Code Monkey home page Code Monkey logo

fallout2_restoration_project's Introduction

Fallout 2 Restoration Project, updated Fallout 2 logo

Build status Translation status

Telegram Discord IRC

Download | Installation | Bug reports | Translations | Additional mods

This is an updated version of killap's Restoration Project for Fallout 2.

Installation

  • RPU must be installed on vanilla game.
  • RPU requires starting a new game after installation. (One exception is updating from RP or a previous RPU version).

Windows

  1. Download rpu_v*.exe from the latest release page.
  2. Launch, point the installer to the game directory, choose language and options.
  3. After installation, see mods/upu.ini, mods/rpu.ini for various settings that can be configured.
  4. Check out recommended mods to add on top.

Linux / MacOS

Follow the instruction.

Additional mods

Included

RPU includes the following mods:

Recommended

For additional QoL options, check out:

Bug reports, feature requests

  1. Go to github issues or forums.
  2. Open an issue/topic, describe the bug. Report each bug separately.
  3. Attach a savegame and a screenshot.

Additional info

fallout2_restoration_project's People

Contributors

bgforge-hive avatar brownie5778 avatar burner1024 avatar bydezx avatar c-cesar avatar carrier-has-arrived avatar crimsonzn avatar egornovivan avatar fairlos avatar fasciana avatar fedeegr avatar felipefpl avatar fellipemfar avatar github-actions[bot] avatar illustriousprosperus avatar infamouslyjaded avatar k4rg0th avatar marstem avatar mrhouse404 avatar novarain avatar nowindows9 avatar okahye avatar phobos2077 avatar quantumapprentice avatar raphaeloli avatar rodwarrior avatar rootbrz avatar tygyh avatar viwalls avatar weblate avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

fallout2_restoration_project's Issues

Dividing ammo issue

In my game using the latest official RP mod I can't split up ammo for the sake of my team mates. I can share a save game if anyone wants.

HQ music

There are several versions of HQ music circulating, probably worth adding to RP. Although coming to think of it, UP would benefit too...

Incorrect music path in rpu-install.sh

I noticed after installing that there was no music in the game. I compared the .sh script to the .bat script and noticed a slight difference in the paths.

sed -i '' 's|music_path1=.*|music_path1=data\\sound\\music\\\r|' fallout2.cfg
sed -i '' 's|music_path2=.*|music_path2=sound\\music\\\r|' fallout2.cfg

This should not have the r at the end. To fix, simply remove the r at the end of the path.

sed -i '' 's|music_path1=.*|music_path1=data\\sound\\music\\|' fallout2.cfg
sed -i '' 's|music_path2=.*|music_path2=sound\\music\\|' fallout2.cfg

Fully fixed script:

#!/bin/bash
cd -- "$(dirname "$BASH_SOURCE")"
bdir="backup/rpu"
mkdir -p $bdir/data

if [[ -f patch000.dat ]]; then
  mv patch000.dat $bdir/
fi

# keep savegames, sound, character files
for i in $(ls data | grep -vi "^savegame$\|\.txt$\|\.gcd$\|^sound$"); do
  mv data/$i $bdir/data/
done

# sfall mods
mkdir -p data/scripts
scripts="
gl_ammomod.int
gl_highlighting.int
gl_npcarmor.int
gl_partycontrol.int
"
for f in $scripts; do
  mv $f data/scripts/
done

# old appearance mod in directories
if [[ -d appearance ]]; then
  for i in $(ls appearance); do
    if [[ -d $i ]]; then
      mv appearance/$i $bdir/
    fi
  done
fi

# sound path fix
rm -f camlrt.dll initool.exe
cp fallout2.cfg $bdir/
sed -i '' 's|music_path1=.*|music_path1=data\\sound\\music\\|' fallout2.cfg
sed -i '' 's|music_path2=.*|music_path2=sound\\music\\|' fallout2.cfg

echo "RPU installed. Backup is in $bdir."

Shi computer force field won't disable game breaking bug!

So I'm near the end of Fallout 2 and I helped the shi against the hubolgists and they have excepted

d me and told me I can see the computer emperor and they give me the password to see the computer emperor. And they tell me the force field will be disabled but it doesn't seem to disable and now I can't refuel the tanker to get to the Poseidon oil rig. I've included my save file and a screenshot to show what I'm talking about. I'm using the last build of the restoration update patch before the latest one was released 3 days ago would updating the build solve this issue or not?

shi computer force fieldglitchbmp

Shi save file.zip

Various Tidbits

Hi, sorry about not responding to my previous issues. I was busy with other things.

The idea of this thread is to point out smaller flaws and such. Maybe even have it open for people to see if someone else have pointed it out. I'm aware some of these may just part of the original design but it doesn't hurt to mention it. All of these issues were experienced with the latest vanilla RP.

The people in the bar of Klamath don't like you even if you are idolized in town. Buying a round on all of them doesn't help either.

In Klamath I wasn't able to bring up who were mutilating the brahmin to the lady with that issue. I had talked to the brothers who were asking me to aid them but I promised not to tell anyone when I refused. I had also seen the brothers when defending Torr's brahmin. I guess the issue is that your character is holding his promise but it seems funny you can't break your promise for the greater good.

Again in Klamath, the guy who gives you the key so you can take a look at the rat issue offers to give you skills in Outdoorsman for a fee. If you haven't accepted and you deal with the rat problem you can't properly talk to him again. I'm aware this is just unfortunate as it's common for people to do that when you're idolized.

In Vault City, when the topic of drugs in Redding is the topic you can't mention your knowledge from The Den that New Reno is getting medicinal shipments from Vault City in which they use to make Jet. Kind of a big deal if they worry about their gold imports.

The drunken munk in the Abbey in charge of the garden have a line you can't ask again if you don't mention it right away. You need to have talked with his friend in New Reno first. The line is about his pal.

In the Raider's Hideout it's hard to give a good reason to Shadow Who Walks on why they would lie to him. The problem is that it's pretty obvious and you can't give one even with high intelligence and very high charisma. I was able to pull it off later when I had bumped charisma up to Heroic and had become a Ranger along with more info on the issue. I was still convincing him without mentioning any deeper specifics if I remember correctly. The Ranger badge helped in further convincements.

You can't star in a porno with the Kama Sutra perk. And being the heavy weight champion to boot. There may be logical conclusions to this such as the place heaving reached high standards but the perk name along with its description gives you a feeling you should suffice. They don't accept you with an agility of 6.

If your followers are waiting for you you can't trade items from them without giving them something equal or better in monetary value in return. If you try to steal from them they will attack you unlike if they were with you.

I suggest the car being transparent when you walk behind it similar to objects and buildings. If you drop items behind it you can't pick them up anymore. You can move the car and return on foot but that is tedious and I assume you lose the items if you did this in the wasteland.

The president and the vice president being immune to the virus sent through the ventilation system. It seems odd because they don't seem to use any protective equipment. This also beats the purpose of doing a "charisma win" as the president's card is very useful. That and giving the president a taste of his own medicine. According with the conversation you have with him it seems like an intentional way of killing him.

Some endings are bad even though you did a lot to prevent it. Take the raiders blossoming even if you have destroyed them in NCR and their hidden slave pen to the southwest of The Den. I understand why these endings happen though they may not be the most realistic.

Any martial arts fight you have in a ring is very prone to crashing. As I mentioned from my previous issue ther were files I couldn't find debug code to turn on. The one I could find and turn on wasn't enough. I haven't seen any log files with it on after a crash. I can however provide you with a bugged save. If you save during a match that savegame becomes bugged and will always crash before it's your turn again. You also have unarmed moves you don't normally have when you load it. I can provide it here if you wish.

