Fallout 2 mod Fallout 2 Restoration Project Discussion (ideas/suggestions)

Discussion in 'Fallout General Modding' started by killap, Mar 22, 2006.

  1. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    Well, as promised I am currently working on an addon pack for Fallout 2. This pack attempts to add back in all that was pulled out of the game. This pack is NOT to add into Fallout 2 whatever YOU the player might feel should have been added into the game. Please keep this in mind when you post suggestions. At the moment I have gone through almost all the text files and scripts and compiled a list of what appears to have been pulled from the game.


    Code:
       
    Arroyo:   
    ---------   
    aichest - Hakunin's chest (-3 karma for looting)   
    aivase - Aunt Morlis's vase (-3 karma for looting)   
    ailkbox - Elder's chest (-3 karma for looting)   
       
    Broken Hills:   
    ---------------   
    hcencha   
    hcenchb - part of the Chad money skimming quest (get info from this character to put Chad away)   
       
    Den:   
    ------   
    didiary - anna the ghost's diary (script looks done [100xp], no item though?)   
    dcpetey - petey, the alley addict of Den (msg file done, script not done)   
       
    Random Encounters:   
    --------------------------   
    eckaga1-eckaga5 - (tribal who is after chosen one in random encounter battles)   
       
    Vault City/Village outside Vault City:   
    ---------------------------------------------   
    VCCONNAR.SSL = Connar, the leader of "village outside vault city"   
    VCGENVIL.SSL = Generic people at "village outside vault city"   
    VCOLDJOE.SSL = Ian from Fallout 1   
       
    New Reno:   
    --------------   
    NC3MONTE.MSG - 3-card Monte in New Reno (msg done, script not done)   
    ncRico.msg - Rico (3-card Monte's bodyguard) - (script seems done? Check for bugs)   
    ncPitBos.msg - casino pit boss (Seems you can actually dance (woman) or tell jokes (male) all for money)   
    ntLydRom.msg  - message about lloyd's room upstairs in the Desperado   
    NCNIKKI.MSG - used in the llyod case (dealer at the desperado?) (script not done, msg file done)   
       
    Raiders:   
    ----------   
    Shadow who walks (stop raiders without fighting them)   
       
    Maps/Locations:   
    ---------------------   
    Village outside Vault city (no map)   
    Abbey location	(no map)   
    Primitive Tribe	(no map)   
    EPA	(no map)
    At the moment, I am about 98% done with the Kaga encounters. I have completely written the 5 scripts that are associated with it from scratch and the majority of the information is based off of the Fallout Bible. I plan on using this source for as much of the addon pack as I can - to at least be as close to the original developers thoughts as I can. There may be more missing from the game than what the above list indicates, so please post if you are aware of anything else or have some intelligent ideas.

    This pack is going to take a LONG time to complete (real life mainly being a factor in the slow speed) For this reason, I am looking for help in this project. Mainly help is going to be needed in the creation of the new locations mentioned above. I am no mapper (I can edit what I what in maps, however) so I will need a member to create/edit maps. I know that there are EPA maps floating around (I have them somewhere, but a new link would be helpful) so that should help out a good bit. In addition, I know that Skynet has worked on an Abbey location, and I would like to include his most recent work if he does not mind. I plan on doing the majority of the scripting, so there should not be any real problem there, but I will also need some dialogue writers for the various locations that are missing dialogue files.

    More on all this to come later, but I just wanted to finally get the topic started for discussion.
     
  2. RPGenius

    RPGenius Look, Ma! Two Heads!

    398
    Oct 10, 2005
    Dude, that sounds great, enough to make me want to order F02 again. Thanks.
    People who have skills(sadly doesn't include me), please help this guy out.
     
  3. Oracle

    Oracle Water Chip? Been There, Done That

    920
    May 19, 2003
    Lemme see.... Sullik sister could be added with the primiary tribel map


    As for the EPA you could try contacting TeamX as they have nearly completed it.
     
