Any stuff related to unofficial F2 patches goes in here!

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Crowley said:
Didn't notice anything else wrong. On the plus side, I forgot to mention that now McGee attacks me once the combat starts. Good going.

Good going. 8)

That's it for today then! :D
 
Okay I overlayed your patch and I did get the radiation from gamma gulp, Roetegen and The wells gave me radiation.

Now, i can't seem to find the map for Sierra Army Depot, and since I have gone the way of the darkside, I can't get Wrights Quest..

I tried at various perception levels and still no dice.
 
That doesn't work for me either. I also tried doing Wright's first quest, then heard about Sam Pritchard from the old man and turned down the second mission. Still no map from the grave.
 
Yeah, me, since when i am bad guy you can't get the cool NPCS like Cassidy, Sulik and Marcus, so Skynet would have made up for my small army of bad asses.

And being a Berserker hadn't really helped me get the quest. I mean, i didn't go slaver, as I am playing an evil alter ego... I am not up for slavery, but someone piss on me, I knock out a few teeth.

Hmmm... there should be a folded map in the tomb, not a blasted gecko pelt
 
Let me look into this. I never actually tested this fix/addition by Seraph.

Are you sure that all the proto files are read-only?
 
Yeah, I mean I got a perfect blend of everything you added.

The Tragic Card addiction works

The bug claws work.

Its all good, but the Map isn't there. Anyhow... So far so good.
 
Carib FMJ said:
Yeah, I mean I got a perfect blend of everything you added.

The Tragic Card addiction works

The bug claws work.

Its all good, but the Map isn't there. Anyhow... So far so good.

Hmm.. alright just got back home and am sitting down to take a look at this.

Any chance I can get someone to run through the list of fixes/additions that Seraph has put in his patch and make sure all are working the way they should. I know I caught a few things that Seraph said were fixed but were still not working 100% correctly.

Thanks!

EDIT: wait, is the Sam Prichard map proto actually in the game, or was that added by Seraph?

EDIT 2: Final Verdict: It appears that there is indeed no proto file to go along with Sam Pritchard's map. It seems that Seraph was perhaps planning on adding one, but never did. The issue though, is that there is a bug in the Pritchard's grave script that causes you to never search the body. The code is only called if you USE the object that the script is attached to. The problem is that graves do not act under the use command, but rather the "pickup" command. Note the player bending down and almost "picking up" the grave. (same animation when picking up object) Correcting this does indeed fix the problem and you get a message, xp, and the SAD marked on your map. It is late and I am going to hit the sack, but tomorrow I shall make this correction final, and then remove the uneeded gecko pelt from the grave. Unless someone is willing to create some dirty pice of paper to act as the map, we will just have to live with gaining the knowledge of the SAD without ever adding the map that was read to the inventory.
 
A couple more of minor issues I've come across: The way PipBoy keeps tab of the quests could stand a couple of fixes. First of all, as noted on Per's guide the quest to find endorphin blockers is never crossed. Another thing that irritates me is that if you go to guard the cattle with Torr in Klamath and then rustle it, the quest to guard the cattle stays active in PipBoy. I think it should be crossed since elsewhere in the game quests are crossed if you deliberately avoid finishing them, for example taking quests from the anti-mutant faction in Broken Hills and then reporting them to Marcus. Maybe I'll take a look how the PipBoy keeps track of 'Kill Westin' and 'Kill Mr. Bishop' quests.

One more thing I've noticed once again is that the first map you arrive in Vault 15 acts a bit odd. There are three entrances to that map: from the world map, from the northeast and from underground. However, no matter where I enter this map from I end up at the south edge as if I had arrived from the world map.
 
Crowley said:
The way PipBoy keeps tab of the quests could stand a couple of fixes. First of all, as noted on Per's guide the quest to find endorphin blockers is never crossed.

Seraph patch fixes this issue.
 
the caravan in NCR is bugged aswell you probly know this already. I really liked that caravan as it pays very good and has alot of action.
Is there a way to do this job over and over again at special dates like the othe caravan jobs?
 
