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Wasnt there a 1.06 beta copy Celestial's patch that has some fixes but not the Abby or EPA. Did that ever get releasted for Joe Public?
And is anyone planning to update Celestial's patch (hopefully Celestial themself but I've not seen a post from them in a long time)
 
evil_lemming said:
Wasnt there a 1.06 beta copy Celestial's patch that has some fixes but not the Abby or EPA. Did that ever get releasted for Joe Public?
And is anyone planning to update Celestial's patch (hopefully Celestial themself but I've not seen a post from them in a long time)

Well, I was going to update Celestial's path. I have corrected a good 7 bugs (not corrected in it or Seraph's path) as well as tons of typos, irregularities in text, etc found in the game. However, I stumbled across Seraph's path and love all the fixes found there. It corrects problems that really need to be fixed. Being a avid Fallout fan, I am not dissatisfied with the so called non bug fix corrections he has added. Many are well needed and some are even continuations of things that were never fully implemented.
I my self have done so. Remember the bug parts found in the shack in the grazing map in Klamath? Dialogue there but missing script parts. Remember the terminal in the Enclave where you activate the turret or shut down the whole place? Script bugs prevent you from ever being able to hack in without the pres key. Everything is there but not completely implemented. I have fixed these types of things up as well as a few other bugs in various other scripts.

I have not contacted Seraph since my work on my mini path, but I hope to do so soon and hopefully get them added to what he has already done. I see no real need in the continuation of Celestial's specific path. The bugs that appear to be corrected in his are also found in Seraph's. If someone can point out ones that are not (I have not looked in great detail) I can probably add these to the list of things I have fixed and send them over to Seraph. (that is if I can fix them :lol: )
 
revolver_rat said:
do the unoficial patches still work if i replace the .dat with H&M's Second Apocalypse?


No. I am not sure what is included in that mod but since it uses a dat you cannot replace it with a path that is also a dat since it will obviously overwrite the changes. If you choose a path that is extracted (ie in folders), Fallout will look here first then at the .dat file. Having various versions of the same file will cause problems in your gameplay. A simple answer to your question things will not work well when you begin to combines lots of mods and patches...it is just the way it is. :(
 
killap said:
I my self have done so. Remember the bug parts found in the shack in the grazing map in Klamath? Dialogue there but missing script parts. Remember the terminal in the Enclave where you activate the turret or shut down the whole place? Script bugs prevent you from ever being able to hack in without the pres key. Everything is there but not completely implemented. I have fixed these types of things up as well as a few other bugs in various other scripts.


If you wanna real quest treasure, check out the Marcus´s script, Chad´s script (and the slavemaster(?) in vault city) and you´ll notice an unused quest where Marcus asks you to find a proof that Chad is skimming money from the uranium shipments. All the sound files and global variables are in place, just a dialog filling and a reimpenting the proof thingy that you need for Marcus (judging by the global vars, it was intented to find this proof either in Gecko or Broken Hills).

I made a patch for this and it was supposed to be with Celestial´s 1.06 patch, which never came out.

Other thing that I did was going to be with 1.06 was the "Village outside Vault city" location. All the scripts for this are already done by the developers (except the map script). Only thing missing is the map itself (there is a crappy map for this made by me :( ) and the quest set up with the slavemaster in Vault City. Check the Vconnar.ssl.
 
Skynet said:
If you wanna real quest treasure, check out the Marcus´s script, Chad´s script (and the slavemaster(?) in vault city) and you´ll notice an unused quest where Marcus asks you to find a proof that Chad is skimming money from the uranium shipments. All the sound files and global variables are in place, just a dialog filling and a reimpenting the proof thingy that you need for Marcus (judging by the global vars, it was intented to find this proof either in Gecko or Broken Hills).

I made a patch for this and it was supposed to be with Celestial´s 1.06 patch, which never came out.

