Fallout 2: Restoration
<div class="IPBDescription">The stuff you missed</div><a href="http://www.nma-fallout.com/forum/viewtopic.php?t=40443" target="_blank">http://www.nma-fallout.com/forum/viewtopic.php?t=40443</a>
The project is basically trying to add back all the content that was originally planned by the Fallout 2 devs. You can now, for example, save Suliks sister from the slavers. It adds a whole bunch of new locations, fixes some bugs, ties some ends and just adds new content, oh and it includes selectable mods during installation (adds children to non-american copies and other stuff).
It just reached 1.0 and they felt it was stable enough to release but it isn't final, expect more to come.
You need a copy of the original game to install, it also corrupts any old save games.
Readme:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Version 1.0 includes:
New Locations:
-------------------
• EPA
• Primitive Tribe
• Abbey
• Vault Village
• Slaver's Camp
• Hubologist Stash
• Den Residential Area
• Enclave Vertibird Landing Pad
• Ranger Safe Houses
New Karma title:
---------------------
• New title given at the start of the game. Can be lost depending on the choices you make.
Changes To Old Locations:
---------------------------------
Arroyo:
-------
• Stealing from the Elder's chest, Hakunin chest, or Aunt Morlis' vase will result in a karma drop.
• Ability to plant new seeds obtained from the EPA.
The Den:
--------
• New Area: Den Residential
• New Character: Petey - A druggie who lives in the alley
• New Quest: Orphanage - get the children of The Den off the streets
• New Item: Anna's diary
• Learn more about the whereabouts of Sulik's sister
• An extended gang war quest. Now involves going to the party Tyler is at.
Klamath:
--------
• There is now another way of killing Keeng Ra'at. Be observant of the scenery.
• Extended Cattle Rustling Quest.
• Extended dialogue for Maida Buckner - before neither she nor her mother would give you info about the town (would send you in a wild goose chase - ask Mom, ask daughter, ask mom, etc)
• Unlocked voice dialogue for Sulik regarding his sister (won't notice until Primitive Tribe area)
Redding:
--------
• It is now possible to cure Fannie of her jet addiction.
• It is now possible to make Fannie OD on jet.
• Support beams in the mines are now destructible.
• Killing all the miners prevents there from being a good ending for Redding.
Modoc:
------
• It is now possible when falling down in the Ghost Caves or being expelled from the Modoc toilet to break a limb. (Party members are affected too)
New Reno:
---------
• New Character: Three Card Monte and his bodyguard
• The ability to tell jokes as a male or dance as a female at one of the casinos
• A more involved find Lloyd quest
-New Character: Nikki
• New Character: The Barking Man
-Connected to the EPA
• An extended way of getting into the Stables as a woman
-before if you went to the Stables (as a ######) you would just be dropped off at the main gate and nothing really new happened.
• Unlocked voice dialogue for Myron regarding the location of the EPA
Sierra Army Depot:
------------------
• Trip Wire now works as intended.
Vault City:
-----------
• New Location: Village Outside Vault City
-New characters involved as well as several others modified to fit the quest.
• Learn some info about the Vault Experiments from Vault City's Vault.
Gecko:
------
• Mess with the Enclave on the Gecko computer and feel the wrath of the verti assault encounter.
• Lenny now glows in the dark when you use a radioactive drink on him.
• Ability to become addicted to the game of Tragic.
• Lenny now carries a Zip gun when you first encounter him.
Broken Hills:
-------------
• New Quest: Money Skimming Quest
-New characters involved as well as several others modified to fit the quest.
-Unlocked voice dialogue from Marcus
Raiders:
--------
• Nonviolent end to Raiders. (Shadow Who Walks)
NCR:
----
• Ability to attack Ranger safe houses as a Slaver.
• Ability to attack Slaver Camp as a Ranger.
Vault 13:
---------
• Find out the real truth behind the Vault Experiments.
San Francisco:
--------------
• Return the missing Shi biology corpse
• New location obtained: Hubologist stash
Navarro:
--------
• Ability to fly to Enclave in a vertibird.
Enclave:
--------
• Ability to set off the nuke found on the Presidential level.
Random Encounters:
------------------
• Ability to get location of EPA from Random Traveler
• 5 Kaga encounters (he was the previous Chosen One and is now trying to kill you)
• Shaman and Chieftain now found in Nomad encounters.
