Fallout 2 mod Last Hope mod v1.083

Discussion in 'Fallout General Modding' started by Forgotten Knight, Apr 30, 2021.

  1. gustarballs1983

    gustarballs1983 Vault Senior Citizen
    Modder

    Oct 28, 2009
    Have you been snorting Jet or something?
    behave man..
    I'm not doing anything with the mod.
    Forgotten Knight is the man developing it, and You should ask Him.. and yeah.. I advise you to do this with much more... gentle... tone, than by saying HTFU...!!

    mainly endslides with narration, plus some bugfixes wth certain quests..

    I know for example there are at least two quests ( not with main plot) that currently require save editing to be done right. also one quest to fix the well ates up all ropes in inventory not only one.
    and there's like total of 3 ropes in the game ( another one is nessecary for the endgame).. so you may be left in a situation unable to finish the game if you aproched to fix the well with all 3 ropes in the inventory. you'd need to drop 2 of them first, fix the well. and pick the rest up, to have at least one for endgame.

    Besides that Knight wanted to add some stuff here and there, like few minor quests as far as i know, You should ask @Muttie to elaborate more on that.
     
    Last edited: Jan 9, 2023
  2. beans00

    beans00 It Wandered In From the Wastes

    195
    Nov 19, 2009

    thanks for posting this
     
  3. Muttie

    Muttie Still Mildly Glowing

    235
    Oct 9, 2017
    Preview for Last Hope 1.083:

    Link: https://easyupload.io/gc9lo1

    Install:
    Unzip folder. Then add your Fo2 master.dat and critter.dat. Start by clicking the Vault-Boy's face (fallout2.exe).
     
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  4. Golbolco

    Golbolco It Wandered In From the Wastes

    164
    Jul 12, 2015
    April Fool's?
     
  5. Forgotten Knight

    Forgotten Knight Time traveler stuck in time... Modder

    117
    May 24, 2006
    This could be interesting [Takes a full popcorn bowl]...
     
  6. gustarballs1983

    gustarballs1983 Vault Senior Citizen
    Modder

    Oct 28, 2009
    is the unhanled exception crash after getting to the exit grid a feature of this.... thing... too?
     
  7. Muttie

    Muttie Still Mildly Glowing

    235
    Oct 9, 2017
    No. This never happened to me during testing, but it was something I thought possible.
    My guess is, you just happened to exit the map the exact same moment a critter died in an explosion. When that happens the engine crashes. It flat out can't exit a map with an animation being mid-way. Instant crash.

    Edit: I thought about it and knowing your preferences it occurred to me that you may have increased game speed. Which could be a very bad idea. I put in several delays and timers and you should see only one explosion every 30 seconds or so. If you increase game speed it is quite possible that the whole thing is blowing up like mad (and increasing the chance to have an animation while exiting).
    There are also varies timers in place to make sure things play out in order, if you advance time you'll mess them up.
    My recommendation:
    -Do not change the settings.
    -Do not advance time (worldmap travel or randomly hitting "a")
    -Talk to all red float NPCs once then exit map (avoid travel) and return immediately. No need to exit map after this.
    That will give the smoothest experience.
    The spoof has about 4 easter eggs to discover, plus the update notes on the actual 1.083 version, hidden inside the credits, but you can find them in-game, too.
     
    Last edited: Apr 2, 2023
  8. gustarballs1983

    gustarballs1983 Vault Senior Citizen
    Modder

    Oct 28, 2009
    nah speeding game time is actually not my thing, i hate it, the only thing i've speed up is combat anims via a slider, and marked to affect the player too. other than that i have no idea, since this time i haven't even messed with the dll itself, as seeing how much *new* content was in the proto and script files , and there beeing no additional.dat file, i suspected something fishy, so left it intact just in case
     
  9. _Pyran_

    _Pyran_ Mildly Dipped

    527
    Jan 31, 2017
    I increased the animation speed and all is well. But sometimes, after the scripted scene, the gate itself opens
     
  10. gustarballs1983

    gustarballs1983 Vault Senior Citizen
    Modder

    Oct 28, 2009
    @Muttie

    So April's Fool's day is over, can we now get an honest statement from You guys what's the joke and what's the truth You've obliged yourself to, if there is anything?
    or was this just for the lulz..

    I'm sorry to spoil the fun but it's past april 1 and i stilll know jack shit since the demo crashes on me and i have no idea WTF it's all about..

    So can we get some honest answers now after You've had your five minutes?
     
  11. Muttie

    Muttie Still Mildly Glowing

    235
    Oct 9, 2017
    That's the invisible chorus walking around. They do open the gate. It would need a script that flags the gate as blocked to prevent that. Was an option, but I decided to skip it.

    I have no idea why it crashes for you. I tried it on two PCs and I'm fine. Puzzler.

