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Re: [Fo2] Mod Release: Restoration Project

Posted: Sun Dec 07, 2008 4:06 pm
by Mr.Wolna
dann ist ja gut, nur merk dir was kali schrieb, kein patch bei RP , der ist nämlich schon mit drin.

Re: [Fo2] Mod Release: Restoration Project

Posted: Sun Dec 07, 2008 4:15 pm
by CoolD
yo wie shcon gesagt, werd auch gleich sehen ob da jetzt nun Kinder drin sind oder nich.
Bisher stimmt, Perk und Stein.
Leider sprechen die jetzt nurnoch Englisch obwohl ich wie Killap schon bei NMA geschrieben hat, die Text dingens in German umbenannt habe.
K.A.
Meint ihr ich soll mir die RPÜ Beta runterladen?

Re: [Fo2] Mod Release: Restoration Project

Posted: Sun Dec 07, 2008 4:28 pm
by Mr.Wolna
di missverstehst da was, die werden immer english sprechen, das unbennen des ordners in german, macht es erst möglich zu spilen, sonst Errors da die msg nicht gefunden werden, natürlich MUSST du das Betapack runterladen, damit das alles in detusch ist.

Re: [Fo2] Mod Release: Restoration Project

Posted: Sun Dec 07, 2008 4:41 pm
by CoolD
aso, aber wenn ich das Beta Pack runterlade, bleiben dann meine Savegames erhalten?
Bin zwar erst in Klamath, aber trotzdem.
(auch wenn ich FO2 im Notfall auf englisch zocken könnte [ist eben nur etwas sletsam ein spiel das man zuvor auf deutsch gespielt hat nun auf englisch zu zocken])

Re: [Fo2] Mod Release: Restoration Project

Posted: Sun Dec 07, 2008 4:43 pm
by Mr.Wolna
sollte kein problem sein, da es nur nsgs sind, un keine spielentscheidenen files. Kann aber sein das die änderung erst nach mapwechsel erfolgt (muss aber nicht).

Re: [Fo2] Mod Release: Restoration Project

Posted: Fri Jan 02, 2009 1:52 pm
by Wodka Rambo
mal ne frage jungs ist die mod jetzt eig auf deutsch fertig?

Re: [Fo2] Mod Release: Restoration Project

Posted: Fri Jan 02, 2009 2:03 pm
by Zyankali!
Nein, und das wird auch noch ein kleines Stück dauern...

Re: [Fo2] Mod Release: Restoration Project

Posted: Fri Jan 02, 2009 4:00 pm
by Mr.Wolna
oh ich merke grad das killap leider wieder den termin für den release nicht einhalten könnte.  :s000:

Re: [Fo2] Mod Release: Restoration Project

Posted: Sun Jan 04, 2009 9:14 pm
by Bolero
Wie siehts denn aus? Killap hatte doch den 4. Januar als Releasetermin vom RP 1.3 angegeben ("I will say a release will occur by the end of the weekend (most likely earlier but I will give a buffer in the event something else crops up)")  ::)

Wie spät ist es denn in Pennsylvania  :s000:

Re: [Fo2] Mod Release: Restoration Project

Posted: Sun Jan 04, 2009 10:38 pm
by Mr.Wolna
ich sag doch er kann den termin nicht halten, aber in den nöchten tagen komtm das relase keine angst :=

Re: [Fo2] Mod Release: Restoration Project

Posted: Mon Jan 05, 2009 10:18 pm
by Bolero
killap hat sich heute wieder zu Wort gemeldet  #thumbsup

"Sorry for even more delays everyone. I basically hadn't touched anything Fallout related for several days and only yesterday (Jan 4th) did I actually sit down and work like a fiend. Real life commitments take priority.

Here is the situation. Because I was behind in working on the RP, new dialogue was not sent to the translators in time. I *could* release today, but this would mean that the French and Polish translations would not be complete and some parts would remain in English. The german translation is also still in the works but I am not sure when that will be complete. I hate releasing things half complete, so I don't want to release in this state, yet I also don't want to hold the release back for too long. A new semester of classes starts for me in a week, so I obviously want to release before then. I also don't want to rush the translators since they are doing this in their free time and they really don't have any obligation to kill themselves over this.

At this time I have decided to wait a few days and see what happens. To compensate, below is a change log of what to expect in RP 1.3. This update started off as a big maintenance release to address all the known bugs in the RP (many more have been fixed than what is listed, but I just lost track) Interestingly, the majority of the bug squashing was actually done to vanilla Fallout (thanks to the lists by Haenlomal) Of course, bug squashing is not the only treat in this new release. The biggest content change are 3 recruitable npcs found at the EPA. They are quite detailed with hundreds of lines of dialogue. A few other additions/modifications are also included to further improve things. I will stop droning on and just let you read the log. When this baby finally gets released you won't be disappointed!"

*Note bug fixes made to the vanilla game are not listed below but will be included in the unofficial patch change log.*


New Content/Vanilla Game Changes:

• Updated Sfall to the latest version (1.37).
• Source of the "too many items bug" seems to have been found and fixed. Horders rejoice!
• Added option in the installer for new animations for the Sniper, Hunting Rifle, FN Fal(s) and Wakizashi courtesy of Josan12.
• New AP Ammo mod included which fixes the problem of hitting for 0 damage (Horrigan, etc).
• All party members will now give text floats when crippled, radiated, poisoned, etc.
• Kaga's dialogue is now all handled through the dialogue window rather than through text floats.
• There are now 3 (fully detailed) recruitable NPCs found at the EPA.
• Elevators at the EPA now act like elevators in the rest of the game (no dialogue window).
• New graphics for the cryogenic chambers as well as a new electric chair.
• Expanded Doctor Jones' (Vault 15) dialogue to bring better closure to him.
• It is now possible to smell the cologne on Cody's dead body and deduce that Jules is the killer.
• New and improved town map for the Abbey.
• Added "special surprise" found only after beating the game. Just travel the Wastes after beating the game and you will find this nice treat!