I might remember more with time

Incompatibility with Fallout 2 Save Editor

Upon updating to v9 i was unable to use F2SE.
I get an access issue error, if not that it stops responding, but only on my saves that use v9, my other saves work fine in the save editor.
Please address this issue in the next version please.
ggg

Bugs about planting EPA experimental/corn seeds

The plant/corn from planting EPA seeds didn't show up in the game. I made fixes for them:
rp_miscfix_nr.zip

  1. epai33.ssl: Two if (cur_map_index == MAP_EPA_SUBLEVELS) map checks are wrong, so the plant never shows up in the green level. It should be if (cur_map_index == MAP_EPA_SUBLEVELS_1). For Arroyo village the plant/corn gets placed on the wrong elevation.

  2. epas9.ssl: It checks a non-exist global variable (GVAR_EPA_SEEDS) for message 200, so the player never says that floating message. I changed it to check the new MVAR_Sprouted value.

Also a couple of misc fixes:

  1. dcdealer.ssl: The drug dealer and his bodyguard don't receive/equip their weapons at the first time the player enters the Den Residential map.

  2. ncslave.ssl: The male "loser" doesn't have "magic hands" frames (NMLOSRAL.frm). It's not really an issue for normal gameplay, but with newer sfall it'll cause the game interruption/forced crash when enabling DebugMode. This can also be applied to UP.

V10 Red 888 in San Fran has no items in stock

Dear Burner

I just tried V10 and when I reach San Fran I find Red 888 has nothing except fixed amount of money in stock. And it keeps in this way no matter how many days pass by. The Flying Dragon 8 and Jenna (merchant on the ship) seems to be fine refreshing their in stock items normally.

Eric
SLOT01.zip

rpu-install.sh on MacOS/BSD requires slight tweaking

Currently you will get this message when running it on macOS:
sed: 1: โ€œโ€ฆโ€: Invalid command code f
Found a fix here: https://stackoverflow.com/questions/29081799/sed-1-invalid-command-code-f

I have also placed a command at the top that sets the current directory to the one of the sh file, so the file can simply be double clicked to be installed, instead of having to cd yourself to the directory and then running the sh file through terminal.

You can copy paste this fixed version:

#!/bin/bash
cd -- "$(dirname "$BASH_SOURCE")"
bdir="backup/rpu"
mkdir -p $bdir/data

if [[ -f patch000.dat ]]; then
  mv patch000.dat $bdir/
fi

# keep savegames, sound, character files
for i in $(ls data | grep -vi "^savegame$\|\.txt$\|\.gcd$\|^sound$"); do
  mv data/$i $bdir/data/
done

# sfall mods
mkdir -p data/scripts
scripts="
gl_ammomod.int
gl_highlighting.int
gl_npcarmor.int
gl_partycontrol.int
"
for f in $scripts; do
  mv $f data/scripts/
done

# old appearance mod in directories
if [[ -d appearance ]]; then
  for i in $(ls appearance); do
    if [[ -d $i ]]; then
      mv appearance/$i $bdir/
    fi
  done
fi

# sound path fix
rm -f camlrt.dll initool.exe
cp fallout2.cfg $bdir/
sed -i '' 's|music_path1=.*|music_path1=data\\sound\\music\\\r|' fallout2.cfg
sed -i '' 's|music_path2=.*|music_path2=sound\\music\\\r|' fallout2.cfg

echo "RPU installed. Backup is in $bdir."

I'd recommend making this file separate from the Linux file and having mac somewhere in the name. Instead of having a .sh file extension, I'd use .command as it is owned by terminal and not xcode by default (so you can simply double click the file to run it, no need to open the terminal yourself). I have tested this on macOS High Sierra and it works great.

Vault Village placement in the main story flow

Recommend a Quest editting: Vault Village.

Currently Vault village seems to be accessible only AFTER you return from NCR (recon the route from VC to NCR).

It's most illogical, since VV is between VC and GECKO. And VV push the active introduction of Brain, the Mole rat. Which there is nothing to link it with the NCR trip.

Moreover, its xp is a bit out of sync with a post-NCR character. Too little, too late. And 4 Assault Rifle + 1 shotgun would be easy to acquire due to hoarding from that long trip. Let alone its major character, JOE, at that time would be, almost always, out on the tomblike field patch instead of inside Cassidy bar (since we most likely acquire that char and close the bar already). Also, its location make it a bit too silly. VC-VV-GECKO

If it's accessible from start, it would be more useful and logical.

EVERYTHING would be solved by push it earlier.

rpu_v13.exe fails to install

Describe the bug
The rpu_v13.exe installer fails to install with message:

The drive or UNC share you selected does not exist or is not accessible. Please select another
The installer never asks about install location.

To Reproduce

  1. Run the installer
  2. Press "Next" button until you get to last screen
  3. Press "Install", get the error

Expected behavior

  • installer asks for destination location
  • installer completes successfully

Actual behavior

  • installer did not ask for destination location
  • installer failed with the message provided above.

Savegame
N/A

Screenshots
Installer steps:
image
image
image
image

Environment

  • v13
  • Windows 10 Pro, 10.0.18363

Compression level

It's my understanding that with uncompressed dats F2 should work a little bit faster, so probably better to "store" algorithm.

Critters skip their turns.

It seems like there's some bug with Geckos in Klamath and Toxic Caves.

If I'm standing outside of Geckos range and Sulik is next to Gecko, Gecko will skip their turn while Sulik will mercilessly attack them over and over again. If I'm close enough to Gecko he will not skip his turn but once I move myself far aport he will start doing it.
SLOT01.zip

Sheng and Wong xp reward

SF's Abandonded House

Dr Sheng have you deliver the sentient-infused seed sample to Dr Wong.
Now, if you dont warn Dr Wong about that seed (having asked the question --Why change of heart) you have a measly 200xp and one superstim (-5 karma is neither here or there, one bandit).
And if you warn him, you have 200xp and nothing (10 karma is neither here or there, two bandits).
What? Is that a subtle-as-a-hammer suggestion to mess up Shi research?

I dont mind the none too subtle suggestion, but I do mind the beggar's charity of 200xp. Chosen One do a lot of work, and some good will, and he get a 200xp?

Please set them all to 2000xp at least. A player who arrive at SF, explore the central area full of monsters, explore the EPA to get the seed... all of that require a 2k xp at least~

Skeeter skip out of requiring 3step plasma transformer?

Skeeter just plumb forget to ask me for a 3stepthingy. Possibly a misstep somewhere.

Problem is, I can not get the thing from Jimmy like in the old day (because you guys seem to set requirement in his dialog), so we can not get this quest self activated then self fulfilled.

Can you check Skeeter dialog line to set the requirement again? I think it is the extra, additional, requirement that was added later that cause this quest to not activating.

We just need Skeeter to ask for help from PC as long as this quest wasnt completed.

font0.aaf

Note: this file does not exist in upu.dat, so I report it here.

Seems font0.aaf included in rpu.dat cause copyright&version at main menu looks terrible, since use font0.aaf from original game(master.dat) fix the issue.

---font0.aaf from rpu
font0 aaf from rpu

---font0.aaf from original game
font0 aaf from original game

Brother Samuel Disappearing Line

The drunken munk in the Abbey in charge of the graveyard have a line you can't ask if you don't mention it right away. You need to have talked with his friend in New Reno first. The line is about brother Tully

SLOT24.zip

Spanish translation error

Using the latest release of RPU (v12) and his spanish localization, there's a several error, the game is not displaying correctly the spanish accent (tildes). In this image we can appreciate the error instead of "buen dรญa" it says "buen d(weird char)a".
image

Duplicate strings

Need to check these, probably goes for UP too

WARN: duplicate string definition found dialog/fclopan.msg:203, using new value:
      You already took the test of the Dragon!
--
WARN: duplicate string definition found dialog/fsempter.msg:100, using new value:
      You see a computer terminal.
WARN: duplicate string definition found dialog/fsempter.msg:101, using new value:
      You see the Emperor Computer terminal.
WARN: duplicate string definition found dialog/fsempter.msg:102, using new value:
      You see a computer with a built-in touch screen for its interface. Engraved on the side is "Emperor v8.8 Computer Terminal".
--
WARN: duplicate string definition found game/proto.msg:465, using new value:
      This line shows the number of male humans you have killed during the course of your adventures.