    Anyway, 1.083 is finished.
    There was an idea to go w/o play-test. Not what I wanted, but because how much everything was dragging I kind of accepted it.
    Then I found a quest that broke badly (it wiped your armour, and if you wore no armour it froze). And, I thought, this is not happening.
    So I told FK I'll do a quick play-test through the entire thing just to make sure everything essential is working. I thought that would take a week (just rush through it, right?). Which was a bad error on my part, as I needed 3 weeks and those had 6 hour sessions every day. It's crazy how much time things need. I was totally burned after that.
    Anyway, I played through it all and collected everything I found in a report. That report is 50 pages. I can easily cut that down to 25, and when deciding to fix only the "really bad stuff" 6 pages.
    As I understood FK is pretty stressed and only wants to do the 6 pages (that, if I remember correctly, is 3 broken quests, 2 crashes, Noel at the MRC (absolute nightmare) and a bad map glitch). After that all quests work (at least in one way; the one I tested), there are no crashes (that I know of) and Noel will not bang his head against every single door inside the MRC (you have no idea how bad that is). The rest may stay as it is. Which is stuff that would be better fixed, but it's not horrible. Examples are, the Deathclaw Cave has a new solution path (which I've played through now and it works), however, the old scripts don't really support it. It is possible to solve it, but it will cause map skips and weird glitches. Nothing bad, just not optimal. Actually, surprising easy to fix, I thought that would be a much bigger pain. Another example are invisible critters that have no "check if visible" so their floats trigger before they turn visible. Again, better if fixed, but not game-breaking, and so on. Lots of stuff and details.
    My reports are not that awful anymore. At this point I usually de-compile the script, add the fix in, test it, adjust if necessary, rinse & repeat until it works, then I write my fix down in the report. So each day was usually 3 hours of that, followed by 3 hours playing. I do not have the source, and I also don't want to take over too much. So FK has to go over it and decide if he wants to make the changes I propose or not. I don't know for sure, but if I have to make a guess it seems to me that FK can only work on LH every other weekend. So even if I prepare the ground as much as possible it's still slow going.
    Then NMA went down and I couldn't reach FK. Which means I started to twiddle my thumbs (ironic after the mad rush to finish the play-test). First I worked on my spreadsheet to calculate Fo2 damage (which is slowly coming along) and then I had this mad April Fools idea and hammered it together in a week. Better than just plain text I thought. Bit of fun, too. Anyway, it may not be great, but it gave me a chance to test a lot of things. It's basically my first mod.
    And that's today. I'm currently waiting for FK to give me the OK so I can send him the (probably 6 pages report) to implement.
    And while he does that I have two folders of about 100 screenshots of dialogue on my desktop that need a go over (I'm so fed up w/ proofreading).

    And I think that's all in way too much detail and still hardly scratching the surface.

    P.S. I forgot, time-window, 1 to 5 months, maybe, idk.
     
    Last edited: Apr 4, 2023
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  12. gustarballs1983

    gustarballs1983 Vault Senior Citizen
    Modder

    Oct 28, 2009

    Yeah.. there You have it folks, a Developer Update post!!
    Not released yet, but progress is ongoing, and most importantly we do know what's going on behind the secenes, and that the project ain't dead..

    Thank You @Muttie for this clarification.

    and yeah.. as for the crash, the door to the brahmin pen did open, so i walked out talked to everyone and left via exit grid, and that's when it used to crash, since inside the pen something was poping explosions, so probably i exited mid explosoin. don't worry about it. what matters most, is that this project is still alive..
     
  13. Muttie

    Muttie Still Mildly Glowing

    235
    Oct 9, 2017
    I'm not so sure anymore. Could be something else actually.
    You didn't try to install this onto LH, right? That may create a worldmap conflict as this is a Fo2 mod, not LH.
    You also don't really have to leave the map, 90% of the content (as little as there is) is on map and doesn't need a map exit.
    But as you said it's not a big deal.

    Maybe your readme.txt is read only? [joke]
     
    Last edited: Apr 5, 2023
  14. gustarballs1983

    gustarballs1983 Vault Senior Citizen
    Modder

    Oct 28, 2009
    @Muttie..
    Dunno all went to McDonald's land after I ragequit the moment I realized I was an april's fool victim :p

    Informatively:

    McDonald'sLand.jpg
     
  15. Ceratisa

    Ceratisa Sarcastic SOB

    238
    Nov 4, 2013
    I've somehow never played this? is that just me not being perceptive or a lack of open availability?
     
  16. _Pyran_

    _Pyran_ Mildly Dipped

    527
    Jan 31, 2017
    One of the oldest global mods. (Development since ~2005)
     
  17. gustarballs1983

    gustarballs1983 Vault Senior Citizen
    Modder

    Oct 28, 2009
    Honey it might actually be a bit of both at the same time..
    truth is the mod is indeed older than most other ones, although it's been less advertised than all the other ones. Basically it's almost non existent outside this forum.

    and yeah the mod has a few places to download, but only the 1.082 is the latest official version. So far 1.083 hasn't been released yet.

    However I'd recommend playing the 1.082.3 which has few critical bugs removed, that could prevent You from finishing the game.