Other thing that I did was going to be with 1.06 was the "Village outside Vault city" location. All the scripts for this are already done by the developers (except the map script). Only thing missing is the map itself (there is a crappy map for this made by me :( ) and the quest set up with the slavemaster in Vault City. Check the Vconnar.ssl.


Hey, wanna perhaps send these over to me? I am working on adding in these types of things. No sense in letting them sit on the shelf dusting away.
 
evil_lemming said:
what are the chances of you two kind sirs sending your fixes to Seraph and he including them?

Very high chance. I plan on doing that very soon. I am even in the process of combining Seraph's patch with the TeamX "New Vision" Mod (http://www.teamx.ru/eng/) I am running into a few problems with that though and in addition I am not sure if TeamX or Seraph would be happy if (if I ever am able to squash these bugs) I would release a combination of their work. I will probably have to ask them. :D
 
Well, here's a list of things in Seraph's patch that I for one would rather not see there. Some of them are pretty logical, such as radiation from the Gecko well, but it's arbitrary anyway - if you're going to start doing small changes like that you could go on forever. Others are simply wrong, changing the game in ways we have no reason to believe the designers would have intended or agreed with. Magical Heart Pills - wot? Batteries for T-Ray - sure, but how many, how often? That's something that belongs in a mod pack, not a fix pack. The Plasma Rifle AP is way unbalancing.

* The yellow keycard on the dead Enclave soldier in Klamath canyon has been replaced with a
blue keycard, which can open the door at Navarro that frees Xarn.
* Fixed the Nuka-Cola machine in Tubby's so it now despenses Nuka-Cola like the other machines
do.
* You can now get radiated by drinking from the well in Vault City's courtyard if you haven't
fixed the Gecko Power Plant.
* If Cassidy has the heart pills in his inventory, you can safely use drugs on him that would
normally give him a heart attack.
* You can now get radiated by drinking from the well Gecko if you haven't fixed the Power
Plant.
* The reactor keys in Gecko have been moved. Now, the only yellow key is on Harold's desk, and
the only red key is in Festus' locker.
* Lou in Redding now marks San Fransisco on your map if you ask her where it is.
* You can now cure Fannie Mae's jet addiction.
* Several bug fixes with T-Ray:
o He will now actually have batteries.
* Removed the broken NCR disk in the back of Eldridge's store.
* Added old man McGee and his rusty slot machine to Bishop's casino. He's the old guy that you
were able to ask the bartender about, but his script (and his slot machine's) were
mysteriously absent from the map.
* The pointless tripwire in S.A.D. has been replaced by a line of traps.
* 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.
* Fixed the Nuka-Cola machine outside of the slavers' pens so it now despenses Nuka-Cola like
the other machines do.
* 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.
* Frank Horrigan is now classified as "Robotic", and his EMP damage resistance and threshold
have been adjusted accordingly, meaning he can be damaged by pulse grenades. This was done
because according to Seargent Granite, "he's more than half machine."
* The turbo plasma rifle now only costs 4 AP to fire.
* The HK P90c now uses 9mm ammo (as it does in real life).
 
Per said:
Well, here's a list of things in Seraph's patch that I for one would rather not see there. Some of them are pretty logical, such as radiation from the Gecko well, but it's arbitrary anyway - if you're going to start doing small changes like that you could go on forever. Others are simply wrong, changing the game in ways we have no reason to believe the designers would have intended or agreed with. Magical Heart Pills - wot? Batteries for T-Ray - sure, but how many, how often? That's something that belongs in a mod pack, not a fix pack. The Plasma Rifle AP is way unbalancing.

