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

In case someone needs this... I got sick of error spam in my debug log so I fixed glcrippl script:
Original code that check if party member is crippled:
Heh, my copy paste from Darek, I think. Cool on conforming it to proper coding sanity.

As for your github idea, eh, maybe. But honestly I'm not putting myself in the position to look over pull requests. I don't have the time, and the backlog would become sad for everyone. But I do want to check over things, least there be free reign to add/modify to everyone's heart content. But then again that's the purpose of forking projects. So, I don't really have a definitive answer for you. Heh.

And as a random side-note/musing, I'm honestly still amazed how 16 years after a game is released there are people still coming out of the woodwork and eagerly coding Fallout. I'll never understand this community. Or maybe that's why I feel at home here. ;)

Isit possible to use RP 2.3.3 together with Mib 88Megamod 2.4.4?
No. But there were talks awhile back of making it happen. I'm not involved in it though.
 
@killap,
I have another bug fix that you might consider. More serious this time.

The background:
When going for Frog Morton in Redding, there are some land mines on map. The same kind of mines can be found on SAD entrance.

The problem:
If you step on them during combat, they just becoming "exploded" w/o actual explosion and/or damage inflicted. This is because explosion() function is not usable inside combat.

The solution:
In Check_Active procedure we change this line:
Code:
          explosion(tile_num(self_obj),elevation(self_obj),random(MIN_DMG,MAX_DMG));
To this:
Code:
          if (combat_is_initialized) then begin
             critter_dmg(source_obj, random(1, MAX_DMG), DAMAGE_TYPE);
             play_sfx("WHN1XXX1");
          end else begin
             explosion(tile_num(self_obj),elevation(self_obj),random(MIN_DMG,MAX_DMG));
          end

So in this case, in real time mode mine will work the same way. But in combat mode it will still damage the critter, but without visual explosion. There is a way to make visual explosion effect during combat, but it's too complicated for such minor bug, IMHO.
Why damage is randomized from 1 instead of MIN_DMG? Simple, because explosion() functions inflicts damage in same manner, from 1 to provided number.

Modified source (from RP 2.3.3) and compiled scripts: https://yadi.sk/d/Xh2_6IU7WWK9A
 
Congratulations on a job well done, killap. :clap:

As obsessions go, this endeavor is a fairly healthy one-- having fun, making people happy, and making the world a better place.
 
The game crashes when trying to lock the door that leads to the bedroom inside the slavers compound in NCR. Savegame

I’ve added the bug mentioned above to the wiki.

Now for some questions the community might be able to answer:

  1. If I press the print screen button on my keyboard in game, I get a screenshot of my desktop instead of the game. This wasn’t always so if I recall correctly. Is there a simple way to make screenshots?
  2. To get training from Cameron in Arroyo one should not have any combat skills tagged and an agility score of <6. One of the wikis states that this option is no longer available after you leave Arroyo. Per’s guide states that it only works before you talk to Hakunin (but I assume that has been fixed).
A guy on RPGCodex who’s done a let’s play of Fallout 2 with the restoration pack (he doesn’t say which version exactly), manages to get the training by returning much later in the game and lowering his agility with buffout.
My character has a high agility score so I obviously wasn’t eligible for training at the game’s beginning. However, I wasn’t able to reproduce the trick with buffout.
My question is: should one be able to get the training after leaving Arroyo or not? Personally I’d say no, it is obviously meant as a small boost for a pacifist build. I mean, who takes less than 8 AG anyway? On the other hand, why not? It takes some serious meta-gaming to get the training (no combat tags, buffout exploit). People who do this have played the game several times from start to finish and then some. So it’s not like the difficulty bar will be lowered even further for a person that is new to Fallout.​

Well, that’s all folks. My thanks to Killap and the community for keeping Fallout alive.
 
The built-in screenshot key is F12. It saves a BMP screenshot in your game directory.

EDIT: About the crash, I loaded a save before ever entering NCR, entered NCR, went straight to the slavers, and killed most of them (leaving only one guard outside, just like in your save). But I can lock/unlock the said door with no problem (also put a lockpick in my right active slot). Does the crash still happen if you load other earlier savegames and follow the same steps?
 
Last edited:
”NovaRain” said:
The built-in screenshot key is F12
Thanks, I made a screenshot of the Sierra mission statement on the pipboy, the last sentence is outside the border of the screen. Screenshot I've uploaded this to the wiki as well.

”NovaRain” said:
About the crash, I loaded a save before ever entering NCR, entered NCR, went straight to the slavers, and killed most of them (leaving only one guard outside, just like in your save). But I can lock/unlock the said door with no problem (also put a lockpick in my right active slot). Does the crash still happen if you load other earlier savegames and follow the same steps?

I’ve loaded a previous save, and indeed, the game doesn’t crash when locking the door. I’m not sure how to explain the different outcome. Something must have messed up the script of that door.
 
I’ve loaded a previous save, and indeed, the game doesn’t crash when locking the door. I’m not sure how to explain the different outcome. Something must have messed up the script of that door.
I'd bet the map file in your savegame just got corrupted for unknown reason. Looks like it's an unreproducible crash, which probably won't get looked into.
 
