Fallout 2 Restoration Project (v1.1) Suggestions

Morticia

Look, Ma! Two Heads!
Re: Karl and Woody in The Den,

No need to make these guys temporary NPCs and escort them back to their homes. Torr and Smiley won't even walk to the exit grid with you when you rescue them, neither does Krissy (or whatever her name is) at the Vault 15 village. It is strange that Karl and Woody will make it back to Modoc and Gecko before you get there in the car, but how to fix that other than adding some delay? = 'X days walking time between The Den and Modoc' If it was to be that realistic then they might not ever show up. (No idea how many times I was shot by robbers walking that path - well armed and NOT alone!)

Re: Gravedigging,

You shouldn't get the gravedigger status if that is just a stash and not really an actual grave. Depends on what the story is. (Which we don't know.) Did the Mordino's bury stuff in Golgotha and use a fake grave marker? Or, did they hide loot in the coffin of some unfortunate guy they rubbed out? A 'well-informed' gravedigger is still a gravedigger! :)

Re: The Car,

1. It stands to reason that you wouldn't be able to follow the raiders to their secret base using the car. Even with the lights off and using silent electric power, it would still make more noise and be more visible than walking. Is it more difficult to find the Raiders Base this way than it is to get the map from Bishop's safe? Is there an xp difference? I don't know.

2. Leaving the car behind doesn't make sense when rescuing Kurisu from the Slaver's Camp. If the slavers are all dead, then we should all be able to drive to the Tribe. Why can't she just run away by herself, whether the slavers are dead or not? Better yet, why couldn't the old script from the original Fallout be modified to work here? Tandi was in a very similar situation being held by raiders, and once you rescued her she would remain with the party until you returned to Shady Sands. Sulik wanted to get out and see the world away from the tribe, why not his sister? So she is worthless in combat as Tandi, Miria, and Davin, but we could visit the Primitive Tribe when we wanted to instead of being forced.

3. Leaving the car behind when getting help from the NCR rangers is really insane. I don't know how 6 can fit in that car to begin with, especially if you had Marcus and/or Skynet in the party. Certainly there would be no room for 2 rangers. No idea how to change this either, unless made to work in a "meet you there" way, like with Lara and the gang fight.
 
1 more if I may, concerning Kaga:

Kaga always shoots first, and you can't talk your way out. There should be an option for this (like fighting Cameron in the Temple of Trials) so perhaps it could be added. Cause you really don't have a good chance fighting him if you're playing an intelligent/diplomatic/speech tagged character. Maybe make him a "talking NPC" instead of a cutscene char?

P.S. Btw, shouldn't this be a RP 1.2 suggestions?
 
Excellent suggestion Elitech. That is the only essential part of the game that does NOT have a peaceful solution, and a non-combat character will never survive the way it is.

The title is for v1.1 as it is to suggest improvements and changes to the current version. I guess it could be 'for' v1.2, so a moderator can decide what is best.

re: Xarn,

The Deathclaw, Xarn, will fight with you at Navarro if you ask him, but then he stays there. (when I returned after forgetting to pick up the tanker fob, he was still there.) He should go back to Vault 13 instead, with more dialogue, "thanks for getting me out of there" or something (?)
 
Klamath:
Since the door has been locked so it would be harder to have the radio already when you meet Vic, maybe he could give you a key.
And placing the pipe rifle in the desk outside, so people with low lock picking skill don't lose out on it.

New Reno:
Maybe get a small reward for having ball gag and/or wearing leather while dancing?

Modoc:
When talking to Jo about the GECK, if you reply one of the following:
Code:
{187}{}{Business? Just tell me where I can find the holy GECK and I’ll be on my way.}
{188}{}{Our only business is that you will tell me where the holy GECK is located before something bad
 happens.}
Jo replies:
Code:
{230}{}{Yup, that’s one big chip on yer shoulder. Why don’t you come back when that chip isn’t quite so
 big? You have a nice day, and watch out for that door on yer way out.}
It sounds like you are supposed to be able to come back and ask about the GECK later. Could this maybe be implemented? So people don't miss out on the Ghost Farm quests.

Gecko and Vault City Endings are contradicting each other:
DreadSquirrel said:
Gecko:
1:Optimizing Gecko's power plant became the first step in forging a spirit of cooperation between Gecko and Vault City.
2:Gecko's increased power production became instrumental in helping Vault City's expansion.
3:The harsh xenophobia of many of Vault City's leaders faded into obscurity while ghoul and human labored side-by-side to create a center of learning and tolerance where once had stood only enmity and distrust.

Vault City:
1:In the years following the destruction of the Enclave, Vault City continued to stagnate, choking on its own isolationism.
2:Its Vault 8 generator, which was never intended to support such a large population, prevented Vault City's necessary expansion.
3:Eventually, the city was absorbed by NCR, which had spread steadily northwards since its founding.

