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Fallout 2 Restoration Project

denizsi

Arcane
Joined
Nov 24, 2005
Messages
9,927
Location
bosphorus
Move on with times, faggots. Play New Vegas. Better than FO2 :smug:
 

JarlFrank

I like Thief THIS much
Patron
Joined
Jan 4, 2007
Messages
33,053
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
I like FO2 and always manage to play through all the locations.

But I usually quit when I have to get the ship parts to get to the oil rig. Somehow I just go "what, go and fetch some shit again?" and lose interest because I already went through all the places and just want to get to the end by then.
 

laclongquan

Arcane
Joined
Jan 10, 2007
Messages
1,870,144
Location
Searching for my kidnapped sister
FO1 is perfect? Now that's an outrageous statement . FO1 is mediocre at best. Well, considering it for what it was, approaching good level, and I said that with bated breath. bland NPCs, forgettable story, okay sidekicks, and absolutely stinking interface.

Lemme dissect it once and for all:

Start with non-sidekick NPC : Extremely bland. I cant even remember what most of them is about. Father of tandi, perhaps. Leader of the Ghouls, perhaps. Other than those, noone else even raise so much as a hair on my brows.

F2? Hah. The leatherbag hag who is Chosen One's daughter? The aunty who is very skinflint? And Hakunin's drugged speech? And that's in Arroyo alone. Klamath? Jenny the whore who is an old flame of Vic? etc and etc. Each and every NPCs of F2 got some indelible quality that force into your memory.

Sidekicks? In F1 other than shooting-in-your-back Ian and Dogmeat there's not much to remember. Katja? What's about her? But F2 got so much better than that.

Story? F1 got the standard scion of great family sent forth to great quest chasing after ancient artifact to save the land. F2 got the a barbarian of a tribe sent forth to chase after the rumoured thing that said to hold power over crop. F1 got the annoying timed mainquest while F2 got the heartbreaking dreams to urge you go faster but not force in anyway.

Bah.
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
In the hope that laclonquan isn't trolling, I'll bite:

Start with non-sidekick NPC
You mentioned Tandi's father already so I'll just mention the "doctor" of Shady Sands and the poor farmer to whom you could teach farming. Killian and Gizmo in Junktown have shitton of character and the gang-members ain't bad either - the psycho, the delusional charming leader, the little kid who just wants to belong. Then you have Doc Morbid and his clever plan of revenue, great talk there - and finally the bar keeper with his sad tale. Oh and the love birds - the tavern wench and her sweetheart, the boxing champion whom you can challenge. Necropolis is bit poor, the leader of the resistance does not have many lines. Seth, otoh, has quite a few good ones illustrating his sick mind "everyone is a tool for me" and the super mutants had a few good ones as well. And that's without Hub and LA remains (Adytown, Library, Gun Runners etc) or the super computer in Glow or the various people with BoS.

Sidekicks?
Yeah, adventurous Ian, frontier-lawman Tycho, Dogmeat and sassy Katja. It wasn't supposed to be a party game to begin with so they did pretty good, considering.

Except you aren't a scion of great family, you are just a random shmuck whom the Overseer convinced to go. Heck, the opening scene reveals the fate of the previous guy. The timed quest wasn't an annoyance at all, it was a great feature which ensured that the player was always on his toes. It wasn't too strict - 150 days was plenty enough to visit all the cities and find the chip plus you could buy more time from Water Merchants if it was getting close. Furthermore, the second part didn't have a timelimit (I don't consider the 500 day Mutant Army timer a real limit, as 500 days is, again, more than enough to completely explore the wasteland) - and even that was removed in the official patch.

So either you haven't played F1 that much, if at all or you're just purposefully bullshitting for... what?
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
I like FO1 and FO2 in equal measure, with advantage going to the one currently in fresher memory.
 

laclongquan

Arcane
Joined
Jan 10, 2007
Messages
1,870,144
Location
Searching for my kidnapped sister
Let me make it clear: I did play Fallout 1. Attempts, rather. The game was so boring, like Baldur's Gate 1. I have tried, like, 4 times. Then come a period when I get sleepy while playing F1, then abandon. The latest attempt was to convince myself that maybe, probabbly, that Codexers didnt blow smoke about F1. No, really. But got too sleepy to get past The Glow, which was pretty far in all my attempts. That's how I know the game is boring.

Same deal with BG1. I was too sleepy to get past the Dukes' quest.

Fallout2, 5 finished runs in all kinds: guns, melee, unarmed, multiple sidekicks, solo. Restarts? numerous.

BG2, 2 finished runs.

So dont tell me I was uninformed in the matter. The games are sleepily boring, F1 and BG1. Fuck what everyone else's said!
 

Konjad

Patron
Joined
Nov 3, 2007
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Location
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Torment: Tides of Numenera Wasteland 2 Steve gets a Kidney but I don't even get a tag.
Zuikov said:
Konjad said:
RP while not perfect adds some good things to FO2. Anyway I never finished FO2, I have to do it finally. Shit, why do I end playing FO2 every time after less than 15hrs? :\ I'm in decline. I completed FO1 in one looong session (with breaks for sleep) yet I can't play Fo2 :|

That's because FO1 is 10 times better game than FO2. Vince at Irontowerstudio forums explained it well:

Fallout 1 is a well focused game. It's perfect. Everything is well designed, well thought-through, makes sense, and fits the theme and the setting. The Master, the "villain" of the game, isn't really a villain (he thought that he was doing the right thing), which is why it's possible to defeat him without a fight.

