Any stuff related to unofficial F2 patches goes in here!

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@Lipo

killap was being nice answering you the first time, now you're asking to flamed!

Read the readme.txt file that comes with the patch and/or read this thread - yes all of it!

It people like you that are going to ruin killap's enjoyment in creating this patch in the first place.

I don't know why I am going to tell you what to do as you must have difficultly reading in the first place, but here goes:

Your saves are toast! Given you didn't delete or rename patch000.dat AS INSTRUCTED IN THE README.TXT file included with the patch!

Delete the patch000.dat file, install killap's patch A, and start a new game.

Good luck newbie, looks like you need it!
 
Re: Good job

Per said:
SorgFall said:
And yet the first Fallout game is supposed to be better and more popular than it's sequel.

Possibly Fo1 is just slightly more popular in you only count the hardcore fandom, but not among the general populace. I get maybe 25 mails on my Fo2 guide for every one about Fo1. In fact I get almost as many about Wasteland.

SorgFall said:
And besides, do you not think that Project Van Buren will be relieved?

If you mean someone will make the whole game according to the design docs, no chance.

Why not? Some time, in the not so distant future, a group of people decide to finish it - it's not like it's a whole load of work, most of the game is finished and we know exactly what the devs wanted into details (unlike with the controversies in the previous two Fallout games).

EDIT: Hey killap, you said a long time ago (one year or so?) that you'll add to your readme file the list of present bugs as I proposed, but you never got to do it.

Also, does anybody know what's with that Card found with the Rescue Torr quest? Is there a bug in there or somethin'?
 
Re: Good job

@Lipo

Sorry, but your saves won't work any more. This is just the way it is. Still, you MUST delete the patch000.dat file to use my patch correctly. This bug you mention is only one of many that will pop up due to the fact that patch000.dat is still present.


SorgFall said:
Per said:
SorgFall said:
And besides, do you not think that Project Van Buren will be relieved?

If you mean someone will make the whole game according to the design docs, no chance.

Why not? Some time, in the not so distant future, a group of people decide to finish it - it's not like it's a whole load of work, most of the game is finished and we know exactly what the devs wanted into details (unlike with the controversies in the previous two Fallout games).
Not a lot of work? Yeah, if only that were the case...My expansion adds maybe 5 hours of extra game play. It has taken me 20+ times that to get to where I am. To complete a full game (and esp. in free time) would take years. Sorry man, dedicated people like me who do this stuff in their free time are rare.

SorgFall said:
EDIT: Hey killap, you said a long time ago (one year or so?) that you'll add to your readme file the list of present bugs as I proposed, but you never got to do it.
Yes, this is true. I will probably include it in my next patch since it should be the last. Thanks to Timeslip and his new functions, many bugs I marked as unfixable (since essentially they were without exe hacking) are now fixed.

SorgFall said:
Also, does anybody know what's with that Card found with the Rescue Torr quest? Is there a bug in there or somethin'?
It's not really known but check Per's guide for ideas. It is believed to have been intended for use at the Enclave reactor. There will be a use for it in my expansion.
 
RyanFialcowitz said:
1.) Klamath appears on the worldmap without The Elder mentioning where it is. She does have a line about its location- but it shows up without the player hearing it.

2.) Torr is missing a period in his opening line and some capitliztion in his last.

4.) Klamath dog needs periods in floats.

5.) Actions within dialog are inconsisent across the game. in Klamath some have capatlization and some not. They should at least be consistent within the same town. Ardin, the dog and Sajag are affected in Klamath.

6.) You can call John Sullivan bynme even if he never tells it to you.

7.) John Sullivan- "land of fairies" should have a "the" in there.

8) Maida has an oddly placed ; in her dilaog about freeing Sulik.

10.) In Sulik's dialog after being freed there was one line with about three un-needed commas.

11.) Bar Patron in Moms (The Den): "They like to be pet like a dog does." - that should be "petted".

12.) You can't get the quest to recover the locket unless you follow a specific dialog path with the ghost. However, before you get to the right node she mentions she lost something. You can then exit dialog and go talk to Mom about who mentions Joey selling jewelry- but since you don't have the quest you can't talk to Joey about it. Perhaps not a bug- but assuredly an annoyance.

13.) Get permission from Metzger for gang war- should have a "the" in there.

14.) You talk to the various Slavers about Vic despite not knowing that he is a slave.

15.) Slaver: "He broke something of my boss's." - It should be "boss'".

16.) When you're selling NPCs to Metzger the names don't have periods after them. This might also be the case in other areas where you can sell NPCs.

17.) While talking to Tyler about the party his last line needs a period.

18.) Dr. Troy: "You mentioned you were something of a doctor." -even though you've never talked to him before. The issue isn't knowing he's a doctor but that you refer to a past conversation that never took place. Perhaps: "You look like a doctor- I'm something of a doctor myself".

19.) You can hear about the Jet problem from Tubby but not inform McClure of it in Vault City.

20.) When talking to Lenny about joining your party with the Empathy perk you have three options: blue, red, green. The red and the green are mixed up.

