Any stuff related to unofficial F2 patches goes in here!

Discussion in 'Fallout General Modding' started by Per, Mar 20, 2005.

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  1. ATG

    ATG First time out of the vault

    May 17, 2005
    Problems whit Fallout 2 unofficial v1.05 patch (ENG)

    I have recently tried to install the Fallout 2 unofficial v1.05 patch (ENG), but it did not seem to work, my NPCs did not change apperances, and certin items that was explained removed or changed in the åatch was still there. Did I do somethingwrong? The way I did it was that I installed Fallout 2 (Huge installation) whitout any patces, then I moved all the files from the Fallout 2 unofficial v1.05 patch folder into the installed FO2 folder, and overwrote the files that it asked me about, and since I got the UK version I copyed the extra data files fron the v1.05 patch also. But my problem is that I saw no changes from 1.02, any oter of you had any problems like this? or is it just me?

    I am sorry if this has been answerd before, but I did a search and found nothing.

    Should I use the F2 patch 1.05 Update1?
    And what is this patch0000.dat thing? (I have tried to read a bit around thees last few days, but I don't really get it :()

    Any help appreciated.

  2. dude_obj

    dude_obj Vault Senior Citizen

    Oct 19, 2004
    There is a sticky at the top of the forum that says "Any stuff related to unofficial patches goes in here!".

    You must make sure the proto directory \data\proto is set to read-only for all files, otherwise the protos will be deleted when the engine starts, and you're back to using the original protos.

    EDIT: You ask about PATCH000.DAT, this is the official 1.02 patch. I believe the 1.05 unofficial patch contains the contents of 1.02 patch. You most rename PATCH000.DAT to something else (PATCH000.BAK) so the game engine doesn't use this. If PATCH000.DAT is there, it will override the 1.05 patch.
  3. Silencer

    Silencer Night Watchman Staff Member Admin

    Nov 7, 2003
  4. ATG

    ATG First time out of the vault

    May 17, 2005
    I found a bug that when I change Vics armor the games creashes, I only noticed this after I went into Vault City. And hes moving is also wierd, like he just freezes when he stops walking, and do not asume a normal position lik the others.
  5. Skynet

    Skynet Mildly Dipped

    Jun 5, 2003
    Sounds like a corrupted savegame to me. The animation freezing when he stop walking happens usually, when the NPC has been unconcious during a map change.
  6. ATG

    ATG First time out of the vault

    May 17, 2005
    Ok, I found an old save game and overwrothe the old one, nice to know, now I shall take more frequent backups. Thanks ! :)
  7. ATG

    ATG First time out of the vault

    May 17, 2005
    A quick question in the Fallout 2 unofficial v1.05 patch. Some guns, like the hunting rifle seems to be doing a lot more damage now then whit the 1.02 patch, my level 8 char can get killed by one or two shots, eaven tho I am waring a Metal Armor MkII. How is damage calculated now? What is does the AC, DR, Dmg mods described on the ammo mean?
  8. Skynet

    Skynet Mildly Dipped

    Jun 5, 2003
    This is due the AP ammo "fix"

    If you wan´t, you can erase the data\proto\items\00000034.PRO and data\proto\items\00000095.PRO to re-balance the .233 ammo as well as the shotgun ammo to original.
  9. ATG

    ATG First time out of the vault

    May 17, 2005
    Thanks, I think that would be wise, the way it is now it is really powerful, can't have my entire team wiped out be a few ghoul scavangers :P
  10. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    Really? That's really cool. His site has been down for a long time though... Has he moved or is he not maintaining his site? 8)

    Oh and on an off topic note, I myself am attempting to find and make corrections to Fallout 2. I have checked nearly every txt file and corrected hundreds (seemed like it) of typos and maintained consistency in names for objects, added missing object descriptions, and so on. Right now I am expanding the Abbey mod with more objects, conversation options and perhaps even a small quest or two. I plan to combine all this(as well as the location EPA) with the 1.051 patch that is out there and release it at some point. Ideas for the Abbey expansion (and EPA) are welcome but I cannot promise too much. I am new to modding and therefore learning all the commands, syntax, and such. (resulting in slow, frustrating productivity)

    The one thing I am curious about at the moment is how quests work with characters. I suppose I could sit and stare at a script file for an npc that gives you a quest, but if anyone knows or knows some tutorial out there that explains quest making that would be awesome and speed things up immensely. I have tried to look around, but to no avail. Thanks guys and I will keep you posted on things.

