Fallout 2 Restoration Project 2.0 (Unofficial FO2 Expansion)

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This is funny, I saw this in several locations. As example, I could steal from the locked safe in New Reno / Wrigth house, etc. No clue if it's still like this in the RP, but at least in original Fallout 2 this works. :>
 
Yeah, when you steal from a container in the game there is no check if it's locked. Been there since the beginning...
 
Bug report from my RP 2.0.2e playthrough. I've limited these to those not reported previously. Also added these to the Tech Wiki.

Art:
-In the small cave with robbers encounter, the upper most chest is completely blocked by the new rocks.

The Car:
I don't believe that anything changed with the car for RP 2.0, but
-Rarely when running out of gas, the car appears on the other side of the world map, while I am at the correct location. This seems to have occurred more frequently in my non-RP games.
-One time, I ran out of gas right when I got to SF. The out of gas icon was directly under the SF icon and I could never gain access to my car after that. Usually, I thought that if you ran out of gas near a town, the car would just be transported there.

Caravans:
-Westin caravan run. Still occasionally get the missing caravan master at the end of a run. Then, when asking Duppo for work and he tells you to show up in front of the Westin's, there is no more caravan master.
-The generic caravan run from NCR to Redding with Stanwell is buggy as well. In my last 4 attempts:
1. After first encounter, Stanwell and NCR clad police guards are replaced by people in combat armor with lead guy saying "keep your eyes peeled" instead of "the coast is clear." On arriving in Redding... no Stanwell.
2. Stanwell and co present in all encounters, but no Stanwell in Redding.
3 and 4. Worked fine.

-SF
--Weapons Shop. In RP1.2, if you click on the proprietor and see his wares you see money, plus weapons and ammo. Then, if click on the table right in front of him you see money, plus armor and sundry other things. If you then click on the other table, the money adds together. In this version, the money does not add together. Seems like there should be one pot of money for both.

Random Encounters:
-Not a bug, but... Would there be a way to add an option in the Preferences/Options menu to change the encounter rate? This way one could titrate the encounter rate to the desired level without entering/exiting the game constantly.

Thanks to all for the amazingly hard work you all put into this project!
-Earthdude
 
The Cult of Personality perk. I'm a little fuzzy. It makes everyone like you AND allows you to have as many party members as you want, right? At least, that's how it's worked for me. I can go over the normal limit upon party members joining, but when I tell people to wait, they will not join me again. If that's normal though, then disregard this.
 
GlowHound said:
It makes everyone like you AND allows you to have as many party members as you want, right?
It makes everyone like you no matter their/your karma standing. However, it has nothing to do with number of party members. There are two bugs in RP 2.0 with Vic and Marcus that allow you to get them to join no matter how many people you have. I had disabled some code to do testing and left the debug script in the release. Do you notice this happening with other npcs?

@earthdude
Thanks for the reports!

@everyone
If you plan on reporting any bugs, please try to get your reports in my the end of the weekend. RP 2.1 is wrapping up nicely.
 
Hmm. I think I have everyone but Myron, K-9, and Lenny. I was able to get Lenny way before I got Marcus, and maybe the Cyberdog. I told Lenny to wait, and then he wouldn't follow me anymore because I had too many. I'll see about Myron.

Edit: No dice. He won't come with.
 
1.

In Fallout 2 Ultimate Guide there is some note:

If you plant more than one pair of dice on a casino dealer before talking to her, the dice will all disappear, and a dealer with no dice will tell you that her table has been closed down due to someone tampering with the dice. This is a remnant of an unimplemented feature where you could improve your chances by planting Loaded Dice (the dealers would originally have been equipped with normal ones).

2. I`m Playing restoration 2.0, i`ve got a bug in quest display. See screen:

2m3o6ma.jpg


Where`s quest number 14?

