A review of the RP game progression experience and small tweak suggestions

Discussion in 'Fallout General Modding' started by lujo, Feb 8, 2014.

  1. lujo

    lujo Look, Ma! Two Heads!

    334
    Jun 14, 2013
    Ty, so relieved someone tested and liked it ^^

    I tried to go along with the core "Vic is a useless mechanic" running gag that pays off when he turns into an incredible shot later on, and I wanted it to come off as a moment of utter panic on part of the CO, like "life flashing before my eyes" desparation bluff (at the slavers). Glad you liked it.

    Also, I shook that VV quest up quite a bit, made stark less of a moustache twirling villan (whoever wrote that thing originally had a problem w tact/tone), made it completable in many ways (you can even straight give up, it's, like, a dialogue option!). Not entirely proud on all my dialogue, a few places could use a bit of work (and shotening, I always scold people in-game textwalls, but I'm a bit guilty here and there). I didn't actually touch the brain much, if he's messy he's messy because he's originally like that. I did add a way to find EPA buried in his dialogue, but it's a bit obscure :)

    As for the BH - well, it's more than that, since you'd get the NCR scouting in it's place you'd visit BH anway, this way you do, can take the mine parts into new reno hook, give tully his wine, find the map, take out raiders on the way back and not really be too tempted or feel too obliged to crack NCR (and possibly loot up Vault 15 and 13 while you're there) before you're get a chance to play out the midgame a bit.

    Glad you found it unobtrusive, it's the one thing I'm most interested in getting into the RP.



    And phobos made a tweak to the raiders map in E&R (probably under gameflofixes section) which I've tested 2 times so far, and is kinda working well - we put the trap corridor at the other entrance. Flavor reason is that if the raiders have a well guarded and wholly unguarded entrance, and if I had a mine filled scorpion pit corridor I'd be guarding the other way. Anyone coming through the mines would be herd a mile off. Metagame reason is - the fight is incredibly easy if you come through the gas station entrance, and the corridor is more of a non-combat challenge, so if you arrange it like we did you have an easy to find entreance which leads to a tough cobat challenge, and a hard to find entrance which leads to an easy fight but you have to navigate the mines and the pits to get there. It's not in the package I sent Killap, but maybe it could be, who knows, there's pro's and cons to it.


    Anywho - very glad you liked the fixes, and I'm glad they got made. Hope more people try and confirm them.

    I'm thinking that maybe Khol could reward you symbolicaly for bringing him the totaly out of place and unused random books lying around the abbey (there's 2 or 3). Just a 100 XP or something, doesn't have to even be marked in the pipboy or anything, but a tangible and rewarding little hook.

    EDIT: Also, woudn't have ever done it without phobos!
     
    Last edited: Aug 29, 2014
  2. J_Fred

    J_Fred Long time lurker

    286
    Dec 22, 2013
    Yes, it was well done.

    I actually will comment on the Radier's cave in phobos' post.
     
  3. teukros

    teukros It Wandered In From the Wastes

    130
    Sep 5, 2010
    I had to restart my game (never got beyond the Den) and did an uninstall/reinstall in a fresh directory. Is this the link to the most recent version of your fix?

    I'm planning on incorporating this fix along with alt-Miria (and YAAM). Should that be a drama-free combination?
     
  4. lujo

    lujo Look, Ma! Two Heads!

    334
    Jun 14, 2013
    Hmmm, that should be it, and I'm playing with alt-Miria and more than YAAM, so it should be fine. Maybe there's been typo tweaks here and there.
     
  5. J_Fred

    J_Fred Long time lurker

    286
    Dec 22, 2013
    Teukros, I would suggest just going ahead and doing the Economy Rebalance mod, as it has YAMM, crafting, better traps, barter system and Lujo's fixes.

    It's probably the best mod (next to the RP) for Fallout 2.
     
  6. lujo

    lujo Look, Ma! Two Heads!

    334
    Jun 14, 2013
    I think it requires RP, though.
     
  7. J_Fred

    J_Fred Long time lurker

    286
    Dec 22, 2013
    ... who would play F2 without the RP?
     
  8. lujo

    lujo Look, Ma! Two Heads!

    334
    Jun 14, 2013
    Well, good point. But there's megamod and stuff, I guess there's people who play it. And there's quite some guys over at RPGcodex who're not quite impressed with the added content, so they play with the unofficial patch, but not the RP.
     