Fallout 2 is a "mix of everything" game. It's a game designed by a bunch of 13-year olds following the unbeatable "won't it be cool if the game had...." principle. It has huge gangsters with tommy guns running casinos, it has yakuza with samurai swords, it has so many weapons that you can switch to a new gun every 5 min, it has more lulz than the Codex, it has a king-fu fighting town, it has scientologists with celebrities, it has tribals, aliens, drug dealers, talking deathclaws, and even real GHOSTS. The game's a joke.

The main villain is a stereotypical "I kill everyone for the lulz" villain who looks like a giant robot. (the 13 year olds strike again!) You can't reason with him. The only way to beat the game is to fight him.

Overall, I feel that FO2 locations, NPCs, and quests are clearly inferior to FO1. While FO2 is better than most games (mostly due to being a sequel to a great game), it failed to deliver the quality of the original.

Dude, I wrote that post a year ago. I played and finished Fallout 2 some time after I wrote it. It's a cool game although I still agree it's not as good as the first one.
 

Fowyr

Arcane
Vatnik
Joined
Mar 29, 2009
Messages
7,671
You can't play F1.
You can't play any M&M except M&M8. I see a pattern. ;)
 

Unkillable Cat

LEST WE FORGET
Patron
Joined
May 13, 2009
Messages
27,091
Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
My problem with the RP project so far is that the quests in the new locations have very few options in terms of solving them, and those that do have astronomical requirements in skills and stats.

The best example of this are the quests in the Primitive Village. All of the quests have only one way of being solved, and in some cases that way is needlessly convoluted, like fixing the well. The "final" quest for the village is where you're asked to broker a trade deal for the village, and fortunately this quest has multiple solutions. While this quest has at least 3 different solutions to it, the optimum solution is only available if your character has PE of at least 8 and/or (can't remember which) a Doctor skill above 80%. Considering that the Primitive Village is early game content intended to be played during or shortly after The Den, you can see the problem.

The RP project also offers an alternate solution to dealing with the Raiders, but at the same time makes it much harder to find them. Vault City gets slightly expanded and fixed, but to be fair I haven't reached the other new locations, such as the Abbey and the EPA, so I can't comment on those.
 

Fowyr

Arcane
Vatnik
Joined
Mar 29, 2009
Messages
7,671
*lights a cigar*
You are a man who may like only one game in the series, probalby last one (no one in their right mind will consider M&M9 or F3 as proper part of the series). You think what big number comes with the great complexity, every day you celebrate increasing of number in calendar and mourn if new month starts. Also you should be fascinated by locust swarm, so many insects to count, sometimes you think what it's model of human's future, thousands of creatures connected through neural network.
You rage at irrational numbers and despise infinitesimals.
Codex accepts all your flaws, parrot will never peck you, :smug: will serve your well.

Ite, missa est.
 

laclongquan

Arcane
Joined
Jan 10, 2007
Messages
1,870,144
Location
Searching for my kidnapped sister
*clean his monocle*

What a load of nonsense, sir. Your statement fail logically and factually in every particular. Indeed, one can use that as a proof of your advanced senility as a charitably interpretation. An unkind observator may use that to accuse you, sir, of imbecility.

*tap his nose*

Might I remind me the audience that the two series above Fallout and Might and Magic got newer titles than Fallout2 and MM8 Days of the Destroyer.

If one feel generous, one can say Fallout Tactics as the third Fallout game. less so, then of course the abominable Fallout Brotherhood of Steel for PS2. And despite much wailing and gnashing of teeth, Fallout 3 made by Bethesda was out just very recently, with her younger sister New Vegas.

*Sip a cup of Indian tea*

We have the same situation with Might and Magic, of course. Stricly interpretation got you Might and Magic 9. Uly and incomplete though it is, one can not deny its rightful place as the latest of the true Might and Magic series.

*jab his forefinger toward Fowyr*

And sir, that conclude my counter argument.
 
Self-Ejected

Excidium

P. banal
Joined
Aug 14, 2009
Messages
13,696
Location
Third World
I'm not a big fan of the RP, usually I only install Killap's unnoficial patch (just bug fixes, no "restored" content).
 

Fowyr

Arcane
Vatnik
Joined
Mar 29, 2009
Messages
7,671
*starts to packing pipe*
Masks must fall! No more pseudopsychologist cigars.
laclongquan said:
What a load of nonsense, sir. Your statement fail logically and factually in every particular. Indeed, one can use that as a proof of your advanced senility as a charitably interpretation. An unkind observator may use that to accuse you, sir, of imbecility.
In this particular case it will be very unkind. Senility? Maybe. Madness? Absolutely yes, but mental retardation can't hold over me yet. Call me Prophet, call me Devourer of Lesser Souls, call me Holder of the Vast and Useless Knowledge, call me Hoarder of Morale Obsolete Things, call me Crazy Man in the Old Mansion, but don't compare me with morons, imbeciles and idiots in medical sense of word.

laclongquan said:
*tap his nose*

Might I remind me the audience that the two series above Fallout and Might and Magic got newer titles than Fallout2 and MM8 Days of the Destroyer.
*lights a pipe*
You completely missed my remark, dear sir, about last games in the series. Like lowly scum, who with help of corrupt official and criminal notary now scion of extinct aristocratic family, still remains lowly scum in the eyes of any sophisticated gentleman, no amount of praising and calling this games "sequels" can hide Cain's mark on their foreheads. Especially in the case of Fallout. Poor family was betrayed by its suzerain, sold to whorehouse, constantly tortured and finally passed away. Their bones was used to make bone flour and skin was used to make lampshades. May God have mercy on their souls.

*stares at nothing, extinguished pipe trembles in the hand*
 

Admiral jimbob

gay as all hell
Joined
Sep 29, 2009
Messages
9,225
Location
truck stops and toilet stalls
Wasteland 2
I'm enjoying the RP so far. Fallout 2 was always full of stupid shit, so I just treat stuff like the Kaga encounters as a fun challenge and a good source of loot. The quest about popping moles in the town near Vault City was of questionable quality, but for the most part, they've been pretty good - I liked the Primitive Tribe quite a bit. Couldn't find the trigger in the Den for the orphanage quest, though, any pointers?