• Ability to save Homesteaders and then receive a reward for your service.
• Homesteader encounters now contain children.
• Space shuttle special encounter now has the Phazer.<!--QuoteEnd--></div><!--QuoteEEnd-->
Awesome walkthrough and quest/items/bugs/misc guide: <a href="http://user.tninet.se/~jyg699a/fallout2.html" target="_blank">http://user.tninet.se/~jyg699a/fallout2.html</a> (not updated for FO2:restoration added quests though)
I'm currently playing a attractive, smooth talking, melee dude. It's sadly quite limited until you get high level perks and super sledgehammers. Luckily my high CHA allows me to have plenty of ranged teammates. I'm feeling a bit overwhelmed by all the missions you can do, and how easily you can forget one and/or screw it up, the pipboy isn't the best game journal.
The project is basically trying to add back all the content that was originally planned by the Fallout 2 devs. You can now, for example, save Suliks sister from the slavers. It adds a whole bunch of new locations, fixes some bugs, ties some ends and just adds new content, oh and it includes selectable mods during installation (adds children to non-american copies and other stuff).
It just reached 1.0 and they felt it was stable enough to release but it isn't final, expect more to come.
You need a copy of the original game to install, it also corrupts any old save games.
Readme:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Version 1.0 includes:
New Locations:
-------------------
• EPA
• Primitive Tribe
• Abbey
• Vault Village
• Slaver's Camp
• Hubologist Stash
• Den Residential Area
• Enclave Vertibird Landing Pad
• Ranger Safe Houses
New Karma title:
---------------------
• New title given at the start of the game. Can be lost depending on the choices you make.
Changes To Old Locations:
---------------------------------
Arroyo:
-------
• Stealing from the Elder's chest, Hakunin chest, or Aunt Morlis' vase will result in a karma drop.
• Ability to plant new seeds obtained from the EPA.
The Den:
--------
• New Area: Den Residential
• New Character: Petey - A druggie who lives in the alley
• New Quest: Orphanage - get the children of The Den off the streets
• New Item: Anna's diary
• Learn more about the whereabouts of Sulik's sister
• An extended gang war quest. Now involves going to the party Tyler is at.
Klamath:
--------
• There is now another way of killing Keeng Ra'at. Be observant of the scenery.
• Extended Cattle Rustling Quest.
• Extended dialogue for Maida Buckner - before neither she nor her mother would give you info about the town (would send you in a wild goose chase - ask Mom, ask daughter, ask mom, etc)
• Unlocked voice dialogue for Sulik regarding his sister (won't notice until Primitive Tribe area)
Redding:
--------
• It is now possible to cure Fannie of her jet addiction.
• It is now possible to make Fannie OD on jet.
• Support beams in the mines are now destructible.
• Killing all the miners prevents there from being a good ending for Redding.
Modoc:
------
• It is now possible when falling down in the Ghost Caves or being expelled from the Modoc toilet to break a limb. (Party members are affected too)
New Reno:
---------
• New Character: Three Card Monte and his bodyguard
• The ability to tell jokes as a male or dance as a female at one of the casinos
• A more involved find Lloyd quest
-New Character: Nikki
• New Character: The Barking Man
-Connected to the EPA
• An extended way of getting into the Stables as a woman
-before if you went to the Stables (as a ######) you would just be dropped off at the main gate and nothing really new happened.
• Unlocked voice dialogue for Myron regarding the location of the EPA
Sierra Army Depot:
------------------
• Trip Wire now works as intended.
Vault City:
-----------
• New Location: Village Outside Vault City
-New characters involved as well as several others modified to fit the quest.
• Learn some info about the Vault Experiments from Vault City's Vault.
Gecko:
------
• Mess with the Enclave on the Gecko computer and feel the wrath of the verti assault encounter.
• Lenny now glows in the dark when you use a radioactive drink on him.
• Ability to become addicted to the game of Tragic.
• Lenny now carries a Zip gun when you first encounter him.
Broken Hills:
-------------
• New Quest: Money Skimming Quest
-New characters involved as well as several others modified to fit the quest.
-Unlocked voice dialogue from Marcus
Raiders:
--------
• Nonviolent end to Raiders. (Shadow Who Walks)
NCR:
----
• Ability to attack Ranger safe houses as a Slaver.
