Any stuff related to unofficial F2 patches goes in here!

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I can at least confirm number 5 for now. I've mentioned 13 earlier myself. It seems to me that combat is sometimes triggered when one specific mechanic spots you, the one near the middle of the garage wearing black leather and facing southeast. Phil, is this the same for you?

Number 1 and 2 work for me, but then again those are fixed in Seraph's patch.

For some reason it seems that McGee's slot machine has reverted to normal in my game as far as the gambling mechanics go. The winnings I get range from x2 to x10, and I am unable to get the jackpot that finishes the damn thing off. Will investigate further.
 
I had already gotten my car back from there, triggered the quest that makes TJ give you SECs and MFCs. I came back about a month later, and my car was nowhere to be seen when I entered the map. As I walked toward the shop, about halfway there, combat mode was started and one of the chop shop dudes ran further inside to a corner. Cassidy killed him with one shot from his gauss, then sulik ran in and started beating on a "Chop Shop Boy" with his super sledge.


*edit*

I was just looking at seraph's patch readme when i stumble upon " *The HK P90c now uses 9mm ammo (as it does in real life)."

Wow, thats just plain wrong. There is no such thing as a HK P90c. There is a FN P90 which uses 5.7x28 ammunition.

As you can see below, the bullets are nothing alike. For those not familiar to firearms, the 5.7 is on the left, the 9mm on the right.

9mmfiveseven0xw.jpg


*edit#2*

I put together a worldmap file that fixes the holy hand grenade, cafe of broken dreams, and includes that famous encounter booster you all seem to love soo much :wink:

http://www.nma-fallout.com/forum/dload.php?action=file&file_id=707
 
Sorry if this is a dumb question. But could we have all the threads starting will killaps announcement of his patch/mod broken off of this sticky and into it's own Topic (Like "Killaps awesome patch/mod")?

I personally would like to see all this broken off into it's own Topic so I could monitor more updates and feedback on this.

Just wondering.
 
Phil the Nuka-Cola Dude said:
Wow, thats just plain wrong. There is no such thing as a HK P90c. There is a FN P90 which uses 5.7x28 ammunition.

Not 100% sure if this is accurate, but I read somewhere that HK P90c is a custom made weapon that SWAT (or other) special forces use. I also saw a few places on internet, that claims that HK P90c is a "civilian model", but I think it´s not true.
 
Jaesun said:
Sorry if this is a dumb question. But could we have all the threads starting will killaps announcement of his patch/mod broken off of this sticky and into it's own Topic (Like "Killaps awesome patch/mod")?

I personally would like to see all this broken off into it's own Topic so I could monitor more updates and feedback on this.

It wouldn't really make much difference since at this time killap's patch is the only one that something's going on with. Being the unofficial patch thread pretty much equates to being the killap's patch thread. How do the first few posts in the thread interfere with your monitoring?
 
Alright, I will have time this weekend to actually sit down and test out these issues you all have mentioned. I actually have a good 20 or so other bugs fixed that have not been mentioned yet, so the next release should be relatively large.

Phil the Nuka-Cola Dude said:
I put together a worldmap file that fixes the holy hand grenade, cafe of broken dreams, and includes that famous encounter booster you all seem to love soo much :wink:

I actually already fixed those issues, but cool. My world map actually corrects various other issues as well, so sadly if you want these fixes you will have to use mine or include them into your personal one. 8)

Please keep confirming this bugs as it saves me a lot of time. Thanks!
 
killap said:
Alright, I will have time this weekend to actually sit down and test out these issues you all have mentioned. I actually have a good 20 or so other bugs fixed that have not been mentioned yet, so the next release should be relatively large.

Cool :) take your time

About Lloyd
Taken from Per's awesome walktrough:

If you came with Lloyd, you can either tell him to dig, or check for traps, and in both cases you get the Plastic Explosive. (If you dig yourself, the bomb goes off in your face and Lloyd attacks.) Next you can choose to let Lloyd go down first (he attacks when you follow), go down first yourself (he attacks when you come back up, why didn't he make a run for it, the stupid git?), or tell him to go down, then throw the landmine in after him, which is fun ("All in a day's work"), but costs you a Plastic Explosive. If you let him go down and then wait for him to come back up he'll escape somehow, so don't do that.

