Fallout 2 mod Fallout 2 Restoration Project 2.3.3 (Unofficial Expansion)

I've never even played the 3rd one. From what I've read about it around here, I wonder if I should ever in bother. :razz:

Funnily enough i've just started FO3 for the first time last week. It's definitely better than i expected. But then my expecations were quite low from what i'd read here on NMA. It's basicly a post apoc FPS scavenger survival simulation. And a good one at that. But as so many have said it's only marginally a Fallout game.

From what i've read about FO4, however, I think FO3's very limited RPG elements are going to start looking better and better compared to FO4!! lol.
 
1) Why do not I put or render any damage Horrigan? Troop Granite inflicts damage.
2) Why is the vice president and the president did not die from the gas? The receptionist and all the civilians killed.
3) At the 5th meeting with Kaga crash occurs if it just hover the very first. At the time of occurrence of numbers percent damage occurs game crashes.
rp 2.3.3 winxp
Thank you.
 
1. Check if you installed YAAM or what weapon you use.
2. That's how it works in the original game, guess you can say they've already had inoculated.
3. Is it reproducible? Maybe a save game before his 5th encounter? (DO NOT save in the encounter map as there's a high chance the save will get corrupted.)
 
Hello guys,

I'm run f2 in Wine. I need to run in in windowed mode and it works, but resolution is too high for me. The issue is - nothing changes if I change resolution in `f2_res_Config.exe` with Windowed mode enabled. Also in `ddraw.ini` only graphics, mode=0 works inside a window. Mode 5 falls with errors and mode 4 changes all my display resolution.

Can anybody help me? Is there an option to run f2 in window but not with a highest resolution? scaled 640x480 is good for me. Or 800x600. I feel like I need:
Mode=5
GraphicsWidth=800
GraphicsHeight=600

But it doesn't work?
 
1. Check if you installed YAAM or what weapon you use.
I did not set any weapon mods. I disabled in the installer to install all the mods.
http://www.mediafire.com/download/ve9u92y4zf5i132/SLOT101.rar

3. Is it reproducible? Maybe a save game before his 5th encounter? (DO NOT save in the encounter map as there's a high chance the save will get corrupted.)
Walk on the map and you will meet Kaga. Place on it the very first mouse and aim. Game crash.
http://www.mediafire.com/download/v0f6slbwcdyd3e6/SLOT08.rar
 
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Asylum 15 John squatter constantly falling. Why?
http://www.mediafire.com/download/qt6d4unq6p91pyc/SLOT03.rar

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I did not set any weapon mods. I disabled in the installer to install all the mods.
Well, it's perfectly normal since you only have a plasma rifle. Frank Horrigan has 20 DT and 70% DR against plasma attacks. So your damage without counting in critical hits would be only 3~14 with vanilla damage calculation.
Walk on the map and you will meet Kaga. Place on it the very first mouse and aim. Game crash.
Yes, it crashed. But if I saved in combat before I even do anything and loaded the save. It becomes normal. Not sure what the cause is.
 
I'd try this, since it adds things back that were cut from the original game and also various bug fixes.
 
I'm new to the classics. Should I use this mod or should I play vanilla?
I'd suggest to play vanilla with killap's unofficial patch first. But if you don't plan to spend much time on replaying the game, just go for RP.
 
Hello,

When a companion has a weapon in each hand,

Is it normal to have to ask him twice to put his waepon away, for him to be fully disarmed ?

(Vic has 2 knives equiped, and removes only one at a time)


PS : I ask that because some poeple report this as a bug in the french community

I would like to be sure, if it is one or not. (I don't want to report shit)
 
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@SenorGast You can also basically make use of the Party Orders add-on, by hitting the H key to make all companions unwield their hands.
 
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Does anyone have any experience running RP with the newest sfall version (3.7), as opposed to the old version bundled with RP 2.3.3? I've edited my ddraw.ini to include killap's changes to WorldMapSlots, PatchFile and KarmaFRMs but I'm still not sure if it will cause trouble.
 