Skynet said:
Crowley said:
The way PipBoy keeps tab of the quests could stand a couple of fixes. First of all, as noted on Per's guide the quest to find endorphin blockers is never crossed.

Seraph patch fixes this issue.
According to the readme it does, but that isn't happening in my game for some reason.
 
Crowley said:
Skynet said:
Crowley said:
The way PipBoy keeps tab of the quests could stand a couple of fixes. First of all, as noted on Per's guide the quest to find endorphin blockers is never crossed.

Seraph patch fixes this issue.
According to the readme it does, but that isn't happening in my game for some reason.

Is there any chance I can get you to test this with JUST his patch installed? I would not be surprised if it is reported as fixed and actually isn't, but I just want to make sure it is not a problem that crept in with the work I did.
 
killap said:
Is there any chance I can get you to test this with JUST his patch installed? I would not be surprised if it is reported as fixed and actually isn't, but I just want to make sure it is not a problem that crept in with the work I did.
Seems like Seraph's patch doesn't fix it. Tried the game with just it installed and went for endorphin blockers both connected to the jet delivery quest and on it's own. The quest doesn't get crossed over.
 
Crowley said:
killap said:
Is there any chance I can get you to test this with JUST his patch installed? I would not be surprised if it is reported as fixed and actually isn't, but I just want to make sure it is not a problem that crept in with the work I did.
Seems like Seraph's patch doesn't fix it. Tried the game with just it installed and went for endorphin blockers both connected to the jet delivery quest and on it's own. The quest doesn't get crossed over.

Alright...will add it to the list

EDIT: I spent a good portion of today working on the caravan scripting. It seems a bit better now, but man, it's really painful to script/debug :( If you guys could test the heck out of caravans (ie go every destination possible, save during the caravan runs, don't save during the runs, abandon the runs, kill the leader/guards, etc) It is much easier to let you guys pinpoint issues then me just sitting here running through the 415kb (biggest one I have seen) script in my head. Thanks!
 
first off, great work everyone

I played Fallout and F2 like a maniac when they were released, but the instability etc threw me off some

so seeing people working on it right now is a true blessing

I'm gonna go give the seraph/killap combo a shot, been using the celestial patches until now

but I just can't understand how to install it all! been trying to make some sense out of all the files that go where and which ones have to be read-only when and how...

this is how i get it.

clean install us version
official 1.02 patch
seraph unpacked
killap B.

I think some files have to be read-only when I start the game, and there was something about seraphs batch file...

but it's just clouded. someone help me out with a simple, step by step solution to installing a seraph/killap combo ?

my brain hurts
 
seburo said:
first off, great work everyone

I played Fallout and F2 like a maniac when they were released, but the instability etc threw me off some

so seeing people working on it right now is a true blessing

I'm gonna go give the seraph/killap combo a shot, been using the celestial patches until now

but I just can't understand how to install it all! been trying to make some sense out of all the files that go where and which ones have to be read-only when and how...

this is how i get it.

clean install us version
official 1.02 patch
seraph unpacked
killap B.

I think some files have to be read-only when I start the game, and there was something about seraphs batch file...

but it's just clouded. someone help me out with a simple, step by step solution to installing a seraph/killap combo ?

my brain hurts

Yeah, I should probably redo the readme of my work but I'm not really a document writer, just a coder. 8)

At any rate, here is the BEST method of installation.

1. Download the unpacked version of Seraph's patch
2. Extract the files to your fallout 2 "data" folder. (Do not run the batch file that is included.)
3. Download version B of my patch.
4. Extract the files to your fallout 2 "data" folder overwriting the files when asked.
5. Now go into the data/proto folder and make the contents of each of the folders found inside the proto folder read-only.
6. Now go into the data/scripts folder and make all the files there read-only.
7. You should now be set to play the game. No installation of the 1.02 patch is necessary as that is included in Seraph's patch already.

Let me know if you run into any problems/etc
 
killap said:
At any rate, here is the BEST method of installation.