    Oh and if you know of any bugs that you know that are in Fallout 2 and have not been corrected yet, let me know and I can tinker around and see what I can do. (again no major promises)

    Oh and for those of you unfamiliar with what Abbey is here is the info I got from the Fallout Bible. Any more ideas that I can implement to the map would be appreciated. :D

    It [The Abbey] did not have the Followers of the Apocalypse there. It was supposed to be an independent organization, probably of Jesuits or something like them (I'd probably go with the latter to avoid right-wing complaints). The monks preserved knowledge in the form of books, blueprints, and items, and they tried to preserve technical knowledge mainly. Unlike the BOS, who hoarded their technology and used it to stay superior, the abbey was open to anyone as long as they did not damage anything. All they had to offer was knowledge, because not a single preserved item functioned. 
    One more thing: the monks did not understand the knowledge in the books they preserved. They treated them like holy materials, to be read and copied and cared for, but not acted upon. Think of the book "A Canticle for Leibowitz" by Walter M. Miller, which was the inspiration for the abbey. 
  11. Skynet

    Skynet Mildly Dipped

    Jun 5, 2003
    Really?, I already have a improved abbey mod with a few quests, dialog and a much better map by Corpse. Reason, why I haven´t release this yet is because my laziness, Fallout 2 burn-out, and it was meant to be a part of my Fallout 2 Gold Edition.
  12. Carib FMJ

    Carib FMJ Nuka-Cola Chaser

    Nov 8, 2003
    Fallout 2 Gold is coming when, Skynet!? When?! (Foams at mouth)
  13. Skynet

    Skynet Mildly Dipped

    Jun 5, 2003

    When the hell freezes! :twisted:

    Seriously, the Fallout 2 Gold project is stopped at the moment, and when I get my worst Fallout overdose drained, I might continue it.

    Also, where´s your feedback about the improved abbey mod that I send you to test?
  14. killap

    killap Bear Dude Moderator Modder

    May 16, 2005

    Well, want me to try and finish off and add to what you have already done?

    I would gladly test anything you have done and give feedback/etc.

    EDIT - Oh, and on another note, is there some guide out there that explains all the arguments associated with the commands in the script files. It is taking a long time trying to interpret and search/compare in various script files. If there was some guide out there that explained all these arguments that would be awesome. And yes, I did try the search button, but to no avail. Never have much luck with that thing. 8)
  15. ktchong

    ktchong First time out of the vault

    Jun 2, 2005
    Celestial's 1.05 vs. Seraph's 1.03

    Currently, there are two major Fallout 2 unofficial patches: 1.05 by Celestial and 1.03 by Seraph. The two do not work with each other.

    I just want to get a simple fix to the game so it works properly. I am not looking for a mod to add extra contents: I do not want any extra or expanded location. I do not not want any extra NPCs. I do not want any extra weapons or armors. I do not want a big overhaul of the weapon or armor statistics. I just want a fix to patch up the original contents and plots, pure and simple. Thanks.

    So, which one would you recommend? Which one is more stable? Celestial's or Seraph's?
  16. Skynet

    Skynet Mildly Dipped

    Jun 5, 2003
    I´ll try to finish it myself soon. The improved abbey mod is quite ready, maybe one or two mini-quests and a general dialog improving. I can send you the current version soon for test run.

    What improvements have you done to your abbey modification?

    And about those arguments, have you checked the PDF file that came with the official mapper?

    I´d recommed the Seraph´s patch, because it has mostly a fixes for the original game, except some minor things (they can be removed)

    check the features and judge yourself:
  17. killap

    killap Bear Dude Moderator Modder

    May 16, 2005
    Yeah, I would glady test anything you need. Just pm me when you want me to test something.

    As for what I have done, not much per say. I only have the map that is available here (I believe you said you have a much better one) and I just expanded the area a bit by adding more objects, scenery, people, etc. As for scripting, I am new to it so I have only added more interactive dialogue, more float dialogue, and the beginning of a small quest of finding missing glasses to one of the monks. I know it is not much but I just started on it really recently and have not had any time since for more learning/experimenting.....
  18. Carib FMJ

    Carib FMJ Nuka-Cola Chaser

    Nov 8, 2003
    Hey, SKynet, The Abbey Mod is good so far, can't wait for all the other additions as well. Hell, has anyone used the source code for Team-X's Real Arroyo and Klamath mod?

    Anyone ever thought of adding it with any of their patches?
  19. Claw

    Claw Where'd That 6th Toe Come From?

    Jan 18, 2004
    I'd rather have a patch with complete bugfixes. I was mildly shocked when I compared the changelogs of Celestial's and Seraph's patches; they seem to have fairly little in common.

    I am very much in favour of keeping bugfixes and gameplay or content changes seperate, so I'll use Seraph's patch and the seperate ammo and encounter fixes.
    However, after seeing first-hand what a hassle getting different mods to work together is, I see what Celestial's patch has going for it.
  20. revolver_rat

    revolver_rat First time out of the vault

    Jan 28, 2005
    Hey'yall. I'm not a newcomer but i dont have much to say either, but gotta few questions noew:

    from the notes i think seraph's 1.03b is more complete? no?

    between 1.03b and 1.05, which ones contain the NPC armour change, fire gecko skinning, and .223 pistol fix alltogether??

    which one can i combine with longbaughs weapon mod?

    do the unoficial patches still work if i replace the .dat with H&M's Second Apocalypse?

    I dunno shit about scripting, so a KISS explanation is best preferred.

    THX a nuka-cola lot, folks.
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