Boxing suggestions

I've been having fun in the ring but I have also had some troubles with it. There doesn't seem to be a way to tap out. I was thinking if perhaps there was someone you could talk to such as the announcer or a referee. There's also the possibility of simply pressing the end combat button. I understand that what I'm asking is more than a bug fix and might be hard to implement and none of this may be implemented due to limitations to the combat system. There's one thing that might work nonetheless. Having an object like a bell you can use or hit. If hit it would work similarly to a knockout and you always crit it for that effect. Take it as post-apocalypse understanding of "being saved by the bell".

There is a sense of humour in that you die in the ring nonetheless.

Should Charisma Module Be Endurance?

Playing the game I was a bit puzzled why there wasn't any endurance modules. This was made clear since it was not on the list of options when you ask the AI down at the Brotherhood of Steel.
Should the charisma module have been an endurance module? Is it possible this was a mistake during development? The idea of having your charisma improved by a machine, while it may not be impossible it still boggles the mind on how that would work. Not only that having it improved may change your personality so the whole thing is questionable.
Not only that you would think the BoS would want to make better soldiers so stamina should be a higher priority than charisma.

Another bit I propose is to add another module instead of replacing the charisma module. Being that RP fills in missing content this seems to fit. There's no module to be found in the EPA building either and the modules tend to appear in pre-war installations.

Kaga knock out inconsistency

Kaga in the last encounter can be knocked down, but not in the previous ones.
I propose to remove "cannot be knocked down" flags from kaga 1-4 proto files (character is enough irritable as it is and can be killed without knocking down nonetheless).
Modified protos:
protos.zip

rpu_rifle_animations.dat prevents npcs from equiping those rifles

With rpu_rifle_animations.dat in the ./mods directory npcs such as Cassidy and Vic will not equip weapons which use this animation. Probably because they don't have the animations for these weapons.
I don't know if it is possible to allow npcs to use their default animations? Otherwise it should probably be mentioned somewhere. My character didn't use rifles so I didn't even notice the new animation, just that Vic didn't want to equip a hunting rife for seemingly no reason.

Savegame with Cassidy, Vic, shotgun and a hunting rifle for testing.
SLOT13.zip

Edit: Maybe also rpu_wakizashi_animations.dat? I haven't found any weapons which use this animation yet.

More identical files

More identical files between core and components, is this duplication needed?
Probably not, the real question is which to delete and which to leave.