Also, is the new huge dungeon worth visiting? Something about it makes me decidedly apprehensive.
 

Andyman Messiah

Mr. Ed-ucated
Joined
Jan 27, 2004
Messages
9,933
Location
Narnia
Admiral jimbob said:
Couldn't find the trigger in the Den for the orphanage quest, though, any pointers?
Unless they changed it all you gotta do is talk to the kid just outside the orphanage. Wall of text, yes I'll help you, then go talk to mom.
 

commie

The Last Marxist
Patron
Joined
May 12, 2010
Messages
1,865,249
Location
Where one can weep in peace
Divinity: Original Sin Project: Eternity Divinity: Original Sin 2
Vaarna_Aarne said:
I like FO1 and FO2 in equal measure, with advantage going to the one currently in fresher memory.

This. Sometimes I like the tighter, smaller scale experience of FO1 and play it when I want to try new builds or just to get that FO fix. FO1 is short and allows me to do that very well.

Other times I feel like really going to town in the FO universe doing all manner of things, and then FO2 wins out with it's exponentially larger scale.

Both are fucking great. End of.
 

index.php

Arcane
Joined
Jul 5, 2013
Messages
876
Apparently someone is still updating Fallout 2:
https://forums.bgforge.net/viewtopic.php?f=34&p=531

Fallout 2 Unofficial Patch, updated:

https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
Version 12
  • Fixed custom ddraw.ini configuration.
  • Removed old workarounds for 'too many items'.
  • Install script now removes itself after installation.
  • Sfall updated to 4.2.2.
Version 10
  • General:
    • Fixed crash when trying to talk to Pariah dog (introduced in v9).
  • Arroyo:
    • Fixed crash when talking to Hakunin with low karma.
Version 9
  • General:
    • Added missing siptbox2 script.
    • Standartized 'deathclaw' spelling.
    • Various under the hood changes: better debug, code cleanup, switched to gcc for preprocessing, removed unused d3d dlls.
    • Added patchinf script, now UP version is visible in-game, like RP.
  • Den:
    • Fixed "Error" in Tubby's dialog.
  • Modoc:
    • Disabled stuck Modoc shitty death narration (not intended to work in UP).
  • NCR:
    • Fixed fadein/out in Vortis' dialog.
  • Enclave:
    • Fixed final slideshow not playing.
  • Vault City:
    • Fixed Cassidy stage 0 armor bonus.
Version 8
  • General:
    • Fixed party proto issue introduced in v7.
  • Modoc:
    • Reverted Jonny's dialog faulty fix.
Version 7
  • General:
    • Changed localizations to use proper language name from fallout2.cfg.
    • Enabled AIBestWeaponFix, AIDrugUsePerfFix and StartGDialogFix in sfall.
    • Uncensor: "chem" > "drug", "habit-forming" > "addictive".
    • Deleted files that were identical to their master.dat versions.
    • Fixed music path correction in the installer.
  • Arroyo:
    • Fixed Cameron not giving a second chance at training as promised.
  • Den:
    • Made Anna's ghost invulnerable, also disabled stealing.
Version 4
Added missing scripts.lst.

Version 3
  • Created a complete package.
  • Added localizations.
Version 2
Repacked into .dat file.

Version 1
  • General
    • Fixed Laddie being counted as a "strange" party member instead of K-9.
    • Added scr_return() for all scripts attached items in OBJ_DUDE, to prevent an issue that when you used a remove-after-use item, using other items without closing the inventory will make them being removed as well, even if they shouldn't be.
    • Fixed Sierra Mission Holodisk and Broadcast Holodisk setting each other's GVAR.
    • Fixed Vic not being counted as one of human/male party members in various scripts.
    • More foolproof hintbook (from RP).
    • Implemented Karma Beacon and Cult of Personality for general reactions.
    • Fixed discrepancy in addressing player (you/name) when using Traps skill on various doors.
    • Robobrain now has intelligence 10, combat armor stats but 0% EMP resistance on all stages.
    • Various under the hood changes, optimizations and cleanups.
    • Corrected a plethora of typos.
    • Getting weapon upgrades won't reload them with free ammo anymore.
  • Spelling standartization
    • Stockman's Association (instead of Stockmen's).
    • Auto-Doc.
    • Pip-Boy.
    • Jet, jethead.
    • Robobrain.
    • RobCo.
    • BeatCo.
  • Arroyo
    • Mynoc actually has a sharpened spear now.
  • Broken Hills
    • If Francis leaves before wrestling with him, that quest will be crossed out.
    • Dead professor will no longer show floats when clicking on the scorpion.
    • When caught stealing from the scorpion, it will just hiss instead of using human floats.
  • Den
    • Fixed Billy's response when asking for a second chance at sex.
    • Sex with Karl advances time.
    • Metgzer now has money in his inventory after Vic is bought from him.
  • Enclave
    • Ensured that blast doors always get locked in the final fight. If Granite has joined the player, the door between him and Frank will remain open.
  • Military base Mariposa
    • Moved unreachable boxes on the first and second level to be reachable.
  • Modoc
    • Jonnny won't speak to the player until he sees Laddie. (Ensuring that talking to him before starting the quest won't break it.)
    • PC will get up after the methane explosion.
    • Bess and Laddie are no longer counted as party members.
  • NCR
    • Fixed a dumb character being prematurely thrown out of dialog when talking to Doc Jubilee about Vault 13 and then asking about "Mother Lode?".
    • Added fadein/out when Vortis escorts PC out.
    • Hoss should be more eager to give up.
    • Moved a table in Dusty's cantina to be accessible.
  • New Reno
    • Fixed wielding four new bladed weapons not being counted as wielding a knife when talking to Little Jesus.
    • Changed the team of slaves in the Stables to TEAM_RND_SLAVE.
    • Inhaling Jet with Angela will correctly apply all Jet effects, including possible addiction.
    • Miss Kitty will correctly apply bonuses on PC and companions.
    • "Oral" in Cat's Paw does count as sex.
    • Fixed boxers being unable to use hook punches.
    • Lloyd's body won't disappear after reloading.
    • Fixed Salvatore's guards walking out prematurely when watching the transaction the second time.
  • Vault 15
    • The enemies have their weapons equipped now.
  • Vault City
    • Fixed Skeev not returning back to his post after sending dumb character to the servant allocation center.
    • Seeing Phyllis advances time.
  • Redding
    • Bartender in Last Gasp will ask for the correct amount of money, get the correct amount and get PC/party actually drunk.
  • Sierra Army Base
    • When punching bags, don't show exact bonus. Actual behaviour isn't changed (tagged skill gets +4, untagged +5).
    • Fixed organ extraction room:
      • Everyone in the room gets killed (including Sierra defence bots if any).
      • Humans yield normal brain, mutants/ghouls/deathclaws/dogs - abnormal, all the rest - none.
      • Karma penalty applies for anyone but Sierra defence bots.

