Fallout 2 Restoration Project 2.0 (Unofficial FO2 Expansion)

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I have noticed that looting from dead mobs seems different. Is the grass different? It seems a lot harder to target a corpse than before. Also, corpses in the same place (mutants in military base are a good example) seem much harder to loot, the left and right arrows for "stacked up" corpses seem very inconsistent compared to before.
 
OutcastBOS said:
I need help. I can't figure out how to assassinate the vice prez for Bishop. Can anyone help?

You mean Carlson? You can use repair on the force fields to get inside the area and sneak through.

Edit: Oh yeah the presidential pass didn't work for me as it would in fallout 2 vanilla by using it on the guard. Not sure if this was intended or not.
 
.Pixote. said:
The Regular One said:
Will Pixote's new FO2 maps be included in 2.1?
Yep…the map revisions have been d[......]
PS. If you want a nicer Fallout 2 map (in my humble opinion) grab the one below…the green “New Fallout 2 World Map”. :wink:

I think he means the world map in your signature. Will it be included in RP 2.1?

Grunter said:
I have noticed that looting from dead mobs seems different. Is the grass differe[.....]rpses seem very inconsistent compared to before.

I agree it is sometimes so frustrating to pick up an item from a floor. I usually just constantly click around an item until I get it right. Not that I mind new objects.. very refreshing.
 
OutcastBOS said:
I need help. I can't figure out how to assassinate the vice prez for Bishop. Can anyone help?

Hack the gate (repair) or steal the pass from the guy in suit near Tandi; enter the property, plant a bomb in the kid and tell him to call his father - "papa, someone is loo- *BOOM!* " :twisted:
 
carpediem99 said:
OutcastBOS said:
I need help. I can't figure out how to assassinate the vice prez for Bishop. Can anyone help?

You mean Carlson? You can use repair on the force fields to get inside the area and sneak through.

Edit: Oh yeah the presidential pass didn't work for me as it would in fallout 2 vanilla by using it on the guard. Not sure if this was intended or not.
That was a bug and has been fixed in the latest update. Will only work if you enter NCR "presidential" map for the first time, though.
 
BuxnaMan said:
.Pixote. said:
The Regular One said:
Will Pixote's new FO2 maps be included in 2.1?
Yep…the map revisions have been d[......]
PS. If you want a nicer Fallout 2 map (in my humble opinion) grab the one below…the green “New Fallout 2 World Map”. :wink:

I think he means the world map in your signature. Will it be included in RP 2.1?

I did mean the FO2 world map with cities on it.
 
When Marcus gets the armour upgrade it actually makes his armour values lower not higher after he levels up than they would have been otherwise. Also the script to buy the armour is in the wrong order, you say the merchants lines and he says your lines.
 
joochian said:
i like pixote's rugs and pots.. & other tidbits.. too... best interior designer for wasteland ever..

i dont see those pipes, mentioned by ravagers.. too bad for him.. one-eye ghoul is statements is uncalled for..

Don't worry. Their not hard to miss.

funnypipes.jpg


Ah... those maps used to be so much more pipe free.

killap said:
Like I said though, I am considering making the encounter maps an option in the installer. That would be it though. Sorry, I like nearly all of Pixote's location map changes and I honestly don't think they go against the original intent. I don't mind a discussion about this, but please not in this thread.

I hope I'll get to see them soon. All that editing and removing is a lot of work. I've been staying up none stop for a few days just to make the new maps resemble the old ones more. Only Vault 13 seems to be improved in some parts so far but I didn't get to edit all the maps yet.
 
Hi all!
Sorry I'm asking my question here, though it certainly does concern the Restoration Project. The deal is I'd very much like to play the RP along with Magnus' Weapons Redone installed. And it seems the man no longer visits his mod's forum. Not trying, fates forbid, to insult anyone; I'm just a little bit out of patience: can't wait to combine the two great mods. I did try to combine them myself... mgm, let's not ask questions on who won, 'cause it surely wasn't me:).
So - could anyone help me? I doubt I'm the only one who wants those mods together:).
 
carpediem99 said:
OutcastBOS said:
I need help. I can't figure out how to assassinate the vice prez for Bishop. Can anyone help?