Files ../data/art/critters/hanpwrpa.frm and rifle_animations/art/critters/hanpwrpa.frm are identical
Files ../data/art/critters/hanpwrpb.frm and rifle_animations/art/critters/hanpwrpb.frm are identical
Files ../data/art/critters/hanpwrpc.frm and rifle_animations/art/critters/hanpwrpc.frm are identical
Files ../data/art/critters/hanpwrpd.frm and rifle_animations/art/critters/hanpwrpd.frm are identical
Files ../data/art/critters/hanpwrpe.frm and rifle_animations/art/critters/hanpwrpe.frm are identical
Files ../data/art/critters/hanpwrph.frm and rifle_animations/art/critters/hanpwrph.frm are identical
Files ../data/art/critters/hanpwrpi.frm and rifle_animations/art/critters/hanpwrpi.frm are identical
Files ../data/art/critters/hanpwrpj.frm and rifle_animations/art/critters/hanpwrpj.frm are identical
Files ../data/art/critters/harobepa.frm and rifle_animations/art/critters/harobepa.frm are identical
Files ../data/art/critters/harobepb.frm and rifle_animations/art/critters/harobepb.frm are identical
Files ../data/art/critters/harobepc.frm and rifle_animations/art/critters/harobepc.frm are identical
Files ../data/art/critters/harobepd.frm and rifle_animations/art/critters/harobepd.frm are identical
Files ../data/art/critters/harobepe.frm and rifle_animations/art/critters/harobepe.frm are identical
Files ../data/art/critters/harobeph.frm and rifle_animations/art/critters/harobeph.frm are identical
Files ../data/art/critters/harobepi.frm and rifle_animations/art/critters/harobepi.frm are identical
Files ../data/art/critters/harobepj.frm and rifle_animations/art/critters/harobepj.frm are identical
Files ../data/art/critters/hfcmbtpa.frm and rifle_animations/art/critters/hfcmbtpa.frm are identical
Files ../data/art/critters/hfcmbtpb.frm and rifle_animations/art/critters/hfcmbtpb.frm are identical
Files ../data/art/critters/hfcmbtpc.frm and rifle_animations/art/critters/hfcmbtpc.frm are identical
Files ../data/art/critters/hfcmbtpd.frm and rifle_animations/art/critters/hfcmbtpd.frm are identical
Files ../data/art/critters/hfcmbtpe.frm and rifle_animations/art/critters/hfcmbtpe.frm are identical
Files ../data/art/critters/hfcmbtph.frm and rifle_animations/art/critters/hfcmbtph.frm are identical
Files ../data/art/critters/hfcmbtpi.frm and rifle_animations/art/critters/hfcmbtpi.frm are identical
Files ../data/art/critters/hfcmbtpj.frm and rifle_animations/art/critters/hfcmbtpj.frm are identical
Files ../data/art/critters/hfcmbtpk.frm and rifle_animations/art/critters/hfcmbtpk.frm are identical
Files ../data/art/critters/hfjmpspa.frm and rifle_animations/art/critters/hfjmpspa.frm are identical
Files ../data/art/critters/hfjmpspb.frm and rifle_animations/art/critters/hfjmpspb.frm are identical
Files ../data/art/critters/hfjmpspc.frm and rifle_animations/art/critters/hfjmpspc.frm are identical
Files ../data/art/critters/hfjmpspd.frm and rifle_animations/art/critters/hfjmpspd.frm are identical
Files ../data/art/critters/hfjmpspe.frm and rifle_animations/art/critters/hfjmpspe.frm are identical
Files ../data/art/critters/hfjmpsph.frm and rifle_animations/art/critters/hfjmpsph.frm are identical
Files ../data/art/critters/hfjmpspi.frm and rifle_animations/art/critters/hfjmpspi.frm are identical
Files ../data/art/critters/hfjmpspj.frm and rifle_animations/art/critters/hfjmpspj.frm are identical
Files ../data/art/critters/hfjmpspk.frm and rifle_animations/art/critters/hfjmpspk.frm are identical
Files ../data/art/critters/hflthrpa.frm and rifle_animations/art/critters/hflthrpa.frm are identical
Files ../data/art/critters/hflthrpb.frm and rifle_animations/art/critters/hflthrpb.frm are identical
Files ../data/art/critters/hflthrpc.frm and rifle_animations/art/critters/hflthrpc.frm are identical
Files ../data/art/critters/hflthrpd.frm and rifle_animations/art/critters/hflthrpd.frm are identical
Files ../data/art/critters/hflthrpe.frm and rifle_animations/art/critters/hflthrpe.frm are identical
Files ../data/art/critters/hflthrph.frm and rifle_animations/art/critters/hflthrph.frm are identical
Files ../data/art/critters/hflthrpi.frm and rifle_animations/art/critters/hflthrpi.frm are identical
Files ../data/art/critters/hflthrpj.frm and rifle_animations/art/critters/hflthrpj.frm are identical
Files ../data/art/critters/hflthrpk.frm and rifle_animations/art/critters/hflthrpk.frm are identical
Files ../data/art/critters/hfmaxxpa.frm and rifle_animations/art/critters/hfmaxxpa.frm are identical
Files ../data/art/critters/hfmaxxpb.frm and rifle_animations/art/critters/hfmaxxpb.frm are identical
Files ../data/art/critters/hfmaxxpc.frm and rifle_animations/art/critters/hfmaxxpc.frm are identical
Files ../data/art/critters/hfmaxxpd.frm and rifle_animations/art/critters/hfmaxxpd.frm are identical
Files ../data/art/critters/hfmaxxpe.frm and rifle_animations/art/critters/hfmaxxpe.frm are identical
Files ../data/art/critters/hfmaxxph.frm and rifle_animations/art/critters/hfmaxxph.frm are identical
Files ../data/art/critters/hfmaxxpi.frm and rifle_animations/art/critters/hfmaxxpi.frm are identical
Files ../data/art/critters/hfmaxxpj.frm and rifle_animations/art/critters/hfmaxxpj.frm are identical
Files ../data/art/critters/hfmaxxpk.frm and rifle_animations/art/critters/hfmaxxpk.frm are identical
Files ../data/art/critters/hfmetlpa.frm and rifle_animations/art/critters/hfmetlpa.frm are identical
Files ../data/art/critters/hfmetlpb.frm and rifle_animations/art/critters/hfmetlpb.frm are identical
Files ../data/art/critters/hfmetlpc.frm and rifle_animations/art/critters/hfmetlpc.frm are identical
Files ../data/art/critters/hfmetlpd.frm and rifle_animations/art/critters/hfmetlpd.frm are identical
Files ../data/art/critters/hfmetlpe.frm and rifle_animations/art/critters/hfmetlpe.frm are identical
Files ../data/art/critters/hfmetlph.frm and rifle_animations/art/critters/hfmetlph.frm are identical
Files ../data/art/critters/hfmetlpi.frm and rifle_animations/art/critters/hfmetlpi.frm are identical
Files ../data/art/critters/hfmetlpj.frm and rifle_animations/art/critters/hfmetlpj.frm are identical
Files ../data/art/critters/hfmetlpk.frm and rifle_animations/art/critters/hfmetlpk.frm are identical
Files ../data/art/critters/hmjmpspa.frm and rifle_animations/art/critters/hmjmpspa.frm are identical
Files ../data/art/critters/hmjmpspb.frm and rifle_animations/art/critters/hmjmpspb.frm are identical
Files ../data/art/critters/hmjmpspc.frm and rifle_animations/art/critters/hmjmpspc.frm are identical
Files ../data/art/critters/hmjmpspd.frm and rifle_animations/art/critters/hmjmpspd.frm are identical
Files ../data/art/critters/hmjmpspe.frm and rifle_animations/art/critters/hmjmpspe.frm are identical
Files ../data/art/critters/hmjmpsph.frm and rifle_animations/art/critters/hmjmpsph.frm are identical
Files ../data/art/critters/hmjmpspi.frm and rifle_animations/art/critters/hmjmpspi.frm are identical
Files ../data/art/critters/hmjmpspj.frm and rifle_animations/art/critters/hmjmpspj.frm are identical
Files ../data/art/critters/hmjmpspk.frm and rifle_animations/art/critters/hmjmpspk.frm are identical
Files ../data/art/critters/hanpwrqa.frm and wakizashi_animations/art/critters/hanpwrqa.frm are identical
Files ../data/art/critters/hanpwrqb.frm and wakizashi_animations/art/critters/hanpwrqb.frm are identical
Files ../data/art/critters/hanpwrqc.frm and wakizashi_animations/art/critters/hanpwrqc.frm are identical
Files ../data/art/critters/hanpwrqd.frm and wakizashi_animations/art/critters/hanpwrqd.frm are identical
Files ../data/art/critters/hanpwrqe.frm and wakizashi_animations/art/critters/hanpwrqe.frm are identical
Files ../data/art/critters/hanpwrqf.frm and wakizashi_animations/art/critters/hanpwrqf.frm are identical
Files ../data/art/critters/hanpwrqg.frm and wakizashi_animations/art/critters/hanpwrqg.frm are identical
Files ../data/art/critters/hfcmbtqa.frm and wakizashi_animations/art/critters/hfcmbtqa.frm are identical
Files ../data/art/critters/hfcmbtqb.frm and wakizashi_animations/art/critters/hfcmbtqb.frm are identical
Files ../data/art/critters/hfcmbtqc.frm and wakizashi_animations/art/critters/hfcmbtqc.frm are identical
Files ../data/art/critters/hfcmbtqd.frm and wakizashi_animations/art/critters/hfcmbtqd.frm are identical
Files ../data/art/critters/hfcmbtqe.frm and wakizashi_animations/art/critters/hfcmbtqe.frm are identical
Files ../data/art/critters/hfcmbtqf.frm and wakizashi_animations/art/critters/hfcmbtqf.frm are identical
Files ../data/art/critters/hfcmbtqg.frm and wakizashi_animations/art/critters/hfcmbtqg.frm are identical
Files ../data/art/critters/hfjmpsqa.frm and wakizashi_animations/art/critters/hfjmpsqa.frm are identical
Files ../data/art/critters/hfjmpsqb.frm and wakizashi_animations/art/critters/hfjmpsqb.frm are identical
Files ../data/art/critters/hfjmpsqc.frm and wakizashi_animations/art/critters/hfjmpsqc.frm are identical
Files ../data/art/critters/hfjmpsqd.frm and wakizashi_animations/art/critters/hfjmpsqd.frm are identical
Files ../data/art/critters/hfjmpsqe.frm and wakizashi_animations/art/critters/hfjmpsqe.frm are identical
Files ../data/art/critters/hfjmpsqf.frm and wakizashi_animations/art/critters/hfjmpsqf.frm are identical
Files ../data/art/critters/hfjmpsqg.frm and wakizashi_animations/art/critters/hfjmpsqg.frm are identical
Files ../data/art/critters/hflthrqa.frm and wakizashi_animations/art/critters/hflthrqa.frm are identical
Files ../data/art/critters/hflthrqb.frm and wakizashi_animations/art/critters/hflthrqb.frm are identical
Files ../data/art/critters/hflthrqc.frm and wakizashi_animations/art/critters/hflthrqc.frm are identical
Files ../data/art/critters/hflthrqd.frm and wakizashi_animations/art/critters/hflthrqd.frm are identical
Files ../data/art/critters/hflthrqe.frm and wakizashi_animations/art/critters/hflthrqe.frm are identical
Files ../data/art/critters/hflthrqf.frm and wakizashi_animations/art/critters/hflthrqf.frm are identical
Files ../data/art/critters/hflthrqg.frm and wakizashi_animations/art/critters/hflthrqg.frm are identical
Files ../data/art/critters/hfmaxxqa.frm and wakizashi_animations/art/critters/hfmaxxqa.frm are identical
Files ../data/art/critters/hfmaxxqb.frm and wakizashi_animations/art/critters/hfmaxxqb.frm are identical
Files ../data/art/critters/hfmaxxqc.frm and wakizashi_animations/art/critters/hfmaxxqc.frm are identical
Files ../data/art/critters/hfmaxxqd.frm and wakizashi_animations/art/critters/hfmaxxqd.frm are identical
Files ../data/art/critters/hfmaxxqe.frm and wakizashi_animations/art/critters/hfmaxxqe.frm are identical
Files ../data/art/critters/hfmaxxqf.frm and wakizashi_animations/art/critters/hfmaxxqf.frm are identical
Files ../data/art/critters/hfmaxxqg.frm and wakizashi_animations/art/critters/hfmaxxqg.frm are identical
Files ../data/art/critters/hfmetlqa.frm and wakizashi_animations/art/critters/hfmetlqa.frm are identical
Files ../data/art/critters/hfmetlqb.frm and wakizashi_animations/art/critters/hfmetlqb.frm are identical
Files ../data/art/critters/hfmetlqc.frm and wakizashi_animations/art/critters/hfmetlqc.frm are identical
Files ../data/art/critters/hfmetlqd.frm and wakizashi_animations/art/critters/hfmetlqd.frm are identical
Files ../data/art/critters/hfmetlqe.frm and wakizashi_animations/art/critters/hfmetlqe.frm are identical
Files ../data/art/critters/hfmetlqf.frm and wakizashi_animations/art/critters/hfmetlqf.frm are identical
Files ../data/art/critters/hfmetlqg.frm and wakizashi_animations/art/critters/hfmetlqg.frm are identical
Files ../data/art/critters/hmjmpsqa.frm and wakizashi_animations/art/critters/hmjmpsqa.frm are identical
Files ../data/art/critters/hmjmpsqb.frm and wakizashi_animations/art/critters/hmjmpsqb.frm are identical
Files ../data/art/critters/hmjmpsqc.frm and wakizashi_animations/art/critters/hmjmpsqc.frm are identical
Files ../data/art/critters/hmjmpsqd.frm and wakizashi_animations/art/critters/hmjmpsqd.frm are identical
Files ../data/art/critters/hmjmpsqe.frm and wakizashi_animations/art/critters/hmjmpsqe.frm are identical
Files ../data/art/critters/hmjmpsqf.frm and wakizashi_animations/art/critters/hmjmpsqf.frm are identical
Files ../data/art/critters/hmjmpsqg.frm and wakizashi_animations/art/critters/hmjmpsqg.frm are identical

