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

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

  1. DGT

    DGT It Wandered In From the Wastes

    148
    Apr 7, 2006
    Hey, Killap... hate to pester you, but any news at all on the project yet? Any more questions for the NMA community? The NCR Rangers, by the way, did seem lacking. An anti-slave group that apparently doesn't have any work for a new guy to do?
     
  2. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    Wanted to post an update here to bring back some life to this thread.

    I have been working on and off on this expansion pack so progress is going slowly.

    Up to this point I have the Kaga encounters essentially done (all 5 of them) as well as 2 new NPCs for New Reno. (Three-Card Monte and his bodyguard Rico)

    The Kaga encounters are pretty neat and are completely done from scratch with a good bit of dialogue as well as "cinematic footage" (ie the main character moves without the player controlling him/her. - think the Enclave foreshadowing encounter)

    Three-Card Monte is a card dealer who plays the game "3 card monte". It is here where the unused marked deck of cards can finally be used. (You shall have to see this for yourselves though) Information can also be bought from him to help you with several New Reno quests. His bodyguard is big, strong, and dumb.

    On another note, I see that there are some new projects starting up here (namely the EPA project) and it would definitely save me much time if that work could be combined with what I am doing since incorporating the EPA is one of my goals.

    That's it for now.


    EDIT: 6/29/2006

    I finally got time to test out the Abbey location that Skynet had made. I think I got it fully integrated into my patch and it seems to be working. I just have to run through it and make sure there are no bugs, etc. It is really nice looking and quite well done. I think you guys will enjoy this location. Good job Skynet!
     
  3. Skynet

    Skynet Mildly Dipped

    501
    Jun 5, 2003
    Thanks. I just want you to know, that the Abbey maps are not entirely made by me. A NMA forum member called "Corpse" was also behind the Abbey maps creation project.
     
  4. Oracle

    Oracle Vault Senior Citizen

    May 19, 2003
    That olny leaves the Primitive (suliks sister?) Tribe and the village out side vault city. cool.

    Killap could you give us some more info on what your going to implent? There have been several sugestions for the addon pack posted in this topic and I was wondering witch sugestions you where going to use.

    I remember that You talked about about creating 2 difrent addon packs. The first to include all the missing stuff that was to be implanted , and the second to include mods like NPC changing armor mod and other silly stuff (like oooold Ian?) Do still plan on making the 2nd one aswell ?
     
  5. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    Well, check out the first post in this thread. That list I made there is essentially what my goal is. I want to add in all unused characters and locations. The sub idea is something I am also considering.

    I do not plan on adding in any mods that exist right now (like the armor mod, cult of personality mod,etc) Adding in all the unused characters should not be that hard (there are not that many) but it is the locations that will take time and I will surely need help with.

    @Skynet
    I noticed that on the first map of the Abbey there are 3 guys behind the monastery that have no scripts attached to them. Was there supposed to be?
     
  6. Skynet

    Skynet Mildly Dipped

    501
    Jun 5, 2003
    No, they are leftovers of an unimplented quest. They were supposed to be a small group of traveling merchants, that would assist the player on fixing the broken waterpump for gardening fields.

    Also, the graveyard in first map was originally planned to be a part of one quest (find out, who is robbing the graves).

    These quests were never finished due my lacking scripting experience.
     
  7. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    Update:

    Abbey location should be done or at worst (99% done)

    This location includes new ambient music, new townmap screen, a dozen or so new characters to talk to, tons of new dialogue, and 5 quests (3 of which are sizable ones). The map has a three story cathedral, a basement, and a cave area. Many characters are quite active and rather than sit around, they move about their daily schedules. (this was painful to script but I think I got it working nicely.)

    That is all you will learn until you play it. :D

    Thanks goes out to Skynet and co for the making of the map!!
     