Does anyone have any experience running RP with the newest sfall version (3.7), as opposed to the old version bundled with RP 2.3.3? I've edited my ddraw.ini to include killap's changes to WorldMapSlots, PatchFile and KarmaFRMs but I'm still not sure if it will cause trouble.
I haven't played for quite a while so I can't say, but thought you should know that sfall usually don't mess up your save games. So if you are unhappy with the latest sfall you should be able to downgrade and keep playing. Also, does it contain any new features that you need? If not it why bother?

@ Josan12, it seems that the RP is missing the NMSULAAO frame (checked RP 2.1 and it was missing there too, so it may never have been included). It's for when Sulik gets shot/hit in the back while wearing leather armor. As it is now he only reacts on misses or critical hits. You wouldn't happen to have it lying about somewhere? :wiggle:
 
@ Josan12, it seems that the RP is missing the NMSULAAO frame (checked RP 2.1 and it was missing there too, so it may never have been included). It's for when Sulik gets shot/hit in the back while wearing leather armor. As it is now he only reacts on misses or critical hits. You wouldn't happen to have it lying about somewhere? :wiggle:

Yes you're correct unfortunately. Damn - Jostiz made the Sulik leather armor set and i don't have the photoshop files anymore. I'll see what i can do.
 
Does anyone have any experience running RP with the newest sfall version (3.7), as opposed to the old version bundled with RP 2.3.3? I've edited my ddraw.ini to include killap's changes to WorldMapSlots, PatchFile and KarmaFRMs but I'm still not sure if it will cause trouble.
It shouldn't have any problems if you copy the changes from UP/RP's ddraw.ini to newer sfall ddraw.ini.
Because that's exactly what I did when testing new sfall builds in UP/RP games.
 
I haven't played for quite a while so I can't say, but thought you should know that sfall usually don't mess up your save games. So if you are unhappy with the latest sfall you should be able to downgrade and keep playing. Also, does it contain any new features that you need? If not it why bother?

It shouldn't have any problems if you copy the changes from UP/RP's ddraw.ini to newer sfall ddraw.ini.
Because that's exactly what I did when testing new sfall builds in UP/RP games.

Thanks for the info guys! :)

I was pretty sure I was safe, but you never know. I actually want to use the new sfall because I really like the container-highlight feature of 3.7. Plus, there's my fetish for new shiny software ;) I wish all interactable objects could be highlighted like this but I guess that'd take a hell of a lot of work.

Thanks once again, my biennial Fallout 2 playthrough can now begin in earnest :D
 
@ NovaRain, the sleeping bear and who ever else may be interested

On the bug wiki you commented the following on Skynet/robobrain:

...And its armor stats are lower in Lv2~Lv6 protos, that doesn't make much sense IMO.
The reason is that Lv1/base proto has a stamped brotherhood armor where as all the others (including inferior brains and the regular brainbots) have a stamped combat armor.
A mistake has obviously been made here, the question is with what proto?
I would argue that the idea was that they wanted the bot with the cybernetics brain to be superior and therefore gave it an armor that was one step up from the combat armor, ie the brotherhood armor. I have a feeling that the later levels of Skynet was made at a later time and by someone else than who made the first level, and that that person looked at the inferior bots when picking stats.
The reason I think this is that Skynet level 2-6 have 500 EMP resistance, while ALL other brainbots has 0. That in it self has been considered a bug and was fixed by the RP. Though not in the correct way, in my opinion. The RP gave the first Skynet level 500 EMP resistance as well, when it should have been removed from the others instead. I mean robots in general should have (and do have) trouble with EMP damage. Heck, even the supposedly tough sentry bots only have 10-15 EMP resistance.
The problem with the EMP damage stems from when you stamp an armor to a critter. An EMP resistance of 500 is automatically added and must then be manually removed or lowered. Something that was done to all other bots except the later stages of cybernetic Skynet. This mistake combined with the difference in what armor was stamped on level 1 of Skynet leads me to believe that it was done by different people, or at least long enough between the first proto and the later ones, that the creator forgot what he was doing.

The armor stats should obviously be made consistent through the stages. Which armor to use is up for debate and I don't really have a strong feeling either way.
The EMP on the other hand should be removed as I really believe that was a mistake. Or I guess I would be fine with a slight increase in resistance at higher levels (though it should still be a reasonably low value).

Thoughts?
 
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