3. Another note from Fallout 2 Ultimate Guide:

You can gamble in the Shark Club, and buy drinks. There's a bearded guy with a Hunting Rifle standing around sometimes and you can ask the bartender who he is, but he doesn't do anything except that when you fight Bishop's men he'll fight with them (there is a dialogue file for him but it's not used in the game). In the basement you find the Masticator and a boxing ring which is never used (legend has it that the final boxing fight was supposed to take place in here before an audience), but pick up the Plated Boxing Gloves for use in the boxing matches.

What about this dialogue? Maybe its worth adding to the game. I also like the legend it woud be cool to fight there.
 
So, here's a dumb question.

I'm new to the fallout series, but I've become quite familiar with its bugs after playing through the first. I installed this mode in, what I can only assume is, the correct way. But since I've never played fallout 2 before, how can I tell if it's working normally? What's the first noticeable difference I will see when starting the game to show that this mod is working?

Also, should I wait to start playing fallout 2 until 2.1 of this game mode is released? Or can that be installed mid-game?

Thanks.
 
fale.JPG


Also, when in the Slavers camp I decide to let Kazipupua or whatever Sulik's sisters name is wait for a thorough cleansing of the camp and freeing of the other weaklings, after I have mercilessly obliterated every single one of the Slavers and freed the wangs, the only possible dialogue option when approaching her thereafter is "No, woman, sit your fanny down." I am not certain what else must I do after killing all of the Slavers in order to make Kitsune or Kvizma haul her ass to the Primitive tribe's lair.

Good work on the restoration project, currently playing through it for the first time.
 
DrunkenOrc said:
So, here's a dumb question.

I'm new to the fallout series, but I've become quite familiar with its bugs after playing through the first. I installed this mode in, what I can only assume is, the correct way. But since I've never played fallout 2 before, how can I tell if it's working normally? What's the first noticeable difference I will see when starting the game to show that this mod is working?

Also, should I wait to start playing fallout 2 until 2.1 of this game mode is released? Or can that be installed mid-game?

Thanks.

The bottom right corner of the main menu should show your game's version number. Mine says Fallout 2 v 1.02.26 RP 2.0 with the restoration patch. Without the RP should say just 1.02 (or 1.0 unpatched).

Also when you start the game, behind the tribal next to the skull pole on the ground there's a rock telling you you're playing killap's RP v. 2.0.2e, and with the Sfall game engine improvements included with the RP you can press Shift to highlight items lying on the ground to help you locate that rock.

2.1 ought to be out in a week or two, I'm not telling you what you should do but I know I'm waiting for that. :wink:

No, wait, screw that. If you haven't played Fallout 2 before, just install Killap's unofficial patch that has bugfixes but no extra content and play the game that way first. Very much bugfree and you don't get to complain about anything modded to the game.

Or even just play the official v1.2 patch version (but not 1.0, that's horrible) and enjoy the truly authentic F2 experience. Don't hoard quest items and holodisks after you're done with them and you should be fine. When in doubt Per's guide tells you of any possible bugs and quirks in the v1.2 game.

Whatever you do use the widescreen mod if you're like me and prefer a 16:10 resolution on a 16:10 monitor.
 
Thanks for the info.

But, you think I should play without extra content first? I don't know, playing the game with restored areas seems like it would be a more authentic experience, since it was probably stuff that the developers wanted to have in the game but couldn't. I'm not sure if there's a real reason to. Are there that many new bugs in RP?
 
DrunkenOrc said:
But, you think I should play without extra content first?
Eh, purists would say to start with the unofficial patch. I always like to get the most out of games, so I would always go for restored content, etc. It's up to you though. I'm not trying to be biased and push my stuff.

2.1 should hopefully be out in less than a week, so you shouldn't have to wait long if you choose to play the RP.
 
DrunkenOrc said:
But, you think I should play without extra content first?

