Any stuff related to unofficial F2 patches goes in here!

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I just checked out Seraph's site, he credits Killap for bug fixes, is his latest the one to use, or are they all pretty much the same?
 
Unofficial Patch 1.5 - Compatability with Other Mods

Is it possible to somehow merge the 1.5 unofficial patch with other mods, such as the Vertibird mod, the Truck mod, the Abbey mod, Bunker 21 (how good is it anyhow?) or TeamX's (IIRC) Mr. Fixit mod? FAME doesn't work well for this, so probably the answer will be more difficult.

I tried to look through the FAQ but found nothing about merging mods. There is some program called "Mod Runner" but the link I've found for it leads to some Polish site (I can read English, Hebrew and very little Russian, but not Polish); can it help anyhow?
 
I think merging mods is pretty hard thing to do if your new to fallout modding. So you have to accept the fact that some mods aren't combatable together.
 
Re: Unofficial Patch 1.5 - Compatability with Other Mods

Golan2072 said:
Is it possible to somehow merge the 1.5 unofficial patch with other mods, such as the Vertibird mod, the Truck mod, the Abbey mod, Bunker 21 (how good is it anyhow?) or TeamX's (IIRC) Mr. Fixit mod? FAME doesn't work well for this, so probably the answer will be more difficult.

I tried to look through the FAQ but found nothing about merging mods. There is some program called "Mod Runner" but the link I've found for it leads to some Polish site (I can read English, Hebrew and very little Russian, but not Polish); can it help anyhow?

I think it isn't. Just because some people may want the vertibird mod, but not the Truck mod. Some mods could be merged, yes i believe so, and i would like so too, but it's probably hard and time consuming.

I think Truck Mod uses the Truck instead of the car right? ...i prefer the car =\

Would be nice to use both car and truck but i think is difficult =x
 
So will it be possible for me to merge Mr. Fixit and the Patch by myself? How difficult is it?
 
Golan2072 said:
So will it be possible for me to merge Mr. Fixit and the Patch by myself? How difficult is it?

There is no "secret" to merging mods or any type of code. The only problem is that you must be aware of how the code works. You can't just blindly copy paste code in and hope for the best. I have never looked at Mr. Fixit (I thought that was some type of modding tool though??) so I cannot say how hard it will be to combine with other code. The only real tool you need is the Fallout Script Editor (http://www.mody-jarga.host.sk/fse/fse2.htm) However, if you have never worked with any programming before then I don't really suggest trying to do what you want.

I had actually begun a project to combine every mod out there into an installer where the user could choose what mods he wanted. I realized that this would require an insane amount of the same file just a different level of mods included in it. (ie there would be like 200 versions of a single script) The reason I was trying it this way was that I knew that if I made a package of just all the mods included (it is quite possible) I would get tons of complaints about one of the mods that is included is not liked...blah blah blah... I eventually scrapped the idea though since I realized the installer idea was a pretty unrealistic one. I have spoken with someone though who is in the process (almost done in fact) of combing every mod/patch together. We shall have to wait and see how that turns out though.

EDIT: I took a look at Mr. Fixit and I see that it comes with a very thorough readme. Everything you need should be answered in it.
 
so you scrapped your addon pack for fallout 2 ?
I liked celestrials patch so much becourse it included stuff that supposed to be in fallout 2 but it got removed again. I share the opinion that such fixed shouldn't be included in the real unofficial patch tho, that why i like the addon part so much.

IMHO the addon should have the following stuff.

- Stuff the got deleted again from f2 (like Ian)
- the change appearance mod for NPC
- the miria level up mod
- infinite party members mod
- mysterious stranger mod
- world map encounter booster
- and to make stuff harder the very difficult mod
- mr fixit tool

Well it just my 2 cents. your the boss Killap :)

Well those would be mainly it. For myself i'm always trying to get the frank horrigan armor in the game and the klint level up mod( and change his appearance like the vaultboy from fo:tactics).
 
No, no. My addon pack is not scrapped. My mod merge package is. (I had several packages going on at the same time) I am still working on an addon pack to include missing characters, items, quests, etc.

No worry! 8)
 
From the 1.5 Patch readme:
"- Removed the Bio Med Gel from the third level of SAD"
Is that a reduntant set of Gel or the only one? Haven't played for months so I don't remember how many there are. If it's the only one, and it was removed, how could I activate the SkyNet Brainbot NPC?
 
