Fallout 2 Restoration Project 2.1 (Unofficial FO2 Expansion)

Discussion in 'Fallout General Modding' started by killap, Jul 25, 2010.

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  1. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    After a week of testing by the members of NMA, 2.1 is now officially released to the public! There were only a handful of important issues corrected, so it looks like 2.1 is good to go. To not confuse those who already have 2.1 installed, this official release is called 2.1.1.

    2.1 saves should work just fine with 2.1.1, but to ensure that all fixes take affect (especially map fixes), you will have to start a new game. There is no update file for 2.1.1, as several changes were made to the installer which requires everyone to run it again. Your save games shouldn't be deleted during the install, but just to be sure, back them up. You've been warned! And if you got the manual install, sorry, no update file as well.

    Here again is the 2.1 announcement text:

    Release time! After the many changes made to RP 2.0, some cleanup and bug fixing was in order. RP 2.1 is a significant stability update and not only does it fix bugs that cropped into the 2.x line, but also bugs present all the way back from the 1.x days. Several original Fallout 2 bugs were also squashed. This release offers the most enjoyable Fallout 2 experience to date! RP 2.0 saves are compatible with this release, but it's highly recommended to start a new game in order for all the fixes to take affect.

    Multilingual support is still not present in the RP 2.x line, but it should hopefully return in RP 2.2.

    Please read the readme that comes with the mod. It's for your own good!

    Bug reports should be posted in this thread and added to the Fallout 2 RP bug report wiki. A link can be found below.


    Installation instructions:
    1. Make a clean installation of Fallout 2 (humongous install)
    2. Download and install the RP (only use the manual install if you really know what you're doing)
    3. That's it. Don't install anything else, unless you know what you're doing!

    2.1.2 has since been released. Head over to the new thread: here

    RP 2.1.1 Change Log:
    Bug Fixes:
    In addition to several undocumented bug fixes, the following specific issues were addressed: 
    • Klint no longer thinks you already finished the Temple of Trials when you first talk with him.
    Primitive Tribe:
    • Replaced bugged gecko skins at primitive tribe which could potentially crash the game.
    Broken Hills:
    • You can no longer get another key from the prison guard (through persuasion) after already having stolen it from him.
    • Corrected some errors with the NPC hibernation computer.
    • Corrected error with forcefield control computer at EPA blue level.
    • Fixed exploit that could allow you to get more NPCs in your party than you should be allowed to.
    Random Encounters:
    • Fixed map issue that caused some encounters to appear empty.
    San Fran:
    • Map scroll blockers no longer visible on Shi/BOS map.
    • Fixed more unstackable/bugged items on several maps.
    • Fixed some minor map issues introduced in the enhanced maps.
    • Dogmeat is no longer silent when he attacks with his new armor.
    • New critters (red dog and blue security bots) are no longer silent when they attack
    • Fixed several issues with the RP installer
    • Win 2k support is back