21.) Your character knows Lumpy's name in Gecko without being told.

22.) Lumpy: "But everyone here just call me Lumpy." - should be "calls".

24.) When you ask Gordon who his source is: "Its figures all check out." - should be "It's".

25.) Gecko computer: "This service no longer in memory." -needs an "is" in there.

26.) The Den is listed as "Den" on the worldmap and "The Den" on the list on the right.

27.) Apparently Hakunin's visions don't have subtitles. I'm pretty sure I saw text files containing the text but I could be mistaken. Not sure what can be done about this one.

-Ryan P. Fialcowitz

Not that I don't appreciate R.P.F's grammatical prowess, but I'm not sure 'standardizing' and correcting all the missed 'the's and commas is really the realm of a bug patch. Personally.. I think it's kind of neat that different writers were assigned different parts of the game, and so the syntax for displaying action, be it ::.DOESSTUFF.:: or *doesstuff* will vary area to area. Making it the same seems a bit sterile. I'm certainly no expert, but does making every character speak perfect english in a ravaged wasteland without much in way of education even make sense?

Not to mention there is the (sorry to go here) artistic value of the game. We all played it and loved the story the way it is. Sometimes imperfections lend themselves to a piece of art; whether it's a missed note, odd brush stroke or some fucked up grammar. I'm not arguing against fixing bugs.. hell yes Killap- knock them all out. But standardizing the Den to be "The Den" in all instances seems unnecessary; perhaps even the work of a psychotic out-of-work english prof. Of course this is coming from the guy who doesn't use spellcheck often.

last little bone to pick: changing under what circumstances a character knows/hears etc about info or quests is getting into the area of play balancing. Maybe the devs didn't want 6 planets to line up in a row before you could start X quest. I know that depending on how you play fallout 1, you can sure as hell talk a lot about the military base before ever encountering any story elements that mention it but the dialog with the overseer is necessary to move the game along. Or the jet antidote in fo2 and I'm sure lots of other examples where your character has a dialog response he, in all actuality, really shouldn't.

Ok I've wrote way too much over something probably no one else cares about. I'm just sayin I would love a bug patch that does that, fix bugs, and maybe an optional grammar add-on from Mr. Fialcowitz
 
Thanks for the help Killap and Glovz!
At this point I can only promisse that in the future I'll be more thorough when it comes to reading readmes :roll:
Thumbs up for the great work!
 
Spelling

Did anyone cross their mind that bad spelling is perhaps supposed (in several instances) to be? To emphasize the bad speech of a certain NPC - or even a stupid (IN<4) character.

For example, I've noticed many errors on ghouls, and do not that they're there intentional (hey, ghouls will be ghouls). Etcetera...

EDIT: I don't that ghouls, lousy raiders & peasants know English very good... ;0)
 
I think it's pretty obvious when something is because that's how the character is supposed to be speaking, and when it's just because the game developer made a typo. Words that are mispronounced by people tend to be obviously different from just a misplaced letter from a typo.
 
AGA said:
I think it's pretty obvious when something is because that's how the character is supposed to be speaking, and when it's just because the game developer made a typo. Words that are mispronounced by people tend to be obviously different from just a misplaced letter from a typo.

Not quite. Remember the controversy regarding the (mis)spelling of Grisham's name by one NPC - intentional or not?
 
That is my point; who is to say what is intended and what isn't. Putting a bunch of grammatically correct thes and removing commas doesn't really do anything for the game. And the fucking ass clown that misspelled every word making fun of my post can choke on an internet dick. Have a nice one!
 
AJ Rimmer Bsc.Ssc. said:
i agroo,spooling is the lost thung on the iginda fur foxing

agris said:
And the fucking ass clown that misspelled every word making fun of my post can choke on an internet dick. Have a nice one!

Both of those were uncalled for. However, the discovery that the board won't even let me attempt to split from a 100-page thread made me decide it's time to make a new one. I'm unstickying this, but not locking it. Anyone who wants to follow up on topics here can do so, any new stuff should be posted in the new sticky.
 
Listen, you guys are getting way too nit picky here. I do this stuff in my free time and I tire of this senseless bickering. I cannot please everyone.

At this point in the patch development, I have no more bugs to fix. The only bugs that exist that I am aware of are random crashes (which really cannot ever be fixed) and the too many item bug. Thus, all that is left is to standardize the text (spelling fixes, grammar, etc) In my first release I had run every text file through a spell checker and fixed spelling mistakes. However, typos still existed since the word "their" might have been used when the word "there" was intended. The spell checker would not have picked this up. This is what RyanFialcowitz has so kindly offered to do - to go through and fix those types of errors. He is also going through to standardize commands options. (ie "exit", "attack, etc) Whether it is "cool" that they are different and that it shows varying speech throughout the Wastes might be debatable and might actually be true, but I think not. From the years of work I have done on Fallout there is one thing I have noticed - the devs were not in good communication with each other. Many scripts were broken because a scripter did not realize how another script was working and went ahead and did his/her own thing. I am not here to bad mouth devs, but there definitely was a lack of communication on standards (ie something is done the same way every time) as developments went on.