You mean Carlson? You can use repair on the force fields to get inside the area and sneak through.

Edit: Oh yeah the presidential pass didn't work for me as it would in fallout 2 vanilla by using it on the guard. Not sure if this was intended or not.
Thanks. I've been trying the pass on the guard and it did nothing. I thought it was a bug. thanks again! :clap:
 
Few bugs:
Redding mining camp map: I can run over the pipes.
scr00042.png


San Fran map: merchant shop.
scr00066.png


Caravan quest: As long as I save before enter the exit grid, I end up in the same map.

Is there anyway to take screenshot beside F12? F12 only works during active turns, which sucks. I wanna capture moment of my death.
 
Such bugs are just the tip of the iceberg.

Someone who has played Fallout more then a few times notices that the maps have a certain logic about them. Of course I mean the original maps. The modified maps on the other hand have very little logic and are designed without any decent architectural design. Like a constant pipe spamm. Just pipe, pipe, pipe, pipe OH LOOK ZOMG!!!!!!!!!!!!!!!!!!!!!!!!!!!! A FRIGGING VENT! Oh and another pipe... pipe... wow look there! Another PIPE WOHO! Or 10 thousand rocks in one map. Those pipes can even kill robots! I'm not kidding just look at that screenshot I made.

There's also a lot of those things that don't make any sense and you constantly get the feeling that they where placed just to fill some empty spot on the wall or something.

Did anyone actually try overriding some of those modified maps with vanilla maps?
 
Ravager said:
Someone who has played Fallout more then a few times notices that the maps have a certain logic about them. Of course I mean the original maps. The modified maps on the other hand have very little logic and are designed without any decent architectural design. Like a constant pipe spamm. Just pipe, pipe, pipe, pipe OH LOOK ZOMG!!!!!!!!!!!!!!!!!!!!!!!!!!!! A FRIGGING VENT! Oh and another pipe... pipe... wow look there! Another PIPE WOHO! Or 10 thousand rocks in one map. Those pipes can even kill robots! I'm not kidding just look at that screenshot I made.

There's also a lot of those things that don't make any sense and you constantly get the feeling that they where placed just to fill some empty spot on the wall or something.

While you're well within your right to criticize Pixote's work, there's no need to be such a dick about it.

You think there's too many pipes and grass--Okay, we get it. You made your point.
 
Ravager said:
Such bugs are just the tip of the iceberg.

Someone who has played Fallout more then a few times notices that the maps have a certain logic about them. Of course I mean the original maps. The modified maps on the other hand have very little logic and are designed without any decent architectural design.

There's also a lot of those things that don't make any sense and you constantly get the feeling that they where placed just to fill some empty spot on the wall or something.
@Ravager

If you don’t like RP 2.0 then don’t use it…no one is forcing this on you, remember the Restoration Project is made by a group (meaning more than one) of Fallout modders, not the original Black Isle development team. Every decision has been a considered one and not some arbitrary one – as well there has been multiple revisions. Some maps had their layouts designed on paper and approved before they were even started. The people involved feel generally happy with the results (there is always room for improvement), but if your plan is to simply troll this thread then your comments are not welcome.

Many of the bugs that you refer to are actual original bugs…and none of the original map layouts has been changed in any manner (one small exception – but since you are such an expert I will leave it to you to find it).

