Any stuff related to unofficial F2 patches goes in here!

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I never had this issue before, but I think I might know what is causing it. Which version of my patch are you using? If you are using the full version of my patch (the one that includes the 1.02 fixes) did you check that you game already comes with that installed? If you have obtained a Fallout 2 disk in the last 5 or so years it already comes with 1.02 patch installed. You therefore will just need my B version of the patch that does not include the official patch. People have reported similar issues to what you just described and the answer was always that their version of the game already game with 1.02 installed.
 
Alright, I am in my finishing stages of my next release. I got all the bug fixes checked in and I am in the process of writing up all the documentation on it, etc. A new readme will also be written to clear up some confusion and help those new to installing patches/mods.

To wet everyone's appetites, here is a list of all the new fixes in this release. A rough count on my part showed over 100. Enjoy!

Code:
Arroyo: 
-------- 
- If you find Vault 13 but don't enter it, Arroyo won't change, but Hakunin's description and dialogue will! - this has been corrected 
 
- If you complete Hakunin's quest before getting the bonus training from Cameron, you wont get the training. This has been corrected.  
 
 
Klamath: 
-------- 
- Obtaining the Fuel Cell Regulator now correctly displays a gain of 200xp in the message window. 
 
- Killing Torr or any of the brahmin will set the quest to failed and cause the Duntons to run off. If you told Torr to run away and then attack the brahmin, you would see a float over the invisible Torr after combat ends. This no longer happens. 
 
- After scaring off the Duntons (thereby failing the rustle quest), you can NO longer tell Torr to run away as well which would then allow you to get the quest to rescue Torr which should only be gotten after a successful rustle quest.  Several script flukes occurred as the result of this but no longer after applying this patch. 
 
- Fixed a dialogue bug in Maida's script (while talking about the Den) that would cause the script to bypass a check concerning the release of Sulik.  
 
 
Den: 
---- 
- The orphans outside each store NO longer continue to accumulate items after the death of the shopkeeper they deliver their stolen items to. 
 
- Becky no longer thinks that you destroyed her still if you just talked Frankie into buying liquor from her. 
 
- Fixed a bug in how your barter skill affects the amount Metzger pays for your companions. 
 
- The members of Tyler's gang should now attack you if you attack whoever's guarding the church door. 
 
- Fixed an error in One-Tooth Billy's float dialogue. 
 
- Removed the tent roof tiles that were scattered on one of the Den slaver run maps. 
 
- You no longer call Cassidy "MacRae" when selling him to Metzger. 
 
- The game no longer says you've helped Lara's gang when you help Tyler's gang. 
 
- You now get the correct message and EXP for helping Lara's gang. 
 
 
Redding: 
-------- 
- Going down the well in Redding (not main map well) now takes you to the correct area. 
 
- Marge no longer says that Dan supports NCR. 
 
- Sheriff Marion no longer says that you jailed one of Dan McGrew's miners when you jailed one of Marge LeBarge's miners to stop the bar brawl. 
 
 
Vault City: 
----------- 
- Fixed issue of Randal charging you more if you fooled him with your fake citizenship papers.  (I believe this is part of the same issue when he would charge you more if you were a real citizen, captain of the guard, etc) 
 
- The guards in the courtyard of Vault City now acknowledge your status as Captain of the Guard (before they just called you a citizen). 
 
- Fixed a bug in Happy Harry's stock, where he still has a bunch of expensive items in his inventory after you end dialogue. 
 
- Fixed a bug that causes you to become trapped in Vault City's armoury if you try to break in as a servant. 
 
- Fixed a bug causes Valerie to just give you back a new cattle prod instead of an upgraded one if you ask her for a discount. 
 
- Fixed a bug that made it difficult to get Dr. Troy to ask you to bring him some jet after the v1.02 patch. 
 
- Fixed the bug in the Vault City Ammenities Sub-Officers that caused them to charge less if you weren't a citizen. 
 
- Randal's prices are now higher (since the person who programmed Vault City wrote all of the barter modifiers so that they did the exact opposite of what was intended). 
 
