Any stuff related to unofficial F2 patches goes in here!

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I'd just like to note that you also appear in the same spot at least in my game also if you go up the ladder near the Vault 15 door, which should lead you to the locked room in Zeke's house.

edit: Okay, checked the kill Westin & kill Bishop quests. If you agree to kill Mr. Bishop, do that and return to Westin to claim your reward, 'Kill Westin in NCR' gets crossed off. However, it doesn't work the other way and 'Kill Mr. Bishop' stays open.

I also tried if the guard cattle/rustle cattle issue worked also the other way around, and sure enough: if I agree to rustle the cattle for the Duntons, then go kill all the radscorpions and leave, their quest remains open ad infinitum.
 
Crowley said:
edit: Okay, checked the kill Westin & kill Bishop quests. If you agree to kill Mr. Bishop, do that and return to Westin to claim your reward, 'Kill Westin in NCR' gets crossed off. However, it doesn't work the other way and 'Kill Mr. Bishop' stays open.

I also tried if the guard cattle/rustle cattle issue worked also the other way around, and sure enough: if I agree to rustle the cattle for the Duntons, then go kill all the radscorpions and leave, their quest remains open ad infinitum.

Added and noted. Thanks.
 
*anxiously awaits "bug-free fallout v2.0"*

forget 1.6, the 1.x class are hybrid patches that take it apon themselves to make gameplay and balance changes. I say rocket straight into 2.0 and rape, pilliage and borrow (bug, spelling, structure fixes etc) from Locutus/Seraph/EVEN OFFICIAL! as long as you give them credit. we're all one big happy family working towards the same perfect gaming experience here. :cry:


oh yeah and .exe please. I would love to click on install.exe then patch.exe AND BE DONE WITH IT! :evil:
 
Junker said:
oh yeah and .exe please. I would love to click on install.exe then patch.exe AND BE DONE WITH IT! :evil:

You all may have your wish there. Got something up my sleeve. 8)

Down to just one bug before the release (the issue with Vault 15 and the starting map hex - still no idea what the heck is wrong)
 
killap said:
Down to just one bug before the release (the issue with Vault 15 and the starting map hex - still no idea what the heck is wrong)


Now, if I remember correctly this issue was fixed in Celestial´s 1.05 patch.
 
Skynet said:
killap said:
Down to just one bug before the release (the issue with Vault 15 and the starting map hex - still no idea what the heck is wrong)


Now, if I remember correctly this issue was fixed in Celestial´s 1.05 patch.


borrow time! :D
 
Junker said:
Skynet said:
killap said:
Down to just one bug before the release (the issue with Vault 15 and the starting map hex - still no idea what the heck is wrong)


Now, if I remember correctly this issue was fixed in Celestial´s 1.05 patch.


borrow time! :D

Haha seems i'm near to re-install Fallout 2 and apply only a single patch :)...
Sad thing is that my save games wont work, because they were made in 1.02 patch :O

killap will i still need to install child patch, holy hand grenade patch, "the world map speed" patch, city limit patch? Oo :roll:
 
Skynet said:
Now, if I remember correctly this issue was fixed in Celestial´s 1.05 patch.

Hmm...I will have to take a look then.


demonslayer said:
killap will i still need to install child patch, holy hand grenade patch, "the world map speed" patch, city limit patch? Oo :roll:

1. Yes for child patch
2. No for grenade patch - fix included
3. I am actually going to include an updated .exe (which REALLY fixes the speed problem) so the answer is probably no
4. Probably no to the limit patch as well.


If I get the Vault 15 map issue sorted out today, I will probably release a beta version of my installer and hopefully I can get some of you to try it out before the actual release. In the end, there should be 2 files released (a .rar and an .exe)
 
cool. i was gonna replay as mad max himself but ill just uninstall for now and do a fresh + this patch when you release it.


what will it include anyway? all of your fixes + seraphs fixes + 1.02?
 
Junker said:
what will it include anyway? all of your fixes + seraphs fixes + 1.02?

Pretty much. I may not include all of Seraph's work though, as a few things he altered had no reason to be changed.