    RP 2.1 Change Log:
    New Critters:
    • Random wild dog encounters may now contain red colored dogs.
    • Red colored spore plants added to the surface map of the EPA.
    • Blue colored security bots now found at the Enclave.
    • Old Joe now has a custom look.
    Other Changes:
    • Each karma level now displays it's own unique icon in the character screen.
    • Tweaked skill/combat settings for the three new npcs. They should be more balanced and better overall.
    • Kitsune should now aid the player in lockpicking needs, much like Myron and Vic help with science and repair.
    Bug Fixes:
    In addition to numerous undocumented bug fixes, the following issues were addressed:
    • Fixed issue where Brother Jason would not appear at Gecko when you escort him there.
    • Corrected swapped dialogue options when buying mutant armor for Marcus.
    • Added dialogue when returning the book to the Abbot, having not been given the quest yet.
    • Party members use correct talking head background when in the caves.
    • Dialogue screen no longer comes up when using an item from the inventory on the water pump - would cause overlapping windows.
    • Monks in the basement no longer wander to a corner and stay there forever.
    • Removed added Broc flowers and Xander roots from the hunting grounds. These were accidently included in the enhanced maps and were bugged.
    • Rugs have been tweaked for better appearance (look more worn, older, etc) and no longer interfere with NPC interaction. This change also takes affect in any other location that uses these rugs.
    Broken Hills
    • Fixed crash when showing Francis the letter.
    • Fixed problem where you were only able to tell Marcus about finding the tunnels, despite having discovered the bodies of the missing people.
    • Marcus no longer joins your party without completing any quests for him (debug script was accidently left in place in 2.0 release).
    • Chad's door now correctly displays a message when you try to blow it up, etc.
    • Fixed severe lag issue in the Den. (Was the result of a scripting bug with Petey).
    • Corrected issue where you were unable to teleport to the different levels of the Den Residential area and could only get there when entering from the World Map.
    • Tweaked scrolling on the Residential map so that the westernmost corner of the squatter house is not off the map.
    • Walking away from the second part of the gang fight now marks it as failed. However, like it was in the vanilla version of the game, walking away from the first part successfully completes the quest. You will be unable to do the second part though.
    • Little Johnny is now known as Little Bobby (to reduce confusion with the little boy named Jonny in Modoc)
    • Fixed a bug that prevented some dialogue with Little Bobby to not be shown.
    • Vic no longer joins your party without completing any quests for him (debug script was accidently left in place).
    • Corrected problem where the slavers would not run off the map and instead huddle up in one area. Was the result of changes made with the enhanced maps.
    Enclave Oil Rig
    • Restored Presidential keycard that was accidently removed with the enhanced map changes.
    • The new NPCs lockers correctly open when the NPCs are released from their hibernation and the contents are correctly added to their inventories.
    • You can no longer get infinite amounts of ERSI from Mr. Chemmie
    • The name of the location in the save files now correctly says EPA and the specific level you are on.
    • Corrected issues with using the metal pipe on the fan and the other incorrect fans.
    • Altered the appearance of the broken fan to make it more obvious as the correct choice.
    • Spawn location after using the vent corrected.
    • Removed giant "boss" spore plant and wanamingo. 3 spore plants and the white queen wanamingo are now in their place.
    • Corrected issue with the robot control terminal, where if your skill was less than 76 but over 50, you wouldn't get a a message when trying to repair it.
    • It was possible that roof tiles would "surround" the player on the green level of the EPA. This will no longer happen.
    • Restored the agility serum. It was accidently removed with the enhanced maps.
    • Corrected some issues with the light generator and made things clearer when you don't have the quest to repair it.
    • You can now lockpick the doors to the storage shed. It is quite hard though.
    • Removed some of the slime from the clogged fans so that you aren't pixel hunting as much.
    • Removed the extra period from the description of the electric chair.
    • Fixed issue preventing the Director of Maintenance from giving floats after you do the quest for him.
    • Fixed inconsistency in messages when attempting to repair the Director of Science after already having repaired him.
    • You can now run the diagnostic on the Robot control terminal more than once, in case you forget what needs to be done.
    • You can now fix the robot control terminal with tools.
    • The description of the ERSI canister was incomplete for some reason. This has been addressed.
    • Changed the location finder computer from saying "Earth Protection Agency" to the correct description: "Environmental Protection Agency"
    • Fixed various dialogue issues with the Brain to allow for more logical/clearer dialogue flow.
    • Removed lag experienced at the Gecko-Enclave encounter.
    • Corrected typo in Gecko-Enclave encounter conversation
    • Added dialogue to Wooz in regards to the VC-Village situation.
    • Fixed dialogue bug with Balthas when talking about Johnny that caused him to mimic the dialogue of whatever previous character you spoke with.
    • Fixed various enhanced map issues that prevented initiating dialogue with certain characters or objects.
    • Fixed issue where entering Navarro would always treat the player as having stowed away on the vertibird from the Gecko-Enclave encounter.
    • Navarro is now correctly marked on your map when you go there via the Gecko-Enclave encounter.
    New Reno
    • T-Ray now correctly stocks batteries.
    • Renesco now gives you a one time discount (like he said he would) after "bullying" your way through the second quest.
    • Generic drug dealers now have end of trade dialogue.
    • Fixed crash when sleeping at Cat's Paw.
    New California Republic
    • Corrected issue with the gate guard at Carlson's house, which prevented you from entering despite having permission.
    • Reading the Ranger map no longer causes it to disappear from your inventory.
    • Killing the slaver overseer no longer results in karma loss.
    • Having already completed the quest to kill Bishop, it was possible to reinitiate the quest again. This is no longer the case.
    Primitive Tribe
    • Corrected issue with the amount of time it takes to travel from the tribe to the trader negotiation.
    • Fixed various enhanced map issues that prevented initiating dialogue with certain characters or objects.
    • Removed items on the ground that were added in the enhanced maps. They were unstackable and should not have been added anyway.
    • Corrected crash bug when teleporting back from the trader transaction.
    • It is now possible to fix the well before rescuing Sulik's sister.
    • Corrected duplicate dialogue option when speaking with Krom about the village.
    • Corrected typo with stimpack crate at the trader transaction.
    • Corrected more issues involving fixing the well.
    • Corrected issue where you could get stuck in dialogue when taking with Serin inside the cave.
    • It's no longer possible to initiate dialogue with Shadow Who Walks when he's been angered.
    • Added scripts to the doors at the secret entrance of the map
    • It's no longer possible to get stuck when watching the mole rat fights.
    • Fixed the spawn locations for Frog Morton's goons for the enhanced maps.
    San Francisco
    • One of the tables at the Tanker General store is no longer unreachable.
    • It's no longer possible to speak with Lao Chu about your missing tribe if this hasn't happened yet.
    • Fixed dialogue loop when talking with Lao Chu, as a female, about the tanker and sub.
    • It was possible for Sulik to display error when asking him to consult the spirits about San Francisco.
    • Corrected wall blocker issue in the Hubologist base.
    • Dr. Troy now has to have made the cure before you can buy it from San Fran.
    Sierra Army Depot
    • Corrected issue with traps in front of the building with the howitzer being "invisible" with the new enhanced maps.
    Slave Camp
    • Slavers now go hostile on site if Metzger is dead.
    • Corrected wall blocker issues.
    • Kitsune should no longer be found both at the slaver camp and at the tribe.
    Vault 15
    • Removed added Vault door (from the enhanced maps) that prevented access to the inside vault.
    • After convincing the doctor to leave, he should no longer be found in both the vault and the squat.
    Vault City
    • Greatly reduced the amount of money Connor gives the player for purchasing the weapons. It was too much money before for such a poor village.
    • Car trunk was inaccessible at the Village due to the new enhanced maps.
    • Repositioned Dr. Troy so that you can now initiate dialogue when you are directly behind him.
    • Cleaned up the dialogue tree for Old Joe so that it is no longer possible to get options that were only intended 
    • Corrected typos when speaking with Connor about making a deal with Vault City.
    • When encountering Kaga as a "dumb" character, you no longer get stuck in dialogue.
    • Removed Alien Blaster that was added to the crashed shuttle special encounter in the enhanced maps. It is still found at its original location.
    • Corrected who gives which type of the special weapon found in the RP end of game encounter.
    • Cassidy now has his unique helmetless pistol animations when using the NPC armor mod.
    • Corrected instances where little boy appearances were used rather than the new little girl appearances for female children.
    • Using newest version of appearance mod
      -Fixed possible crash when using a new appearance
      -Fixed issue where saving your characters setup would not save to the directory the game expects it to be.
  2. Misteryo