  8. Hermit

    Hermit First time out of the vault

    10
    Jul 11, 2006
    Here a suggestion about the ridiculous boxing reward in New Reno if anyone here is going to improve-fix Fo2 one day:

    Instead of receiving up to +12 Damage Threshold and some Damage Resistance before every boxing match, you get following as a reward for winning the matches:

    1. Match: +1% Damage Resistance to all damage types
    2. Match: +2% DR to all
    3. Match: +3% DR to all
    4. Match: +4% DR to all

    In summary, you’ll get +10% DR by winning all matches, like an improved Toughness perk, to all damage types what isn’t really that effective as receiving Damage Threshold bonuses.
    By receiving the reward for winning, you further prevent exploits by loosing once a match.

    I’m not sure if this is the case for all damage types but 90% DR is the maximum anyway what I’ve read in Per’s guide, while there is no real limit with DT which can easily make you invincible.
     
  9. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    I appreciate the flow of ideas, but I am trying to keep this expansion pack only pulled locations/characters from the original game. Thanks though.

    On another note, I am currently adding in the "Village outside Vault City" location (I am mostly going to use a mod that was already created and sent to me by Wasteland Ghost.) The problem at the moment is that all the text files are in Russian and Wasteland Ghost has not responded yet to my pm in over a week about translating it. Since I am quite busy with real life matters, I don't really mind this hold up, but if someone is willing to translate this text files (before Wasteland Ghost does) from Russian to English I would appreciate it.
     
  10. srkal

    srkal First time out of the vault

    14
    Aug 5, 2006
    Patch

    Killap, how's it going? Do you have any ideas when will you release the patch? (maybe a Beta version, if there's more to be done, but you did much already?)
     
  11. Dude101

    Dude101 Vault Fossil
    Modder

    Aug 3, 2005
    It would be nice to have a beta/combined release when Chris Parks puts out his EPA project :wink: Or maybe I just need to wait and not ruin it for my self.
     
  12. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    Well, as of right now all I have done with the expansion pack is Abbey and a few characters in New Reno. I could have the village outside VC if I knew any Russian, but alas I am still awaiting someone to translate the text files to English...

    I could release a beta version with the EPA also included but that is up to Chris. If someone wants to ask him in his thread (I don't have time at the moment but if no one does I will when I get the chance) go right ahead and do so.
     
  13. Dude101

    Dude101 Vault Fossil
    Modder

    Aug 3, 2005
    I am glad that the files surfaced and they are being used, those days of sifting through Russian text have paid off :D .

    Can you not just use the MSG file from fallout 2, or have new new txt has been put in?

    edit

    I dropped wasteland ghost an email btw.
     
  14. srkal

    srkal First time out of the vault

    14
    Aug 5, 2006
    Hey, hey, hey? Translated anything from Russian? (Duh), I'm (kind of) Serbian, just post whatever you want here, pm me or send me an e-mail to srdjankalanj@yahoo.co.uk I can't make any promises, but it's a good chance I'll have it translated (wholly, as long as it's not gargantuan) in days' time.

    I gave up the idea of a Beta version (now that I see that I can help :)
     
  15. Dude101

    Dude101 Vault Fossil
    Modder

    Aug 3, 2005
    I suspect Killap wont check this for a while so I asked wasteland ghost to drop you the files, I proof read fallout txt all the time so I will go over it after.

    Thanks
     
  16. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    I dropped you the files. Did you get my e-mail?
     
  17. Shiozaki

    Shiozaki It Wandered In From the Wastes

    147
    Jul 29, 2006
    I was looking thru per's (Great guild by the way man) guide because I remembered a chapter tilde "Unfinished business" witch was just that, stuff that didn't make it into the final release, (most of you know this I’m sure) so I pulled out a few ideals" A few of have been mention before but are worth mentioning again.

    Putting the kids in the Den in an orphanage (possibly run by Mom), with the beneficial side effect of the player not having to risk being pick pocketed any more.

    Going to the Enclave using the vertibird in Navarro and/or going to Navarro using the vertibird in the desert transaction.
    Use of the Red and Yellow Reactor Keycards in the Enclave reactor room.

    A Shi quest tied in to the EPA, related to the ending where the Shi get their butts kicked by a sentient plant.

