bit high for level 13 with not using one. This could have corrupted some files.

EDIT: Your save screwed up my game! Now its happening to me. It also only affects the player, not your companions. If your enemy or companion gets first turn, then it doesn't happen. My opinion, saving during combat should have never been allowed to begin with, it just makes the game too easy.
 
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