ะ”ะพะฑะฐะฒะธั‚ัŒ set_self ะบ use_obj_on_obj ั„ัƒะฝะบั†ะธัะผ.

ะ’ ะดะธะฐะปะพะณะฐั… ะณะดะต ะฑะตะท ะฒั‹ั…ะพะดะฐ ะธะท ะดะธะฐะปะพะณะฐ ะธัะฟะพะปัŒะทัƒะตั‚ัั ะบะพะฝัั‚ั€ัƒะบั†ะธั use_obj_on_obj(obj, dude_obj) ะฝัƒะถะฝะพ ะดะพะฑะฐะฒะธั‚ัŒ ะฟั€ะตะด ะฝะธะผะธ ะดะฒะฐ set_self(dude_obj)
ะ’ะฐะฝะธะปัŒะฝะฐั ั„ัƒะฝะบั†ะธั ะฝะต ะฟั€ะตะดะฝะฐะทะฝะฐั‡ะตะฝะฐ ะดะปั ั‚ะฐะบะพะณะพ ะธัะฟะพะปัŒะทะพะฒะฐะฝะธั ะฒะพ ะฒั€ะตะผั ะดะธะฐะปะพะณะฐ, ั‚.ะบ. ะฟะพัะปะต ะฒั‹ั…ะพะดะฐ ะธะท ะดะธะฐะปะพะณะฐ ะฝะฟั ะฟะพะนะดะตั‚ ะบ ะณะณ ะฟั€ะธะผะตะฝัั‚ัŒ ะฟั€ะตะดะผะตั‚(ั‹), ะฝะพ ะณะณ ะผะพะถะตั‚ ะพั‚ะพะนั‚ะธ ั ะณะตะบัะฐ ะธ ั„ัƒะฝะบั†ะธั ะฝะต ะธัะฟะพะปัŒะทัƒะตั‚ ะฟั€ะตะดะผะตั‚.
ะ’ ะพะฑั‰ะตะผ ะฟะพ ัะธั‚ัƒะฐั†ะธะธ ัะผะพั‚ั€ะธ, ั ั‡ะตะบะฝัƒะป ะฒะพั‚ ัะฟะธัะพะบ.

ecravpty.ssl
nhmyron.ssl
dcrebecc.ssl
dcfranki.ssl
abhank.ssl

Shi force field to emperor can't be disabled

Hello again, I'm currently experiencing a bug. Here's the gist of the bug:

  • In San Francisco, in order to talk to the emperor, I did some tests for the Shi (deliver Vertibird plans, kill Hubologist leader) and they allowed me access to see the emperor.
  • Except the force field to the emperor didn't get disabled at all (apparently a known bug, check bullet point 2 of walkthrough)
  • People on the internet recommended that you use your repair skill on the transmitter, except when you do that, the text box console says that "the force has been disabled", but nothing happens at all, it's still there and you still can't walk past it.

So it's essentially two bugs: a force field that can't be disabled and the force field doesn't get disabled automatically

The save game I have provided only requires you to talk to the lab coat guy in front of the player for him to "open" the force field for you:

Other mods: The only mods I have installed are RPU (I assume it includes UPU) and fo2tweaks with unlimited inventory module on (so expect to be over encumbered unless you enable it).

SAVEGAME.zip

Jonny's quest

Need to take a second look at the fix. Latest was faulty, he wouldn't talk at all.

VATS Hit Percentage Math

Windows 10 - playing the FRP through Steam - I installed the HD mod before FRP, installed FRP directly to my Steam installation folder of F2 (fresh install from Steam, I uninstalled then reinstalled).

Everything is working fine, except for the VATS hit percentages for guns, unarmed, melee weapons, anything I try.

Two issues:

  1. I can have 95% hit percentage when attacking an enemy, yet still miss an unreasonable number of shots or hits. The math must be wrong or some kind of bug in the code.
  2. On lower hit percentages, like 50% or 60%, I am still missing a stupid number of shots compared to the original game. I just finished Fallout 2 this week before installing the FRP and the hit percentages seem terrible in comparison to the original. For instance in Fallout 2 my original Steam download I was able to land grenade tosses at 12% in several instances, and the starting cave section I completed with no issue using the Chitsa preset character who has terrible strength and is a bad fighter. On the FRP I made a custom char with 5 str and struggled to hit way more.
  3. I have 120% small guns skill at level 6, so I should be able to be seeing 75%-90% on headshots for enemies that are not too far away (3-5 move tiles away) yet I'm often seeing 30% hit rate, again this appears to be using dodgy math.

My strength is set to 5 and I am primarily using small guns (10mm pistol, desert eagle) neither of which exceed my strength, so that can't be the issue, and as I said above the bug is the same with unnarmed or melee weapons.

Any ideas how this can be fixed or where in the code I can modify this?

Complete package

Preparing full package for RP is a little bit harder than for UP, as there are various options.
Probably can drop some and package others into separate dat files.
Updated Party Orders has a separate repo, for example.