I just checked out Celestial's 1.05 patch and I am still experiencing the Vault 15 map issue. Man this one is a stumper!
 
argh... i have had no time to test the carvan stuff

(work has been nailing me big time)

sorry, will try as soon as i can... which means: i have no idea when :-/
 
killap said:
1. Yes for child patch
2. No for grenade patch - fix included
3. I am actually going to include an updated .exe (which REALLY fixes the speed problem) so the answer is probably no
4. Probably no to the limit patch as well.

That would be the Holy Hand Grenade patch, the one that allows the encounter, yes? I see no mention of it in your Corrections file, is it something that is included but has not been noted there, or something that you're going to include in the final patch once it's completed?

I'm also confused as to whether or not your patch is built on top of Seraph's patch or if its a stand-alone version. In the case of the former, will you be listing Seraph's fixes in your patch release notes? If it's the latter, will all changes made by the patch be put into a changelog of some kind?

Also, for the speed problem... because this game works on such a wide range of hardware, is it going to scale based on the hardware present, or will it simply work better with faster processors? While I'd welcome a speed fix (I remember one time walking around the wasteland for a year game time and having maybe 1 or 2 encounters!), it would be nice if it worked equally well on a PC that is just barely over the FO2 recommended requirements, and a gaming rig meant to handle Doom3 and the like.

Oh, and a big thanks to all the work you've put in on this project, Fallout 2 won't ever be the same =)
 
Evil-Rage said:
That would be the Holy Hand Grenade patch, the one that allows the encounter, yes? I see no mention of it in your Corrections file, is it something that is included but has not been noted there, or something that you're going to include in the final patch once it's completed?

Once it is completed.

Evil-Rage said:
I'm also confused as to whether or not your patch is built on top of Seraph's patch or if its a stand-alone version. In the case of the former, will you be listing Seraph's fixes in your patch release notes? If it's the latter, will all changes made by the patch be put into a changelog of some kind?

Essentially it is built on top. I will be listing the fixes I borrowed from Seraph in my final version.

Evil-Rage said:
Also, for the speed problem... because this game works on such a wide range of hardware, is it going to scale based on the hardware present, or will it simply work better with faster processors? While I'd welcome a speed fix (I remember one time walking around the wasteland for a year game time and having maybe 1 or 2 encounters!), it would be nice if it worked equally well on a PC that is just barely over the FO2 recommended requirements, and a gaming rig meant to handle Doom3 and the like.

Well, what I have made out from the speed problem is that the .exe counts some type of number as it goes across the map thereby slowing down the speed of your movement. This only makes sense since today with faster CPU's, the number would not take as long to count up to, thereby making you zoom across the map. (think really old DOS games where if you play them today you would essentially fly across the screen as you move your character) I have found a "hack" by doe407 on this forum that adds an even larger number making movement across the map pretty much what it was supposed to be. On my 3.4Ghz system, I neither fly nor crawl across the map anymore. The speed is quite good and I get many more encounters. The problem with the other fix that is out there is that all it does is give you a 100% probability that you will encounter something (but since you never spend more than a nano second in a square that does not really matter much and you still hardly come in contact with anything or if you still have a slow machine, you are bombarded with encounters)

Correcting the speed problem forever probably won't happen. I do not have the time nor know-how to somehow calculate a good number to count up to based on CPU speeds out there. I will do some more testing on some other slower computers I have, but that is probably as far as I will go. Installing this hack will be an option though, so if you are still using a slower computer, then there will be no need to install it.



Beta testing should hopefully begin tomorrow or the next day at the latest. I need as many of you to test everything out and make sure it is all running correctly.

Here are the things I plan* to include as options in the installer.
*these options are subject to change and may be scrapped before the final release.

1. B-Team mod (NPC now change appearance when wearing armor)
2. Infinite Party members MOD - by I Must Be Crazy 2
3. City Limit Patch
4. New Encounter booster patch - by doe407
5. All Fallout 1.02 fixes + all my fixes + the majority of Seraph's fixes
 
i believe it is his fixes + the many of the actual FIXES from seraphs patch. so it is a standalone but it a way it combines both hi and seraphs patch, just eliminating all the "balance" and "gameplay change" mumbo jumbo.
 
1. B-Team mod (NPC now change appearance when wearing armor)
2. Infinite Party members MOD - by I Must Be Crazy 2
3. City Limit Patch
4. New Encounter booster patch - by doe407
5. All Fallout 1.02 fixes + all my fixes + the majority of Seraph's fixes

I like that list. But I think you should include the miria mod aswell if you include the infinite party mod.
 