    Misteryo Still Mildly Glowing

    Feb 15, 2007
    Thanks, Bear man! All the work you put in is very much appreciated.
  3. joochian

    joochian It Wandered In From the Wastes

    Apr 1, 2010
    wow.. fast release.. you deleted previous thread.. might as well delete rp2.0 thread and others..
  4. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    I only removed the first 2.1 thread to minimize confusion. Remember that this is the official 2.1 release. I just increased the version number so that people know which version to get. Other RP threads stay as archive material.
  5. joochian

    joochian It Wandered In From the Wastes

    Apr 1, 2010
    btw.. do i have to un-install rp2.1 first? or overwrite it with rp2.1.1.?
    start a new game on rp2.1.1 first before loading previous savegames?
  6. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    Reinstalling is always recommended, but isn't necessary.
  7. Felipefpl

    Felipefpl Look, Ma! Two Heads!

    Jun 17, 2010
    congratulations on the release killap, if 2.1 didnt have many problems, 2.1.1 surely will be better.

    now let's hope most of people here will FINALLY post their save games together with the bug reports to help ya since in the other threads that didnt happen.
  8. agris

    agris Still Mildly Glowing

    Jul 8, 2004
    alright, looks like it's finally time to buckle down and get a new game going. thanks killap! I've been looking forward to this for a long time.
  9. Golan2072

    Golan2072 It Wandered In From the Wastes

    Sep 1, 2005
    Thanks, Killap! :)
  10. matthewfarmery

    matthewfarmery It Wandered In From the Wastes

    Jun 26, 2010
    awesome, downloading and will give it a whirl :D :D

    thanks for all the hard work you and others havfe put into this awesome mod / expansion :D :D :D :D
  11. Xellos

    Xellos Where'd That 6th Toe Come From?

    Feb 10, 2006
    Great news Bear Dude :clap: and great timing , just finished 2.1 and can start 2.1.1 from scratch :D BTW, news on the main site anytime soon ?
  12. banjo_oz

    banjo_oz First time out of the vault

    Mar 3, 2007
    You're a LEGEND, mate!