To list all the options:

  • Translations: Russian is built-in, need to add.
  • Translations: Spanish/Portuguese are going on BGforge. Need to connect these to the repo.
  • Translations: According to the readme, there are also Polish, French and German translations somewhere. Possible to find?
  • Translations: some include (and require) fonts and/or splash screens and maybe other files. And these are shared between UP and RP. Need to decide how to solve that. Maybe create a separate repo for these. The only alternative I see to that is to request in sfall support for language variable in PatchFile directives. Edit: translations will be packaged as separate dats.
  • Translations: looks like Cassidy is also voiced in Russian, need to handle that somehow. Edit: loaded the voice into the translation package, along with other voicing.
  • Missing children frms. I think it can be just moved to core. No point in this option.
  • HRP. Added directly to the repo along with a patched exe for now... Legacy version dropped, likely it's not necessary anymore.
  • Hero Appearance. Packaged into dats, but staying in the main game dir, can't be done otherwise currently.
  • Enhanced worldmap. Moved to a separate dat.
  • New look for Lenny. Added a script+setting to handle that.
  • Armor mod: Human NPCs. Using the one from sfall.
  • Armor mod: Marcus. Content moved to core, but a setting added to control it.
  • Armor mod: Dogmeat. Content moved to core, but a setting added to control it.
  • Weapon (wakizashi/rifle) animations. Moved to separate dats.
  • Smoking animation. Content moved to core, but a setting added to control it.
  • Boxer animation. Content moved to core, but a setting added to control it.
  • Ammo mod. Using sfall's implementation.
  • Improved Mysterious Stranger. Likely can be replaced with an set_proto_data script and a setting in an ini file, but for now packed as a .dat.
  • Quick Goris de-robing. Moved to a script with a setting.
  • Animated head, voice for Cassidy. Added a setting to control head, voice is moved to a separate component.
  • Remove random element from party leveling. Also just a line in ddraw.ini.
  • Party Orders has its own repo, added a link to the readme for now.
  • Sfall now packs more files. In addition to ddraw.dll, shipping sfall.dat.

Punk Girl playable character instead 3D gals models

I propose to replace non-fallout-like female playable characters (which are too stocky in my opinion) with great looking Punk Girl.
Punk Girl is included in recently released FALLOUT ET TU NMA Thread which is based on Fallout 2 too, so it's easier to re-implement.

Files that are identical

RP has identical files, like UP (some of these were gzipped).

$ LC_ALL=en_US diff -sqr data/ ~/f2up/master/ | grep ident | grep -v 'text/english'
Files data/proto/critters/00000079.pro and /home/adm/f2up/master/proto/critters/00000079.pro are identical
Files data/proto/critters/00000089.pro and /home/adm/f2up/master/proto/critters/00000089.pro are identical
Files data/proto/critters/00000107.pro and /home/adm/f2up/master/proto/critters/00000107.pro are identical
Files data/proto/critters/00000379.pro and /home/adm/f2up/master/proto/critters/00000379.pro are identical
Files data/proto/critters/00000380.pro and /home/adm/f2up/master/proto/critters/00000380.pro are identical
Files data/proto/critters/00000381.pro and /home/adm/f2up/master/proto/critters/00000381.pro are identical
Files data/proto/critters/00000384.pro and /home/adm/f2up/master/proto/critters/00000384.pro are identical

Party Orders installation info

Please add to the notes that Party Orders Mod v1.3 requires moving "party_orders.ini" from mods dir to main game directory as "party_op.ini".

Sfall is missing highlighting items/containers

Not sure when it was removed, but the Sfall that is bundled with this update dosen't have the option to highlight items and/or containers.

It can be enabled by adding an older Sfall, but then the game warns you that you've overridden the ddraw.ini file. If you add the lines to the config file without installing Sfall as a standalone, it does nothing.

;A key (LShift) to press to toggle the highlighting of all items on the ground on the current map
ToggleItemHighlightsKey=42
;Also highlight containers and dead critters (untouched color, valid range: 3..228, but 4,8,16,32 reserved)
TurnHighlightContainers=106

I'd love to play it, but highlighting items is honestly so convenient I'm struggling to play without it.

Modding weapon doesn't replenish ammo.

I've managed to narrow this down to the RPU after trying to see if the culprit was my individual settings or fo2tweaks or any of the other mods I'm using, I'll attach a savefile right next to Eldridge with a non modified Hunting Rifle in the inventory that doesn't get full ammo when it's been modified. The save file is from a clean steam install with RPU version 9 installed on top. I checked known issues and the change logs of both RPU and the unofficial patch to see if it's an intended change but I couldn't find anything so I'm assuming it's a bug somewhere.
SLOT01.zip

Kitsune won't equip weapons and doesn't show armor

Kitsune (NPC from EPA) won't equip any weapons (small pistol, smg, rifle) and doesn't change appearance when wearing armor.

npcarmor.ini:
npcarmor.ini.txt

Before opening the hibernation tanks:
SLOT51.zip

Outside EPA with Kitsune:
SLOT52.zip

EDIT: Cat Jules equips all weapons but also doesn't show armor, so I'm not sure if these NPCs are supposed to show the armor they are wearing? npcarmor.ini does have different entries for some armor levels.

Truncated ddraw.ini

Is ddraw.ini in RPU v10 supposed to be so much shorter and uncommented than in RPU v9 etc? Many options now seem to be missing; no mention of this in the v10 changelog; I also get the "You have overwitten the RP ddraw.ini etc" message on loading an old save or starting a new game (after having further installed EcCo 0.6.2 + FO2Tweaks 11.2 + sfall 4.2.2 except for its own ddraw.ini).

On Windows 10; did run batch file.

This is all of it in the v10 download:

[Main]
AllowSoundForFloats = 1
WorldMapSlots = 21

[Misc]
UseFileSystemOverride = 1
FemaleDialogMsgs = 2
NPCAutoLevel = 1
OverrideArtCacheSize = 1
ElevatorsFile = Elevators.ini
DisplayKarmaChanges = 1
PlayIdleAnimOnReload = 1
EnableHeroAppearanceMod = 1
AIDrugUsePerfFix = 1
ExtraSaveSlots = 1
KarmaFRMs = 128,146,129,125,152,127,147,134,176
KarmaPoints = -1000,-750,-500,-249,250,500,750,1000
SpeedInventoryPCRotation = 220
BoxBarColours = 11111
BoostScriptDialogLimit = 1
DontTurnOffSneakIfYouRun = 1
NumbersInDialogue = 1
WorldMapFontPatch = 1
PartyMemberExtraInfo = 1
VersionString = FALLOUT II 1.02d RP 2.3.3u10

"YOU HAVE OVERWRITTEN THE RP DDRAW.INI FILE"

Hello, and thank you for your effort in maintaining Fallout 2!

I installed this yesterday, the latest v11 release, according to the instructions in the readme. I'm using the GOG version of Fallout 2, installed outside of the Program Files directory. I did perform a clean installation (more than one, actually).

I get the message as soon as I load or start a new game. It doesn't make a difference if I load the game I had going on with RP 2.3.3 and sfall 4.2.2, or if I start a fresh game.

I also tried with the v10 release, so it is likely to be an oversight on my end, but I'd still quite appreciate some help.

Thanks.
deadcombo

Abbey dialog bug while repairing water pump

In the Abbey if I talk to the merchant by the water pump and then use the water pump I get a dialog box.

This dialog box seems bugged. None of the choices react when clicked. When I click on the second dialog option the pointer turns to 'use skill' pointer (as if you pressed 2). I can also still press escape and get the menu screen (which you normally don't get in dialog) although the middle portion is obscured by the dialog options.

I load a new game while in this dialog the dialog box stays visible in the loaded game. So the only option is to press escape and exit the game.

SLOT36.zip
loaded game
menu
skillpointer

Unused strings

Lots of strings with {000} indexes, some looks like duplicates of other files, some like dead leftovers, some could probably be RP material. Need to check on a case by case basis.