There is also 2 mine control chips in the redding mines. Funny because you can only give ONE of them to a mine corp. Even if you have 2, the other camp will act like you gave the only one away.

*edit* Im heading back over friend's house to take care of it, and his horrible dogs while I play f2 on his comp. Im working on a gigantic bug list (stuff the bear dude missed) while im there.
 
I thought one of the patches removed the excessive mine chip. Although it would be more cool to record and script a new ending where Redding would become so rich with the extended output that it'd literally buy its independence.
 
Phil the Nuka-Cola Dude said:
*edit* Im heading back over friend's house to take care of it, and his horrible dogs while I play f2 on his comp. Im working on a gigantic bug list (stuff the bear dude missed) while im there.

Me miss bugs? That's unpossible!! :lol: :wink:

Post away man. Always good to learn of ones that I missed.
 
Hey :) This is my first post, so please don't swallow me if I'm asking something stupid :D

So, I've only recently discovered this site (along with fanmade patches) and succesfully installed 1.51. I love the new features, and also the bugfixes. Tho I noticed a (very) unpleasent change aswell. It's been some time since I last played FO2, but hey, I don't remember having around so deadly 10mm smgs. I was in New Reno when I installed the patch, and it made bloody hard for me to get away with Bishop's murder, because the guards kept giving me 100+ damage with a burst (with a lousy 10mm smg! And they were NOT crtical hits) and I kept dying wearing a Metal Mark II, having AG of 8. I guess this has to do something with the rebalanced ammos, so my question: is there any way to change them back to normal?

Umm, one more :) Does encounter booster patch work with 1.5/1.51 patch?
 
Lacos said:
Tho I noticed a (very) unpleasent change aswell. It's been some time since I last played FO2, but hey, I don't remember having around so deadly 10mm smgs.

That series of patches messes with ammo stats in unsavoury ways (isn't there a readme/changelog?). It seems you managed to get through the Den without losing saves, though. Next time I recommend you try killap's patch instead.
 
The list is on friends comp right now, im heading back over in around 2 hours. The list has like 15 things on it so far. One of the most OBVIOUS things you missed is the holy hand grenade encounter! Here is a quote from per's guide...
How to find and use the Holy Hand Grenade part 2
The second hand grenade encounter was indeed supposed to be in the game, and only disabled by a bug in the encounter script. Unlike the vast majority of bugs this one is relatively easily fixed, however, since the script in question exists in a decompiled state and can be made to recompile automatically when you run the game. One such fix was released by TeamX which also increased the relative probability of finding the encounter slightly. Here's how you can implement the most basic version of the bugfix yourself:

1. Use Fallout 2 DAT explorer or a similar program to extract the file Worldmap.txt from Master.dat on the cd (it's in the data folder).
2. Put this file in Fallout2\data\data on your hard drive. Telling DAT explorer to unpack the file into Fallout2\data will accomplish this.
3. Open the file with a text editor and exchange all instances of the string "(372)" with "(614)" (the parentheses are important).
4. Optionally replace "Encounter, Enc" with "Encounter,Enc" and "(616)" with "(617)" if you want to fix the Cafe of Broken Dreams repopping bug at the same time.
5. Start the game and play as usual, starting a new game or loading an old one.

And here's how it would have looked in the Encounters section:

King Arthur's Knights fighting a rat (10): (Vorpal Rat Cave) This is a mountain encounter. To get it you must first have encountered King Arthur (but not necessarily talked to him), hence the level requirement. What happens is that as a soon as you enter the map, the knights and rat enter combat mode and have at each other. If you do nothing, the rat will sometimes kill the knights, though they often manage to get in an instant kill critical first. If the rat lives, it'll wander its lair peacefully as long as you don't attack it. Going into the cave you'll find the Holy Hand Grenade. This weapon will automatically kill the rat if you manage to hit it (which is worth 7,500 xp, so I can't think of a much better use for it). Any surviving knights will remain on the map afterwards and none of them has anything to say to you.

a green starEven if you killed some or all of the knights in the first encounter, they'll all be here and not be hostile towards you. I'd kill them again - they each carry 200 or 300 MFC on this map.

a green star If you have any NPCs one of them will become "trapped" in the car as you arrive on the map. They'll be freed if you go into the cave.

a red star Another Rock for hoarding! Wahoo. Or in the immortal words of Rock-in-a-sock: "Geez, what are you, some kind of non-rock collector?"
As you can see, you can also fix the cafe of broken dreams repopping bug in there.
 
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