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Discussion in 'Fallout General Modding' started by killap, Jun 9, 2008.
How can I get behind the goddamn locked doors in EPA's sub-level 1? For now I haven't found almost anything useful there.
Please read the first post.
Fallout 2 Restoration Project Gameplay Thread
I always go to VC before Redding and I have never had that problem, I just tested it again and she's still there. So I don't know what's up. Maybe something similar to going to eastern part of the Den fucking up Torr's scorpion count, but then again, is Fanny Mae even using a global variable?
just one question. great artwork btw. there is a patch included in the rp 1.2 installer; "ap ammo bug fix". i wondered if i need this. what exactly is it supposed to fix?
For now, there is no need to install it. A tweaked version will be included in RP 1.3. Basically it addressed the problem of ap ammo not doing the damage it was intended to do.
Very nice. I will include this in 1.3.
yay Voltmaster 3000 chair nice work (Ingame build by Wattz or so )
Well i just ignored the Mira/Jack feud and after that everything worked fine again. Now i stumbled across a node somewere, that its now possible to save the vault 13 deathclaws by killing that weird doc in Navarro. Does that timelimit (i think 2 weeks) still aply on that? I havent been to San Fransisco yet so that would be rather impossible to do in 2 weeks then
Thought I'd mention that there has been (again) a one page article about Fallout 2: Restoration Project in the latest "Pelit" gaming magazine here in Finland. Nice!
They basically tell how great it is (and it is!) and how all the new dialog fits almost perfectly, except Kaga's dialog seems to suck according to the writer. (I'm afraid I somewhat agree to this.)
Last chapter (roughly) translated: "Big credits to Killap and his team for making this patch and thus taking Fallout 2 to the new millennia. Fallout 2's atom power is now glowing as a stronger and greener lighthouse in the pitch dark night of roleplay gaming."
Great stuff, Continuum. YOU the Man.
Nice indeed! Always feels good to know the 1000+ hours I spent working on the fallout 2 patch and RP didn't go unappreciated.
Yeah, I've gotten countless complaints about Kaga. Perhaps I should have never included him...oh well, my goal is to include *everything* that was planned to be in the game. I am still tweaking him so he should be much better for 1.3.
Well actualy i read about this mod in the (biggest i think) german games magazine "Gamestar" in there modding section recently. The article about RP 1.2 is very positive and that made me dl it
I'm curious, is there a reason you want all Kaga's text to be floats? I think changing it so his dialog pops up in a window would alleviate some of the complaints.
Hm i think i have found some major bug now: when entering the map "Primitve Tribe" either by worldmap or teleport from the slaver camp the game instantly crashes to desktop!
The Primitive Tribe area does not work on Win9x systems. You can get a fixed map from this post. Just put it in your Fallout2\data\Maps folder.
Yay that fixed it! Thx!
And i was actualy running FA2 on my old system with Win98 for some other oldskool games, thinking that would be better
Funny enuff, after i copied that map i started FA2 and it gave me a message like "failure to initialise Input Device" or something and then CTD. But a quick (yeayea not on win98 i kno ) reboot solved the problem for now.
Actually I think there's nothing wrong about Kaga himself, it's just that his dialogue is just so, stupid (no offense, Killap) but the character himself is pretty interesting, and I think you should add the chance to meet him again after making deal with him.
I like the encounter, I would keep him. But when I first met him I had rather the impression that he seemed too eloquent for his social background and his standing as a warrior. I have expected less words, more grunts.
All I dislike about Kaga is that the option to say, "Die! you worthless..." and fight him is not available in every encounter, regardless of luck or intelligence.
I think his dialogue, (though a bit long at times) is fitting and important to the story. (and if I wanted to change something stupid like the 'Rooster on the peak of the roof' riddle to one of 'Zenos paradoxes' and make it more intelligent, I can modify that .msg file myself.)
Well, I initially had him as strictly floats so that the dialogue was forced and could not be skipped. His encounters are supposed to be forced so I thought I should make everything about the encounter forced. This obviously was a terrible idea since he is encountered so early on in the game and if you want to create several new characters, you have to always sit through his long initial speech. Not only that, forcing a player to do something in an RPG is obviously a no-no. This was changed for 1.2 though (or at least an update to 1.2. I don't remember anymore) His dialogue is now all done through the dialogue window with the option to skip the speech and go right to fighting. The player also has the ability to peacefully end the Kaga situation 3 times as opposed to only once in the initial release. The first encounter with him is still fight only though - its a trivial fight anyway.
As for the content of his dialogue, yes, you are all correct in that it seems out of character. The point of Kaga is that he was corrupted by the world. He was once good, but money, greed for power, etc made him evil and as a result of this, Arroyo cast him out and wiped his existence from their history. I'm still not happy with how he has turned out so I will continue to try and perfect him.