- Stark must now actually see Marcus or Lenny before making a fuss about bringing them into the city. 
 
- It's now possible to get the Autodoc Enhanced/Lowered Hitpoints II perks from the Autodoc in the Vault City courtyard. 
 
 
New Reno: 
--------- 
- If you have a family quest active when you turn that family hostile, the quest will be crossed out (set to failed) in your quest list. If you manage to talk to your employer without him attacking you may get some unexpected dialogue in this case. This has been corrected. 
 
- After wiping out the raiders and speaking with Bishop he may say that you had Skynet with you even if you don't have the robot. He actually means Sulik since the variables are mixed up.  This has been corrected. 
 
- Discount modifier is NO longer incorrectly applied each time you enter barter with Renesco thus allowing you to get all of his goods for $0 
 
- "When you've completed the secret transaction job Salvatore has given to you, go talk to him with Intelligence 3 or less. When he asks you to join their family, because you're dumb you can't talk to him and the dialogue screen closes. You don't join the family, you gain the job's xp, plus you can repeat this. Every time you talk to him, it happens as if you have done the job again and you get 1000 xp for free." This has been corrected. 
 
- If you didn't also perform quest 9 for Bishop you won't get to be a Made Man if you ask for more work after this, but you will if you pick the "pleasure doing business" line. This has been corrected and you must (as was intended) complete every quest from Bishop to become a mademan. 
 
- If you talk to Bishop after delivering the briefcase, without being a Made Man or having an active quest, and he doesn't have any job to give you, Bishop will accuse you of screwing up the Westin assassination. This has been corrected. 
 
- Minor scripting fixes to Mason and how variables are handled. 
 
- You get the briefcase from Moore in Vault City to give to Mr. Bishop, but if you kill Bishop, steal his files, and complete the eliminate-the-raiders quest trail, this never gets crossed off your action list for Vault City. (If you go back to Moore, he keeps telling you to deliver it to Mr. Bishop. This has been corrected. 
 
- Corrected Llyod issues. (Let him go yet he attacks. When you go down the grave, Lloyd will no run away above ground.)  
 
- NPCs NO longer disappear forever after sleeping with either/both of the bishop women and then returning downstairs. (JOY!) 
 
- You can no longer get infinite boxing rematches if you box for the first time after defeating the enclave. 
 
- Issue with variable being set regarding the stash in Golgotha told by Myron 
 
- You can no longer get an infinite amount of free jet from Jagged Jimmy J by exploiting a script error. 
 
- Corrected a bug where Myron's guards would be called into the room but would just follow you around forever rather than attacking you. 
 
- Several bug fixes with Eldridge: 
   *He will no longer attack you if you ask him for upgrades after beating the Enclave. 
   *He no longer grossly overcharges you. 
   *He no longer upgrades your weapons for free when your barter skill is greater than 90%. 
 
- The New Reno bartenders now charge you LESS (instead of MORE) when you're a prizefighter or have beaten the Enclave. 
 
- Killing Myron or convincing him to leave will now lower the Mordinos' power instead of increasing it. 
 
- The hole in the wall of the Cat's Paw has been filled in so you can no longer run through it. 
 
- Fixed a bug that causes a what was meant to be a debug message appear in the display when you pay Renesco money for the mine part. 
 
- Fixed the bug where Miss Kitty would always charge $703 for dramatic requests, regardless of the many modifiers that lower her price. 
 
- Patched a small hole in a wall on the second floor of Bishop's casino. 
 
- Patched a hole in a shelf in T-Ray's office, and added a missing corner to the southern building of the chop shop. 
     
- You can now get the secret stash under the "Trash" cross in Golgotha without knowing about the grenades hidden in a toilet in the Mordino Casino. 
 
- The street band now actually sings. 
 
 
NCR: 
---- 
- The guards that follow Merk should now always be present when he is on the map. Before, this was not always the case. 
 
- If you save while Merk is moving to his next destination, and then reload, his script would freeze and you would be unable to speak with him until you leave the map. This has been corrected. 
 