WARN: dialog/dcslvgrt.msg - invalid entry number found, skipping:
     {000}{}{You see a slaver named Aidan.}
--
WARN: dialog/ncheli.msg - invalid entry number found, skipping:
     {000}{}{(Shut up. Here they come.)}
WARN: dialog/ncheli.msg - invalid entry number found, skipping:
     {000}{}{*Zztttt* Do you have the cargo we requested? *Zzzttt**}
WARN: dialog/ncheli.msg - invalid entry number found, skipping:
     {000}{}{Yes, the chemicals are all here. You can check them if you like.}
WARN: dialog/ncheli.msg - invalid entry number found, skipping:
     {000}{}{*Zztttt* That will not be necessary. *Zzzttt**}
WARN: dialog/ncheli.msg - invalid entry number found, skipping:
     {000}{}{*Zztttt* You know what will happen if the chemicals do not meet the specifications we requested.
--
WARN: dialog/ncheli.msg - invalid entry number found, skipping:
     {000}{}{Right, of course. Uh, and you brought the lightbringers...?}
WARN: dialog/ncheli.msg - invalid entry number found, skipping:
     {000}{}{*Zztttt* The laser weapons are in our cargo bay. *Zzzttt**}
WARN: dialog/ncheli.msg - invalid entry number found, skipping:
     {000}{}{*Zztttt* To insure your cooperation, we will transmit the arming sequence for them once the
--
WARN: dialog/ncheli.msg - invalid entry number found, skipping:
     {000}{}{Uh... well... all right then. Load her up, boys --}
WARN: dialog/ncheli.msg - invalid entry number found, skipping:
     {000}{}{*Zztttt* No. *Zzzttt**}
WARN: dialog/ncheli.msg - invalid entry number found, skipping:
     {000}{}{*Zztttt* We will load the cargo. *Zzzttt**}
WARN: dialog/ncheli.msg - invalid entry number found, skipping:
     {000}{}{Uh, right... right. Of course. Give them room, boys.}
WARN: dialog/ncheli.msg - invalid entry number found, skipping:
     {000}{}{All right; we're good here. The rest of you guards... you, too, newbie... head back to Reno.
--
WARN: dialog/ncheli.msg - invalid entry number found, skipping:
     {000}{}{Kill them!}
WARN: dialog/ncheli.msg - invalid entry number found, skipping:
     {000}{}{Looks like we got us a spy...!}
WARN: dialog/ncheli.msg - invalid entry number found, skipping:
     {000}{}{*Zztttt* Mission aborted. Cargo failsafe sequence engaged. *Zzzttt**}
WARN: dialog/ncheli.msg - invalid entry number found, skipping:
     {000}{}{*Zztttt* Terminate hostiles, then return to base. *Zzzttt**}
WARN: dialog/ncheli.msg - invalid entry number found, skipping:
     {000}{}{Get back in position.}
WARN: dialog/ncheli.msg - invalid entry number found, skipping:
     {000}{}{Stop twitching... those armored guys don't like it much.}
WARN: dialog/ncheli.msg - invalid entry number found, skipping:
     {000}{}{Get back to your post! What the hell are you do --?!}
WARN: dialog/ncheli.msg - invalid entry number found, skipping:
     {000}{}{*Zztttt* Mission aborted. Cargo failsafe sequence engaged. *Zzzttt**}
WARN: dialog/ncheli.msg - invalid entry number found, skipping:
     {000}{}{*Zztttt* Terminate hostiles, then return to base. *Zzzttt**}
WARN: dialog/ncheli.msg - invalid entry number found, skipping:
     {000}{}{Yup}
WARN: dialog/ncheli.msg - invalid entry number found, skipping:
     {000}{}{Wander off}
WARN: dialog/ncheli.msg - invalid entry number found, skipping:
     {000}{}{Board the Vertibird.}
WARN: dialog/ncheli.msg - invalid entry number found, skipping:
     {000}{}{Leave it alone.}
WARN: dialog/ncheli.msg - invalid entry number found, skipping:
     {000}{}{Uh-oh}
WARN: dialog/ncheli.msg - invalid entry number found, skipping:
     {000}{}{Oh, shit...}
--
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{You see a pit boss. He is surveying the casino.}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{He is surveying the casino.}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Uh, sir... or ma'am... you'll need to remove that armor.}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Sir... ma'am... you can't wear that in the casino.}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Uh, are you undercover, sir?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Uh, are you undercover, ma'am?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Evening, [MM], sir.}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Evening, [MM], ma'am.}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{You better leave. Now.}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{This ain't the place to be gambling with your life. You better leave.}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Bitch, you're walking into the wrong casino.}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{[To Myron] You here to sample some of the new merchandise, Myron?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{[To Myron] Hey! Come on in, Myron.}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{[Nods at Marcus.] I don't care if your friend one of the Ex-Men, mutants wait outside.}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{[Glares at Marcus.] That mutant freak ain't allowed in here.}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{We don't serve droids.}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{No droids. They wait outside.}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Hey, [X]. Take a rest from saving the world and have some fun.}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Good crowd today...}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Good crowd tonight...}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Hey, [X]! Heard yer the one who kicked the Enclave back to the stone age! [Becomes formal.] I've been instructed to give you some chips, courtesy of the casino. Enjoy yourself, ma'am. [Winks.]}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Hey, [X]. [Smiles.] What's up, chief? Something I can do for you? Get you a drink, get you a waitress?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Hey, [X]. [Smiles.] Prettiest girl at the casino. Something I can do for you, ma'am? Get you a drink? A private table?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{[The pit boss doesn't take his eyes away from the casino floor.] What can I do for you, pal?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{[The pit boss doesn't take his eyes away from the casino floor.] What can I do for you, hon?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Fooooooo foo foo fooooo}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Wander off [Leave.]}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Who are you?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{What casino is this?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Can you tell me a little about the casino?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{You know somebody named Pretty Boy Lloyd?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Who's that old guy at the slot machine?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{That comic you got on stage is weak. Mind if I try?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Thanks. Do you need a dancer for the night? I'm open for a limited engagement.}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Thanks, I will. [Leave.]}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Nothing, thanks. Sorry to bother you. [Leave.]}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Just checking on things. Carry on. [Leave.]}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Fooooooo foo foo fooooo}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Wander off [Leave.]}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Who are you?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{What casino is this?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Can you tell me a little about the casino?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{You know somebody named Pretty Boy Lloyd?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Who's that old guy at the slot machine?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Thanks. Do you need a dancer for the night? I'm open for a limited engagement.}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Thanks, I'm flattered. Just stopped by to say hello. [Leave.]}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Fooooooo foo foo fooooo}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Wander off [Leave.]}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Who are you?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{What casino is this?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Can you tell me a little about the casino?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{You know somebody named Pretty Boy Lloyd?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Who's that old guy at the slot machine?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{That comic you got on stage is weak. Mind if I try?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Thanks. Do you need a dancer for the night? I'm open for a limited engagement.}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Nothing, thanks. Sorry to bother you. [Leave.]}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Just checking on things. Carry on. [Leave.]}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Uh, you better run along now, ma'am.}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{[Sneers.] Get outta here, retard.}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Mom says I was speshal}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Wander off [Leave.]}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Oh goodie! Bye bye [Leave.]}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Wander off [Leave.]}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{I run the floor of the casino here. You need anything, just ask.}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{What casino is this?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Can you tell me a little about the casino?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Nothing, thanks. Sorry to bother you.}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{This is [CN]. At least, last time I checked the sign outside the door. [Frowns.] Now what can I do for you?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Who are you?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Can you tell me a little about the casino?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Nothing, thanks. Sorry to bother you.}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Best goddamn casino in town, best goddamn tables... now why don't you run along now, check 'em out? All right?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Who are you?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Who owns this casino?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Okay, thanks. Sorry to bother you. [Leave.]}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{The [CA] Family. [Glances at you.] That a problem? Cause if you ain't here to gamble, then this ain't the place for you. Understand?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Who are you?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Can you tell me a little about the casino?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{I see. Thanks for your time. [Leave.]}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{That guy? Old Man McGee? Crazy sumabitch, that's for sure. Heh. Sure was pissed about you winning his fortune. I'd be careful around him.}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Is the machine rigged?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{I had some other questions...}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Thanks for the information. [Leave.]}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{I had some other questions...}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Interesting. Thanks for the information. [Leave.]}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Yeah, some guy by that name was rentin' one of th' rooms upstairs...204. He was all paid up, but he bailed a few days ago and nobody saw him leave.}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Mr. Salvatore mentioned that there was a specific dealer that Lloyd won the money from. Who was that?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{I had some other questions...}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Thanks for the information. [Leave.]}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{No problem. Just wanted to meet her. I had some other questions...}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Thanks for the information. [Leave.]}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Hmmm. Do you mind if I ask you some other questions...?}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Interesting. Thanks for the information. [Leave.]}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Do you mind if I ask you some other questions...}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Interesting. Thanks for the information. [Leave.]}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{[Perform.]}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Not right now. I had some other questions...}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Not right now, but I'll be back. [Leave.]}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{All right, thanks. Say, I had some other questions...}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Okay... though I *will* be back. [Leave.]}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{The leather was a nice touch.}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{That ball gag you had with you didn't hurt, either.}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{[Done.]}