Now if you want to do something constructive then it is better to wait until RP 2.1 is released before you alter the maps…there might be certain critical changes, and there is no point doing the work twice. I think having the original, as well as the new maps is a welcome option for the Restoration Project, but it would have been a massive undertaking for Killap to do this without a lengthy delay for RP 2.0. It is probably better Ravager to simply apply the new scripts to the old maps, rather than trying to edit the new maps…it might save you a lot of time and effort. But lets take this discussion over to the Fallout 2 Restoration Project Gameplay Thread and leave the snide comments out of the argument.
 
@cyrz
Changing variables around with F2se can be very hazardous for your game unless you have a very clear idea what each variable does and how it interacts with others. Sorry if this seems like overkill, but I wanted to be certain about your situation. Is this correct:

--You asked Marcus to join your party before completing any quests in Broken Hills, and now you don't have the option to talk to him to get credit for finishing the quests.

or this:

--You solved some quests in Broken Hills, then asked Marcus to join your party, and either the remaining unfinished quests are broke or you finished everything later but now can't talk to Marcus to get credit;

or this:

--You solved the Chad/caravans quests and told Marcus about it; now you can't talk to him about the anti-mutant conspiracy. At some point in there you also had him join your party and can't talk to him about the missing people to get credit for solving that.

or this:

You had Marcus join your party, and can't get the quests from him in the first place.

If you're able to do any scripting, I posted some fixes for everything wrong with Marcus (as far as I know) a few pages back; you could edit his script with those, but in order for it to work you'd have to go back and work from a save game before you entered Broken Hills for the first time. This (or waiting a few weeks for killap's big fix package) is the best option. However, depending on what particularly happened with Marcus it may be possible to use F2se to reset some things (or it may not be possible without breaking other parts of the game).


@all
I'm at a point where I'm starting to roam the map solving a quest here and there rather than staying in one town until everything there is done. I played completely through Redding, NCR, Vault 15, went to Vault 13, and did the Slaver Camp and the Primitive Tribe stuff. While playing I encountered the following issues:

--In Redding, there's no script attached to the gate of the brahmin pen north of Painless Doc Johnson's house. I tried to see if I could lock it because I was tired of my npcs running in there and leaving the gate open (which means the cows will eventually spread all over town), but the locking attempt crashed the game.

--There are still some problems with caravans:

a) After doing the Redding to Vault City caravan with Wade and arriving in Vault City, when leaving Vault City the world map display is initially centered on Redding.

b) In Ben Wade's script, the content of nodes 006 and 007 are switched around, possibly resulting in a bug if the caravan takes heavy losses. Other than that, the Ben Wade caravan seems to be working fine in both directions.

b) After doing the (quest) brahmin drive from NCR to Redding with Hal and arriving in Redding, when leaving Redding the world map display is initially centered on NCR. The good news is other than this small problem the "Complete the Brahmin Drive" quest with Hal worked perfectly for me (I even reloaded and tried it a second time).

c) The Stanwell caravan seems to work fine going from Redding to NCR, but is broken while going from NCR to Redding. I tried it several times and it consistently broke in the same way each time. Assuming the caravan run will have more than one encounter, the initial encounter on the way from NCR to Redding goes fine, and then the second one breaks the run. What happens is:

---Stanwell and the guards are gone/nowhere in sight;
---There is a female caravan master called "Grand Master Trader" with several guards in leather armor and a cart. The guards have a float text if clicked on, but the woman is unresponsive; she has neither a dialogue screen nor a float text.
---Other than the pc and party and the Grand Master Trader and her caravan, no one else (encounters or enemies) is on the map.
---There's nothing to do but leave the map, which results in a repeat of this scenario for as many encounters were scheduled; at the end of the run the player and party materialize in Redding with no caravan folks around or in the tents (i.e. no Stanwell, no Stanwell's backup guy) and no way to get paid.

--In scbuster.msg:

{109}{}{I've got some questions}
{115}{}{Tell me about NCR}
{136}{}{Goodbye}
{139}{}{Goodbye}

all need a punctuation mark/period.

