Any stuff related to unofficial F2 patches goes in here!

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IIRC in the original release of Fallout 2 the guards at the Vault City gate would call Lenny a mutant rather than a ghoul.
 
Ashmo said:
IIRC in the original release of Fallout 2 the guards at the Vault City gate would call Lenny a mutant rather than a ghoul.

I realize that and I fixed that in my patch. I am just curious if this is occurring somewhere else in Vault City.
 
Another spelling error. When you examine a bed (at least the ones in the backrooms of the Malamute Saloon in Redding) the description says "There are a couple stains of dubious nature in the mattress", or something like that.

AFAIK, there's an "of" missing in there, between the "couple" and "stains".

Also, I have a question regarding perks. I remember that when I played the game earlier, I could use a small loophole when levelling up. Instead of choosing a perk at Level 6 (and 9) I would not take any Perks until I had reached Level 12, where I was then supposed to be able to take 3 perks! Well, I just reached Level 12, and I could only choose 1 perk! Basically, I have lost 2 perks!

I'm gonna keep playing to see if I get to choose a perk at Level 13 (as the game owes me 2 perks) but if that doesn't happen, then this "bug" is something that came from Killap's patch, as I could do this with the 1.02d patch installed.
 
Unkillable Cat said:
Another spelling error. When you examine a bed (at least the ones in the backrooms of the Malamute Saloon in Redding) the description says "There are a couple stains of dubious nature in the mattress", or something like that.

AFAIK, there's an "of" missing in there, between the "couple" and "stains".

Also, I have a question regarding perks. I remember that when I played the game earlier, I could use a small loophole when levelling up. Instead of choosing a perk at Level 6 (and 9) I would not take any Perks until I had reached Level 12, where I was then supposed to be able to take 3 perks! Well, I just reached Level 12, and I could only choose 1 perk! Basically, I have lost 2 perks!

I'm gonna keep playing to see if I get to choose a perk at Level 13 (as the game owes me 2 perks) but if that doesn't happen, then this "bug" is something that came from Killap's patch, as I could do this with the 1.02d patch installed.

I will check out the grammar error you speak of.

As for the perk issue, I touched nothing in the area of perks (as it is all hardcoded anyway.) I have no idea why that would happen but I think I remember being able to do that before as well. I have not tested it with my patch so I will have to get around and try. Anyone else have some ideas about this?
 
killap said:
dalponis said:
Hmmm. Vault City called Lenny a mutant too?

Who and where in Vault City?

The Vault City gate. Also, I didn't get the good Vault 13 ending. I never saw that before even. But I got a few new goodies in the end. Mention of the elder, and the hubologists.

Wait, didn't I kill the hubologists?
 
Unkillable Cat said:
Also, I have a question regarding perks. I remember that when I played the game earlier, I could use a small loophole when levelling up. Instead of choosing a perk at Level 6 (and 9) I would not take any Perks until I had reached Level 12, where I was then supposed to be able to take 3 perks! Well, I just reached Level 12, and I could only choose 1 perk! Basically, I have lost 2 perks!

I believe that one could never conserve Perks that way in Fallout nor Fallout 2. You could use this loophole to optimize your Perks choice if you were a Skilled character (for example, not picking the Perk at Level 4, but waiting until Level 6 to get the better one), but if you failed to choose the Perk before your next Perk Level, you'd lose it.

One could save Perks for later in Tactics, though,
 
dalponis said:
killap said:
dalponis said:
Hmmm. Vault City called Lenny a mutant too?

Who and where in Vault City?

The Vault City gate. Also, I didn't get the good Vault 13 ending. I never saw that before even. But I got a few new goodies in the end. Mention of the elder, and the hubologists.

Wait, didn't I kill the hubologists?

Well, I recently tested and they call Lenny a ghoul for me. As for the Vault 13 ending, you must do 2 things to trigger the good ending. What did you do to help all deathclaws in the game?

Just out of curiosity, from where did you grab my patch? (the downloads area or from the link in the recent newspost?)
 
Silencer: Doh! It was in Fallout Tactics that I could conserve Perks, not in the original Fallout games. :oops:

Looks like I screwed myself over badly there...and right in the middle of the Wanamingo mines, to boot.

Anyway, I think I found another bug in Vault City. I exited the Vault (big hole in the wall) and made my way to Valerie's building. Me, Sulik and Cassidy all used the front door, but Vic just walked through the wall that was facing the Vault entrance, right between the two windows on that side.

Actually, he more sort of just "appeared" on the other side of the wall. Could this be one of those "holes" I read about in the patch notes?
 
OK. I didn't post the full readme, though, it would kill legibility. Just your announcement.
 
Hello killap,

Do you know what needs to be changed in /data/WORLDMAP.TXT in order to increase the frequency of random encounters?