Fallout 2 Restoration Project, updated:
https://github.com/BGforgeNet/Fallout2_Restoration_Project
Version 12
  • Fixed incorrect WorldMapSlots placement in ddraw.ini.
  • Fixed re-stocking Red 888 Guns (introduced in v11).
  • Fixed rpu-install.command being left out on cleanup.
Version 11
  • Fixed custom ddraw.ini configuration.
  • Removed old workarounds for 'too many items'.
  • Moved more ini files into mods directory.
Version 10
  • General
    • Disabled AIBestWeaponFix by default, as it's not much of a fix.
    • Fixed Goris de-robing script so that it'll actually enable UseFileSystemOverride when necessary.
    • Fixed sound path correction in the installation script.
    • Added a .command installation script for Mac OSX users.
  • Arroyo
    • Plant/corn from EPA seeds gets placed on the correct elevation now.
  • Den
    • The drug dealer and his bodyguard now receive/equip their weapons at the first time the player enters the Den Residential map.
  • EPA
    • Planted seed will now properly grow in the green level.
  • San Francisco
    • Fixed bug with being unable to disable force field to Shi emperor.
    • Added previously missing UP fixes:
      • AHS-7 will properly turn hostile upon pickpocket.
      • Emperor force field is disabled with Repair, not Science.
      • Blowing up Emperor field emitter will set Shi hostile.
      • Badger will stock Bozar and G11E.
      • Badger will keep re-stocking after 7 years.
Version 9
  • General
    • Allowed all Kaga versions to be knocked down, for consistency.
    • Added Party Orders to release package.
    • Added missing "being hit" animation for Sulik in leather armor.
    • Fixed rifle animations preventing NPCs from equiping those rifles.
    • Fixed Kitsune being unable to equip weapons and not showing armor.
  • Den
    • Fixed missing orphan floats.
  • EPA
    • Fixed Depressed Mr. Handy causing slowdowns.
  • Modoc
    • Fixed being unable to resque Jonny if talked to him before starting the quest.
    • Fixed shitty death narration being stuck.
Version 8
Added missing item highlight and party control mods.

Version 7
  • Enabled some QoL features in sfall: DontTurnOffSneakIfYouRun, NumbersInDialogue, WorldMapFontPatch, PartyMemberExtraInfo.
  • Removed files identical to their master.dat versions.
  • Removed duplicate files from animations components.
  • Fixed Russian character descriptions being shown when using English language.
  • Fixed several worldmap markers being shown in Russian when using English language.
Version 6
  • Added npc armor frms and hopefully the last missing files from 2.3.3 auto installer.
  • Fixed npc armor and ammo mod script installation on unixes.
Version 5
Fixed more packaging artefacts.

Version 4
Added missing scripts.lst.

Version 3
  • Created a complete package.
  • Added localizations.
  • Converted some options from install time into separate dat packages and/or ini settings.
Version 2
Repacked into .dat file.

Version 1
  • General
    • Damage formula no longer erroneously defaults to YAAM.
    • Various under the hood changes and optimizations.
  • Abbey
    • Computer desk in SW map corner gives a message when used.
    • Both deatchclaws have correct scripts now.
    • Fixed brother Paul not giving access to computers if the beast was killed, but the book wasn't retrieved.
  • Broken Hills
    • Allowed to use lockpicks in Chad's quest.
  • Den
    • Fixed dealer's bodyguard description.
    • Deleted 0-stack ammo pack from Metzger's desk.
    • Bobby's floats tweaked to reflect he's packing things.
  • Enclave
    • Fixed RP NPC suffering no damage in the puzzle room.
    • Fixed vertibird pad area being immune to meltdown countdown and FEV poisoning.
  • Klamath
    • Fixed Duntons offering the job on the pastures, then telling the PC off. Also, fixed CoP check in their script.
  • Gecko
    • Lenny: moved ammo from hands to inventory.
  • Hubologists' stash
    • Added proper messages for using skills and items on the top door.