• Ability to attack Slaver Camp as a Ranger.
Vault 13:
---------
• Find out the real truth behind the Vault Experiments.
San Francisco:
--------------
• Return the missing Shi biology corpse
• New location obtained: Hubologist stash
Navarro:
--------
• Ability to fly to Enclave in a vertibird.
Enclave:
--------
• Ability to set off the nuke found on the Presidential level.
Random Encounters:
------------------
• Ability to get location of EPA from Random Traveler
• 5 Kaga encounters (he was the previous Chosen One and is now trying to kill you)
• Shaman and Chieftain now found in Nomad encounters.
• Ability to save Homesteaders and then receive a reward for your service.
• Homesteader encounters now contain children.
• Space shuttle special encounter now has the Phazer.<!--QuoteEnd--></div><!--QuoteEEnd-->
Awesome walkthrough and quest/items/bugs/misc guide: <a href="http://user.tninet.se/~jyg699a/fallout2.html" target="_blank">http://user.tninet.se/~jyg699a/fallout2.html</a> (not updated for FO2:restoration added quests though)
I'm currently playing a attractive, smooth talking, melee dude. It's sadly quite limited until you get high level perks and super sledgehammers. Luckily my high CHA allows me to have plenty of ranged teammates. I'm feeling a bit overwhelmed by all the missions you can do, and how easily you can forget one and/or screw it up, the pipboy isn't the best game journal.
Comments
They work fine on an LCD.
I play it fine on a 20" LCD, of course it's pixelated but really, it doesn't bother me at all.
Tycho: How did you increase the resolution of them?
Tycho: How did you increase the resolution of them?<!--QuoteEnd--></div><!--QuoteEEnd-->
It just interpolates like anything else. Stretches across the monitor.
<a href="http://timeslip.chorrol.com/sfall.html" target="_blank">http://timeslip.chorrol.com/sfall.html</a>
But it's not a perfect solution:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->;The 16 bit colour modes cause movies to display incorrect colours, and slows down fades
;dx9 modes cause some corruption of movies, but not as bad as 16 bit colour modes
;16 bit colour modes only work in fallout 2
;dx9 modes work with fallout 1, but results in movies being completely corrupted
;A dx9 mode is required for any graphics related script extender functions to work (i.e. fullscreen shaders)<!--QuoteEnd--></div><!--QuoteEEnd-->
The critical hit chance seems to be broken for me. With 16%, I didn't see one crit during the temple of trials, and afterwards they seem to occur far too often - almost half of the time or so. <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
The critical hit chance seems to be broken for me. With 16%, I didn't see one crit during the temple of trials, and afterwards they seem to occur far too often - almost half of the time or so. <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Crits depend on where you hit them. If you hit someone in the eyes or the groin you have a higher crit chance than if you just hit a leg or something.
Then again it still might be broken. Who knows.
Then again it still might be broken. Who knows.<!--QuoteEnd--></div><!--QuoteEEnd-->
Further testing would've certainly helped, but I ended up not giving a damn. Truth is, I've played FO2 from start to finish at least a dozen times, so even this expansion is not enough to reignite my interest in the game. <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />
I played through both and I enjoyed FO2 tons, but I agree that Fallout is a better game by far. Fallout nailed the right mix of humor, postapocalyptic desperation and violence, and roleplaying for me. Fallout 2 seemed to take the "more is better" approach and went overboard on lots of stuff, and it ended up wrecking the atmosphere. Both games were good, but I liked Fallout more for the overall effect, whereas Fallout 2 was fun for different reasons.
I guess you didn't fight those guards down in <span style='color:#000000;background:#000000'>Vault 15</span>? Well, you get a lot of xp for completing it and such but yea, because of medium-tough random encounters and long ways to walk I'd say your DOING IT WRONG. At least it was for me while playing on hard.
Vault 13 is <span style='color:#000000;background:#000000'>west or east of vault 15, like shown exactly in FO1</span> if you havn't already found it yourself. I recommend looking at the walkthrough I posted, it stated many of the bugs which can destroy a quest and its subquests. Often, choosing right words in conversations can be crucial to not trigger bugs. What kind of character are you?
<a href="http://www.nma-fallout.com/forum/viewtopic.php?t=40590" target="_blank">http://www.nma-fallout.com/forum/viewtopic.php?t=40590</a>
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->======================================
Release 1.1: - Released JAN/13/2008
======================================
Unofficial Patch Fixes:
• Trappers no longer charge you the price of silver gecko pelts when you choose to buy golden gecko pelts.
