Any stuff related to unofficial F2 patches goes in here!

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eh, good job. I guess. what's with all the dialog changes though? and all sorts of added stuff that wasn't even there before? I mean, typos have never bothered me that much about Fallout, but like in Arroyo for example, when you first talk to a villager they say stuff like "blabla, PERHAPS our village can be saved". (it just sounds silly) or like in that encounter with the big robot guy killing the family. after you see them blown to bits, your character suddenly blurts out "oh, boy" (with the comma).. ruins the mood a bit. kinda like you were trying to make it better by adding all sorts of silly linguistic formalities actually making it worse. oh, and how come I can't find the yellow keycard on the plane crash site thing anymore (or the bodies for that matter) in Klamath..or any armor on dead npcs/guards etc? not sure if it was like this in the original version (just started playing again) but most of the shopkeepers are also traders now.

tee hee
 
kkd said:
eh, good job. I guess. what's with all the dialog changes though? and all sorts of added stuff that wasn't even there before? I mean, typos have never bothered me that much about Fallout, but like in Arroyo for example, when you first talk to a villager they say stuff like "blabla, PERHAPS our village can be saved". (it just sounds silly) or like in that encounter with the big robot guy killing the family. after you see them blown to bits, your character suddenly blurts out "oh, boy" (with the comma).. ruins the mood a bit. kinda like you were trying to make it better by adding all sorts of silly linguistic formalities actually making it worse. oh, and how come I can't find the yellow keycard on the plane crash site thing anymore (or the bodies for that matter) in Klamath..or any armor on dead npcs/guards etc? not sure if it was like this in the original version (just started playing again) but most of the shopkeepers are also traders now.

Well, perhaps it has been too long since you played Fallout 2 as all of what you say was there in the original.

The only things I did to the text documents was run each one through a spellchecker and when a word came up it did not like I verified what it should have been and changed it. I did nothing grammatically with commas, etc. To prove this, I just now checked an original text file of the villages in Arroyo and the commas you speak of are present there too.

I touched nothing with the yellow key card and it can be found on the body on the right side of the crashed plane. This was actually added in the official 1.02 patch by the original makers but does nothing in the game. If you are not seeing it, I can assume two things. One, you are using version B of my patch which should only be used if you already have 1.02 installed or two, something went wrong with you installing the patch.

As for obtaining armor from NPCs that you kill... this was not in the game since that would cause severe balance issues. Lifting armor from bodies is available from a mod and I assume you probably played with that at some point.
 
hmm. weird. I must be paranoid. but still, I couldn't find the yellow keycard and the bodies aren't there. just blood. could it be because I didn't kill the robot right away, but just hurt him a little and then went back to town and after I was healed went back again (to the crash site)? because when I got back, he didn't attack me anymore. I could just go to the vertibird to get the keycard with him standing there, ignoring me only to discover there's nothing there.

edit. could it also be because I tried Celestial's patch before installing this one? I reinstalled the game before applying yours though.

eh nevermind. *shoots self*
 
kkd said:
could it be because I didn't kill the robot right away, but just hurt him a little and then went back to town and after I was healed went back again (to the crash site)?
That's exactly why. Doint something like that causes bodies to disappear leaving behind pools of blood. Supposedly the items carried by the corpses are still there, but covered by the blood which will also disappear eventually.
 
BUG SPOTTED!

Goto vault 15. Enter the elevator to go down to the vault.

Use the ladder in the bottom left of the map. Takes you into the building above ground. Okay, that's fixed, but now use the ladder again. You apear in the rock when you go back to the vault.

Of course, this is before Vault 15 joins the NCR, so it's still The Squat.
 
dalponis said:
BUG SPOTTED!

Goto vault 15. Enter the elevator to go down to the vault.

Use the ladder in the bottom left of the map. Takes you into the building above ground. Okay, that's fixed, but now use the ladder again. You apear in the rock when you go back to the vault.

Of course, this is before Vault 15 joins the NCR, so it's still The Squat.

Hmm.. I remember testing that fix thoroughly but perhaps something slipped past me. I will add it to the list of things to check over but it will be a few days until I get around to it.

Oh, and when you say "appear in the rock" I assume you mean the player is stuck in the cave wall and is unable to move. Am I correct?

Thanks for letting me know and please post anything else you encounter.
 
killap said:
Thanks for letting me know and please post anything else you encounter.
Your perfection-seeking desires are appreciated. It's kind of amazing how many bugs were left in Fallout 2, and reassuring that they're finally being eliminated once and for all.
 