- Due to a dialogue bug, you could become a ranger without ever completing the quest to free the slaves. This has been corrected. 
 
- Clicking on Hal during the caravan rides would cause the variables used during the ride to reset thus preventing the caravan from ever ending. This has been corrected. This has been corrected as well as three minor dialogue lines added so that Hal at least says something when you click on him. 
 
- IN<4: You can get the Spy Holodisk from the computer and even tell Tandi about it, but you can't report to Gunther and get the reward because of the IN requirement. 
	-Added 3 lines of dialogue allowing you to get the deserved xp. (You were told to go get the money so you should) 
 
- All issues associated the fight with Lenny in Merk's basement 
   *ALL NPCs now remain hidden during the fight and reappear after the fight. 
   *Saving and reloading during the fight no longer causes the player to become stuck in the ring 
   *There was a pretty nasty bug that if you had multiple slots filled with a same type of gun (ie different amounts of ammo in each one) you would end up with more guns than you started. This has been corrected. 
 
- Corrected a bug with Hubologist hard drive formatting. You could do it an infinite number of times and gain an infinite amount of karma. 
 
- You can no longer get the mutagenic serum from Dr. Henry if you already did that quest before. 
 
- The stairway in Merk's basement has been fixed so it doesn't appear to be going through the wall. 
 
- The Stockman's Association sign is now in Duppo's shop. 
 
- The townsfolk will no longer display "Error" as floating text. 
 
- You can no longer have conversations with the sink at the entrance. 
 
 
San Franciso: 
------------- 
- Leaving the map before the scripted fight with Lopan and Dragon ends no longer causes Lopan to remain stuck inside the ring. 
 
- You can NO longer get double experience by taking advantage of a glitch with Badger and delivering fuel. 
 
- If Handy hacks the Shi computer for the fuel it would trigger Badger's death sequence as if he was the one who did the hacking. This is no longer the case. 
 
- If you deliver the armour to Jing in exchange for money or tanker fuel, every time you talk to Crocket afterwards he would whine about not getting any fuel even if you never promised him anything.  Varaibles were incorrectly being used here but has been corrected. 
 
- You can pay Crocket to upgrade multiple armours as long as you don't leave dialogue, and lose money (assuming you pay, that is) and one Power Armor each time, but naturally when he's done you only get one back. This would be sort of the opposite of bug exploitation though but has been corrected anyway. 
 
- All bugs associated with the ring fighting have been fixed. (i.e, no more crashes, scripts wigging out, becoming stuck in the ring, opponents becoming stuck, etc) 
 
- Matt (Brotherhood guy) no longer disappears right in front of you. 
 
- Replaying the BOS bunker video sequence with NPCs in your party would cause them to appear inside the video thus complete mayhem would commence. 
 
- The Captain of the tanker will no longer say that your people are on the oil rig if you weren't even aware that they were abducted.. 
 
- Several holes in the walls in the Hubologists' base were filled in so you can no longer run through them. 
 
- Fixed a hole in one of the walls in the BOS base. 
 
- You can no longer use the chemistry workstations to get fuel for both the tanker and the Enrologists. 
 
- Your party members will now be hidden when you watch the tape of Horrigan killing Matt. 
 
- Fixed a bug where Chip would get mad at you for asking him for information when in reality you did no such thing. 
 
- Dr. Fung will no longer cause the game to freeze when you ask him for stimpaks after he refuses to heal you because you don't have the money to pay him. 
 
- You now have to actually mention Doc Holliday before Dr. Fung will put Chip's spleen back in for free. 
 
 
- Gruthar no longer turns hostile if you use any type of skill on him. Was setting the hostile variable for some reason. 
 
- You can now save the deathclaws by killing Dr. Schreber at Navarro, preventing their slaughter. In addition, if you also fix their computer, you will get the good ending for Vault 13 in the endgame sequence. 
 
- Joseph in Vault 13 will no longer double your radiation when you ask him to cure you. 
 
