Any stuff related to unofficial F2 patches goes in here!

Status
Not open for further replies.
More bugs:

In New Reno, if I look at the Masticator while he's in his cage in the basement of the Bishop house, I get an "Error" message in the window instead of a description.

In Redding, I asked Doc Johnson to heal me and my party, for which he charged $100. When I accessed his inventory to "reclaim" my investment, he only had $60 in his inventory, as I had cleaned his inventory out a little earlier. Now my question is, are those 60$ related to him restocking his items, or did he receive the wrong amount of money?

Also...is it possible that the timer for Cassidy's chatlines is somewhat off so that he won't stop blathering? He's really beginning to annoy me with his barks about Texas and the Midwest and blahblahblah.
 
Unkillable Cat said:
More bugs:

In New Reno, if I look at the Masticator while he's in his cage in the basement of the Bishop house, I get an "Error" message in the window instead of a description.

Noted

Unkillable Cat said:
In Redding, I asked Doc Johnson to heal me and my party, for which he charged $100. When I accessed his inventory to "reclaim" my investment, he only had $60 in his inventory, as I had cleaned his inventory out a little earlier. Now my question is, are those 60$ related to him restocking his items, or did he receive the wrong amount of money?

As long as you lost the $100, there is no bug there. Quite often in the scripts, it will be setup so that the item removed from the player's inventory is destroyed rather than placed in the inventory of the other. This is probably the case here and the $60 is from him restocking.

Unkillable Cat said:
Also...is it possible that the timer for Cassidy's chatlines is somewhat off so that he won't stop blathering? He's really beginning to annoy me with his barks about Texas and the Midwest and blahblahblah.

Do you mean the message floats he gives when you enter a random encounter map?
 
I mean the message floats he gives all the time.

Yet another possible bug. My character has a Buffout addiction (and has had it for quite some time) and yet there is no mention of it on the character screen...just the Tragic addiction.

The "ADDICT" box is in the bottom left corner of the screen, and the character hasn't had the shakes for quite a while now. Could it be that the addiction is long gone, but the box still remains?
 
Unkillable Cat said:
I mean the message floats he gives all the time.

Yet another possible bug. My character has a Buffout addiction (and has had it for quite some time) and yet there is no mention of it on the character screen...just the Tragic addiction.

The "ADDICT" box is in the bottom left corner of the screen, and the character hasn't had the shakes for quite a while now. Could it be that the addiction is long gone, but the box still remains?

So, here is probably the cause. Getting the "addiction" red box to appear seems to be hardcoded material. When you get the tragic addiction, no such box will appear. When you get some other type of addiction (ie drugs) the box will appear since code it executed to do so. When that addiction runs out, the red box should go away. It won't, however, since it sees that you still have an addiction (tragic addiction). I have not had much success in getting this to work. One of my plans is to not make the Tragic addiction permanent. I was going to set it on a timer to wear off after a year or so of not playing the game. (seems reasonable as when one does not play a specific game for about a year in real life that one is addicted to, the addiction wears off. As always though, the chances of getting hooked again are quite high. :P ) Since all addictions are hardcoded and the tragic addiction was never finished by the original makers, it is relatively hard to get it all perfect.
 
As I know only threshold for addiction box appearance is hardcoded. Addiction rate, perk and onset are defined in pro-files. I don't know how you have made addiction in your patch. You can make an "invisible drug" (as miss Kitty has for temporary IN and ST increase) and use it on dude after each Tragic play.

PS Sorry for my english :).
 
More bugs for you Killap (you must be getting pretty annoyed by me, right?):

In New Reno, in the Wright's house, I tried to crack the safe. First time around, I disabled the trap, unlocked the safe and cleaned it out. However, I was forced to reload and do it again, except...

...even though I disabled the trap, when I tried to unlock the safe, the game said the safe was still trapped. I could keep trying to disable the trap, get the message that the trap was successfully disabled several times, but the trap would never get disabled.

I recall getting 100 xp for disabling the trap the first time (when I actually got into the safe) but I haven't received the xp since.

Also, I seem to be able to walk into the square containing the safe. Is that normal?

Another walking-where-I-shouldn't-bug in New Reno is in Algernon's basement. The southernmost table of stuff can be walked into from the direction facing the other tables, which I'm pretty certain is not supposed to be possible, but the only way to get the stuff off the table is to stand in this square.

Finally, an error I noticed which is mentioned in Per's walkthrough but is still not fixed by your patch, is when you talk to Zeke in the Squat after having sealed the deal for the NCR. He says that now Darion is dead, they'll have no way to get food and will slowly starve to death...and yet the squatters have taken up farming since they joined the NCR. :?:
 
Few bugs:

1. There is a space missing between xp and text, that you receive after using the Mutagenic Serum.

2. Side door in Gun Arms in New Reno´s Commercial Row is bugged. The door is locked and if you just use the lockpick skill on it, there will be no messages and the door is unlocked regardless how low your lockpick skill is. So, the lockpicking is actually harder, if you use lockpick set.
 
