Fallout 2 Restoration Project 2.1.2 (Unofficial Expansion)

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Thank you Darek (by the way, is Sweden a country of your origin? Your name is so Polish :P)
 
OK, I've made a fresh humongous install, downloaded and installed RP and did nothing else. I started a new game normally, but after a few secondsof playing a message written in red appears in the middle of the screen. I can play while it is still there, but it's annoying. The message is exactly this:

YOU HAVE OVERWRITTEN THE RP DDRAW.INI FILE! REVERT BACK IMMEDIATELY BEFORE IT'S TOO LATE!

Can someone help me on this?
 
Darek said:
And for others, until killap has fixed this, just drop any gecko pelts before you do the stimpak quest. When you come back you can safely pick them up again.
I thought the 2.1.2 change log said the gecko pelts in Primitive Tribe got removed? (I haven't been there yet.) :?
 
NovaRain said:
Darek said:
And for others, until killap has fixed this, just drop any gecko pelts before you do the stimpak quest. When you come back you can safely pick them up again.
I thought the 2.1.2 change log said the gecko pelts in Primitive Tribe got removed? (I haven't been there yet.) :?
It probably does but he missed one (in a pot), and you can always bring some with you you know. :P
But that's beside the point as there is nothing inherently wrong with the small gecko pelts.
There were some other items that had proto errors so we just assumed it was the same with the pelts. Turns out we were mistaken...

Qron88 said:
Thank you Darek (by the way, is Sweden a country of your origin? Your name is so Polish :P
Nope I'm Danish, though I was born here in Sweden. I know my name sounds Polish... I kinda nicked it from a Polish dude. ;)
 
Darek said:
killap, I just realized that it was nothing wrong with the gecko pelts at the Primitive Tribe. All small gecko pelts will bug out there, due to bad code in the Merchant map script.
Nice catch! I'll fix this shortly and release another update. This is pretty significant, as it can cause a crash.

@kedimsidomuz
How did you install the RP? Do you have ddraw.ini in your main F2 directory? If you open that file up, is ModifiedIni set to 42?
 
killap said:
How did you install the RP? Do you have ddraw.ini in your main F2 directory? If you open that file up, is ModifiedIni set to 42?

I used the windows installer and did nothing else, I have the file in my inventory and yes, it is set to 42.
 
kedimsidomuz said:
I used the windows installer and did nothing else, I have the file in my inventory and yes, it is set to 42.
That's strange then. That message should only come up if that value is not set to 42. I really don't know what to say. To remove the message go to fallout2/data/scripts and delete glmodini.int. While this will solve your problem, I feel there is more at play here... Is anyone else having this problem?

Update 2 is up. Another small update, but important nevertheless, as it fixes a possible crash bug at the Primitive Tribe. Full installs have been updated to include this fix. If you already downloaded 2.1.2 before 9/7/2010, then grab the fix in the first post of this thread.
 
killap said:
That's strange then. That message should only come up if that value is not set to 42. I really don't know what to say. To remove the message go to fallout2/data/scripts and delete glmodini.int. While this will solve your problem, I feel there is more at play here... Is anyone else having this problem?
My guess is that it's a vista/win7 install to program files, and there's another copy of the ini in the virtual store. I wonder if there's something I could do to detect that...
 
Maybe not a bug but still....

Find vic and retrieve GECK quests are on in the status even if you have not yet talked to the elder after temple of trials
 
Timeslip said:
My guess is that it's a vista/win7 install to program files, and there's another copy of the ini in the virtual store. I wonder if there's something I could do to detect that...

Yes, my system is windows7. Why would this cause a problem? I don't know how to solve this, it's always an issue to play old games with that system, I really miss xp.

And killap, deleting the file solved it. Thanks!
 
kedimsidomuz said:
Timeslip said:
My guess is that it's a vista/win7 install to program files, and there's another copy of the ini in the virtual store. I wonder if there's something I could do to detect that...

Yes, my system is windows7. Why would this cause a problem? I don't know how to solve this, it's always an issue to play old games with that system, I really miss xp.
Try doing a search through your entire system for ddraw.ini and see if another copy comes up somewhere else.

@kansar02
I honestly can't recall off the top of my head whether that's normal behavior. Can you start a new game and see if you can reproduce it? Others care to comment here?
 
Now I finally started my first game on the RP 2.x line. Looks great! Thanks to Killap and all the others who made it happen! :clap:

One thing I noticed when doing some running around klamath in the world map is that now my speed is the same on the flat lands and on the mountains. I thought I remembered that you were supposed to move slower when traveling over mountains...? Or was it just in F1? Outdoorsman skill 40%. My trip from village to klamath took about 4,5 days of game time which is about right I guess. I did chance the worldmapdelay2 function in the .ini file from 66 to 25 to make movement a bit faster because the 66 value gave insanely slow movement over world map.

Then a question that has plagued me for a long time. If the other critter initiates the combat my chance to hit on the first round is higher than on the later rounds. In the village my chance to hit the spore plant was 44% on the first round but only 38% on the later rounds. Against ants in the temple it was about 36% and dropped to 31 on later rounds. I don't think it is an RP issue, just thought to ask if anyone figured it out?