- Your party members will now be hidden when you watch the tape of Horrigan killing Gruthar. 
 
 
Vault 15: 
--------- 
- No matter where you would enter the Vault 15 map (world map, elevator entrance, underground), you always end up at the southern end of the 1st map. This has been corrected. 
 
- Zeke is no longer pissed off when you come back to see him after being annexed by NCR. 
 
- The guard on level 3 with the H&K P90c now has the correct ammunition. 
 
- You can no longer have conversations with the sinks on level 2. 
 
 
Enclave: 
--------- 
- corrected errors on my part in the main computer terminal in the Enclave. 
 
 
Navarro: 
-------- 
- Navarro male sergeant is no longer using the female proto. 
 
 
Gecko: 
------ 
- Entering an incorrect sequence into the robot command terminal would cause the same affect as entering in the "wrong" command which causes the meltdown. This has been corrected. 
 
- Talking with Lenny about the G.E.C.K would set a variable that is also used by Harold thus preventing you from ever obtaining the reward from him for fixing the powerplant.  This has been corrected and Lenny is now using a different variable. 
 
- Error on my part in gcharold's script. 
 
- Fixed a bug that made Skeeter upgrade your weapons for free if your barter skill is greater than 90%. 
 
- Fixed some bugs in Gecko Power Plant Desk Guard's dialogue: 
   *A loop where you can't end dialogue. 
   *An instance where you say you want to ask about something else twice in a row. 
 
- Your car no longer disappears when you go directly to the junkyard from the world map. 
 
- Harold no longer starts talking about skin when you ask him why he called you Vault Dweller. 
 
 
Modoc: 
------ 
- Jo now places Gecko on your map after he tells you the location of it. 
 
- Grisham - It appeared that if you saved every Brahmin, you would never see the message that you saved the brahmin, get the 250xp point for it, or an increase of 2 rep points in the town. This has all been corrected now. 
 
- Fixed a bug that caused Grisham to keep asking for $1500 to compensate for his brahmin, regardless of whether or not you've already paid him. 
 
- Fixed a bug that caused your followers to stop following you around town if you successfully convince Grisham that you were just giving Miria or Davin a physical when he catches you having sex with them. 
 
 
Military Base: 
-------------- 
- Before, Goris was the only one who can highlight this on your world map even though Chris in Navarro and Jimmy in Vault 13 both tell you the location of it.  Now all three place it on you map. 
  
 
Broken Hills: 
------------- 
- Fixed an infinite money bug in Broken Hills, where the Refinery Supervisor would keep giving you money to let him keep the refined uranium.  
 
- Patched a hole in one of the houses in Broken Hills. 
 
- Fixed a bug that caused you to become stuck in dialogue mode with Liz. 
 
- Doc Holiday will no longer take money from stupid players without healing them. 
 
 
Sierra Army Depot: 
------------------ 
- The terminal on the second floor of the Sierra Army Depot now correctly disables the force fields and shock plates. 
 
- Fixed a continuity error with a couple of the dates given by Skynet. 
 
- When you activate the alarm on level 1 of S.A.D., it will now correctly activate the alarm and release the brain bots within the adjacent secret room, instead of giving you a permanent artificial RadAway addiction. 
 
- You can no longer turn off the alarm on level 2 of S.A.D. by both attempting to disable it 
      and hacking into the computer, thus giving you the EXP for both. 
- You can no longer walk on top of the pot on level 3 containing a holodisk. 
 
- Changed the descriptions of the dead corpses outside. 
 
- You can now correctly guess the password to disable the shock plates on level 2 of the S.A.D. 
 
- Fixed a bug in a terminal on level 2 that could potentially crash the game. 
 
 
Misc: 
----- 
- It is now possible to get a town rep besides Neutral at the Ghost farm. 
 
- Corrected all scripting issues with the Pariah random encounter. 
 
- Corrected scripting issues with the Fallout 2 hint book that is obtained at the end of the game. Would not correctly set all your stats. 
 
- Fixed the Holy Hand Grenade encounter. You can now get the encounter and find the grenade! 
 
