Hmm, there was an issue with that sound back in some older version of the RP, but that got fixed. Did you install the whole RP manually or only patch the master.dat file? It may be that a 'bad' sound file slipped into the manual install? I really recommend the installer version. It could also be something to to with Win ME, it wasn't exactly the best or most stable OS... Anyway, if you go into your \DATA\SOUND\SFX folder and remove WAE1XXX1.ACM for now, it might stop the crashing (but you will also lose that lovely BAAM sound). I have seen people complaining about this before, but never experienced it myself. The old encounter calculation was dependent on processor speed, slow computer meant many encounters whereas a faster ones would give you virtually none. IIRC it has now been changed to the Fallout 1 calculation (non processor dependent). So it's not a setting that has been cranked up insanely high, but rather something a few gets a problem with it seems. Don't know the reason. Also, the place to reduce them is in ddraw.ini, but it says that it is obsolete. You can always play around with it but might be more lucky asking for help in the FO2 Engine Tweaks thread. Sounds like this old vanilla bug that has never gotten fixed... If you haven't gotten the jet antidote yet I don't know what it may be. It sounds exactly like the same bug. Perhaps the antidote is not the only possible trigger. Either way, I have never personally seen it happen, RP or otherwise. Finally, about Skynet disappearing at EPA, it's not a random thing but something wrong with the code that forces him to wait for you. Tell him to wait yourself before going down there and you will have no problems, that or wait for the next release of the RP.