  9. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    I play both RP and UP, and I keep asking killap to not forget about adding vanilla fixes to UP.
     
  10. J_Fred

    J_Fred Long time lurker

    286
    Dec 22, 2013
    UP?

    One thing I LOVED about the megamod was the extra map space, and that skynet was a fucking sentry bot. I wish I had the mod chops to add Skynet as a sentry bot into the RP. But that's beyond my skill set.
     
  11. lujo

    lujo Look, Ma! Two Heads!

    334
    Jun 14, 2013
    What's IN the extra map space? And adding skynet as a rocket bot might not even be that difficult, tbh. I would probably under no circumstances ever consider doing it, but it shouldn't be too difficult to standaloneize if someone did want to. Maybe.
     
  12. J_Fred

    J_Fred Long time lurker

    286
    Dec 22, 2013
    If you did that I would be your best friend. Skynet honestly probably wouldn't be as good because he would be limited to the number of rockets you have an 5mm ammo. But it's still cool.

    I asked about it a few months ago, but nobody else really wanted it.
     
  13. lujo

    lujo Look, Ma! Two Heads!

    334
    Jun 14, 2013
    Is it in the megamod? Because I don't have much experience with it's structure, and I don't have the sources for it, and I think it's a silly idea to begin with, but it's basically a matter of, hmmmm....

    I'm not sure how exactly it's done over there, whether he has his default weapons or not. But, err, I why don't you find whoever did it and ask him to send it to you, he's bound to have the files, or they might be in the database.

    But, on the other hand it might actually be rather difficult, and I really rather wouldn't.
     
    Last edited: Sep 1, 2014
  14. Magnus

    Magnus Water Chip? Been There, Done That
    Modder

    953
    Dec 6, 2007
    I'm using these fixes, and they seem to break the NPC Appearance option in the RP for Vic. He will no longer visibly equip armor, and his walking animation seems to have changed somehow. Everyone else can equip armor and it changes their appearance just fine. Since I'm only using the RP 2.3.3 and this mod I don't see what else could have broken Vic.

    (Vic's new dialogue is also poorly written and full of typos.)

    EDIT:
    Yep, it's this mod that does it. If you're using the NPC appearance option from the RP, in order for armor to be visible on Vic you need to download the script sources for this mod, uncomment all the B-Team sections in DCVIC.SSL, compile that script and put it in your scripts folder.

    Or you could download the one below, which I've already compiled.
     

    Attached Files:

    Last edited: Jul 12, 2015
    • [Like] [Like] x 2
  15. BreakinBenny

    BreakinBenny First time out of the vault

    75
    Jun 18, 2015
    Magnus, I recall that Crafty's unofficial update for Sfall added a seperate Armor mod for companions… just thought you wanted to know.
     
  16. Magnus

    Magnus Water Chip? Been There, Done That
    Modder

    953
    Dec 6, 2007
    What's the difference between that one and the one in the RP?
     
  17. phobos2077

    phobos2077 Mildly Dipped
    Modder

    596
    Apr 24, 2010
    Crafy effectively implemented the companion appearance mod on the engine level, instead of scripting (like RP). May not be a bad idea I guess...
     
  18. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    Depends. Scripting it gives you more control over which FID to show, no? I would guess it is a little less flexible if you do it any other way. (If you keep in mind stuff like Sulik's unique PA, etc)
     
  19. Magnus

    Magnus Water Chip? Been There, Done That
    Modder

    953
    Dec 6, 2007
    Yeah, and how does it know which armor to give them? If it's by checking stats then what if a mod changes those stats?
     
  20. phobos2077

    phobos2077 Mildly Dipped
    Modder

    596
    Apr 24, 2010
    He has it all covered by additional INI file. Something like this:

    Code:
    [1]
    PID=16777313
    Default=16777280
    Leather=16777325
    Power=16777324
    ;Advanced=16777287
    Metal=16777323
    Cured=16777321
    Combat=16777322
    ;Robe=16777218
    
    Numbers on the right are FIDs. The only problem I have with this solution is that (if I'm not mistaken) armor type is determined by hard-coded item IDs. If those were to be also externalized, that would make this feature usable with mods I think.

    What do you guys think, do we need this feature in sfall?

    PS: this could probably be done better by adding some hook script (or figuring out from existing ones) that will be called when you exit dialog. Just check if critter is a party member, check his armor PID, his own PID, look in the external INI file, apply new FID. And this can be packed as an independent mod, compatible with everything, thanks to register_hook_proc function.