If you already visited Golgotha and used Traps on the grave to get the Plastic Explosives, there'll be another one once you've talked to Lloyd (and the grave will be covered if you dug it up).

Killap do you notice anything weird about Lloyd? is the only "good" way to finish the quest to let him escape with the money ? I dunno i still think he should split when you go down the grave.
 
I think he should run away if you leave him on the surface, and split if you follow. (WTF? wormholes?)
 
Yeah, that always struck me as weird. If you tell Floyd to go down and wait, he mysteriously disappears.
 
hmmmm I can't remember that part...But I believe if i send him down, fallout 2 exited back to windows. Glad to see you guys agree with my :)
 
I just ran through Nuka-Cola Dude's list, and here are my comments 8) :wink:

1. Fix the holy hand grenade encounter.

Already done

2. Cafe of broken dreams pops up repeatedly.

Already done

3. (New Reno)After you fix the slot machine and give the old dude the money, then touch the machine again, he gets mad and reverts to the text from before you talked to him.

Can this be verififed?

4. There is 2 mine excavator chips in redding, but you can only give
1 to either kokoweef or morningstar. You should be able to give 1 to each I believe...

That would defeat the purpose of choice if you could give them to both mines. I believe that the developers had two by accident and meant at some point to remove the other (ie they changed the location of the chip at some point in production and never removed the other) Perhaps remove one of the chips?

5. Phazar and Zip Gun start out with *bugged* ammo that cannot be unloaded, and you cannot reload them until the ammo they came with is completely gone.

Yes, I noticed that happening but yet I don't know why it occurs. Will search further unless somone can think of something off the top of their head.

6. When hacking the emperor computer, the "copy virtibird plans" option doesnt copy.

I thought I fixed that, can someone confirm this not working?

7. Ton of bugs associated with fighting the Dragon and Lo Pan.

Yes, I am aware of them but they are very painful to fix.

8. When the "Car out of power" location spawns on towns, it often makes your car dissapear.

Is this because you enter the town rather than the outta power location? This is surely hardcoded and would require me to somehow make the car outta power location to never appear on a town square.

9. Skynet/Brainbot attacks you if you fail a steal check while he/she is in your party.

Confirmation, anyone? Also, what do you specifically do to make this happen?

10. Your NPCs randomly reset their combat settings.

I have had that happen to me to, but once again I fear this is some hardcoded issue. I will look though.

11. Sometimes when fighting an encounter like "Unity Patrol fighting Rogues", the bad team dies, then the neutral/good team starts attacking you for no reason.

Is this random? Did someone in your party accidently hit one of the netural members?

12. Your npcs will other non-hostile npcs in combat. Happens often with slaves, when they are not hostile to you in stables/random encounters.

Huh?

13. The Chop Shop dudes may randomly hostile you.

Nothing better than random bugs.

14. Even after EVERY hostile person in the stables is dead, you cannot free the slaves.

Well, who says you are supposed to free them? I would probably have to code this to occur and therefore it is not really a bug.

15. When sleeping with Mrs/Ms Bishop, your npcs may randomly dissapear. To fix this you have to sleep with one of them again, but sometimes that doesnt work.

Known, and painful.

16. After you join the NCR Rangers, and meet them in encounters, they recognize you, but revert to the same dialog "Oh, are you XXXXX? Ok um... bye!" Every time you talk to them.

Are you complaining that the dialog does not change? Umm, well that is probably the case because it was never written.

17. Shouldent the Rangers be allied in combat once you join them? I find it odd that they would attack you after one of your NPCs hits them with a single bullet on accident...

Rangers are never hostile to you unless you are a slaver or you in some way attack them. It make sense that if a bullet hits one of them, they should retailiate - it is not like they know it is an accident anyway.
 
For 1&2 I fixed and uploaded the worldmap.txt file, I also added the encounter booster.

3. Want my save game? It works as long as you have your version B final. I was transfering it back and forth between mine and my friends comp and it loads on both. Go to new reno, talk to the guy, fix the machine, gamble and win the 407 on it, give the money to him, touch the machine again, talk to him and his dialog switches to before you fixed it. Meaning, he still talks about how he spends soo much money and wants it to finally pay off.