I tested them for a few hours today, no issues so far.
 

redactir

Artist Formerly Known as Prosper
Joined
Jul 16, 2018
Messages
696
Konjad said:
RP while not perfect adds some good things to FO2. Anyway I never finished FO2, I have to do it finally. Shit, why do I end playing FO2 every time after less than 15hrs? :\ I'm in decline. I completed FO1 in one looong session (with breaks for sleep) yet I can't play Fo2 :|

That's because FO1 is 10 times better game than FO2. Vince at Irontowerstudio forums explained it well:

Fallout 1 is a well focused game. It's perfect. Everything is well designed, well thought-through, makes sense, and fits the theme and the setting. The Master, the "villain" of the game, isn't really a villain (he thought that he was doing the right thing), which is why it's possible to defeat him without a fight.

Fallout 2 is a "mix of everything" game. It's a game designed by a bunch of 13-year olds following the unbeatable "won't it be cool if the game had...." principle. It has huge gangsters with tommy guns running casinos, it has yakuza with samurai swords, it has so many weapons that you can switch to a new gun every 5 min, it has more lulz than the Codex, it has a king-fu fighting town, it has scientologists with celebrities, it has tribals, aliens, drug dealers, talking deathclaws, and even real GHOSTS. The game's a joke.

The main villain is a stereotypical "I kill everyone for the lulz" villain who looks like a giant robot. (the 13 year olds strike again!) You can't reason with him. The only way to beat the game is to fight him.

Overall, I feel that FO2 locations, NPCs, and quests are clearly inferior to FO1. While FO2 is better than most games (mostly due to being a sequel to a great game), it failed to deliver the quality of the original.

FO1 was allowed to do what it did with the master because it's not unreaslitic to have the first game in a series to overflex its features a little bit.

FO2 however..
something needs to be pointed out. It's not realistic that you could solve most situation in ANY variety of different ways, especially with mere reason/diplomacy. The probability you could with the main characters should be pretty low.
And for the main character at the end of the game it should be even less likely. More appropriately the player should have to bend many factors to achieve such a result. Only the final nail in the coffin can be your speech% or charisma.

It's reasonable that every main character could have their primary objectives denied and a compromise have to be reached. It's natural for humans to have to adapt to a compromise atleast temporarily.
However if speech/charisma was always one way to do that, that sounds highly suspect.

TL;DR
NPC shouldn't be cucks. What's can be assumed as OK is some variation of one's predisposition not necessarily a denial of it.
 

Butter

Arcane
Patron
Joined
Oct 1, 2018
Messages
7,525
Apparently someone is still updating Fallout 2:
https://forums.bgforge.net/viewtopic.php?f=34&p=531

Fallout 2 Unofficial Patch, updated:

https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
Version 12
  • Fixed custom ddraw.ini configuration.
  • Removed old workarounds for 'too many items'.
  • Install script now removes itself after installation.
  • Sfall updated to 4.2.2.
Version 10
  • General:
    • Fixed crash when trying to talk to Pariah dog (introduced in v9).
  • Arroyo:
    • Fixed crash when talking to Hakunin with low karma.
Version 9
  • General:
    • Added missing siptbox2 script.
    • Standartized 'deathclaw' spelling.
    • Various under the hood changes: better debug, code cleanup, switched to gcc for preprocessing, removed unused d3d dlls.
    • Added patchinf script, now UP version is visible in-game, like RP.
  • Den:
    • Fixed "Error" in Tubby's dialog.
  • Modoc:
    • Disabled stuck Modoc shitty death narration (not intended to work in UP).
  • NCR:
    • Fixed fadein/out in Vortis' dialog.
  • Enclave:
    • Fixed final slideshow not playing.
  • Vault City:
    • Fixed Cassidy stage 0 armor bonus.
Version 8
  • General:
    • Fixed party proto issue introduced in v7.
  • Modoc:
    • Reverted Jonny's dialog faulty fix.
Version 7
  • General:
    • Changed localizations to use proper language name from fallout2.cfg.
    • Enabled AIBestWeaponFix, AIDrugUsePerfFix and StartGDialogFix in sfall.
    • Uncensor: "chem" > "drug", "habit-forming" > "addictive".
    • Deleted files that were identical to their master.dat versions.
    • Fixed music path correction in the installer.
  • Arroyo:
    • Fixed Cameron not giving a second chance at training as promised.
  • Den:
    • Made Anna's ghost invulnerable, also disabled stealing.
Version 4
Added missing scripts.lst.

Version 3
  • Created a complete package.
  • Added localizations.
Version 2
Repacked into .dat file.