- Fixed the Cafe of Broken Dreams encounter popping up over and over. 
 
- Viewing AutoDoc and Alcohol Hitpoint perks on the character sheet will no longer crash the game.
 
Great work man. I really appreciate what you're doing.

Is there any hope of you someday giving Fallout 1 the same treatment?
 
Alright, here it is everyone my truly final Fallout 2 patch. This new release includes a good 100+ new fixes from the previous ones that are already included. I have fixed every single bug/glitch that I found or that were brought to my attention but that does not mean there are not others to be discovered. This is my final patch in that I will no longer be searching the game for bugs/glitches to fix. If anyone does find something that I have not discovered yet or found a bug in my work, please tell me and I will fix it. But this is all the more that I will do with this patch.

I still have aspirations to make an addon pack that unlocks all the unused characters, quests, etc and I will probably still follow through with it -- it will just take a long time.

That's it, please read the readme that comes with the patch and happy playing!!

Big thanks to all those who sent in bug reports, Per and his awesome walkthrough, and Seraph for the work he did on several of these fixes that I have included in this patch. Thanks all!!


Full list of corrections:
http://zcn.phix-it.com/fallout2/corrections.txt

Version A: (Includes previous 1.02 fixes-US version only!!)
http://zcn.phix-it.com/fallout2/unofficialFO2patch_final-A.rar

Version B: (Does NOT include 1.02 fixes-for use with non US versions and/or if 1.02 is already installed)
http://zcn.phix-it.com/fallout2/unofficialFO2patch_final-B.rar
 
Cuch said:
And how about good ending for Gecko? (Sorry, didn't find it in previous posts). Thnx.

Yes, the bug that prevented a good ending for Gecko is in the patch. All endings can now be obtained as well as 2 hidden ones for Vault City.
 
killap said:
Scorpion said:
Shiv {"{"plz" bitch-slap me.}" bitch-slap me.} X.x

Perhaps...it is in my list for the potential addon pack.

Ty.

I would get that shiv from dead pimps in Reno, and find that it doesn't work...

Kinda sad about it..... I wonder who edited my post and put 'bitch slap' me...

hm..
 
Hey Killap. Congrats on a job well done. Your patch really makes the game shine like it was meant to do.

However, I have noticed a small, almost inconsequential bug that occurs even with your Final Patch installed.

In Vault City, every time I enter Valerie's repair shop with Vic in my party (after having watched their argument scene), they exchange some barks after Vic enters the Maintenance Center. Valerie says Oh, hello, "Dad" and Vic says Valerie, good to see you again.

Nothing wrong with that, except they still exchange these barks when Valerie isn't present in the Maintenance Center, i.e. at night.

I have yet to make Valerie give Vic another chance, if that helps.

As it's so insignificant, I think this is best saved for the add-on pack.

Again, thanks for the patch.
 
Unkillable Cat said:
Hey Killap. Congrats on a job well done. Your patch really makes the game shine like it was meant to do.

However, I have noticed a small, almost inconsequential bug that occurs even with your Final Patch installed.

In Vault City, every time I enter Valerie's repair shop with Vic in my party (after having watched their argument scene), they exchange some barks after Vic enters the Maintenance Center. Valerie says Oh, hello, "Dad" and Vic says Valerie, good to see you again.

Nothing wrong with that, except they still exchange these barks when Valerie isn't present in the Maintenance Center, i.e. at night.

I have yet to make Valerie give Vic another chance, if that helps.

As it's so insignificant, I think this is best saved for the add-on pack.

Again, thanks for the patch.

Hmm, never noticed it before. I assume that this is bug is present in the game even without my patch as I changed nothing in that area. I shall verify it, though if you say this happens I believe it since I fixed numerous such bugs where message floats would occur even if the individual that says them is not present. Thank you for bringing it to my attention as I probably would never have noticed it in my playings/testings.


