Fallout 2 Restoration Project 2.3.2 (Unofficial Expansion)

Discussion in 'Fallout General Modding' started by killap, Jan 2, 2014.

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  1. lujo

    lujo Look, Ma! Two Heads!

    334
    Jun 14, 2013
    Incredibly so, I very much agree. But they only ignore you if you shut down the alarm and don't set it off again. There seems to be very little ways to set it off though, and just about any interaction with the computer/s shuts it down. This might be related with how high your sicience is, might not, but for 3 playthroughs I've had enough science by the time I went there, and resorted to provoking them on my own just so I can fight something ^^
     
  2. naossano

    naossano So Old I'm Losing Radiation Signs

    Oct 19, 2006
    You could have a system like Sierra.

    No robot won't attack you if you make no mistake. But the layout of the base provide you enough occasions to make mistakes.

    But i don't see them attack from the beginning. As long as the hologramm that is supposed to control them won't be able to do it, no one should order them to attack.

    (Still angry about Fo3/FONV removing my ability to be pacifist...)
     
    Last edited: Feb 24, 2014
  3. lujo

    lujo Look, Ma! Two Heads!

    334
    Jun 14, 2013
    Oh-oh, I seem to have misread phobos's post and thought he was talking about Sierra. THAT place has an even bigger problem with getting an enourmous pile of loot for no effort at all if going pacifist. It can take several trips to haul it all out, and you don't have to fight anyone (it's in fact the default more or less, you have to pick a fight on purpose if you want to fight). I don't mind being able to go pacifist, but at least the lvl2 loot bonanza ought to acessible if you actually have to spend some resources getting it (f. ex. having to actually fight the ginormous robot army).

    EPA, to a degree, has the same problem, there's way too much loot, but at least there's a map full of plants to shoot at, and another semi-unavoidable fight in there. Still nowhere near the resource drain to justify the rewards, but it looks downright sane compared to SAD. And it isn't so you can imagine what I think of the SAD. The complaint about robots not minding you in EPA is pretty legit on pacing terms, though - you get a long fight at the start and at the finish, but exploring the huge multi-floor base makes it feel like something's missing because of a lack of enemies.
     
    Last edited: Feb 24, 2014
  4. phillon

    phillon First time out of the vault

    79
    Jul 23, 2013
    Just played through RP 232. Just a massive thank you to you Killap (and all others involved). Seriously...thank you. RP just makes my fav game of all time even better. Thank you.
     
  5. Jager01

    Jager01 First time out of the vault

    1
    Feb 25, 2014
    Thank you!

    Finally, I've done it. Vaporized oil rig. Found all of you around that campfire. Got my Jedi toolbox.

    Now I'd like to thank you, Killap and all of the RP team, everyone who involved. You granted me and thousands of fallout fans with lots of positive emotions through hours of playing. But you made something else. You gave us very rare feeling of the "first time" bounded with very familiar thing. It is truly worth all that hours of fighting with bugs and gazing into the monitor.

    Thank you again.
     
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  6. phobos2077

    phobos2077 Mildly Dipped
    Modder

    596
    Apr 24, 2010
    Does anyone knows, what authors plan to change in new locations (if anything)? I'm thinking how I can maybe change those locations to rebalance them, but if RP authors already plan a redesign, my effort will be pointless.
     
  7. .Pixote.

    .Pixote. Antediluvian as Feck
    Modder

    Sep 14, 2009
    Message Killap, he will know.
     
  8. naossano

    naossano So Old I'm Losing Radiation Signs

    Oct 19, 2006
    Lujo >>

    It is pretty easy to avoid some fights if you know what to do, if you already played it or if you read a walktrough.

    But if it is the first time, there are many traps and ways to launch the alert. If you enter the wrong command on computers, if you try to use an elevator with the wrong eye or without an eye or if you walk on the wrong grid, the robots will be hostiles. As soon as they become hostiles, they will remain hostiles. So you have the choice between trying to guess what to do, reload many time, or choose the combat approach. The same could be said for many Fo1-Fo2 "dungeons" (Raiders HQ, Enclave facilities, Unity facilities, Vault 15 until you meet Darion, Necropolis, the Glow etc...)
     