Noted to all the issues mentioned.

More bugs for you Killap (you must be getting pretty annoyed by me, right?):

Nah, I actually don't mind at all. I appreciate you being so thorough and finding these issues. As I had said before, I only fix what I specifically see and all the rest must come from user input. I just wish I had you here earlier when I was first working on this. :D
 
Unkillable Cat said:
In Vault City, I had just exited the Vault, and quickly scrolled the screen to the left, so the screen was showing the house Stark is in.

In front of the door to this house, there was (very briefly) a floating text which said "30 seconds to reach mininum safe distance".

This is an engine thing - floats sometime remain onscreen for a brief while after changing maps/levels. I usually notice it when going between the ground and first floors of Bishop's casino: either the comedian's or Mrs Bishop's float will be visible on the wrong floor after you go up or down stairs. What you had there was one of the medical terminals in the vault chatting.
 
Bug:

I delivered a jet sample to Dr. Troy in Vault City, later I did ask about cure for Jet from Myron. Then I wen´t back to Dr. Troy and he told that he has found a cure for Jet. The "Find some endorphin blockers to make a cure for Jet" won´t cross out, if you do this in this order.

EDIT:

Found 2 bugs:

2. Talk to Sheriff of Redding and accept his first quest (widow rooney situation). You will miss the xp and the "Widow Rooney" quest doesn´t get crossed out, if you talk to Mayor Ascorti and give the money to him instead of Widow Rooney.

3. The random encounter farmer (Prospectors?) description says "man", even if the farmer is female.
 
Noted, thank you Skynet.

I have finished all my personal work, so I should be able to fully focus on Fallout again. My goal is to fix every issue by Saturday to give all of you a nice Christmas present. Please post any issue you encounter/know of so I can include it in this update. Thanks.

EDIT:

I am unable to confirm number 3 of yours Skynet. Can you perhaps provide me with a save so I can see this? All the encounters I had with farmers or prospectors all displayed the correct messages.
 
killap said:
I am unable to confirm number 3 of yours Skynet. Can you perhaps provide me with a save so I can see this? All the encounters I had with farmers or prospectors all displayed the correct messages.

Sorry, I didn´t save the game when I encountered this. It seems to work correctly in mapper and there seems to be nothing wrong with the script. Maybe it was some random rare bug.

Anyway, one more issue:

- One of the guards in "Vortis Holding Center" (NCR) doesn´t have the guard script attached like rest of the guards.
 
Ok, thanks for noticing the missing script. If anyone notices more of these missing scripts throughout the game please let me know.
 
The only thing I have found which might count as a bug is with long pieces of dialogue.

By that, I mean when you're in a conversation with someone and have several conversation options, of which one is very long (6+ lines), then the last line does not highlight when you move the mouse cursor over it.

A good example of this bug appearing is when you are talking to Orville Wright while you are trying to solve the murder of Richard Wright in New Reno. If you know the Salvatores are involved, and say that Richard was poisoned instead of fingering a particular dealer, you eventually get such a long dialogue option, and the last words ("the Bishops", IIRC) do not get highlighted, and are also slightly overlapped by the highlighted lines above.
 
Another bug found:

If you use Super Stimpack on Cassidy, he won´t die on heart attack. And no, he doesn´t have heart pills in he´s inventory.
 
Skynet said:
Another bug found:

If you use Super Stimpack on Cassidy, he won´t die on heart attack. And no, he doesn´t have heart pills in he´s inventory.

Well, I never added the stuff with heart pills from Seraph's patch (magic heart pills is pretty odd) so having them means nothing. Is Cassidy supposed to die from super stim packs? I thought it was just other hard drugs that kill him. Still, I touched nothing with that and I feel that using stim packs and super stim packs should be allowed as healing measures.
 
Skynet said:
Few more bugs with Wooz:

1. Even if Wooz doesn´t have any tragic cards, he still let´s you play if you have cards. Looking inside the script, you should get a random floaters from Wooz in this situation, for example:

"I'd play Tragic with you but it looks like I'm all out of decks."


2. Wooz Tragic Cards doesn´t restock.

I just tested this and all works the way it should. After 14 games of losing (that is how many cards he has) he will stop and say come back when he has more cards. After a few days when I return, he has more and is able to play. Can others please verify this working.
 
First off, I just wanted to say thanks for all the hard work, Killap, on a game that, even though it's like 8 years old, is still my favorite RPG of all time.

Your latest patch is phenomenal.

Question though, are there any trainers or editors that work with your latest patch installed? I've completed FO2 from scratch like 6 times now, so when I load up a new game, I usually like to give my toon a few extra perks, ability points, etc. etc. I usually use 'FALCHE2.exe', but with your patch installed I get an error stating 'cannot find character(main) data'.

Now, I realize that that trainer isn't your creation; I was just wondering if anyone has any trainers or editors that work with your newest patch?

Thanks in advance for any replies and especially thanks to Killap for keeping FO2 fun to play again and again and again.....

Out
 
Status
Not open for further replies.
Back
Top