  4. Dude101

    Dude101 Vault Fossil
    Modder

    Aug 3, 2005
    Work has been done on this and a beta made here:
    http://www.teamx.ru/cgi-bin/ikonboard/topic.cgi?forum=13&topic=9

    If you want it, you'll have to hassle waselandghost, I know he has backups of the files. The links are dead on that page now and so is the project :( also no english version was made although that shouldnt be a problem, due to the fact the MSGs are already in F2

    Are both in Alternative life, not as yet released in english though. Maybe Mynah/Avega will let you use them. You should also consider his sister of Sulik quest as mention before.

    Edit:

    You should consider calling this the Fallout 2 Restoration Project, especialy considering the amount of work you put in your patch.
     
  5. Unkillable Cat

    Unkillable Cat Mildly Dipped

    562
    Jan 5, 2004
    VEWY NICE. :D

    The only thing I'd like to add to this is the one I have mentioned twice now in the other thread - to replace the SFX for the 14mm and .233 pistols in Fallout 2 with the one in Fallout 1.

    We want our guns to be heard by the dead... :twisted:

    It shouldn't be too hard. There is already a mod that does this, but it does not work with your patch.
     
  6. The Vault Dweller

    The Vault Dweller always looking for water.

    Aug 24, 2004
    Wow Killap...you seemed skilled and diligent enough with a patch to make things easier, but not you go and add more stuff? Plus its fully belonging if it was meant to be included.

    Sincerely,
    The Vault Dweller
     
  7. Glovz

    Glovz Vault Dweller
    Modder

    735
    Sep 16, 2005
    From Per's guide:

    I always wanted a way to stop the kids pick pocketing without having to kill Flick.

    Edit:
    IMO it should involve running Frankie out of business somehow to use his bar as the new orphanage.

    Possibly Mom hints *wink wink* that the town would be better off without Frankie, then have a couple of ways to get rid of him - kill him off or maybe trick him into leaving town.
     
  8. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    Yes, the orphanage is a good idea. I also plan on adding in the Den Residential area. I think having the orphanage there would be fit well.
     
  9. Oracle

    Oracle Water Chip? Been There, Done That

    920
    May 19, 2003
    Maybe an option where lloyd just leaves the map when he points the treasure at golchata. It always bothered me that he would atack you. First he is scared of you, telling you te let him go in trade of giving you the treasure. Maybe its just me but I kind of miss a good way to free lloyd
     
  10. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    Actually I consider that more of a glitch than something pulled from the game. In the dialogue you tell him to go (one option to shoot him in the back and the other to really let him go) Both point to the attack node. I think the makers just forgot/ran out of time to create a node that safely removes him from the map.


    Keep posting suggestions guys. If anyone knows of some other stuff pulled from the game (I did not read all of the Fallout Bible) please let me know.
     
  11. Oracle

    Oracle Water Chip? Been There, Done That

    920
    May 19, 2003
    So will you fix this in your patch or is this to hardcoded to do?

    How about putting the mr fixit into the addon
     
  12. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    Can easily be done and will go into my next patch release. I was going to get it into the release I did yesterday, but I forgot to add it to my list of things to include in the update. :p

    I have not looked into the mr fixit thing, so I will have to research it before I come to any conclusion. I doubt I will include it though since I want just things pulled from the game to be in this expansion pack.
     
  13. Glovz

    Glovz Vault Dweller
    Modder

    735
    Sep 16, 2005
    Just some ideas that came to me after skimming the Fallout Bible, they may or may not fit in with what you want to do.

    Vault 29: No one in this Vault was over the age of 15 when they entered. Parents were redirected to
    other Vaults on purpose. Harold is believed to have come from this Vault.
    - hidden location, found if Outdoorsman skill is >=45% ???
    - located direct path between New Reno and San Francisco, 5 or 6 grid squares directly North of the Military Base
    - use map similiar if not identical to Vault 13
    - have the inhabitants be semi-isolationists (aware of the Vault Dewellers actions in the past, but not aware of the Enclave, aware only of San Fransico by means of rare tradings excurtions)
    - no Overseer
    - happy to gain knowledge of outside world
    - computers contain some history files (some timeline info taken from the Fallout Bible perhaps)
    - their leader could tell stories of Harold and how they overcame challenges in the past given the vault contained only teens initially
    - quests???


