Fallout 2 mod Fallout 2 Restoration Project 2.3.3 (Unofficial Expansion)

Discussion in 'Fallout General Modding' started by killap, Jul 5, 2014.

  1. Zorchar

    Zorchar Still Mildly Glowing

    257
    Jun 18, 2018
    Does anyone know if PID 449 - UNUSED, is being used in any way in RP (including vanilla)?
    Any proto that you know for sure is not used?
     
  2. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    It was supposed to be a Hubologist holodisk but never implemented, "#define PID_ECON_HOLODISK (449)" in itempid.h.
    killap included it as one of the "special items" in various merchant goods scripts, of course it's unobtainable unless one cheats.
     
    • [Rad] [Rad] x 1
  3. Question2

    Question2 It Wandered In From the Wastes

    172
    Jun 20, 2017
    I noticed that some random encounters seem to have odd weapons for how early you encounter them. Not sure if this is a restoration project issue.

    Off the top of my head, slavers from the den->vault city have a H&K CAWS. Rest of the encounter has normal low level weapons like spears, 10mm pistols, desert eagles and 10mm SMGs.

    Robbers near redding have FN FALs which are way better than what the other robbers are carrying (combat knives, shotguns, etc).

    Any ideas on how to change this via modding?

    Edit : Does anyone know if someone else has tried to improve the restoration project further? Because it seems there are still quite a few unfixed bugs and non-sensical weapon setups in encounters.

    I checked the restoration project bug report wiki, but all i see is a TON of bug reports but nobody appears to have done any work on them.

    Or did someone release a new unofficial patch after the last version of the RP?
     
    Last edited: Dec 29, 2020
  4. Matt Drax

    Matt Drax Smart Ass

    151
    Sep 4, 2010
  5. Question2

    Question2 It Wandered In From the Wastes

    172
    Jun 20, 2017
    Thanks, that would have been nice to know earlier. There really should be a better way of finding out about these things, it is not mentioned anywhere except via word of mouth that I can see.

    Someone really should update the downloads section or the OP of this thread, because i can guarantee you that most people who download this mod have absolutely no idea that someone has been updating the RP.
     
  6. lvhoang1

    lvhoang1 First time out of the vault

    12
    Jun 10, 2013
    I would like to ask a question about a few bugs that came from Killaps RP - as I installed RPU mod on top (and FO2TWEAKS) and nothing else. Yet this didn't fix the bugs.

    A few weapons seem to deal 0 damage no matter what: 14mm revolver, HK G11 and Hunting rifle.

    Sometimes fights can get a bit silly where caravan guards in metal armor in early game have all a hunting rifle and lose against a few raiders without armor or leather jacket and have combat knifez and 10mm SMG because they cannot deal any damage.

    Please could you let me know a way to fix this?
    I have a suspicion it comes not from the weapon but the ammo modifiers. I may be wrong. But we can try upping the modifiers on the ammo (or put default, or put 0 modifiers) or maybe upping the damage of the hunting rifle?
    I am too early in the game but maybe it could be interesting to see if the other sniping rifle using the same ammo encounters the same issue....

    Thank you so much for an otherwise very amazing mod. If we could fix those annoying bugs it would be 100% perfect.

    Edit: the reason why I know it comes from Killaps RP is because this has alrdy been reported in his thread. Plus my 2 brothers installed killaps RP and had the same damage bug.

    Edit 2: installing Killaps RP without any ammo modification (No YAMM, no GLOVZ) still doesnt fix this for any of our 3 computers so my suspicion is that the original RP has introduced this bug.
     
    Last edited: Jan 5, 2021
  7. gustarballs1983

    gustarballs1983 Water Chip? Been There, Done That

    807
    Oct 28, 2009
    Kiddo
    1.Don't post the same imaginary bug in every related thread. it kind of pisses off the folks around.
    2. It is not a bug. it's only you've fucked up RP install. do a clean fallout 2 install, and install RPU on top of it. Don't use Killap's RP2.3.3 or you'll encounter glitches like this. if You don't know how to change damage formulae in sfall, then don't install anything else, or you'll fuck your installation up. If you insist on using different damage formulae. ask how to do it in the modding section. sooner or later somebody will answer. Just don't shit left and right that You've got a bug while it's obvious to any Fo2 modder it ain't a bug.
     
  8. SquidVan

    SquidVan Pirate and Bankrobber oTO Orderite

    Jun 1, 2018
    Wait, are they installing Killap's RP 2.3.3 and then installing burn's RPU on top of that? Why?
     
  9. gustarballs1983

    gustarballs1983 Water Chip? Been There, Done That

    807
    Oct 28, 2009
    As for the answer.. I can already tell You why. *Because* It's not stated anywhere in a visible place that RPU does not require Killap's 2.3.3 . At least the only time i found out that RPU does not require RP2.3.3 was in sfall thread when discussing issues with red warnig sign. so until like RPUv17 i was doing the same as those guys above, thinking that RPU messed, something up. Turns out it was the other way around :p . Anyway it *could* be phrased more clearly that RPU does *not* require Killap's RP2.3.3 to work properly, and that it already includes RP.

    for me the whole title "Restoration Project Update" sounds more like a patch to RP2.3.3 applied on top, rather than a standalone version...
    Guess more ppl tend to think the way i did...
     
  10. SquidVan

    SquidVan Pirate and Bankrobber oTO Orderite

    Jun 1, 2018
    I haven’t messed with either yet honestly but I just assumed that it wasn’t a patch I guess so it didn’t make sense to me to install both haha