Version 1
  • General
    • Fixed Laddie being counted as a "strange" party member instead of K-9.
    • Added scr_return() for all scripts attached items in OBJ_DUDE, to prevent an issue that when you used a remove-after-use item, using other items without closing the inventory will make them being removed as well, even if they shouldn't be.
    • Fixed Sierra Mission Holodisk and Broadcast Holodisk setting each other's GVAR.
    • Fixed Vic not being counted as one of human/male party members in various scripts.
    • More foolproof hintbook (from RP).
    • Implemented Karma Beacon and Cult of Personality for general reactions.
    • Fixed discrepancy in addressing player (you/name) when using Traps skill on various doors.
    • Robobrain now has intelligence 10, combat armor stats but 0% EMP resistance on all stages.
    • Various under the hood changes, optimizations and cleanups.
    • Corrected a plethora of typos.
    • Getting weapon upgrades won't reload them with free ammo anymore.
  • Spelling standartization
    • Stockman's Association (instead of Stockmen's).
    • Auto-Doc.
    • Pip-Boy.
    • Jet, jethead.
    • Robobrain.
    • RobCo.
    • BeatCo.
  • Arroyo
    • Mynoc actually has a sharpened spear now.
  • Broken Hills
    • If Francis leaves before wrestling with him, that quest will be crossed out.
    • Dead professor will no longer show floats when clicking on the scorpion.
    • When caught stealing from the scorpion, it will just hiss instead of using human floats.
  • Den
    • Fixed Billy's response when asking for a second chance at sex.
    • Sex with Karl advances time.
    • Metgzer now has money in his inventory after Vic is bought from him.
  • Enclave
    • Ensured that blast doors always get locked in the final fight. If Granite has joined the player, the door between him and Frank will remain open.
  • Military base Mariposa
    • Moved unreachable boxes on the first and second level to be reachable.
  • Modoc
    • Jonnny won't speak to the player until he sees Laddie. (Ensuring that talking to him before starting the quest won't break it.)
    • PC will get up after the methane explosion.
    • Bess and Laddie are no longer counted as party members.
  • NCR
    • Fixed a dumb character being prematurely thrown out of dialog when talking to Doc Jubilee about Vault 13 and then asking about "Mother Lode?".
    • Added fadein/out when Vortis escorts PC out.
    • Hoss should be more eager to give up.
    • Moved a table in Dusty's cantina to be accessible.
  • New Reno
    • Fixed wielding four new bladed weapons not being counted as wielding a knife when talking to Little Jesus.
    • Changed the team of slaves in the Stables to TEAM_RND_SLAVE.
    • Inhaling Jet with Angela will correctly apply all Jet effects, including possible addiction.
    • Miss Kitty will correctly apply bonuses on PC and companions.
    • "Oral" in Cat's Paw does count as sex.
    • Fixed boxers being unable to use hook punches.
    • Lloyd's body won't disappear after reloading.
    • Fixed Salvatore's guards walking out prematurely when watching the transaction the second time.
  • Vault 15
    • The enemies have their weapons equipped now.
  • Vault City
    • Fixed Skeev not returning back to his post after sending dumb character to the servant allocation center.
    • Seeing Phyllis advances time.
  • Redding
    • Bartender in Last Gasp will ask for the correct amount of money, get the correct amount and get PC/party actually drunk.
  • Sierra Army Base
    • When punching bags, don't show exact bonus. Actual behaviour isn't changed (tagged skill gets +4, untagged +5).
    • Fixed organ extraction room:
      • Everyone in the room gets killed (including Sierra defence bots if any).
      • Humans yield normal brain, mutants/ghouls/deathclaws/dogs - abnormal, all the rest - none.
      • Karma penalty applies for anyone but Sierra defence bots.

Fallout 2 Restoration Project, updated:
https://github.com/BGforgeNet/Fallout2_Restoration_Project
Version 12
  • Fixed incorrect WorldMapSlots placement in ddraw.ini.
  • Fixed re-stocking Red 888 Guns (introduced in v11).
  • Fixed rpu-install.command being left out on cleanup.
Version 11
  • Fixed custom ddraw.ini configuration.
  • Removed old workarounds for 'too many items'.
  • Moved more ini files into mods directory.
Version 10
  • General
    • Disabled AIBestWeaponFix by default, as it's not much of a fix.
    • Fixed Goris de-robing script so that it'll actually enable UseFileSystemOverride when necessary.
    • Fixed sound path correction in the installation script.
    • Added a .command installation script for Mac OSX users.
  • Arroyo
    • Plant/corn from EPA seeds gets placed on the correct elevation now.
  • Den
    • The drug dealer and his bodyguard now receive/equip their weapons at the first time the player enters the Den Residential map.
  • EPA
    • Planted seed will now properly grow in the green level.
  • San Francisco
    • Fixed bug with being unable to disable force field to Shi emperor.
    • Added previously missing UP fixes:
      • AHS-7 will properly turn hostile upon pickpocket.
      • Emperor force field is disabled with Repair, not Science.
      • Blowing up Emperor field emitter will set Shi hostile.
      • Badger will stock Bozar and G11E.
      • Badger will keep re-stocking after 7 years.
Version 9
  • General
    • Allowed all Kaga versions to be knocked down, for consistency.
    • Added Party Orders to release package.
    • Added missing "being hit" animation for Sulik in leather armor.
    • Fixed rifle animations preventing NPCs from equiping those rifles.
    • Fixed Kitsune being unable to equip weapons and not showing armor.
  • Den
    • Fixed missing orphan floats.
  • EPA
    • Fixed Depressed Mr. Handy causing slowdowns.
  • Modoc
    • Fixed being unable to resque Jonny if talked to him before starting the quest.
    • Fixed shitty death narration being stuck.
Version 8
Added missing item highlight and party control mods.

Version 7
  • Enabled some QoL features in sfall: DontTurnOffSneakIfYouRun, NumbersInDialogue, WorldMapFontPatch, PartyMemberExtraInfo.
  • Removed files identical to their master.dat versions.
  • Removed duplicate files from animations components.
  • Fixed Russian character descriptions being shown when using English language.
  • Fixed several worldmap markers being shown in Russian when using English language.
Version 6
  • Added npc armor frms and hopefully the last missing files from 2.3.3 auto installer.
  • Fixed npc armor and ammo mod script installation on unixes.
Version 5
Fixed more packaging artefacts.

Version 4
Added missing scripts.lst.

Version 3
  • Created a complete package.
  • Added localizations.
  • Converted some options from install time into separate dat packages and/or ini settings.
Version 2
Repacked into .dat file.

Version 1
  • General
    • Damage formula no longer erroneously defaults to YAAM.
    • Various under the hood changes and optimizations.
  • Abbey
    • Computer desk in SW map corner gives a message when used.
    • Both deatchclaws have correct scripts now.
    • Fixed brother Paul not giving access to computers if the beast was killed, but the book wasn't retrieved.
  • Broken Hills
    • Allowed to use lockpicks in Chad's quest.
  • Den
    • Fixed dealer's bodyguard description.
    • Deleted 0-stack ammo pack from Metzger's desk.
    • Bobby's floats tweaked to reflect he's packing things.
  • Enclave
    • Fixed RP NPC suffering no damage in the puzzle room.
    • Fixed vertibird pad area being immune to meltdown countdown and FEV poisoning.
  • Klamath
    • Fixed Duntons offering the job on the pastures, then telling the PC off. Also, fixed CoP check in their script.
  • Gecko
    • Lenny: moved ammo from hands to inventory.
  • Hubologists' stash
    • Added proper messages for using skills and items on the top door.