I got Sulik to use H&k CAWS, do you consider this a bug? What about m60? Cassidy, with a Rocket launcher? And damn, the game still surprises me;)
 
Last edited:
I got Sulik to use H&k CAWS, do you consider this a bug? What about m60? Cassidy, with a Rocket launcher? And damn, the game still surprises me;)
NPC armor appearance installed and they're in certain armors? That's perfectly normal.
 
Ok, then I think I'll have to restrict myself from using it.. But I guess it does open some very interesting opportunities
 
The return of the Mysterious Stranger...

Congratulations, Killa' P, and thanks from the bottom of my heart for never wavering from your commitment to this project. You're a shining beacon and an exemplar for all modders. Thanks, too, to all of the regular contributors (Darek, Dravean, NovaRain, .Pixote., etc. etc. etc., and let's never forget Timeslip); it's an awesome community! I look forward to playing (and further testing - sorry killap! ;-) soon when RL allows. And rejoining the conversation here. :-) That leads me to the next comment:

A thousand apologies for bugging out for the last 18 months or so for RL; of course we all know that it sucks when family and job have to come before Fallout and the RP - but I love my family and my job, so I guess that's priorities for ya. ;-) I just now finished catching up on all the RP threads from the middle of RP 2.2 onward; a good read but took me over a week of evenings, and some insomnia besides, to get caught up. I don't believe in TL;DR, obviously; if it weren't worth reading, it wouldn't have been posted here (at least true 98% of the time here). (And I notice a lot of things that probably still are issues and probably still ought to be added to the bug wiki, even if they aren't addressed for a long time from now....)

As an aside: I notice the technical wiki is still referring to 2.1.2 in places and needs updating; I'm not familiar enough yet with 2.3.3 to know whether all the 2.1.2 (etc.) references are only applicable to those releases, or whether some/most/all of those references can be updated to say 2.3.3 or just genericized simply to say F2RP. (Like the references in the "Additional Content" section.) Perhaps NovaRain would have the expertise to look into that?

And another thing: I'm glad to see that fixes or at least causes were discovered for some of the unfixable bugs I'd reported to the wiki back during our 2.2 testing. :-)

Great to see you all. Mod on! ;-)

-Memetics
 
Heh, you remember the modder review from years ago. :cool:


(And I notice a lot of things that probably still are issues and probably still ought to be added to the bug wiki, even if they aren't addressed for a long time from now....)
h68A47F42.jpg


All jokes aside, good to hear from you and thanks for your input and reports over the years.
 
It's always been a pleasure!

Heh, you remember the modder review from years ago. :cool:
Actually, about a year before that interview, I had asked about your nick and suggested one serious and two tongue-in-cheek theories of its origin: "Kill the application? Kill all peasants? Keep illicit liasons long and passionate?". That's when you shared the real meaning (and the secondary meaning, for which my first guess was remarkably close).

Knowing the nick's true origin and your first name (which IIRC you shared at the time in a PM) has made the "real" formation "Killa' P" stick with me. Thus I write it that way sometimes to honor your preferred pronunciation. ;~)

Plus it's just kinda cool knowing something that only a few people know; it's like having some secret language or club handshake or something. (It's akin to knowing that Timeslip is a woman, I suppose. :^) (Well, not *knowing* knowing, not in the intimate sense. Get your minds out of the gutter, people!)

:notworthy: All Hail Killa' P! :notworthy: :drunk:

-m
 
Last edited:
For everyone else, by the way, here's a noteworthy quote from Killa' P in that 2011 interview:

"I feel that my modding days are behind me and I don't really have the time anymore to put in the hours needed to make a really great mod. However, I do plan for at least one more release of the RP. It's mostly a maintenance release, but there are some minor content additions."

(It's a good thing that we perfectionists can't leave well enough alone, isn't it? :*)

Those of us who've been around for a while understand how much time and emotion you've poured into this project and how much of a relief it must be to have reached such a milestone as the 2.3.3 release. You truly have earned a multi-lifetime break. But still, after every retirement when you return to the project, I know that we secretly - and openly - rejoice.

After a long and well-earned respite, I hope you'll keep on "retiring" in similar fashion, my friend; we will always be glad that you're around.

-m
 
Last edited:
Hello and greets from germany,
I actually have rescued Suliks sister and was scouting the location (primitive tribe). When i go to the west area the game crashs with a memory error. I loaded previously saved games but that didn't help. What can I do.
Notes: I have installed fallout 2 clean and only installed the 2.3.3 unofficial patch.

Edit: When i start a new game and rush to the Primitive Tribe, the game crashs too by entering the "western side of the village".

Thank you
 
Last edited:
I actually have rescued Suliks sister and was scouting the location (primitive tribe). When i go to the west area the game crashs with a memory error.

Edit: When i start a new game and rush to the Primitive Tribe, the game crashs too by entering the "western side of the village".

Since it's a reproducible crash on your end, you should upload a save game so someone on this board can look into the issue.
 
Hi All.
Thanks Killap for the RP.

I need some help. I installed a fresh Fallout 2 and 2.3.3. When I'm in the temple or at night there is green pixel all over the screen. I could only see the lighted area around my character. What should I do? Thanks.
 
Back
Top