Trying to catch up a bit with this thread, it grew very quickly while I was away. I like Evil-Rage's suggestion about having 2 or 3 "patch levels" very much. It would be slightly disappointing at this stage if you just handed over your things to Seraph to add at his leisure/discretion, especially knowing that his patch has a lot of non-basic stuff in it.

- Improved Flamer will do proper damage

- Magneto-Laser Pistol does proper damage and has greater range

I don't think they need to be changed. We thought they were identical to the basic weapons since before the mapper, we didn't know about "item perks".

- Dave Handy now has the Trophy of Recognition

This was based on something from the Bible. Inconsequential.

- Pulse Rifle now has a projectile

Can you see a electromagnetic pulse?

- You have now a 95% chance of getting addicted to Jet and 25% to Mentans

Most of these numeric changes were arbitrary.

- Decreased the reloading of the .44 Magnum (SpeedLoader) to 1AP

Um, not needed.

- Military Base is now medium sized

The original "rule" seems to have been that all locations that were visible from the beginning had large circles except for Arroyo (where you start) and Raiders (whose status is unclear).

The Raider's base is now hidden

You can now get the Tragic playing card addiction. (Talk with Wooz in Gecko)

-Merk now steals stuff from your car.
-Drinking Gamma Gulp beer or Roetgen Rum will now radiate you (Gamma 5 and Roetgen Rum 10)
-Lenny now carries a Zip gun
-Phazer has been added to the crash shuttle random encounter. (pid 393)
-Corpse stolen by the Hubologists from the Shi has been added. (there is a log note in the Shi database that corresponds to this)

herb mixing feature

- Old Man McGee and his slot machine (Bishop casino) are now perfect

These shouldn't be in a basic patch.

-When you enter the map of "Car outta power" it no longer displays a message that you are standing in front of the Arroyo bridge.

Can't recall that happening?

-Poison now actually poisons you

How much, though? ARBITRARY! :wink:

I believe the issue is caused only after you save upstairs. If I go upstairs with the women and then come back down, my party is there. If I go upstairs with the women, SAVE, reload, and THEN go back downstairs, my party is gone. It seems that the info dealing with "all_party_hidden" is not saved in a save game.

Woot!

- You should now be able to find the map to the SAD from Sam Pritchard's grave.

Without talking to Mr Wright about it?

Did you fix the caravan/Mobster/slave bug? And didn't you fix the returning-to-destroyed-rig bug, or did Seraph already do that one?
 
Per said:
Without talking to Mr Wright about it?

Did you fix the caravan/Mobster/slave bug? And didn't you fix the returning-to-destroyed-rig bug, or did Seraph already do that one?

I have it set that if you talk with Wright, you are able to find it in the grave OR if you have a perception greater than 7.

As for the caravan issues, I believe I got them all sorted out. As for the mobster issue with the encounter, I did not change their status as good critters, I suppose I should do this though, right?

I also recently set it so that you cannot return to the rig after you destroy it.

As for the Car Outta power message issue, I swear this is indeed an issue. Looking at the script that is run with that map, the Arroyo bridge script is declared as the name in it hence the use of the "You are standing in front of the Great Bridge" (as that is line 100 in the text file corresponding to the bridge script name) I will double check though.


I actually have decided to release a package independent of Seraph. I did send him my fixes, but I still plan on making an independent release. I mean, why the hell not it is my work anyway, plus some of the things he changed I don't really care for.
 
Hey, working on adding in the Miria mod, but I have run into a glitch.

Has anyone experienced an issue with the Miria 1.2 mod where when you are having the confrontation with Grisham, Miria disappears and does not appear back until she is standing next to you at the wedding. Anyone one else run into this problem?

EDIT: Fixed the mod issue as well as a bug I discovered. Apparently if one of the Grisham kids joins your party and you save on that map, they reappear back in their house and then come running back to you. This only occurs on the Modoc main street map. It was a bug in how the starting hex is setup and has been corrected for the next release.
 
There was a tip on the old unofficial patch thread, how to change the version number in main menu. If someone still remembers it, it would be a nice little detail in your patch.


Also, just curious, but have you checked out which script versions are the B-Team mod and infinite NPC mods based on (1.00, 1.02)? So, that they don´t null any of 1.02 or your changes.
 
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