4. I thought it had something to do with a good ending for redding if you gave one to each.

6. Do you need the plans in your inventory to use that? Because I had already gave the plans to the Shi but not the BoS, and it showed the option, but clicking it didnt create another set of plans.

7. :x

8. Would it be possible to script it so when your car runs out of gas on a town square, it forces you to enter the town menu, where your car will be stored at the first area you enter?

9. Get skynet, try to plant items on him with a low steal skill, you will see...

10. This seems to happen whenever you are sent to another map by a script without your npcs, and sometimes happens when they level.

11. Random, im talking about this happening when one team is fighting the other, and you and your npcs pass turns so none of you attack, then the "good team" starts attacking you.

12. Heh, meant to say ATTACK. Example : You are fighting metzeger, you kill all his men, while still in combat mode your npcs start running toward a non-hostile npc, then start attacking it, then turn the other normally non-hostile npcs hostile. Happens to me at the stables almost every time I attack the guards there.

14. Well I find it odd that you can free slaves everywhere else in the game (besides VC)...

17, Well when cassidy trashes three gang members that were attacking the rangers in one round with the gauss pistol, then misses and hits a ranger for 20 somthin damage... Kind of sucks that you lose karma points for killing somone who is shooting you for trying to save their sorry ass :roll: Meh, I pride myself on never having lower then +2000 karma by the time im level 12.
 
killap said:
That would defeat the purpose of choice if you could give them to both mines. I believe that the developers had two by accident and meant at some point to remove the other (ie they changed the location of the chip at some point in production and never removed the other) Perhaps remove one of the chips?

That's the best option. Giving two chips to both Marge and Dan would be cool, and we could possibly write some new dialogues for that, but we're missing something very, very important.

Perlman's narration for the new ending. :(

Phil the Nuka-Cola Dude said:
Well I find it odd that you can free slaves everywhere else in the game (besides VC)...

Yeah, but those in the Stables are drugged.

"They're doped up, they don't really care." Although freeing slaves has become more than a hobby for you, those here won't even move.
 
For some freak reason my game started crashing when I tried to enter Redding. Removing Redding-related files from the 'maps' folder circumvented that problem.
 
Uh. there was an issue with my Redding map, and I had removed it from the package as the fix was not actually needed. (I guess you just copied the newest release over a previous one by me?) I did mention in my post when I released that one should remove that file if one has it from a previous release by me.



EDIT:

- Ok, I fixed the McGee slot machine issue.

- I tested the copying of the vertibird plans several times a few different ways and it works each time. The text should only appear if you give the plans to the Shi. You then can make one and only one copy of the vertibird plans. It works for me.

- The Skynet steal issue is not really a bug, but rather that is how almost all characters in the game react if they catch you stealing. Since I have not used Skynet in so long, refresh my memory, is using steal and then planting items on Skynet the only way to give it new ammo, items to carry, etc?

- I am also in the process of adding in many of the fixes by Seraph. This will take some time...

- The rest of your comments Nuka Cola Dude are mostly quirks in the engine and I can't really fix them at this time. If only we had the source.


EDIT 2:

- Looked at the Lloyd script... The fact that when you go down into the grave and Lloyd does not run away does not seem to be a bug. Nothing stands out in the script and it seems that the original devs intended Lloyd to be a pretty back stabbing kind of guy. He wants that money and he is pissed that you made him dig up the grave. I did notice one spot where it *could* have been a typo in a calling of a function. When you first arrive at the grave with Lloyd there is an option to tell Lloyd to leave.

Lloyd: Here we are…*whew*...the money's in…this grave here.
Player: Get outta here, Lloyd. This money's mine now.
Lloyd: Right, right...all yours. No problem. I'm leaving. (Turns, then walks away.
Player: (Let him go.)

Picking the let go option would call function 942 which would set a macro causing Lloyd to attack you. One function below (941) displays the message "You let Lloyd leave." and then removes him from the map. One could assume that this is the correct function to be called but then again since function 942 is not used for anything else, one cannot be sure.

I did correct one scripting error that should have given you 5 karma if you let go Lloyd when he is in the basement of the Casino.

Any thoughts on what should be done with Lloyd?
 
fuction 941 would be the right thing. well imho that is. Its seems much logical that way.

I could imagen that he would be pissed at you when you let him do the digging and stuff. but when you choose to let him go,then he should leave.
 
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