    Vault 34: The armory was overstocked with weapons and ammo and not provided with a lock.
    - not hidden
    - located somewhere between Redding and Navarro (3 grid squares North and 4 East of Navarro maybe)
    - vault door must be opened using Electronic Lockpick or Electronic Lockpick MKII + Lockpick skill check >=80% ???
    - inhabitants all dead
    - use map similiar if not identical to Vault 15 (not stucturally sound due to weapon damage)
    - defensive system of some sort in place maybe
    - computer containing log of how things started ok but due to the Overseer intentially inciting disagreements between the inhabitants, a fight breaks out, then escalating into a fire fight, last log entry describes despair by last dying inhabitant
    - large weapons cache somewhere and/or on dead bodies
    - no quests


    Vault 53: Most of the equipment was designed to break down every few months. While repairable,
    the breakdowns were intended to stress the inhabitants unduly.
    - not hidden
    - located between Arroyo and Primitive Tribe (3 North and 1 East of Primitive Tribe maybe, if you use the location as shown here - http://www.nma-fallout.com/forum/album_page.php?pic_id=28 )
    - use map similiar if not identical to Vault City (vault interior)
    - a hardy people, vault open, happy to meet travelers
    - maybe Vic alraedy new about them, can give location???
    - quest(s)? - they are in need of a few things (Junk, Medical Supplies, Water Chip! - all can be found in the game and are not used for anything currently)
    - due to their remarkable repair skills, they can upgrade any weapon
    - large cache of tools
    - quest - had recent dispute with Primitive Tribe over sharing knowledge, supplies, who knows? (player is asked to resolve dispute)
     
  14. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    Well, if those ideas were taken from the Fallout Bible then there are definitely something I shall consider. They sound pretty cool too.
     
  15. Brother None

    Brother None This ghoul has seen it all
    Staff Member Admin Orderite

    Apr 3, 2003
    they are, but I'd leave them, for now.

    It's a great idea, this patch, but obviously the priority is to fill up missing holes, not to add totally new locations that were not even hinted at in the game.
     
  16. Carib FMJ

    Carib FMJ Nuka-Cola Chaser

    Nov 8, 2003
    Sounds good Killap. As always you are top notch and I have to say, playing your patch was a fine experience, the most bug free Fallout I have played since Fallout 1.

    The add ons should be interesting.
     
  17. Dude101

    Dude101 Vault Fossil
    Modder

    Aug 3, 2005
    Okay I just spent 3.5 hours reading through the bibles in detail (my head hurts). There is some intereresting stuff WARNING very long post, I wont feel sorry for you if you get a head ache because I just read through 100 times more stuff to present this:

    This is a good excuse to put some of wild qwertys frms in the game

    Good idea for a random encouter perhaps, stumbling on NCR armour wait near V15 maybe, good excuse to use tactics armourd car maybe.

    Oh man if someone could add the sub to the game... not gonna hapen im geussing though, maybe it could be shut down via a shi computer.

    After the game ends Sgt. Granite and his people lead the defence of navarro against the brotherhood or they get the option to join them, after you broker a deal?

    This should be the way to get the abbey loaction.

    Speaks for its self, maybe get bad karma for cheating in the boxing ring and the shi fight.

    Lol dont think youl even consider this but they were going to include the chicken!

    edit

    re: the extra vaults mentioned earlier, I dont think they ever planned on sticking them in the game but that dosnt meen that shouldnt be, here the full list of un-made vaults:

     
  18. Per

    Per Vault Consort Staff Member Admin

    Apr 1, 2004
    While it may be true that they were considering an Easter egg NPC (sounds really stupid, though), Chris is wrong about the Chicken. It's already used in the game (Modoc).
     
  19. Skynet

    Skynet Mildly Dipped

    501
    Jun 5, 2003
    Originally it was planned, so that you actually had to escort Karl back to modoc. So his NPC role was just temporary.

    Also, Doctor in Vault 15 was supposed to be a joinable NPC.


    To Killap:

    I´ll search my backups for the Abbey project and send them to you tomorrow.
     
  20. Skynet

    Skynet Mildly Dipped

    501
    Jun 5, 2003
    Killap, Did you receive the Abbey stuff, that I e-mailed for you on 23.03.2006 (using your gmail address)?

    I haven´t got any replies...