EDIT:

Looked at the script and according to what I see Val will indeed have the conversation with Vic even if she is not present. This has been corrected and the updated file is now sitting on my harddrive waiting further issues to come up. 8) :P
 
It's called a word censor. But instead of censoring it adds annoying comments.

Intended to make people who speak AOLese look even more retarded, I guess.
 
Wow. That was fast. Debugging services in the Wastes sure have improved lately.

But another glitch I now remember...Farrell's front door in Modoc. Has anyone ever managed to fix that door? I open it, leave the map (most often to kill the vermin in Farrell's garden), and when I come back it's facing to the right instead of to the left.

It still works properly, it just...shifted itself. It looks like a closed door when it really is an open door, and vice versa.

(Also, love the spellchecking feature on this forum.)
 
Unkillable Cat said:
But another glitch I now remember...Farrell's front door in Modoc. Has anyone ever managed to fix that door? I open it, leave the map (most often to kill the vermin in Farrell's garden), and when I come back it's facing to the right instead of to the left.

It still works properly, it just...shifted itself. It looks like a closed door when it really is an open door, and vice versa.

Hmm..never noticed that before. Does this happen each time or is it random? At some point I will take a look and see if I too encounter that glitch.
 
I'll update the first post in this thread at some point to say that your patch rocks and the others suck or something along those lines. A few comments:

killap said:
- Becky no longer thinks that you destroyed her still if you just talked Frankie into buying liquor from her.

I think that was fixed in 1.02 though.

killap said:
- Marge no longer says that Dan supports NCR.

Did you fix Hoffa already?

killap said:
- It's now possible to get the Autodoc Enhanced/Lowered Hitpoints II perks from the Autodoc in the Vault City courtyard.

How? Didn't you have to make up some specific conditions for those?

killap said:
- Corrected a bug with Hubologist hard drive formatting. You could do it an infinite number of times and gain an infinite amount of karma.

This should be under the SF header.

killap said:
- You can no longer have conversations with the sink at the entrance.

I don't think I could before?

killap said:
- Replaying the BOS bunker video sequence with NPCs in your party would cause them to appear inside the video thus complete mayhem would commence.

- Your party members will now be hidden when you watch the tape of Horrigan killing Matt.

This is the same thing?

killap said:
- Fixed a bug in a terminal on level 2 that could potentially crash the game.

What's this?
 
killap said:
Unkillable Cat said:
But another glitch I now remember...Farrell's front door in Modoc. Has anyone ever managed to fix that door? I open it, leave the map (most often to kill the vermin in Farrell's garden), and when I come back it's facing to the right instead of to the left.

It still works properly, it just...shifted itself. It looks like a closed door when it really is an open door, and vice versa.

Hmm..never noticed that before. Does this happen each time or is it random? At some point I will take a look and see if I too encounter that glitch.

I don't know if it happens random, but I remember that once I came back the door was just the other way...

I never noticed it either, but I'm remembering it now ._.
 
The "shifting" door has happened almost every time I play the game, and with several different patches too.

It happens if I just run the game with 1.02d, but I'm not certain if it happened with Celestial's 1.05 patch.

Usually I do things like this (at least, this is how I did it the last time I was in Modoc):

# When entering the Modoc map with Farrell's house, his house is usually the first one I enter. I talk to Farrell, tell him I want to help him find the watch, and then go clean out his garden for him.

# When I return from the garden, I go talk to Farrell again.

# Then I go over to Rose, talk to her and then I talk to Cornelius. I do NOT accept his quest to get the watch from Farrell. Straight after this, I go to the outhouse and climb down the hole, set a charge and go back up.

# By this time most of the map is covered in "goo". I go back down, kill the rat and retrieve the watch and give it to Farrell.

By the time I go back to give the watch to Farrell, the door has shifted.

If I was to make a guess, I'd say this happens because the door to Farrell's house is open when I cover the map in "goo". Because it looks to me the game swaps out the map, this could well be a side-effect of that swap.

EDIT: Another bug spotted. Doofus in NCR keeps asking if I need my car watched. I can keep giving him $5 to watch it, but he never goes into "watching mode".
 
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