If not, would it be allright if I overwrite the file with the one from Encounter Boost patch by Miran & Haris? Would this remove important critical fixes or introduce errors?
 
More bugs:

When you rescue Smiley from the Toxic Caves, the message reads "You can 1000experience points for rescuing Smiley." A space is missing.

Also, dunno how it happened, but once, I drove to Gecko and entered the normal map (not the Junkyard map), entered the Junkyard map on foot, and there was the car waiting for me! It was parked beside Percy's hut, in front of the entrance to the Junkyard itself. The car worked fine, it just decided it wanted to be in the Junkyard part of Gecko all of a sudden.

I was about to optimize the power plant and getting the reward for the Woody quest, if that matters.

Finally, one question for the planned addon mod: Will you be giving the .223 Pistol back it's "BOOM" noise?

EDIT: More info on the shifting door bug in Modoc. I've noticed that just about every door on the Bed 'n' Breakfast map slams itself shut shortly after having been opened, including Farrell's door. However, when I entered his house, talked to him and accepted the garden quest (and therefore was teleported to the garden) the door was still open.

When I return from the garden, Farrell's front door is stuck open. Since it isn't bothering me, I leave it alone. Then I go and blow up the outhouse, and the door "shifts", so that it is one square in front of the doorway, outside Farrell's house, instead of being in the doorway itself. Oddly enough, it will shut itself in this shifted position!

I hope this more detailed explanation helps.
 
Unkillable Cat said:
When you rescue Smiley from the Toxic Caves, the message reads "You can 1000experience points for rescuing Smiley." A space is missing.

Noted

Unkillable Cat said:
Also, dunno how it happened, but once, I drove to Gecko and entered the normal map (not the Junkyard map), entered the Junkyard map on foot, and there was the car waiting for me! It was parked beside Percy's hut, in front of the entrance to the Junkyard itself. The car worked fine, it just decided it wanted to be in the Junkyard part of Gecko all of a sudden.

I was about to optimize the power plant and getting the reward for the Woody quest, if that matters.

Ok, I will take a look. Probably an issue with the fix that was implemented.


ThunderCloud said:
Hello killap,
Do you know what needs to be changed in /data/WORLDMAP.TXT in order to increase the frequency of random encounters?

If not, would it be allright if I overwrite the file with the one from Encounter Boost patch by Miran & Haris? Would this remove important critical fixes or introduce errors?

Overwriting the worldmap.txt that comes with my patch would remove several needed fixes. If you want more encounters the way that the Miran & Haris did it, open up the worldmap.txt that comes with my patch and change all the percentages under the category "Encounter frequency percentages" to 100% Leave the one titled "None" alone.

I will be releasing small update in a week or so to address the few bugs that have been reported. I plan on including a new executable file that actually addresses the increased encounter problem better. Rather than changing the values to make more encounters occur (you are still moving at a million miles an hour just every block has an encounter) the speed on the map will return to the speed that everyone remembers going. (Nice and slow)
 
Unkillable Cat said:
When you rescue Smiley from the Toxic Caves, the message reads "You can 1000experience points for rescuing Smiley." A space is missing.

"Can sth"? What manner of slang is this?
 
Killap: Thanks for the "slowdown", it will be much appreciated.

If you haven't already done so, check my previous post in this thread for more info on the shifting door in Modoc.

EDIT: Silencer, I see I mistyped a word there. It should read "You gain" and not "You can".

The space is still missing, though
 
When I drop the flint on the ground it still displays a box. I have tried patch B after patching fallout to 1.02 and patch A without patching, both from a clean 1.00 install.
 
MagicLizard said:
When I drop the flint on the ground it still displays a box. I have tried patch B after patching fallout to 1.02 and patch A without patching, both from a clean 1.00 install.

Hmm, seems to be that way. I will look into this later. Thanks for bringing it to my attention.
 
Unkillable Cat said:
More bugs:

EDIT: More info on the shifting door bug in Modoc. I've noticed that just about every door on the Bed 'n' Breakfast map slams itself shut shortly after having been opened, including Farrell's door. However, when I entered his house, talked to him and accepted the garden quest (and therefore was teleported to the garden) the door was still open.

When I return from the garden, Farrell's front door is stuck open. Since it isn't bothering me, I leave it alone. Then I go and blow up the outhouse, and the door "shifts", so that it is one square in front of the doorway, outside Farrell's house, instead of being in the doorway itself. Oddly enough, it will shut itself in this shifted position!

I hope this more detailed explanation helps.

You just gave me the exact info I needed to fix this bug. I was able to reproduce the bug and it appears to be caused by leaving the map before the door is automatically closed. When you return, the door disappears. Blowing up the outhouse causes the game to display a new map and the door, which is actually not there anymore, cannot be updated correctly for the map change hence it appearing in front of the house. Thanks for the more detailed info, I should have a fix in no time.
 
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