I tested them for a few hours today, no issues so far.
I just started a playthrough two days ago with the old version.

:bunkertime:
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,870,765
Apparently someone is still updating Fallout 2:
https://forums.bgforge.net/viewtopic.php?f=34&p=531

Fallout 2 Unofficial Patch, updated:

https://github.com/BGforgeNet/Fallout2_Unofficial_Patch
Version 12
  • Fixed custom ddraw.ini configuration.
  • Removed old workarounds for 'too many items'.
  • Install script now removes itself after installation.
  • Sfall updated to 4.2.2.
Version 10
  • General:
    • Fixed crash when trying to talk to Pariah dog (introduced in v9).
  • Arroyo:
    • Fixed crash when talking to Hakunin with low karma.
Version 9
  • General:
    • Added missing siptbox2 script.
    • Standartized 'deathclaw' spelling.
    • Various under the hood changes: better debug, code cleanup, switched to gcc for preprocessing, removed unused d3d dlls.
    • Added patchinf script, now UP version is visible in-game, like RP.
  • Den:
    • Fixed "Error" in Tubby's dialog.
  • Modoc:
    • Disabled stuck Modoc shitty death narration (not intended to work in UP).
  • NCR:
    • Fixed fadein/out in Vortis' dialog.
  • Enclave:
    • Fixed final slideshow not playing.
  • Vault City:
    • Fixed Cassidy stage 0 armor bonus.
Version 8
  • General:
    • Fixed party proto issue introduced in v7.
  • Modoc:
    • Reverted Jonny's dialog faulty fix.
Version 7
  • General:
    • Changed localizations to use proper language name from fallout2.cfg.
    • Enabled AIBestWeaponFix, AIDrugUsePerfFix and StartGDialogFix in sfall.
    • Uncensor: "chem" > "drug", "habit-forming" > "addictive".
    • Deleted files that were identical to their master.dat versions.
    • Fixed music path correction in the installer.
  • Arroyo:
    • Fixed Cameron not giving a second chance at training as promised.
  • Den:
    • Made Anna's ghost invulnerable, also disabled stealing.
Version 4
Added missing scripts.lst.

Version 3
  • Created a complete package.
  • Added localizations.
Version 2
Repacked into .dat file.

Version 1
  • General
    • Fixed Laddie being counted as a "strange" party member instead of K-9.
    • Added scr_return() for all scripts attached items in OBJ_DUDE, to prevent an issue that when you used a remove-after-use item, using other items without closing the inventory will make them being removed as well, even if they shouldn't be.
    • Fixed Sierra Mission Holodisk and Broadcast Holodisk setting each other's GVAR.
    • Fixed Vic not being counted as one of human/male party members in various scripts.
    • More foolproof hintbook (from RP).
    • Implemented Karma Beacon and Cult of Personality for general reactions.
    • Fixed discrepancy in addressing player (you/name) when using Traps skill on various doors.
    • Robobrain now has intelligence 10, combat armor stats but 0% EMP resistance on all stages.
    • Various under the hood changes, optimizations and cleanups.
    • Corrected a plethora of typos.
    • Getting weapon upgrades won't reload them with free ammo anymore.
  • Spelling standartization
    • Stockman's Association (instead of Stockmen's).
    • Auto-Doc.
    • Pip-Boy.
    • Jet, jethead.
    • Robobrain.
    • RobCo.
    • BeatCo.
  • Arroyo
    • Mynoc actually has a sharpened spear now.
  • Broken Hills
    • If Francis leaves before wrestling with him, that quest will be crossed out.
    • Dead professor will no longer show floats when clicking on the scorpion.
    • When caught stealing from the scorpion, it will just hiss instead of using human floats.
  • Den
    • Fixed Billy's response when asking for a second chance at sex.
    • Sex with Karl advances time.
    • Metgzer now has money in his inventory after Vic is bought from him.
  • Enclave
    • Ensured that blast doors always get locked in the final fight. If Granite has joined the player, the door between him and Frank will remain open.
  • Military base Mariposa
    • Moved unreachable boxes on the first and second level to be reachable.
  • Modoc
    • Jonnny won't speak to the player until he sees Laddie. (Ensuring that talking to him before starting the quest won't break it.)
    • PC will get up after the methane explosion.
    • Bess and Laddie are no longer counted as party members.
  • NCR
    • Fixed a dumb character being prematurely thrown out of dialog when talking to Doc Jubilee about Vault 13 and then asking about "Mother Lode?".
    • Added fadein/out when Vortis escorts PC out.
    • Hoss should be more eager to give up.
    • Moved a table in Dusty's cantina to be accessible.
  • New Reno
    • Fixed wielding four new bladed weapons not being counted as wielding a knife when talking to Little Jesus.
    • Changed the team of slaves in the Stables to TEAM_RND_SLAVE.
    • Inhaling Jet with Angela will correctly apply all Jet effects, including possible addiction.
    • Miss Kitty will correctly apply bonuses on PC and companions.
    • "Oral" in Cat's Paw does count as sex.
    • Fixed boxers being unable to use hook punches.
    • Lloyd's body won't disappear after reloading.
    • Fixed Salvatore's guards walking out prematurely when watching the transaction the second time.
  • Vault 15
    • The enemies have their weapons equipped now.
  • Vault City
    • Fixed Skeev not returning back to his post after sending dumb character to the servant allocation center.
    • Seeing Phyllis advances time.
  • Redding
    • Bartender in Last Gasp will ask for the correct amount of money, get the correct amount and get PC/party actually drunk.
  • Sierra Army Base
    • When punching bags, don't show exact bonus. Actual behaviour isn't changed (tagged skill gets +4, untagged +5).
    • Fixed organ extraction room:
      • Everyone in the room gets killed (including Sierra defence bots if any).
      • Humans yield normal brain, mutants/ghouls/deathclaws/dogs - abnormal, all the rest - none.
      • Karma penalty applies for anyone but Sierra defence bots.