I hope it's obvious to all that they are contradicting one another.
The ending where Vault city takes over Gecko is a bit strange as well. The second line in the Vault City ending don't fit with this:
Gecko:
1:Optimizing Gecko's reactor created a power surplus in Gecko.
2:The Vault City council, unable to expand because of their limited power supply, yielded to internal pressure and was forced to take over Gecko to control the reactor.
3:The peaceful ghouls of Gecko became slaves and spent the rest of their lives serving Vault City.
Can something be done about this?


@ Elitech
It's possible to save the deathclaws in this mod.
 
Darek said:
@ Elitech
It's possible to save the deathclaws in this mod.

What can I say - thanx :-)

Haven't played it to the end, waiting for the "perfect" (or at least perfected) product. Though I hope any feedback is good feedback.

1 more: In the primitive tribe, the get weapons quest - why can't you give 3 normal spears & 2 sharpened? All 5 have to be the same....
 
Elitech said:
1 more: In the primitive tribe, the get weapons quest - why can't you give 3 normal spears & 2 sharpened? All 5 have to be the same....

Because of a bug. You can give 3 normal spears & 2 sharpened, but only if you already have them when getting the quest though.
 
Some suggestions lifted from the Main RP Expansion Thread: [I have been from 22 January (last update?) through page 40 so far]

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re: Bozar,

Grimhound wrote:
changing the Bozar to be the sniper weapon it was meant to be? I'm almost sure it got its scripts crossed somewhere and ended up with a machinegun script. I mean, it's a .50 cal Barret, it's listed as the 'ultimate sniper weapon', yet it's got a 30 round clip and only Burst-fires.

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re: Ranger Map,

SHADOW-XIII wrote:
in NCR there are slavers that want you to bring ranger map
if you agree you got entry in pipboy but if you kill them entry stays there not crossed out
what's bad: slavers use mobile phones or e-mails since when I bring the map to them(in ncr) game kills all raiders in safe houses

my idea: after bringing map, mission is complete as succesfull BUT "raiders are killed in safe houses whenever you leave location while slavers are still alive" - this will make possible to give them map and kill them constantly after that

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re: Yellow keycards,

dagorkan wrote about this:
The cards that will work to fly the vertibird look identical to all the others. Someone should add a new graphic - the yellow card with something like the black square from the blue keycard to make it different.
(I can't remember if the Enclave red card is unique and should look different also.)

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re: SAD, New Reno ending,

Petrell wrote:
Also unfortunately opening sierra army depot even without talking about it with wrights leads to them demolishing the town even with their stills destroyed. So no SAD if one wants good ending for new reno. shame Sad

Drysmian wrote:
What if it's contaminated? That should prevent anyone from entering the SAD and the ending should reflect that.

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re: Holster Weapons,

RainDaemon wrote:
Would it be possible to work a 'holster' key into the game, one that would send any held weapons to inventory and get the NPCs to put their guns away too? Obviously useful for those random encounters with caravans and places like NCR where the locals tend to frown upon people wondering about with guns drawn. This would be especially useful for me as i like traveling with a small army and telling each one of them to put their guns away for the thousandth time gets a bit annoying.

(someone also mentioned this would be too much work and not really useful, but I like the idea.)

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re: Compatibility with Other Mods,

The Miria/Davin mods would be useful if they were compatible.
 
Kaga always shoots first, and you can't talk your way out. There should be an option for this (like fighting Cameron in the Temple of Trials) so perhaps it could be added. Cause you really don't have a good chance fighting him if you're playing an intelligent/diplomatic/speech tagged character. Maybe make him a "talking NPC" instead of a cutscene char?

Great suggestion. If there is one thing that I hate in Kaga, is that he has no manner. Please, use the dialog box, good sir. It's very rude to talk like that lol.

I think that giving varied characters varied solutions would be quite cool and keep up with the game. Maybe a diplomat could convince him to leave, maybe a very powerful combat char could threaten him (or bluff) and maybe a Sneak (or Outdoorsman? Since it aplies to Random Encounters) character could use his skills to evade him someway. Also, I think it's pretty strange that you ALWAYS have to disagree with him and go on shooting. Is there any way to implement these ideas?
 
Morticia said:
re: Holster Weapons,

RainDaemon wrote:
Would it be possible to work a 'holster' key into the game, one that would send any held weapons to inventory and get the NPCs to put their guns away too? Obviously useful for those random encounters with caravans and places like NCR where the locals tend to frown upon people wondering about with guns drawn. This would be especially useful for me as i like traveling with a small army and telling each one of them to put their guns away for the thousandth time gets a bit annoying.

(someone also mentioned this would be too much work and not really useful, but I like the idea.)

I think it's a good idea. MIB88 and i looked into this, and figured it would be relatively easy to simply make the NPC's follow suit when the player draws or holsters weapons. Unfortunately, the problem is - what about unarmed players? NPC's would never draw their weapons!
As i see it , the only other solution is to add a function button to the game, and i beleive this is an .exe operation. Possible, but difficult.

