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

Dex critically missed and took 9 hitpoints, his weapon exploded and lost his next turn. LOL seriously? wow, didn't know such a failure even existed.

I've just discovered the Dr. Wong, Dr. Sheng plant quest, new area for the first time. However Sheng sends me to EPA to grab some unique plant seeds. Out of all useless things without a purpose at EPA, I don't remember ever finding seeds?

Thanks like always.
 
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I've just discovered the Dr. Wong, Dr. Sheng plant quest, new area for the first time. However Sheng sends me to EPA to grab some unique plant seeds. Out of all useless things without a purpose at EPA, I don't remember ever finding seeds?
You probably never check the terminal on the green level. See Darek's RP walkthrough for details.
 
I'm trying to finish the quest to save the vault village from vault city assault. I have talked McClure and said I can stop the attacks, and I took the guns to the village. Now I'm trying to talk to the Brain rat for stopping the attacks, only thing he says is that he is happy that I have helped Gecko to repair and optimize the plant, which I have, and both dialog options I have quit the conversation. How do I get him to stop the attacks?

Edit: I fixed it by reloading an older save. This time went to the rat straight away from vault village even without talking to McClure or taking the guns to the village. Is this the way it is suppose to be?

Edit2: Ok so appearently if you give the village the guns, thats that, no "happy" ending. I thought you could give them the guns, and THEN get the attacks to stop. Guess not.
 
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I'm trying to finish the quest to save the vault village from vault city assault. I have talked McClure and said I can stop the attacks, and I took the guns to the village. Now I'm trying to talk to the Brain rat for stopping the attacks, only thing he says is that he is happy that I have helped Gecko to repair and optimize the plant, which I have, and both dialog options I have quit the conversation. How do I get him to stop the attacks?

Edit: I fixed it by reloading an older save. This time went to the rat straight away from vault village even without talking to McClure or taking the guns to the village. Is this the way it is suppose to be?

Edit2: Ok so appearently if you give the village the guns, thats that, no "happy" ending. I thought you could give them the guns, and THEN get the attacks to stop. Guess not.


Yeah, that's how it works... for now. It's either - or. I tweaked this in my gameflow fixes.
 
Spotted a you're/your mixup in the second Vault Village quest. The trader's dialogue has it. Something along the lines of "I don't know what your-".

I also solved the black map issue I was having by not following these instructions exactly. I ignored installing SFall, didn't make the changes to ddraw the guide suggested, and used the command suggested to make the directories read-only (chflags uchg data/proto/critters/* data/proto/items/*). The GUI way of doing it didn't work at all.
 
So I played through FO2 using the RP and I must say I'm impressed.

I like the lack of bugs. I like the small cosmetic fixes like the ones on the Wright map in New Reno where the empty lots are now adequately filled with junk and garbage. I like how stable the game is: no more disappearing car, no more blacked out Skill button. And I do like the added content, even though there is a 'but'. I also like what Josan12 and Jotisz and Continuum and the others did. The NPC Armour Mod and Cassidy's talking head added so much atmosphere to the game. Truly a work of love for which I would like to thank all who were involved. Whomever did the resolution thing: you rock. It's amazing to see Fallout 2 in higher resolutions (even if I am somewhat partial to the original 640x480 - it feels like an adventure game that way and I really like the 'blurriness' of it, the pictures are soft and calming).

But ... there is a small 'but'. The added locations and what can be found and done there, those things aren't always as well implemented as the rest. For instance, I totally love the EPA, and I know the original design documents on that location were pretty elaborate and detailed, but I feel it's too big for such an unimportant location in the game and I feel like it wouldn't have hurt if you would have stuck more to the original tiles used in the vanilla games. I know it may sound boring and dull, but I would have rather had the EPA look more like Vault City on the surface and like the Vaults/Military Base/Toxic Cave under ground. As it is now, it has a huge Tactics-Arcanum-hybrid feel to it. Another thing that somewhat annoyed me is the dialogue used in the added locations and quests. Simply put: it isn't always on par with the dialogue in the vanilla games. I often felt the answers to my questions were too long and dull. Very informative, sure, but of a different quality and sometimes simply in the wrong tone-of-voice.

I don't want to sound like an ungrateful son-of-a-bitch, though, so I'll say this as well: the Ranger Safe Houses are a really nice addition, a detail maybe, but I love small locations like that. What would have been really really nice is if you could have rested there (via dialogue option or clicking the bed) and, say, healed twice as fast as anywhere else on the map. Some stuff was even spot on as in: the original developers could not have done this any better. I'm thinking of the Orphanage to get those little brats of the streets. A seamless, perfectly executed addition.The Kaga encounters were also well done and quite a challenge actually. And the Brave Little Toaster. And Mister Chemmie! And Cassidy's talking head, but hey: I already mentioned that. And the BOS hideouts. And the submarine and the K9 armour and so much more. Pure awesomeness. And thank you for not adding the Burrows. :)

One bug (?): when I did the Nuka Cola and pop rocks thing, the game crashed. Unless that is what is supposed to happen ...

And a couple of questions:

What do some of the items do or what are they used for?
- Shampoo
- Drill
- Some books over at the Abbey (one has something to do with the miltary, I think, and the other is a technical manual)

Where the hell do you get your weed? The effects last for days, dude. That's awesome. :) Am I to assume it's synthetic pot because Mister Chemmie! makes it?
 