  9. General9913

    General9913 First time out of the vault

    8
    Feb 27, 2014
    Hello.


    I'd like to thank Killap for his efforts in making Fallout 2 a better game, as it was meant to be. I'll tell you that I never played with your Restoration Project. Heck I don't even remember last time I played Fallout 2. I've been looking foward to play this game again for some time but where is the cd man... Good thing I found it, so I installed it... What can I say, awesome job !

    I've been tinkering with Fallout 2 Mapper, I aways liked to alter some stuff here and there like adding weapons to some people and so.

    I'd like to share some work I've done in Navarro. I never liked the fact that there is no bathroom in that place but for that ol sergeant. I've did it recently with RP 2.3.2. Here some images:

    scr00000.JPG scr00001.JPG scr00002.JPG

    Killap, would you like to include this in your RP? I so, where do you want me to upload it?
     
  10. lujo

    lujo Look, Ma! Two Heads!

    334
    Jun 14, 2013
    Naossano - well, true, but I haven't actually been to SAD that often and I somehow managed to only get the robots hostile by attacking them on purpose. But wth, what you say IS true. I'm just saying in case there's too much stuff lying around with too little challenge.

    Also - the big bunch of big robots on floor 2 never seem to shoot at me or my guys. I aggro the robots on either side of the elevator, and they do shoot (as does the one in the southern corner of the large central room), but the big group that marches from the room with the loot just keep walking towards my guys and never attack. This happened on 2 consecutive playthroughs, not sure what's up with that.
     
  11. .Pixote.

    .Pixote. Antediluvian as Feck
    Modder

    Sep 14, 2009
    @General9913 - hey you're muscling in on my work :P. The changes look good, so if Killap likes them I've go problem with the new bathrooms. Can you check the lighting though, make sure there is a smooth transition in the walls, no dark and overly bright wall pieces beside each other.
     
    Last edited by a moderator: Jan 9, 2016
  12. Ale

    Ale First time out of the vault

    10
    Jan 1, 2014
    I've been working on Czech translation and one betatester that plays a dumb character, reported that he cannot get Vault City location from anyone since most people won't speak to him. Does anyone know of any way to get it, or is it just something developers didn't think of and you're supposed to find it on your own? I mean, if you play the game for the very first time (yeah...), you don't know where to go, which I think is an issue.
     
  13. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    You should be able to get the location from Vic by killing Metzger:
    http://user.tninet.se/~jyg699a/fallout2.html#stupid
     
  14. General9913

    General9913 First time out of the vault

    8
    Feb 27, 2014
    Hello.

    Thanks. Hey .Pixote you did a pretty work in Navarro, so much detail in everything, the way the pipes connect to each other, really good.

    Well I covered holes in walls, put some light sources at the bathrooms, I moved the scroll block away. I was careful to not place a wall inside another one and used the same walls that are used in the base. I didn't notice any dark or bright wall.


    Here goes what I changed so far:

    I changed some important critters. Sergeant Dornan now uses the adv. power mkII model, I feel it to be weird that all other grunts use the better model and he an older one, I did it with the Gate guard, Quartermaster and Commander. I assign their respective scripts. I also altered all guys (except Cookie) in leather armor, now they're using the Leather Armor Bounty Hunter model, this means they have more health, 70 HP instead of 43 HP. (I did this because the guys in lab coat have 100 HP). There is a new girl in leather armor too. And they're also using FMJ rounds for their weapons. They all have their respective scripts. These three guards in the above images are using that prototype XL70E3, they have the combat armor script like the others. In those lockers and footlockers I've placed a Laser rifle, a Laser Pistol, a XL70E3, a 10mm Pistol and a Desert Eagle. Ohh and a comestic item in the lady's bathroom.


    Here some other images:
    scr00003.JPG scr00005.JPG scr00006.JPG


    I will upload it to 4shared, I will be out for some time and since I don't know if I could contact and upload it before Killap releases another RP version, here it goes. Everyone, feel free to alter, use it in RP or any other mod or project.

    Killap, I updated the link for my Navarro version map. Here it is: http://www.4shared.com/file/lBG5l95mba/NAVARRO.html
     
    Last edited: Apr 2, 2014
  15. melighos

    melighos First time out of the vault

    2
    Mar 6, 2014
    I'm not sure, but is the number of opponents in random encounters, depends on the number of your group(number of companions)?
    I have feeling that the more companions you have, the more enemies appear in random encounter, and they often use strange wedge formation.
    Is it was as such by default, or was it changed?