Play the original first, and then come back for Killaps RP. It’s nice to experience the untouched (well almost untouched) version of the game, just patch will Killaps Fallout 2 patch to remove the 1000 odd bugs littered throughout. :wink:

EDIT: Sorry to sidetrack the thread, but what do people think of the original untouched (un-enhanced) Fallout 2maps being black boxed so they can be played without the broken edges…it will mean some of the maps will be very narrow at the higher resolutions (Arroyo bridge), but it will be nicer on the eyes.
 
Cave Wall in my inventory

I saw someone's post about having Cave Wall in their inventory after trader quest in Primitive Tribe. (Or was it in the thread for another version of RP?) So, actually I have the same issue here. At first it was Secret Blocking Hex, and then it turned into Cave Wall. Just in case I have the savegame if it might help figure out where is the problem and if it's a serious one.

My version of RP: 2.0.2d installer (all checkboxes on) + 2.0.2e.
Initial game version: 1.0 US
Sfall: 2.9
OS: Windows XP SP3 (under VMWare on Mac OS X)
 
- Primitive tribe- Noticed that when you rescue the surviving tribal in the collapsed cave, when you fix his leg, he walks away and then as he reaches a rock almost at the cave exit/entrance, he decides to do a front split and freeze. (He just freezes at a rock in mid-walk).
+ also, if he is rescued, where does he go?

- Primitive tribe - When the rope is attached to the well, when examining it, the well still says that the rope is missing. I think it says the same even when the well is fixed.

- Den - The little abused boy in the Residential area is Johnny, but so is Balthas' missing boy in Modoc/Ghost town. Surely there are other names which you could think of.

Since I installed the full restoration package with all the extras I can say that there are other significant fuck-ups. 1. Why are there pots everywhere (they are shaded incorrectly and most of the time, they are not supposed to be where they are). Some giant crafted pots are unnecessary - You can't loot them and having colossal empty urns everywhere is just madness.
2. If a corpse falls onto a new carpet, it will no longer be possible to loot the body. Some new scenery appears to go in front of the corpse preventing access as well.
 
DrunkenOrc said:
Thanks for the info.

But, you think I should play without extra content first? I don't know, playing the game with restored areas seems like it would be a more authentic experience, since it was probably stuff that the developers wanted to have in the game but couldn't. I'm not sure if there's a real reason to. Are there that many new bugs in RP?

I recommend that you install the Restoration project 2.0 (or 2.1 when it arrives), not the unofficial patch. And all the additions, except perhaps the 14mm gun sound.

RP is very good and the additions fit seamlessly into the game. The bugs are quickly fixed, and don't really bother that much (usually). You can always just put off playing the new locations if you want to, and go to those places later if you feel like it. If you use the unofficial patch, your save games won't be compatible with RP, and you have to play the game from the start all over again just to see the new content. In fact, you will need to reinstall the game, or install it again to another location.

But this is a matter of opinion. Some say unofficial first, but if you want your play through to be more complete, or if you intend to play the game only once, use the RP.
 
killap said:
2.1 should hopefully be out in less than a week, so you shouldn't have to wait long if you choose to play the RP.

This reminds me of a small bug in the installer. When selecting what kind of installation you wish to install, default is Full and you can select minimal or custom. If you do that, and select "Full installation" again, none of the tick boxes will be selected, meaning that all selections are actually "minimal", no extras.

Also, a suggestion on another matter: could you place an RP compatible and up-to-date version of ddraw.ini to your website, for example in the same location as your RP .exe? That way, people could easily copy that and overwrite their own ddraw.ini, or append the changes to their file when updating sfall. You could also update it far more easily than editing the installer package.

And it would be easier to help people with troubles, eg: "go to www etc and copy that file to your Fallout 2 directory".

Or alternatively, you could make your own sfall-restoration.7z which contains newest sfall and RP compatible ddraw.ini
 
New scenery hiding items/bodies is kinda not a big issue when using the party orders addon. One key to make PC loot ground and one for party members to do the same.

I like the new scenery, even if it's just a few knicknacks and paddywhacks it adds detail.
 
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