Now, I will not blindly integrate whatever RyanFialcowitz gives me. He says that he will send me a file which documents all that he changes. I shall go through this and use ones I deem worthwhile. Have a little faith in my work, please.

And please, when you all make your own personal demands, please do remember that this game is 10 years old and that pretty much no one is going to work on this game but fanatical fans.

Thanks.
 
killap said:
Listen, you guys are getting way too nit picky here. I do this stuff in my free time and I tire of this senseless bickering. I cannot please everyone.

And please, when you all make your own personal demands, please do remember that this game is 10 years old and that pretty much no one is going to work on this game but fanatical fans.

Thanks.

this is why i tried to make a pun at the nit picking

know that those of us using your fine work owe you a huge debt,and appreciate it humongously.
if not for your ilk we would still be bug ridden and playing the same old fallouts,you extend the joy immensly and deserve medals and booze and loose women :wink:

as someone who has had jagged alliance extended into years worth of joy and now fallout extended,i just dont like it when oik`s pick at the work,without even a thought to the effect it has on the guys n gals who do it.


Per said:
AJ Rimmer Bsc.Ssc. said:
i agroo,spooling is the lost thung on the iginda fur foxing

agris said:
And the fucking ass clown that misspelled every word making fun of my post can choke on an internet dick. Have a nice one!

Both of those were uncalled for. .

was a slip on my behalf,i get annoyed at nit pickers who cant match that which they pick at.
i actually thought it was a better way to express my opinion than just to call him a ferkin icehole.

i can easily delete it if you like.
 
Key Card... sucks

So to be able to do the thing in killap's expansion, now they'll be no choice but to scare Torr for the Duntons? That's too bad (I always play Knightly characters).
 
Re: Key Card... sucks

SorgFall said:
So to be able to do the thing in killap's expansion, now they'll be no choice but to scare Torr for the Duntons? That's too bad (I always play Knightly characters).
What? I don't understand what you just said. I have not removed any options. If you want to help Torr guard the brahmin, then you can. If you want to kill Torr, you can. If you want to help the Duntons scare Torr, you can. If you want to turn in the Duntons for rustling brahmin, you can. The only new thing in my expansion is the ability to turn in the Duntons. This was partially in the game before but I have expanded on it. You use the bug parts to confront them, then you must find other proof and speak to someone. Nothing is being removed or blocked in the expansion, only added.
 
Re: Key Card... sucks

killap said:
SorgFall said:
So to be able to do the thing in killap's expansion, now they'll be no choice but to scare Torr for the Duntons? That's too bad (I always play Knightly characters).
What? I don't understand what you just said. I have not removed any options. If you want to help Torr guard the brahmin, then you can. If you want to kill Torr, you can. If you want to help the Duntons scare Torr, you can. If you want to turn in the Duntons for rustling brahmin, you can. The only new thing in my expansion is the ability to turn in the Duntons. This was partially in the game before but I have expanded on it. You use the bug parts to confront them, then you must find other proof and speak to someone. Nothing is being removed or blocked in the expansion, only added.

No, no. Your patch fixes the possibility to both scare off the Duntons and Torr. That way I nullified the bad thing so far. :mrgreen:
 
Re: Key Card... sucks

SorgFall said:
No, no. Your patch fixes the possibility to both scare off the Duntons and Torr. That way I nullified the bad thing so far. :mrgreen:
Oh, I see what you were trying to say. Yes my patch does remove that ability, but it doesn't make sense since you would then get the quest to go rescue Torr and everyone would think you were in on the cattle rustling. It was an error on the devs to be able to do both. Either way, I had several reports from people trying to do both and things got buggy.
 
Re: Key Card... sucks

killap said:
SorgFall said:
No, no. Your patch fixes the possibility to both scare off the Duntons and Torr. That way I nullified the bad thing so far. :mrgreen:
Oh, I see what you were trying to say. Yes my patch does remove that ability, but it doesn't make sense since you would then get the quest to go rescue Torr and everyone would think you were in on the cattle rustling. It was an error on the devs to be able to do both. Either way, I had several reports from people trying to do both and things got buggy.

But I can't get the card without working for the Duntons now, right?
 
Re: Key Card... sucks

SorgFall said:
But I can't get the card without working for the Duntons now, right?
The keycard on the cliff map? That is on a body. You can ALWAYS go to that map and retrieve the card/fight the robot.
 
Re: Key Card... sucks

killap said:
SorgFall said:
But I can't get the card without working for the Duntons now, right?
The keycard on the cliff map? That is on a body. You can ALWAYS go to that map and retrieve the card/fight the robot.

:oops:

EDIT: No hurries, but if the final patch is complete, why don't you upload it killap? I'm just waiting for that. ;) There's no reason to delay it because of the expansion if you only plan to upload both in a 'grandiose manner'. Bunk me in the head freely if it's not yet done.
 
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