--At the Vortis Slave Center, the guy in metal armor (slave overseer) is now in Vortis' bedroom. That seems like it would have to be an intentional change, but I can't really figure out what the reason for such a change would be. Since Vortis threatens the pc if an attempt is made to open the bedroom door, it seems like all that's been done is to prevent the player from chatting with the slave overseer guy (who does have a few useful bits of information to share).

--When the slave overseer guy (mentioned above) is killed while attacking Vortis and crew to free the slaves, the player loses karma.

--In the NCR police station, some "wanted" posters were placed as scenery (or at least, they don't have a script attached). The description for these posters is unnecessarily alarming, however (from pro_scen.msg):

{122800}{}{Wanted Sign}
{122801}{}{The picture on this sign looks oddly like you!}

I was very troubled to see this (as I'm playing a "good guy" character) and spent about fifteen minutes trying to see if there was a bug involved that had set my character as a wanted person. To avoid confusion, the description should probably be changed to something like:

{122800}{}{Wanted Sign}
{122801}{}{A sketched portrait of a fugitive wanted by the local authorities.}

--More game breaking maps (for those like me who don't want to use the hi-res mod):
---Scroll blocker issues prevent accessing the exit grid: rndholy2, liberty;
---Serious scroll blocker issues that can be played through with great difficulty: tribe02 level 2 (inside the cave). In fact the placement of scroll blockers is frankly bizarre here (hi-res or no) and it's very hard to understand what whoever did the scroll blockers for this particular level may have been thinking;
---Completely unusable, can't even be opened in mapper: hubologist2;

The rndholy2 map also doesn't have any blue exit grid markers on the exit grids of either level, meaning the exit grid doesn't show up on the ingame PibBoy map.

--Perhaps not a bug, but around Klamath/Arroyo I got a random encounter called "Holy Men." There were four holy men who were immediately hostile and attacked me. I guess I won't be joining their religion, whatever it is.

--I stopped by Klamath again. After killing the Dunton Brothers, I was finally able to resolve the Torr/brahmin rustling quest with Ardin. There must be a subpath in that quest somewhere that's not working.

--In the Den, one of Metzger's men has a 10mm pistol loaded with AP ammo. This ammo doesn't stack with other 10mm AP ammo.

--After rescuing Sulik's sister from the Slaver Camp and being transported to the Primitive Tribe, when leaving the Primitive Tribe for the first time the world map view is centered on the Slaver Camp.

--After helping the Primitive Tribe shaman with the ghost, he said he gave me some healing powder as a reward but no healing powder appeared in my inventory;

--On the town overview screen for the Primitive Tribe, the woodland area is displayed as northwest of the tribal village; however in the game maps the placement of the exit grids lead one to believe the woodland area is southeast of the tribal village.

--Hah, Krom is a pretty cool character and nicely written. Obviously no other commentators have played him yet with a female Chosen One or there would be many more comments about him. :lol: However after asking him about where he came from, the pc's response lines are:

a) Alright, thanks. Could I ask you something else? (= ask about something else)
b) Alright, thanks. Could I ask you something else? (= end dialogue)

[spoiler:dbb90c54e5]--This probably belongs in the suggestion thread rather than the bug thread, but the transaction with Krom and Roy needs to take some other factors into consideration. Without looking at the script I presume I wasn't able to get a better outcome because my character's PER is 7, but I have a doctor skill of 95 and a science skill of 125--surely I should not have been duped with skills that high (yes, I examined the stimpacks several times).

Also the stipulated number of stimpacks Roy is offering should be changed as he seems like the foolish one in the scenario; with average barter skills twenty golden gecko skins are in fact probably only worth 2500-3000 bucks, while 50 stimpacks are likely to be valued at well over 12,000 dollars. Roy should probably be asking for at least 100 golden gecko skins or else only be offering 10 or fewer stimpacks.[/spoiler:dbb90c54e5]

--There are two "subprotos" of firewood in the woodland area that stack amongst themselves but not with the other "subproto";

--Vanilla FO2 issue: NCR Rangers met in random encounters are all named "Ezekiel," regardless of whether they are male or female. There's a fix for this in MIB88's Megamod which would be a considerable improvement.