• Added another check for the San Fran fights to make sure it is impossible to knock out an opponent and get stuck.
• The door in the north-eastern part of Flick's room in the Den can now be lock picked. It was missing a script by the original devs.
• Fixed a bug in Metzger's dialogue that would cause him to yell about Vic still needing to fix the radio despite it already being fixed.
• Hopefully fixed issue of townspeople in the Den becoming unresponsive.
• Fixed issue of Bess in Modoc still following you around (after first leaving and reentering Modoc) despite you having sold her for meat.
• Fixed issue of "ERROR" appearing after killing all the dogs attack the brahmin in Modoc.
• Fixed issue of there being two Laddies when bring Jonny back to Modoc and having initially gotten Laddie from Grisham.
• Fixed issue of being unable to get Sulik as a dumb character.
• Fixed issue of Merk's guards scripts locking up on the Carlson NCR map.
• Fixed issue of Myron freezing when leaving the Stables.
• Fixed issue of Frankie asking you to destroy Becky's still despite you having already done so and telling him about this.
• Swapped how the player obtains sexpert and gigolo. Sexpert is now based on skill and gigolo is based on number of times having sex. This better fits the description given for each trait.
Expansion Fixes:
• Fixed/added AI code for all the new locations. NPCs in these locations will now be on the correct teams.
• Fixed tons of holes, walking through solid objects, using items through walls, etc, in all the new locations.
• Cleaned up gang war code in the Den. Should work correctly now.
• Fixed issue of Sulik's Sister existing at both the Slaver Camp and her village when you bring her home.
• Fixed issue of Horrigan's encounter no longer occurring.
• Hopefully fixed issue of random forced empty encounters occurring.
• Fixed issues with the money skimming quest in Broken Hills.
• Fixed crash when delivering guns to the Vault Village.
• Fixed various crashes and issues associated with the EPA. Should be a better experience now.
• Tweaked how the cattle rustle quest in Klamath is done.
• Fixed issue of Sulik wandering off the Primitive Tribe map.
• Kaga's encounters should be less buggy.
• Fixed issue of there being no background environment when speaking with Goris.
• Giving Dogmeat the dog food found at the EPA now does something.
• Corrected various instances of "ERROR" being displayed in the message window or being said by NPCs.
• The Abbey computer is no longer accessible at any moment of use. It now correctly requires a passkey.
• Nikki, who was accidently forgotten in the first release, can now be found in New Reno.
• The car no longer appears inside one of the Ranger safe houses.
• Fixed dialogue error when speaking with the NCR rangers in NCR after having already wiped out the slaver camp.
• Redid the new alternate method of killing Keeng Ra'at.
• Tons of general bug fixes. Should be much more stable and bug free.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm totally loaded now.
Mother######er Pariah Dog. I bumped into it, forgot why it was bad, and approached it. It wouldn't leave me alone and I kept ######ing up. I shot that little ###### in the head. Apparently I got a really good one because despite it having 750HP I penetrated its brain and it died instantly.
I'm totally loaded now.
Mother######er Pariah Dog. I bumped into it, forgot why it was bad, and approached it. It wouldn't leave me alone and I kept ######ing up. I shot that little ###### in the head. Apparently I got a really good one because despite it having 750HP I penetrated its brain and it died instantly.<!--QuoteEnd--></div><!--QuoteEEnd-->
Lucky ######, those guns will help you a lot, unless u cant afford money on ammo.
I don't think u need to approach the pariah dog to get him, just enter his "special encounter" zone. Even luckier you managed to kill him.
I guess playing on "hard" is quite a bit tougher then "normal". There are two types of difficulties, game and combat, seems like setting to hard in game makes you bump into random encounters much more often. I can barely walk 3 days before something is attacking me, then add I have a 5% chance of bumping into super mutants with lazers and miniguns. Needless to say, I'am scared to death to walk to navarro or san fransisco even at level 14 with combat armor and 4 followers. Last time I met super mutants they killed me before I could run off the screen.
Check big stores in NCR for ammo, don't forget the shelves, you can also try to set allies to not burst all the time.