1. Download the unpacked version of Seraph's patch
2. Extract the files to your fallout 2 "data" folder. (Do not run the batch file that is included.)
3. Download version B of my patch.
4. Extract the files to your fallout 2 "data" folder overwriting the files when asked.
5. Now go into the data/proto folder and make the contents of each of the folders found inside the proto folder read-only.
6. Now go into the data/scripts folder and make all the files there read-only.
7. You should now be set to play the game. No installation of the 1.02 patch is necessary as that is included in Seraph's patch already.

Let me know if you run into any problems/etc

8. Extract ONLY the fallout2.exe file from 1.02 patch and let it overwrite the old one.


to killap:

Only the regular power armor protects you from toxic goo. It is not a big issue, but it is annoying, when you get hit by 0 points of damage on every step on goo if you are wearing any other power armors. I don´t know, if this stuff is hardcoded.

EDIT:

When you are going to include the herb mixing feature and the SAD repait bots?

It is maybe better, that the repair bots only repairs the damaged bots. If they replace the destoyed bots with new ones, it would cause a infinite xp exploit.
 
Skynet said:
to killap:

Only the regular power armor protects you from toxic goo. It is not a big issue, but it is annoying, when you get hit by 0 points of damage on every step on goo if you are wearing any other power armors. I don´t know, if this stuff is hardcoded.

Probably hardcoded, but I will add it to the list.

Skynet said:
When you are going to include the herb mixing feature and the SAD repait bots?

It is maybe better, that the repair bots only repairs the damaged bots. If they replace the destoyed bots with new ones, it would cause a infinite xp exploit.

I still have not fully tested the repair bots which is why I have not included them yet. I know you told me they were correctly repairing, but can you test this a few more times on each level and make sure it is consistent. Also, the fixed SAD you sent me with the bots...was this the original map, or the updated one by Seraph? (I know he fixed a few map flaws)

As for the herb mixing feature...I tested that and it indeed works, but I just find it a bit strange that it triggers as soon as you leave/enter a map. The is pretty unexpected for a person playing the game (perhaps this is why they decided to not include it?) I will think more about it though as right now my goal is to fix bugs and not all the missing data. (That will come in another package)


Now for an update on my work. I think I got the caravans sorted out. (to a degree) They seem to work much better than before and that is always a plus. The problem is that the giant script file that handles the caravans is all randomized and guess what that means...yep bugs will not be consistent but RANDOM! Still, I want you guys to test out these updated caravan scripts and give them a go. Please test them out like crazy. Do everything you can do with caravans (lose caravan guards/leaders to the enemy, kill caravan guards/leaders yourself, abandon the caravan, save and reload during the runs, etc)

The following issues should be sorted out:
1. Caravans should no longer think you abandoned them even though all the enemy is dead.
2. Encounter message should no longer report a group of enemies that is entirely different than the ones that spawned.
3. Caravan leaders should now always be at the final destination to give you your reward (and if they died along the way a replacement should now always be there)
4. You should now always get the correct pay for the run depending on how you did.
5. Caravan leader replacements should no longer keep giving you your pay for the caravan run each time you talk with them.

The following issues I have observed and no idea why they happen and/or cannot reproduce them:
1. If a Hanukin sequence starts right before an encounter the caravan leader will report that it is clear to go even though there is clearly enemies on the screen.
2. Once on the way to NCR I suddenly became part of another caravan.

Here is the link to the files. Test away!
http://zcn.phix-it.com/fallout2/caravan_fixes.rar
 
very well killap!
don't forget to fix Holy Grenade Quest in "worldmap.txt".
And if you respect this, I can manage AP ammo problem! But I need time, a lot of time.
 
killap said:
I still have not fully tested the repair bots which is why I have not included them yet. I know you told me they were correctly repairing, but can you test this a few more times on each level and make sure it is consistent. Also, the fixed SAD you sent me with the bots...was this the original map, or the updated one by Seraph? (I know he fixed a few map flaws)

Yeah, sure. I´ll test it more. The fixed SAD map is the updated one from Seraph patch.

killap said:
As for the herb mixing feature...I tested that and it indeed works, but I just find it a bit strange that it triggers as soon as you leave/enter a map. The is pretty unexpected for a person playing the game (perhaps this is why they decided to not include it?)

Yep, but you get a notify message when it happens. But by all means, continue your primary goal first.
 
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