--Goris has been in my party for some time, but I've never been able to have the dialogue line

{206}{}{You're a Deathclaw? Is there a reason you didn't mention this to me?}

--Sandy, the kid in Vault 13, is a girl. Yet she uses a little boy sprite.

--Something in the Slaver camp and Primitive Tribe maps was playing havoc with the functioning of the game, although I'm not sure what the problem could possibly be. I noticed two problems:

a) Some characters were not finishing their animation cycles; for example they would walk, and when they stopped they were still midway in the cycle (with a leg raised, etc)--this particularly afflicted npcs wearing combat armor;

b) Randomly something was interfering with temporary variables in some scripts; for example a few of my npc followers had "error" lines in their dialogue while on the Primitive Tribe map;

c) Both of these problems were first seen when I entered the Slaver Camp, and went away (not seen again) after I left the Primitive Tribe area; it's all very strange and I've never seen anything like it before.

--In general I continue to enjoy the look of the updated maps, but had a problem on the first level of Vault 15; there are too many animations running at once here (probably the monitors, especially when the force field is on), with the result that no one but the player-character was moving during combat.
 
Dravean said:
While you're well within your right to criticize Pixote's work, there's no need to be such a dick about it.

You think there's too many pipes and grass--Okay, we get it. You made your point.

Sorry. I just really need someone interested enough to help me with some scripts since my work is nearly getting in that final stage, but I guess I'll probably re use the elevator scrip from 1.2 instead of making a normal elevator. There's gotta be more people out there who want a more more organized structure of the E.P.A. with some pipes in the right places and stuff like that. After all most of the pipes where hidden inside walls. When you design a building you really want it to look pleasant enough and safe enough. After all you wouldn't want to accidentally touch a hot pipe which has a lot of boiling hot water running threw it or anything. You know safety.

I also do it because I need some advice and opinions. For example what do you think about merging some Vault looks with the BOS interior tile set?

You see the upper part is made BOS style like a large government building:





And the lower Elevator floor is also made to look like this:





But deeper down on lever orange/red The area tends to become more Vault like.





And I was wondering...

Would people like to see such a scenery? The original way this area was supposed to look was a Vault tile set - pure white instead of greenish or metallic/slightly rusty.

Since there is no pure white set I simply used the Vault one which does kinda make more sense.

Also we have seen the Vault 13's new Computer which was bought from the BOS. So I thought that those electronics (Vault/BOS) are compatible and since sceneries are mixed I thought "Why not merge them?". That's why I came up with this new not so standard look.

I need to get the attention of people/players the most so they could tell me if this looks bad or if it could look better. What could be improved, you know.

.Pixote. said:
@Ravager

If you don’t like RP 2.0 then don’t use it…no one is forcing this on you, remember the Restoration Project is made by a group (meaning more than one) of Fallout modders, not the original Black Isle development team. Every decision has been a considered one and not some arbitrary one – as well there has been multiple revisions. Some maps had their layouts designed on paper and approved before they were even started. The people involved feel generally happy with the results (there is always room for improvement), but if your plan is to simply troll this thread then your comments are not welcome.

Many of the bugs that you refer to are actual original bugs…and none of the original map layouts has been changed in any manner (one small exception – but since you are such an expert I will leave it to you to find it).

Now if you want to do something constructive then it is better to wait until RP 2.1 is released before you alter the maps…there might be certain critical changes, and there is no point doing the work twice. I think having the original, as well as the new maps is a welcome option for the Restoration Project, but it would have been a massive undertaking for Killap to do this without a lengthy delay for RP 2.0. It is probably better Ravager to simply apply the new scripts to the old maps, rather than trying to edit the new maps…it might save you a lot of time and effort. But lets take this discussion over to the Fallout 2 Restoration Project Gameplay Thread and leave the snide comments out of the argument.