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Thanks for your kind words Alec...the new extras aren't perfect, but generally add nicely to the game. Fallout 2 is one of the great dishes, and adding extra ingredients can alter the flavor somewhat, but I think Killap and the boys did a great job. I have to take blame for the entrance level to the EPA, I think I over did that one, basically got too carried away with myself - too large, too clever, etc. I would make it more practical if I had to remake it. :roll:


- Shampoo
- Drill
- Some books over at the Abbey (one has something to do with the military, I think, and the other is a technical manual)

Are just for effect - as far as I know.
 
^ Say I concur with Alec about 100%, the EPA could've been much tighter, and the problem with the items which don't do anything is more that they only appear in those particular locations.

I think I could use the books from the Abbey for the flow fixes, though, as I added a bit of dialogue to the guy in the informations center in VC which puts Abbey on the map (which I now feel is too slight a hook). But if he rewarded you for bringing the "books he hasn't seen before" to him it could make for a nice little hook which would then make thos books not poke the eye so much.

Also, there's really jarring dialogues (I know how hard it is to write those though) in there, deffinitely, and I know it's probably because changing any dialogue means having to translate it into a million languages and stuff. But still, some of them are diffinitely worth looking at, and the tribe chief in umbra tribe is a big offender in terms of "taking you out of it". Some of his lines at least. Some are perfectly fine.

I ended up tweaking the dialogues related to the Vault Village quite a bit in the flow fixes and implementing it into the phobos Economy & Rebalance resulted in russian translations for 3 different localizations ^^


EDIT: Also, I figured something about the problematic dialogues out - it's not that they're necessarily badly written (or at all) it's that people were trying to cram too many things into a single node or line. This causes the more "advanced" or "high speech" answers to be obvious, and also if there's more than one like that in the same node it makes it tiresome to read them all. BIG offender here is the Mom - Orphanage quest in the den, all that stuff is kinda fine except it should've been delivered through more nodes (even if they're simple "Go on" nodes). The original game does this all the time with such stuff.

I'l make note of this stuff and offer proper adjustments for either RP fixes if Killap accepts, phobos's wonderful RP balance and econom mod (unofficial RP expansion, lol) or my own sake, lol.
 
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I allready play it with endocores miria for real, perk per level, and party controlls. It's actually good enough that if you turn the difficulty dials and use the harsh installation the last two don't break the game in your favour at all. In fact, while I love his traps they are much, much more usable with party controlls (I'm not sure he's fully aware of how his mod works in-game as he seems to spend much more time coding stuff than playing fallout, so more people playing it and pointing out the obivous kinks in form of feedback would be much appreciated by me as his most loyal fan, tester, and somewhat of a co-designer lately).

And it allready IS something like mega mod, except much, much, much more in line with the orignal game. MUCH. (Would be even more in terms of style and stuff if he fought me over less stuff, but hey, it's his mod and he's a great coder, hard-working, helpful, enthusiastic. What basically needs to happen is just more people who've played Fallout up and down pointing out the more objective stuff, so it's not just me. It's very difficult working with someone when you're communicating in a language which isn't your primary language and come from vastly different fields, but he's great and the mod's great :) I mean, the guy tweaked the script editor and... notepad++ to make sripting fallout easier O.O).
 
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Are just for effect - as far as I know.

I got rid of the Shampoo at some point, but then I started to wonder whether one could perhaps bring it to Klamath's Bathhouse for xp, so I spent about two hours trying to figure out where I had dropped it or to whom I had sold it ... no luck. I'm sort of glad you wrote that it's probably just for effect. These kind of things can wander around in the back of my head for weeks on end.
 
I noticed a few typos in The Abbey:
  1. The abbot's dialogue uses "sooth" rather than "soothe".
  2. Brother Jason says "suppose to" ("supposed to").

Is there anything that can be added to their computer system? I saw an option to do so and was intrigued!
 
^ Also, is anyone else getting the bug with the Abbot in the Abbey where he doesn't give you the access keycard when you report that you have done the relevant quest, or it doesn't appear/show in their inventory?

I got it on 2 playhroughs so far, and what's funny, I thought I'd simply fix it if it's obvious, and decided just to add the keycard manually through the save game editor, and the moment I put the newly added one into my hand (or used it), I saw I suddenly had 2.

The bug seems to be that the abbot is acting like he's given it to me, but the computer sayes I don't have it. I'd report it on the bug report wiki, but since I've got some other mods on (none of which affect the abbot in any way), the report could be written off as spam.




I suspect it's possible that either the reward node is messed up somehow, or that something might be happening wrong if you do the waterpump first and the beast later.
 
Hi everyone

Thanks for this great mod, but i have an issue with the last version (2.3.3)

When traveling with World Map, i keep getting stopped in middle of nowhere.
so i go to te brown border to exit the area, the travel continue and then stop again in middle of nowhere.
it's getting very annoying travelling between town :/

i don't press any button or whatever, am i the only one getting this ? or is it a new setting ?
i did not have this issu with 2.2

PS: i started a new game to fully enjoy this new version :)

Thanks for your help.

edit : another bug i didn't had before, when i want to talk to Billy, to engage the orphan quest, game crash :/
 
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Anyone else experiencing massive slowdown and mouse unresponsiveness in New Reno boxing (and possibly Mordino casino fight)? I've tried disabling stuff with the high-res patch, noting seems to work (and it only applies to the game, the menu works fine).
 
Anyone else experiencing massive slowdown and mouse unresponsiveness in New Reno boxing (and possibly Mordino casino fight)? I've tried disabling stuff with the high-res patch, noting seems to work (and it only applies to the game, the menu works fine).
No, never had the issues in "vanilla" RP.
If you're playing vanilla RP, uploading a savegame would have some help.
 
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