Jeebus, your running around with pistols? Small guns is up to machine guns, shotguns, snipers etc. Maybe even heavy looking guns may count as small arms. Just equip whatever you find and see if you can hit with it, should clear things up whether it's heavy or small. Boozar is the best weapon in game, it counts as small arm unless my memory fails me.
You're also damn fast, been playing til eyes bleed or do you just scoop the main missions in towns?
I gave Marcus a bozar and he's probably a bigger danger to me than my enemies.
Each grid square gives me a random encounter in this and it is exceedingly annoying. They're not even "here are some traders" or the crazy bridge guy; they're 20 slavers or 10 mole rats and 10 radscorpions. The best one was meeting the slavers decked out with shotguns and burst-fire weaponry; that's cool. I can totally take them on at level 3. Then I'll finally end up 5 squares away from the Den and I'll be out of stimpacks and ammo (that is, if through some miracle I manage to survive that far).
After fooling around in the ddraw.ini I managed to get it down enough so I could actually get to Modoc, but there's still 1 encounter every 3 squares (luckily I got 2 merchants in a row that didn't feel like starting fights with me).
Other than that, lots of the added stuff is nice. The Den residential area is cool, I'm guessing you can eventually get rid of the annoying little kids, as I made the area ripe for the orphanage before I left. The bugmen in Klamath seem bugged (as well as the orphanage squatters, partially), but still fun enough.
Also, Kaga is lame and I can understand why he was taken out. Not only does it not explain why he doesn't have the Vault Dweller's clothing ("oooh, they said my heart wasn't pure" yet he still passed the trials and had been proclaimed the Chosen One, at least for a bit, so how'd they get the old VD's shirt back to give to me?), but both battles I've fought start him right next to me and he's better equipped. The only reason I won right out of Arroyo was due to a first stab spear crit for 53 damage. Plus there's no real character development and they force you to say ...whatever lines they give your PC.
I'm against the Kaga, for most of the additional content (so far), and confused by the random world map encounters.
Each grid square gives me a random encounter in this and it is exceedingly annoying. They're not even "here are some traders" or the crazy bridge guy; they're 20 slavers or 10 mole rats and 10 radscorpions. The best one was meeting the slavers decked out with shotguns and burst-fire weaponry; that's cool. I can totally take them on at level 3. Then I'll finally end up 5 squares away from the Den and I'll be out of stimpacks and ammo (that is, if through some miracle I manage to survive that far).
After fooling around in the ddraw.ini I managed to get it down enough so I could actually get to Modoc, but there's still 1 encounter every 3 squares (luckily I got 2 merchants in a row that didn't feel like starting fights with me).
Other than that, lots of the added stuff is nice. The Den residential area is cool, I'm guessing you can eventually get rid of the annoying little kids, as I made the area ripe for the orphanage before I left. The bugmen in Klamath seem bugged (as well as the orphanage squatters, partially), but still fun enough.
Also, Kaga is lame and I can understand why he was taken out. Not only does it not explain why he doesn't have the Vault Dweller's clothing ("oooh, they said my heart wasn't pure" yet he still passed the trials and had been proclaimed the Chosen One, at least for a bit, so how'd they get the old VD's shirt back to give to me?), but both battles I've fought start him right next to me and he's better equipped. The only reason I won right out of Arroyo was due to a first stab spear crit for 53 damage. Plus there's no real character development and they force you to say ...whatever lines they give your PC.
I'm against the Kaga, for most of the additional content (so far), and confused by the random world map encounters.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think they focused a bit more on the encounter because they didn't matter much before. You either ran off the area without taking much damage or you stayed and butchered everything hostile. Restoration brings back some of FO1, if you went west over the desert early on you recieve instant death to super mutants, which wasn't the exactly the same case in FO2. This forces you to hang around the first cities and work your way over the map a tiny bit all the time, just to get enough experience to dare shortcutting to your goals. It's a bit weak in reality, mostly annoying, but it does add some immersion if you think about it. After all, only the strongest in the wastes gets to live.
As for Kaga, the tribe probably took the vault suit from him as he returned to report his progress and started searching for a new chosen one. Just sending out another chosen one would seem stupid.
Edit: Basically, the 'fix' made it so encounter rates were dependent on the travel-rate. The unofficial patch raised the travel rate almost 3 times that of the normal game, sooooo you've got 3 times the normal encounters. Quite annoying.