Fallout 2 Restoration Project, updated:
https://github.com/BGforgeNet/Fallout2_Restoration_Project
Version 12
  • Fixed incorrect WorldMapSlots placement in ddraw.ini.
  • Fixed re-stocking Red 888 Guns (introduced in v11).
  • Fixed rpu-install.command being left out on cleanup.
Version 11
  • Fixed custom ddraw.ini configuration.
  • Removed old workarounds for 'too many items'.
  • Moved more ini files into mods directory.
Version 10
  • General
    • Disabled AIBestWeaponFix by default, as it's not much of a fix.
    • Fixed Goris de-robing script so that it'll actually enable UseFileSystemOverride when necessary.
    • Fixed sound path correction in the installation script.
    • Added a .command installation script for Mac OSX users.
  • Arroyo
    • Plant/corn from EPA seeds gets placed on the correct elevation now.
  • Den
    • The drug dealer and his bodyguard now receive/equip their weapons at the first time the player enters the Den Residential map.
  • EPA
    • Planted seed will now properly grow in the green level.
  • San Francisco
    • Fixed bug with being unable to disable force field to Shi emperor.
    • Added previously missing UP fixes:
      • AHS-7 will properly turn hostile upon pickpocket.
      • Emperor force field is disabled with Repair, not Science.
      • Blowing up Emperor field emitter will set Shi hostile.
      • Badger will stock Bozar and G11E.
      • Badger will keep re-stocking after 7 years.
Version 9
  • General
    • Allowed all Kaga versions to be knocked down, for consistency.
    • Added Party Orders to release package.
    • Added missing "being hit" animation for Sulik in leather armor.
    • Fixed rifle animations preventing NPCs from equiping those rifles.
    • Fixed Kitsune being unable to equip weapons and not showing armor.
  • Den
    • Fixed missing orphan floats.
  • EPA
    • Fixed Depressed Mr. Handy causing slowdowns.
  • Modoc
    • Fixed being unable to resque Jonny if talked to him before starting the quest.
    • Fixed shitty death narration being stuck.
Version 8
Added missing item highlight and party control mods.

Version 7
  • Enabled some QoL features in sfall: DontTurnOffSneakIfYouRun, NumbersInDialogue, WorldMapFontPatch, PartyMemberExtraInfo.
  • Removed files identical to their master.dat versions.
  • Removed duplicate files from animations components.
  • Fixed Russian character descriptions being shown when using English language.
  • Fixed several worldmap markers being shown in Russian when using English language.
Version 6
  • Added npc armor frms and hopefully the last missing files from 2.3.3 auto installer.
  • Fixed npc armor and ammo mod script installation on unixes.
Version 5
Fixed more packaging artefacts.

Version 4
Added missing scripts.lst.

Version 3
  • Created a complete package.
  • Added localizations.
  • Converted some options from install time into separate dat packages and/or ini settings.
Version 2
Repacked into .dat file.

Version 1
  • General
    • Damage formula no longer erroneously defaults to YAAM.
    • Various under the hood changes and optimizations.
  • Abbey
    • Computer desk in SW map corner gives a message when used.
    • Both deatchclaws have correct scripts now.
    • Fixed brother Paul not giving access to computers if the beast was killed, but the book wasn't retrieved.
  • Broken Hills
    • Allowed to use lockpicks in Chad's quest.
  • Den
    • Fixed dealer's bodyguard description.
    • Deleted 0-stack ammo pack from Metzger's desk.
    • Bobby's floats tweaked to reflect he's packing things.
  • Enclave
    • Fixed RP NPC suffering no damage in the puzzle room.
    • Fixed vertibird pad area being immune to meltdown countdown and FEV poisoning.
  • Klamath
    • Fixed Duntons offering the job on the pastures, then telling the PC off. Also, fixed CoP check in their script.
  • Gecko
    • Lenny: moved ammo from hands to inventory.
  • Hubologists' stash
    • Added proper messages for using skills and items on the top door.

I tested them for a few hours today, no issues so far.
I just started a playthrough two days ago with the old version.

:bunkertime:
same but finished
bollocks
 
Self-Ejected

underground nymph

I care not!
Patron
Joined
Jun 9, 2019
Messages
1,252
Strap Yourselves In
You mentioned Tandi's father already so I'll just mention the "doctor" of Shady Sands and the poor farmer to whom you could teach farming. Killian and Gizmo in Junktown have shitton of character and the gang-members ain't bad either - the psycho, the delusional charming leader, the little kid who just wants to belong. Then you have Doc Morbid and his clever plan of revenue, great talk there - and finally the bar keeper with his sad tale. Oh and the love birds - the tavern wench and her sweetheart, the boxing champion whom you can challenge. Necropolis is bit poor, the leader of the resistance does not have many lines. Seth, otoh, has quite a few good ones illustrating his sick mind "everyone is a tool for me" and the super mutants had a few good ones as well. And that's without Hub and LA remains (Adytown, Library, Gun Runners etc) or the super computer in Glow or the various people with BoS.

Oh man, nostalgia just stroke me real hard. Now I wanna replay the first one.
 

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