Conerning the diplomatic solution to Kaga - i agree, there should be a peacefull solution where you can talk him out of it. One of the fundametal aspects of the game is that there's always a peacefull way out or a way to escape.
 
Speaking of Kaga, how big is the village that the player don't know him, or at least know of him? It would be nice if someone in Arroyo would mention him, and when meeting him the first time, he could say something like " Hey it's me Kaga" instead of "My name is Kaga".
Anyway change his dialog somehow so it's obvious to the player that we know of him.
 
Josan12,
That would be great if you guys could figure out a way to make the holstering weapons thing work. Thinking about it though, that seems it would be better as a "compatible add-on mod" rather than be included. The same goes for Enhanced Miria and Davin.

If killap's motivation has been to make Fallout work 'like it was supposed to' and not 'like we would imagine or want it to be' then our suggestions should be expansions of what the original designers intended, or optional additions like the 'B-Team' and 'Cassidy Head' mods. (In my opinion)

I agree completely that something should be done with Kaga encounters, but I don't know what. Intimidate or talk him out of fighting 5 times? Maybe LOTS of tricky and intelligent dialogue choices and you can convince him of his evil ways - forcing him to wander the wastes in contemplation of his errors and stop bothering you.

@ Darek,
Yes, at least someone could mention 'the other one' or 'the evil one' to explain why Kaga was sent out of the village in disgrace.
 
@morticia

Concerning Kaga, 5th encounter (which is the last) should be "end game". By then, you are strong, no matter what kind of char you play, not to mention those NPC who are following you around. So 4 encounters should be "talkative" and the 5th "no talking, just fighting".
 
Elitech said:
@morticia

Concerning Kaga, 5th encounter (which is the last) should be "end game". By then, you are strong, no matter what kind of char you play, not to mention those NPC who are following you around. So 4 encounters should be "talkative" and the 5th "no talking, just fighting".

That make sense. especially about having some NPC's to fight for you.
In fact - it should be remembered one of the diplomatic characters
ways to fight is to have NPC's do it for them.
 
Josan12 said:
That make sense. especially about having some NPC's to fight for you.
In fact - it should be remembered one of the diplomatic characters
ways to fight is to have NPC's do it for them.

How very true... Just equip them and "point in the desired direction" :-)
 
My suggestions are mostly combat based:

- At least 1 or 2 new kinds of spears, better then sharpened-spear. Why should we waste the spear animation ?

- One more unarmed weapon balanced between power fist and spiked knuckles, a punch dagger perhaps. Till you obtain a power fist, the best unarmed weapon you can use is the spiked knuckles, it would be better to put in at least one more weapon.

- Laser rifle should look like an ordinary rifle in the character's hands, for example when you have sniper rifle.

- Giving a chance to upgrade the sniper rifle as the other upgradable weapons. Perhaps ammunition upgrade, penatration, power or range.

- Decreament of the range of Gauss Pistol at least a bit (from 50 to 40-45 maybe, because of the barrell length difference comparing to the rifle and so on.

- Making the unarmed skill much more useful with an ability to disarm.

- Making outdoorsman skill more useful (for example a bit xp increase at least from 20 to 25)

- 1 more ammunition type for shotguns.

- Advanced Power Armor shouldn't be obtained that easily.
 
My thoughts on some of your proposals...

LeMiserable said:
- At least 1 or 2 new kinds of spears, better then sharpened-spear. Why should we waste the spear animation ?

Like Sledgehammer -> super sledgehammer? I suppose killap could insert a Super Spear...? Just, what would be the requirements? Dmg done?

LeMiserable said:
- One more unarmed weapon balanced between power fist and spiked knuckles, a punch dagger perhaps. Till you obtain a power fist, the best unarmed weapon you can use is the spiked knuckles, it would be better to put in at least one more weapon.

Like the idea

LeMiserable said:
- Giving a chance to upgrade the sniper rifle as the other upgradable weapons. Perhaps ammunition upgrade, penatration, power or range.

Maybe ammo upgrade or power...

LeMiserable said:
- Making the unarmed skill much more useful with an ability to disarm.

Drops his weapon when we hit him? Would be useful :clap:

LeMiserable said:
- Making outdoorsman skill more useful (for example a bit xp increase at least from 20 to 25)

Disagree, VERY useful the way it is...

All these are nice, but I don't know how much work goes into making all these things... Protos or whatever they are called. I'd like the v1.1 patched up entirely, and then to insert whatever he can from these suggestions etc...
 
Slaughter Manslaught said:
Should't fighting Kaga off give you some experience?

Also, why Kaga walks alone? What about getting the guy some party members?

Agreed bout exp, but with his personality - how could he have companions? :-)
 
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