Just saw that Seraph has another FO2 patch out. V 1.04 build 11.3.05. It also gives credit to killap. Does anyone know if the load game problem in The Den was fixed? And who's is better, his or Killap's. I am planning on starting my FO2 game over with Killaps latest and greatest.
 
forddieselguy said:
Just saw that Seraph has another FO2 patch out. V 1.04 build 11.3.05. It also gives credit to killap. Does anyone know if the load game problem in The Den was fixed? And who's is better, his or Killap's. I am planning on starting my FO2 game over with Killaps latest and greatest.

Well, my patch actually includes all of Seraph's gameplay fixes as well as hundreds of my own. Therefore I would have to say that mine is the one to use.
 
Therefore I would have to say that mine is the one to use.
I figured you'd say that. Also on another note. I have Team X's FO1 mod installed, and I have had 2 crashes in Shady Sands, once when going to the farm map. The other when going to the Caves. Also, concerning Killap's final patch, can it be installed over your last patch or do I have to start with a fresh install.
 
I recommend you doing a fresh install as that will minimize any problem that may come into play.
 
Killap,

I think you should change the default loading screen thing. Make it say 1.1 or 1.06 or something in the bottom right of the screen.

Then have your name there.
 
dalponis said:
Killap,

I think you should change the default loading screen thing. Make it say 1.1 or 1.06 or something in the bottom right of the screen.

Then have your name there.

Yeah, I was thinking about doing that but I never got around to seeing what must be changed in the executable. I think I still have the information that tells where to go and change that text...I will have to dig it up at some point.
 
Two bugs spotted:

1. If you use repair skill on car in Klamath (the one with Fuel Cell Regulator) first time, you get a "Error" in message box. After that if you use the repair skill, you only got a final(?) message. If I remember correctly, there should be random or sequentical messages when you use repair skill on that car. I think this bug is also in 1.02.

2. There is a grammar error in a message, that you receive after you refuel the Whiskey-Bob´s still in Klamath.

It should be "You gain 100 experience points for refueling the still." instead of "You gain 100experience points for refueling the still."

(P.S. was it 100 experience points, can´t remember)
 
Ok, I just ran through every bug that has been posted and I have fixed the ones that I was able to reproduce. The following ones I was not able to reproduce.

1.
Goto vault 15. Enter the elevator to go down to the vault.

Use the ladder in the bottom left of the map. Takes you into the building above ground. Okay, that's fixed, but now use the ladder again. You apear in the rock when you go back to the vault.

Of course, this is before Vault 15 joins the NCR, so it's still The Squat.

I went up and down several times and I never became stuck in the cave wall. Can others please test this and tell me if they too have this problem?


2. The "shifting door" problem in Farrel's house.

I followed the steps given but I was unable to reproduce this. Do others encounter this glitch?
 
killap said:
2. The "shifting door" problem in Farrel's house.

I followed the steps given but I was unable to reproduce this. Do others encounter this glitch?

I can confirm this glitch but have no idea what causes it.
 
hmmm.. :scratch: though I haven't tried your patch yet, I have only encountered that problem after blowing up the outhouse.

It may be the glitch is in the map itself; I suggest you use mapper to take a look at the second elevation (where the whole place is covered in crap), and check the doors for any scripts, mismatched PID numbers, etc.

If you can't see anything wrong in the map or with the scripts, try replacing all the doors on the second elevation; just remember to keep track of any door that uses a script.
 
Sorry for taking so long to get back to you on this Per...

Per said:
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.

Yes, you are right. I left that in the list of fixes by mistake. Removed.

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

Did you fix Hoffa already?

No, I did not. I will add that to the list.

Per said:
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?

Actually, no I did not. 98% of the code was already written and the only thing missing was how to get the lowered hitpoints perk. (It seems they forgot to include it and I just used the same conditions they had for the others) If I remember correctly, a minor bug in dialogue options prevented anyone from successfully getting to any of the perks.

Per said:
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.

Noted

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

I don't think I could before?

I just went through every map and checked all the sinks. That sink happened to have the traveler script attached to it. I did not test initially if I could talk with that sink but since I was able to before with sinks that had that script attached to them, I assumed the same would occur.

Per said:
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?

Yes, it is. I will removed one.

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

What's this?

I am not specifically sure as I got this one from Seraph's patch. Looking at what he modified though, I can see though that a few crashes could probably occur as much of that original code was not written properly.
 
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