    When I play in Fallout 2 for the first time, before RP, I don't use companions, so can't say if it was a change or not.
    As I remember in Fallout 1 random encounters was always random.
     
    Last edited: Mar 6, 2014
  16. .Pixote.

    .Pixote. Antediluvian as Feck
    Modder

    Sep 14, 2009
    Those random encounter numbers are in the Fallout 2\data - WORLDMAP - file.

    The positions (formations) are - Surrounding - Huddle - Wedge - Straight Line - Cone.

    You can mess around with the numbers and formations if you are game. There was a thread around here that mentions this stuff.
     
  17. General9913

    General9913 First time out of the vault

    8
    Feb 27, 2014
    Hello again.

    I'd like to know if anyone took a look at my Navarro version map. Because I'd like to alter some stuff like the mecanic critters. They're using the weak gun guard model, the funny thing is that they only have 43 hp. No problem with that but those guys in lab coat have 100 hp. I'm thinking about using that leather armor bounty hunter model for them, they have 78 hp if I remember well. Okay, other than that I'd like to give them FMJ ammo. Since people use either Glovy's AP ammo mod or YAAM in RP's installer program, it's pointless that they use JHP rounds in later stages of the game.

    Well I have some suggestions. The tommy gun's damage should be at least 8-20 instead of 3-20. It uses 10 bullets per bust while the M3A1 uses 8 and causes 10-20 dmg. The 45. cal rounds should come in at least 30 per clip. It's quite hard to find them. The 7.62mm should come in 30 rounds per clip, same problem.

    Also the minigun's dmg is quite low against armored enemies, sure it uses 5mm ammo but it is a minigun not a smg. I did some math here, not considering ammo and armor modifiers. The minigun's dmg is 7-11 and it uses 40 rounds per burst. Okay, 7x40=280 and 11x40=440. If it uses 30 rounds per burst the damage would be 9x30=270 and 15x30=450. This do two things, make the minigun better aganst armored foes and it uses less bullets. Okay but why should this be done, huh? Well you see even with AP bullets the minigun is useless against people in strong armor. The bozar is ridiculous overpowered compared to the miniguns, yeah I know the bozar is usually found at later stages of the game and the minigun earlier but the minigun has a menacing appearence, heck it looks a chopper weapon. Even the M60 causes more damage. The same could be done to Avenger minigun, here we go: it's damage is 10-14 using 40 rounds per burst. Yeah 10x40=400 and 14x40=560. While 13x30=390 and 19x30=570. The Vindicator minigun already looks good, only thing is that 4.7mm ammo is hard to find.
     
  18. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    RP doesn't cover the changes of weapons/armors attributes, the included ammo mods are the only exceptions.
    If you want some weapons/armors/critters balancing, that's the job for other modders making those re-balancing mods.

    And with f2wedit, it's very easy to change item attributes to suit your preferences.
     
    Last edited: Mar 7, 2014
  19. Lobstopper

    Lobstopper First time out of the vault

    3
    Mar 9, 2014
    Like a few others in this thread I installed the mod (in OS X Mavericks using the GOG.com version of Fallout 2) and everything was working great, running at 2560x1440, the game was running smoothly and without any noticeable hitches. Until I got to The Den, where I ran into the same black screen(as if the map and its elements simply didn't load) that I can run around on and listen to the soundtrack but it's obviously busted. Tried uninstalling, reinstalling, tinkering with various settings I read in this thread and on the wikia link but couldn't get it to work. If I save the game in the glitched Den I cannot load that save file.

    Hope there's a solution out there. The mod looks amazing.
     
  20. k1bell

    k1bell First time out of the vault

    42
    May 25, 2005
    Been quite a few years since I played Fallout 2 and played through 2.3.2 yesterday, way fun.
    Big thanks and kudos to killap and everyone who helped him craft the Restoration Project into it's current form.

    PS: Am I the only one to purposely kill Dex by taking him out of cryo without ERSI? Much satisfaction for my Goodie character to watch him melt. :razz:
     
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