WARN: dialog/ncpitbox.msg - invalid entry number found, skipping:
     {000}{}{Oh, I'm good... just watch me go.}
--
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{(You examine the wall safe. It looks securely fastened into the wall and has a combination dial on the outside.)}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Knock on door}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Turn the knob}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Wander off}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial randomly.}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Examine the safe for traps.}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Leave the safe alone.}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{(The safe is open.)}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{(The door swings open. Th' inside of the tiny house is reeeally dark. And small.)}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{(The door is open! Th' inside is reeeally dark. And small.)}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Search the house for people}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Wander off}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Loot the safe.}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Leave the safe alone.}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial randomly.}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Examine the safe for traps.}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Leave the safe alone.}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial randomly.}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Examine the safe for traps again.}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Leave the safe alone.}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{(You are spinning the dial randomly, when suddenly the dial catches on a number... there is a KER-KLANK, and the safe pops open!)}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Hullo? Hulllooo? Anbody hoome?}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Yeah, *I* got the touch...}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{(You spin the dial for several minutes, and nothing happens.)}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Knock on door}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Keep turning the knob}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Wander off}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Keep spinning the dial randomly.}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Examine the safe for traps.}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Leave the safe alone.}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{(Nobody comes to the door.)}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{(Your hand is starting to hurt.)}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{(If anybody's home, they aren't answering the door.)}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Knock on door again}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Turn the knob}
WARN: dialog/niabissf.msg - invalid entry number found, skipping:
     {000}{}{Wander off}
--
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{(You examine the wall safe. It looks securely fastened into the wall and has a combination dial on the outside.)}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Knock on door}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Turn the knob}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Wander off}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{[JBJBJB]}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial randomly.}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Examine the safe for the trap Mrs. Bishop mentioned.}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Examine the safe for traps.}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Leave the safe alone.}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{(The safe is open.)}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{(The door swings open. Th' inside of the tiny house is reeeally dark. And small.)}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{(The door is open! Th' inside is reeeally dark. And small.)}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Search the house for people}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Wander off}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Loot the safe.}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Leave the safe alone.}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Try and disarm the trap.}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Reset the trap to work with a different combination.}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Leave the safe alone.}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{[JBJBJB]}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial randomly.}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Leave the safe alone.}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{[JBJBJB]}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial randomly.}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Examine the safe for traps again.}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Leave the safe alone.}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{(You are spinning the dial randomly, when suddenly the dial catches on a number... there is a KER-KLANK, and the safe pops open!)}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Hullo? Hulllooo? Anbody hoome?}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Yeah, *I* got the touch...}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{(You spin the dial for several minutes, and nothing happens.)}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Knock on door}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Keep turning the knob}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Wander off}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{[JBJBJB]}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Keep spinning the dial randomly.}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Leave the safe alone.}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{(Nobody comes to the door.)}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{(Your hand is starting to hurt.)}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{(If anybody's home, they aren't answering the door.)}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Knock on door again}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Turn the knob}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Wander off}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Now to crack this safe...}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Leave the safe alone.}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Now to crack this safe...}
WARN: dialog/nimrbsf.msg - invalid entry number found, skipping:
     {000}{}{Leave the safe alone.}
--
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{(You examine the wall safe. It looks securely fastened into the wall and has a combination dial on the outside.)}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Knock on door}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Turn the knob}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Wander off}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{[SSS]}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial randomly.}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Examine the safe for traps.}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Leave the safe alone.}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{(The safe is open.)}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{(The door swings open. Th' inside of the tiny house is reeeally dark. And small.)}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{(The door is open! Th' inside is reeeally dark. And small.)}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Search the house for people}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Wander off}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Search the bottom of the safe for the secret compartment Mrs. Bishop mentioned.}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Loot the safe.}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Leave the safe alone.}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Take it, then loot the rest of the safe.}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{[SSS]}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial randomly.}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Examine the safe for traps.}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Leave the safe alone.}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{[SSS]}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial randomly.}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Examine the safe for traps again.}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Leave the safe alone.}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{(You are spinning the dial randomly, when suddenly the dial catches on a number... there is a KER-KLANK, and the safe pops open!)}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Hullo? Hulllooo? Anbody hoome?}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Yeah, *I* got the touch...}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{(You spin the dial for several minutes, and nothing happens.)}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Knock on door}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Keep turning the knob}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Wander off}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{[SSS]}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Spin the dial, listen for clicking noises.}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Keep spinning the dial randomly.}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Examine the safe for traps.}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Leave the safe alone.}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{(Nobody comes to the door.)}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{(Your hand is starting to hurt.)}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{(If anybody's home, they aren't answering the door.)}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Knock on door again}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Turn the knob}
WARN: dialog/nimrsbsf.msg - invalid entry number found, skipping:
     {000}{}{Wander off}
--
WARN: game/editor.msg - invalid entry number found, skipping:
     {000}{}{      Strength: 00        Hit Points: 000/000          Sequence: 00}
WARN: game/editor.msg - invalid entry number found, skipping:
     {000}{}{    Perception: 00       Armor Class: 000          Healing Rate: 00}
WARN: game/editor.msg - invalid entry number found, skipping:
     {000}{}{     Endurance: 00     Action Points: 000       Critical Chance: 000%}
WARN: game/editor.msg - invalid entry number found, skipping:
     {000}{}{      Charisma: 00      Melee Damage: 000          Carry Weight: 000 lbs.}
WARN: game/editor.msg - invalid entry number found, skipping:
     {000}{}{  Intelligence: 00       Damage Res.: 000%}
WARN: game/editor.msg - invalid entry number found, skipping:
     {000}{}{       Agility: 00    Radiation Res.: 000%}
WARN: game/editor.msg - invalid entry number found, skipping:
     {000}{}{          Luck: 00       Poison Res.: 000%}
WARN: game/editor.msg - invalid entry number found, skipping:
     {000}{}{ Name: 01234567890        Age: 00         Gender: Female}
WARN: game/editor.msg - invalid entry number found, skipping:
     {000}{}{ Level: 00                 Exp: 000,000    Next Level: 000,000}

Separate NPC armor mod

Takes a lot of space, slows down checkout, almost never changed. Should be easy enough to split it, like hero appearance. Also would make it easily available to non-RP users.

NPC Armor Mod Missing FRMs

In V5 version:
rpu-install.sh sweeps gl_ammomod.int and gl_npcarmor.int into backup folder.
And something is wrong with FIDs in npcarmor.ini like there are missing.
I had to copy npc armor files (data/art/critters) from killap RP like NMSULJ* NMSUCA* NMSUMA* NMSUPA* NMSULA* for Sulik to make it works.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.