My machine has win XP. I did a full clean install with only the latest RP 2.1.2 windows installer.
 
killap said:
I honestly can't recall off the top of my head whether that's normal behavior. Can you start a new game and see if you can reproduce it? Others care to comment here?

This is the normal behaviour from vanilla Fallout 2. It makes some sense: everyone and his mother would know that the village needs the GECK from the Holy 13 in order to survive, and this Vic person seems to have a link to the Holy 13 (the water flask). One can always argue that whoever placed the PipBoy into the Temple of Trials pre-programmed the thing. Nonetheless, I can see where kansar02 is coming from.

If you want to, fixing the Find Vic thing is easy enough: goto the file vault13.gam, change GVAR_FIND_VIC (619) to 0 instead of 1, then in the Arroyo Elder's script, add a new line to set GVAR_FIND_VIC to 1 after she had told the player to find Vic. There should be two places for this: one for the normal player, and one for the stupid player.

Similarly, fixing the Find GECK thing can be done by setting GVAR_ARROYO_RETURN_GECK (480) to -1 instead of 0 in vault13.gam, and then having the Elder's script change it to 0 at the same spots mentioned above.

ufo_hunter said:
Then a question that has plagued me for a long time. If the other critter initiates the combat my chance to hit on the first round is higher than on the later rounds. In the village my chance to hit the spore plant was 44% on the first round but only 38% on the later rounds. Against ants in the temple it was about 36% and dropped to 31 on later rounds. I don't think it is an RP issue, just thought to ask if anyone figured it out?

This is normal behaviour, and off the top of my head, I believe it is documented in Fallout 2's manual. Basically, this is a consequence of Fallout 2's combat system.

Here's the details if you want it: when an NPC initiates an attack, it always has the first move, no matter what relative Sequence stat it has compared to you. In its first move, it spends its AP to get next to you (if necessary) and launch an attack or two. Because it's AP has been used up, it can no longer contribute to its AC, and hence it is easier for you to hit it.

In subsequent turns, normal sequencing kicks into play. Unless you have a really bad Agility stat, you're most likely going to have a better Sequence stat than the enemy. This means that for each combat round after the first, you get to move first. Unfortunately, since APs regenerate at the beginning of each combat round, this also means that the enemy can use all of its AP towards its AC, thus lowering your overall to-hit percentage.

Cheers,

-- The Haen.
 
There really was another file. I deleted that and restored the file I deleted before, it's all working normal now. Thanks!
 
Yeah like the Haen says it's a vanilla "feature". I reckon it was to to give you a lead on where to start, even if you managed to miss talking to the Elder.
I say leave it as is.
 
Darek said:
Yeah like the Haen says it's a vanilla "feature". I reckon it was to to give you a lead on where to start, even if you managed to miss talking to the Elder.
I say leave it as is.

Actually, you are given the quest to find the Geck right after creating a new character, in a video sequence. The Elder promises to tell you more if you survive the Temple of Trials, but specifically mentions that a Geck is needed. She does not mention Vic.

But I agree, not really worth or need of changing.
 
Haenlomal said:
ufo_hunter said:
Then a question that has plagued me for a long time. If the other critter initiates the combat my chance to hit on the first round is higher than on the later rounds. In the village my chance to hit the spore plant was 44% on the first round but only 38% on the later rounds. Against ants in the temple it was about 36% and dropped to 31 on later rounds. I don't think it is an RP issue, just thought to ask if anyone figured it out?

This is normal behaviour, and off the top of my head, I believe it is documented in Fallout 2's manual. Basically, this is a consequence of Fallout 2's combat system.

Here's the details if you want it: when an NPC initiates an attack, it always has the first move, no matter what relative Sequence stat it has compared to you. In its first move, it spends its AP to get next to you (if necessary) and launch an attack or two. Because it's AP has been used up, it can no longer contribute to its AC, and hence it is easier for you to hit it.

In subsequent turns, normal sequencing kicks into play. Unless you have a really bad Agility stat, you're most likely going to have a better Sequence stat than the enemy. This means that for each combat round after the first, you get to move first. Unfortunately, since APs regenerate at the beginning of each combat round, this also means that the enemy can use all of its AP towards its AC, thus lowering your overall to-hit percentage.

Cheers,

-- The Haen.

That's something that I've wondered about but never thought to ask. Now I understand. Thanks for the enlightenment.
 
There are always 2 outcasts in first Kaga encounter is this normal ? And once there were 2 outcasts.. Kaga initiated a dialogue but after dialogue he disappeared...

And once he disappeared after 1 turn when I was trying to flee the scene.
 
kansar02 said:
There are always 2 outcasts in first Kaga encounter is this normal ?
Two outcasts in addition to Kaga? Yeah, that sounds right.

kansar02 said:
And once there were 2 outcasts.. Kaga initiated a dialogue but after dialogue he disappeared...

And once he disappeared after 1 turn when I was trying to flee the scene.
Odd. Have any save games of this?
 
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