    The interior of the Hubologist space shuttle and three endings where the Hubologists kill themselves in different ways by means of the shuttle.

    Lenny would have been able to turn into a "glowing" ghoul from drinking radioactive beverages. This probably spawned the rumor that you can make the ghouls in the Harp glow by buying them enough booze.

    A good ending for the deathclaws of Vault 13, where the Pack expands peacefully into the surrounding territory. According to John Deiley who designed Vault 13 this was scrapped because the Enclave plot necessitated the slaughter of the deathclaws.

    Poking through the game files one can discover many details and features that didn't seem to make it into the game. For instance, there are images for each specific karma level,

    A Virgin reputation and "Tragic" and alcohol addiction; named critters that are not in the game and earlier versions of existing ones; sound files for endings for the Elder, Marcus, Harold and the President;

    A "Li'l Chemist" kit allowing you to mix chemicals; implied uses for "useless" items such as the Ball Gag, Merk stealing stuff from your car in NCR;

    The robots in the SAD going to the repair bay for maintenance and repair bots replacing killed robots with new ones;

    Mr. Cheater; recruiting Dr Jones in Vault 15 as an NPC; a food system;

    The Pipe Rifle as a "Springer Rifle" loaded with Rocks

    A few extra movies (e.g. meeting Gruthar, the desert transaction and getting the car).
     
  18. Unkillable Cat

    Unkillable Cat Mildly Dipped

    562
    Jan 5, 2004
    Shiozaki: Of those, the Tragic addiction, the ending sound files for the Elder, Marcus, Harold & the President, are included in killap's patch. There's propably something more the patch adds that I am forgetting.

    Mr. Cheater will never be included, as he was only used as a debug tool.

    There's a question whether the Li'l Chemist kit should be included at all, given that the game has Myron.

    And as for recruiting Dr. Jones...Why? There's already a "Doctor" NPC, IMO I don't see a reason to add another.
     
  19. srkal

    srkal First time out of the vault

    14
    Aug 5, 2006
    BRAIN

    OK, I've begun the translation of those Russian texts, right after I repaired my computer (software issues). But I'm afraid that it doesn't make much sence (nor can I guarrantee for 100% the accuracy of the situation). I tried to recreate the event in my head through the dialogues, but it seemed impossible (I would be able to translate perfectly if I saw through the actual scene). Here's the GCBRAIN.txt file (tell me if it's OK to continue).

    ------
    BRAIN

    {671}{}{Return later. [to himself] And now I'll socialize with the higher forces.}
    {672}{}{Listen, if you don't do what I ask you, people will get hurt.}
    {701}{}{There. Either you do what I'll tell you or I'll blow up this reactor right now.}
    {702}{}{OK, OK... just don't touch the reactor. Consider it done.}
    {703}{}{Well, that's a different matter. What were you talking about optimization?}
    {704}{}{Well then we have a deal. Goobye.}
    {705}{}{You made a deal with the Brain about the monster?}
    {706}{}{Yes, but could you for the beginning fullfill a request of mine?}
    {707}{}{I'm not sure about you. First you've got to optimize the reactor and then I'll help you.}
    {708}{}{Well, OK. What needs to be done?}
    {709}{}{Listen now, you radioactive rat, you're making me mad. You spoke that your cousin dropped dead.}
    {710}{}{Listen now, you radioactive rat, you're making me mad. It's time to end this messup.}
    {711}{}{I have to think about it.}
    {712}{}{Here's the story. Something made me think you work for City-Shelter. I will fullfill your request.}
    {713}{}{It seems to me that, now that you've repaired the reactor, you require help. What do you want?}
    {714}{}{Thanks! What were you talking about the optimization?}
    {715}{}{Thanks! Goobdye.}
    ----------------
     
  20. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    @srkal

    Hey, thought I lost you. :wink:

    What you have done so far seems quite fine. I think that once I begin to add them into the game I will be able to tweak them to my liking.

    If you don't mind, please continue with the others and we shall see how they turn out.

    I appreciate the time you spend on this. Thanks!