RP Bug Fixes:

• Bug with Aunt Morlis and the Flint has been corrected.
• Having sex with Slim Picket now correctly removes the Virgin of the Waste rep.
• Fixed obscure bug with Torr and unexpectedly failing his quest.
• Conditions for encountering the Gecko Verti Assault have been corrected. It was possible to not encounter them even though you were supposed to.
• Corrected numerous bugs with the Vault Village questline. This quest should now work as intended no matter the path chosen.
• It is no longer possible to go on a Broken Hills cattle drive after putting Chad in jail.
• Corrected a dialogue scripting error in the listing of vaults from the Vault 13 computer.
• Corrected a dialogue scripting error when returning the stolen body to the Shi.
• Corrected several bugs with taking the Vertibird to the Enclave (unable to continue playing the game after beating it, ending slides coming up too early, etc)
• If you kill everyone at the Primitive Tribe, you can now enter the cave on the shoreside.
• Inhabitants of the Primitive Tribe no longer display "error" as text floats when you are a Slaver.
• Fixed Windows 9x crash bug when entering the Primitive Tribe.
• Fixed problems with the car disappearing from the Primitive Tribe.
• It is no longer possible to speak with the Primitive Tribe leader from outside the tent without first having had permission to enter.
• Corrected map holes at the Abbey which allowed critters to go outside the visible part of the map.
• Giving Brother Paul at the Abbey the botany disk no longer displays a dialogue option of "error".
• Corrected bug which allowed for infinite xp when repairing the broken water pump at the Abbey.
• It is no longer possible to have the initial conversation with the leader of the Slaver Camp more than once.
• Changed the weapons the Slavers at the Slaver camp have for game balance.
• The Slavers at the Slaver camp will no longer run off the map thus preventing the Sulik Sister quest from becoming unfinishable.
• The Slavers at the Slaver camp will now correctly react when stolen from.
• Time now correctly passes when you travel to and fro the Primitive Tribe and Slaver camp (not via the world map)
• Fixed bugged stats with the drugs found at the EPA.
• Removed remote dynamite from the EPA as game limitations prevented it from working as it should.
• Fixed bug with Skynet (and hopefully others) which would randomly prevent them from leveling.
• Corrected even more typos/grammar mistakes.
• Numerous other bug fixes/code optimizations not worth mentioning in detail. More bug free than ever!

Re: [Fo2] Mod Release: Restoration Project

Posted: Tue Jan 06, 2009 1:14 am
by Smilodon
Geht da noch was bis zum Release, würde mich echt freuen wenn ihr das noch schaffen würdet?  ;)

Re: [Fo2] Mod Release: Restoration Project

Posted: Tue Jan 06, 2009 4:55 am
by Mr.Wolna
keine Chance. 1.3 auf Deutsch ist difenitiv nicht drin. Heißt aber nicht das mann bis 1.4 warten muss eine 1.3.1 tuts auch ;)^^

Re: [Fo2] Mod Release: Restoration Project

Posted: Mon Mar 02, 2009 3:57 pm
by custor86
Hab mal ne Frage zu der Quest in dem kleinen Dorf, neben Vault City. Mann muss für die Siedler dort 3 Gewehre und ein Schrotflinte holen.  Ich hab 3 Jagdgewehre und eine abgesägte Schrottflinte dabei, jedoch will der Mann nichts von den Waffen wissen. Welche Waffen will den der Mann genau haben?

Re: [Fo2] Mod Release: Restoration Project

Posted: Mon Mar 02, 2009 4:00 pm
by Mr.Wolna
abgesägte Schrottflinte

Re: [Fo2] Mod Release: Restoration Project

Posted: Mon Mar 02, 2009 4:09 pm
by custor86
Man ist der Kerl kleinlich, der soll froh sein, dass ich ihm überhaupt vier Waffen gebe

Re: [Fo2] Mod Release: Restoration Project

Posted: Tue Mar 24, 2009 2:23 pm
by Tyler
Kwästschn: kann ich Fo2+RP1.2+RPÜ mit Mash´s High Resolution Patch spielen, oder beißt sich das?

Re: [Fo2] Mod Release: Restoration Project

Posted: Tue Mar 24, 2009 2:29 pm
by Helios2000
Das müsste eigentlich funktionieren. Soweit ich informiert bin ist Mash´s High Resolution Patch kompatibel mit dem RP.

Re: [Fo2] Mod Release: Restoration Project

Posted: Tue Mar 24, 2009 6:17 pm
by Mr.Wolna
Helios2000 wrote: Das müsste eigentlich funktionieren. Soweit ich informiert bin ist Mash´s High Resolution Patch kompatibel mit dem RP.

Kann ich bestätigen, ist auch das Setup, was ich spiele, wenn ich denn spiele.  ;)

Re: [Fo2] Mod Release: Restoration Project

Posted: Tue Jun 09, 2009 9:23 pm
by Vision
Da ich endlich wieder Zeit für die FalloutCommunity gefunden hab, hab ich direkt mal das Restorationprojekt installiert und den Deutschmod drübergeknallt.
Es funktioniert auch alles wunderbar bis ich ins Trapperviertel gehen will dann stürzt das Spiel mit einer Fehlermeldung ab.
Was genau das steht muss ich erst noch rausfinden da der Bildschirm halb schwarz wird  :s000:
Weiß jemand genaueres darüber?