    Glad I held off on 2.1 beyond some testing... really looking forward to this! Thanks again!
  13. Nark

    Nark Sonny, I Watched the Vault Bein' Built!

    Dec 6, 2008
    Thank you sir, you are a gentleman and a scholar. :salute:
  14. The_Postman

    The_Postman First time out of the vault

    Feb 7, 2010
    Sorry for disturbing but I still can`t save the game. "Error saving game! Unable to save game" window appears. What should I do? I try to look into technical wiki and bug report wiki, but I don`t find this problem...

    I have Windows XP SP3, fresh install of Fallout (from Interplay Collection? English version) and RP 2.1.1
  15. PainlessDocM

    PainlessDocM Sonny, I Watched the Vault Bein' Built!

    Feb 5, 2010
    Thanks again Killap, time to replay F2 :)
  16. DForge

    DForge Look, Ma! Two Heads!

    Jul 29, 2006
    So awesome! Nice to see the silent critters fixed :)

    That means ecdogmet.int has been modified, right? I need to mod it again in my no-party-limit-size mod?
  17. Erunno

    Erunno First time out of the vault

    Feb 11, 2006
    I may sound like a broken record but thanks again, Mr. Bear Dude . :D
  18. Xellos

    Xellos Where'd That 6th Toe Come From?

    Feb 10, 2006
    Killap, I'm sure you remember about it and that it is more issue for Timeslip, but the karma images issue (first position on all 3 tabs in CHAR screen) is still in place.
  19. Templayer

    Templayer Dark Templar of the New Brotherhood of Steel

    Jul 25, 2010
    First of all, i want to thank Killap and the entire development team for doing this. I was watching the 2.0 thread (reading ALL of the over 100 pages) and the original 2.1 thread.

    I always wanted to thank you, but i didnt find it to be enough for registering on NMA. But now, i did find a problem i cannot solve -

    My car dissappared. Gone. After i installed the 2.1.1 over the 2.1, my car is gone. I could be a bug (map changes and stuff... but) but i never seen something like it. It is probably not a bug, because i dunno where did i left the car. It should be in vault city, but the other cities where i was - Broken Hills, Abbey, Den, Primitive tribe. Maybe i left it in a random encouter... but i cannt find it on the worldmap. I did search all the cities i visited in game, and didnt find it.

    So - Is it possible to get it back somehow ??

    I looked into the game save file, and the car variable of location is on .. - 633:GVAR_CAR_PLACED_TILE=29487
    could Derek (darek or something like that :D ), the coder for this project i pressume from the 2.0 thread, tell me what place it corresponds the value 29487 ?? Because i dont have mapper and i have no idea :D. And i seriously want to play, nearlly lvl 24 (sniper im COMING !!)

    Besides of that - GREAT gameplay, far better than vannila. Cannot play vannila from now. The NPC armor addon is perfect, having all of mah team with different armors just for fun (Me, Miria, Sulik, Vic, and till EPA will be Kitsune).

    And another thing i wanted to write when i was checking the 2.0 thread - are you planning similiar project for Fallout 1 ? If not, could somebody of the coders make for me a mod, that would COMPLETELY REMOVE the time restraints in Fallout 1 ? Like until the water gets to null, and the mutant attack ...... i have not been able to finish F1 because of that. I seriously mean it. I know that msot of you will just say "You can do it, there is worry, the time is enough" but thats ?censured?, i was trzing for several times and was unable to do so. Because i am spending all the game time exploring and doing all the stuff... like leveling. (Hunting rifle and leather armor killing mature deathclaw on hard BTW), the same i am doing in F2... lvl 23, with leather/metal on me and my team, with hunting rifle, assault rife + desert eagle/.223 pistol :D.

    That should be everything i wanted to say i hope, if not, i will post. Will be waiting for the anwer to the car problem, to at least 5 days. Thanks for reading all of this, from John Templayer .
  20. Tony Brasco

    Tony Brasco First time out of the vault

    Mar 11, 2010
    If you have installed the official Fallout 1 patch, then the mutant invasion timelimit is already removed. In the original version, mutants invade the vault in 500 days, but no more in the patched version.

    If you mean other invasion timelimits, such as mutants invading the necropolis, you can stop that from happening if you destroy the Master.

    Also, you can edit the file vault13.gam in the data folder of Fallout 1. You can edit it with any text editor. But I do not know if those changes apply to ongoing games. The correct directory is fallout1\data\data\

    The file has different variables, such as


    which means that it gets invaded 110 days after the beginning date of the game. Although necropolis gets invaded 30 days after you kill the mutants in the watershed.
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