I like RP's concept and goal yet the way it started to look is really not to my tastes at all. It gives some good stuff and gives some good stuff. Also I'm not trolling. I'm trying to give every little peace of the the map some purpose. Design it so that it would look like a real base where everything has it's place. Like this cafeteria for example:



With Mr. Handy (there should be a clinically depressed Mr. Handy right?). Or this large security office on level Red:



The areas look as if they have a purpose. To store food, weapons medical equipment, cook, a Mr. Handy to help out with preparing the meals (I'm thinking about removing the large locker in the corner of the kitchen. I also had to replace the refrigerators with those small lockers on the walls since they looked way too rusty for this facility which should be in a good shape considering it's supposed to have pure white Vault walls).

As for the bugs I haven't seen too many of them in the original game on the original maps, but I do see a lot of strange things like old rusty Vault like vents on brick buildings and stuff. Which makes no sense. Government buildings need a specific type of order. Which is why I always tend to change some stuff while editing maps. I reconsider stuff and remove/add certain things to make them more fitting.

I see well. I propose we take this discussion to my thread instead:

http://www.nma-fallout.com/forum/viewtopic.php?t=54403

I have been taking care of my pets so I didn't have time to fully update my thread yet or finish editing E.P.A. but now I'm back and I'm trying to get things done as soon as possible.
 
Endocore said:
--Hah, Krom is a pretty cool character and nicely written. Obviously no other commentators have played him yet with a female Chosen One or there would be many more comments about him. :lol:

Thanks. Krom was one of my "pet characters" that I spent a lot of time on (the other one being Dex).

[spoiler:0b230ce5a2]I'm glad to see someone's finally interacted with him as an attractive female PC. I added that option in response to people complaining that there were no decent men out in the wastes to get down and dirty with. Not that Krom's a Prince Charming, but i'd say he's about the best a girl could hope for in the gritty world of Fallout.[/spoiler:0b230ce5a2]

I think it'd be awesome if someday a modder would come along and decide to make a mod that allows Krom to possibly join your party if you speak to him after taking out the Enclave. I never even suggested that idea to killap, as I think it's outside the scope of the Restoration Project.
 
Dex is an interesting character, but I opted to grab Kitsune. There's something about a misogynistic serial killer that makes my female Chosen One... uncomfortable.

That said, I enjoy Pixote's modifications of the original maps. They make a lot of sense and give Fallout 2 a much needed facelift.
 
Five bugs:
1. Dont know if its a bug for sure, but it seems that charisma memory module now gives +2 to charisma, instead of +1 (had 8, after operation had 10, checked several times).
2. The scientist in the Shi submarine end, the one near torpedoes, when you try to touch the torpedoes, sais not to touch them, in red floating letters, but sometimes he just sais "Error".
3. The prostitute's floating text, in porn globes studios, sais "I wish i could make a movie with ." It seems that it doesnt check if im a porn star already or not, because when im a porn star, it sais "I wish i could make a movie with Rick Dripps." (or whatever nickname i choose), like its supposed to be.
4. The quest to kill Westin without making it look like murder doesnt get crossed out, if i talk to westin and accept his counter-offer to kill Bishop instead.
5. In vault city's vault, you can tell the stuttering and singing guard (Martin?) to either shut up, or keep singing, for +1 or -1 karma. If you later talk with him again, you can keep saying the same, but you dont get the karma bonus, that is all like its supposed to be. But if you save the game, then load it, and speak with Martin again, you get the karma +/- again, then you can again repeat (save/load/talk with Martin), and therefore get as much bad/good karma as you want.
 
How do I disarm the SHI-Submarine? Can't find a solution to this anywhere and I'm getting pretty desperate. Somebody please help me.
 
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