* The yellow keycard on the dead Enclave soldier in Klamath canyon has been replaced with a
blue keycard, which can open the door at Navarro that frees Xarn.
* Fixed the Nuka-Cola machine in Tubby's so it now despenses Nuka-Cola like the other machines
do.
* You can now get radiated by drinking from the well in Vault City's courtyard if you haven't
fixed the Gecko Power Plant.
* If Cassidy has the heart pills in his inventory, you can safely use drugs on him that would
normally give him a heart attack.
* You can now get radiated by drinking from the well Gecko if you haven't fixed the Power
Plant.
* The reactor keys in Gecko have been moved. Now, the only yellow key is on Harold's desk, and
the only red key is in Festus' locker.
* Lou in Redding now marks San Fransisco on your map if you ask her where it is.
* You can now cure Fannie Mae's jet addiction.
* Several bug fixes with T-Ray:
o He will now actually have batteries.
* Removed the broken NCR disk in the back of Eldridge's store.
* Added old man McGee and his rusty slot machine to Bishop's casino. He's the old guy that you
were able to ask the bartender about, but his script (and his slot machine's) were
mysteriously absent from the map.
* The pointless tripwire in S.A.D. has been replaced by a line of traps.
* 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.
* Fixed the Nuka-Cola machine outside of the slavers' pens so it now despenses Nuka-Cola like
the other machines do.
* 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.
* Frank Horrigan is now classified as "Robotic", and his EMP damage resistance and threshold
have been adjusted accordingly, meaning he can be damaged by pulse grenades. This was done
because according to Seargent Granite, "he's more than half machine."
* The turbo plasma rifle now only costs 4 AP to fire.
* The HK P90c now uses 9mm ammo (as it does in real life).


I agree with you about a bunch of those. I still feel that the bugs it does fix (a good bit) are worth these types of changes. Still, I wonder what Seraph's reasons were for changing the plasma rifle to 4 ap.....
 
I noticed that his list of bug fixes correlates very closely to the ones I mention in my guide. :)
 
Per said:
I noticed that his list of bug fixes correlates very closely to the ones I mention in my guide. :)

Yes, I did notice that too. In addition, I have and am still using your guide to find bugs that he did not fix. I have fixed about 7 of them so far. :D Your guide is extremely helpful in numerous ways.
 
killap said:
I wonder what Seraph's reasons were for changing the plasma rifle to 4 ap.....


This change is because the Turbo Plasma Rifle cost 4 ap in Fallout 1.


I´ll try to send my patch files to you soon, just give me your e-mail address. Oh, and sorry about not sending the improved abbey mod yet, GTA: San Andreas has taken almost all my free time lately :)
 
Skynet said:
This change is because the Turbo Plasma Rifle cost 4 ap in Fallout 1.

Oh, ok. Was that gun about the same in strength in Fallout 1? I cannot remember :p perhaps its time to dust off the Fallout 1 cd again :D

Skynet said:
I´ll try to send my patch files to you soon. Oh, and sorry about not sending the improved abbey mod yet, GTA: San Andreas has taken almost all my free time lately :)

Thanks. No rush. GTA games can get very addictive. :D
 
Skynet said:
This change is because the Turbo Plasma Rifle cost 4 ap in Fallout 1.

Yeah, but they had reason for changing it. Even in Fo1 it was a bit over the top to increase range, damage and speed all at the same time. In Fo2 you had a much finer weapon progression to take into consideration, and the Turbo was still an improvement over the basic Plasma Rifle. With lowered AP cost it leaps way ahead of the Pulse Rifle.
 
It would be, like, super cool, if someone, dude, put a map in Wright's safe that you could take, use and learn the location of SAD if you're playing a Slaver character with low CH and can't get the quest, or can't get it for some other reason. It'd be nice to unlock SAD for such characters.

I once even believed such a map existed :?
 
Silencer said:
It would be, like, super cool, if someone, dude, put a map in Wright's safe that you could take, use and learn the location of SAD if you're playing a Slaver character with low CH and can't get the quest, or can't get it for some other reason. It'd be nice to unlock SAD for such characters.

I once even believed such a map existed :?


You can learn the location of SAD, by checking out the Sam Pritchards grave in golgotha. Only thing that was preventing this was a bug that is now corrected in Seraph´s 1.03 patch.
 
However, even if you fix the scripting error, it's no use for evil characters. You'd still have to learn from Orville Wright that Pritchard was the SAD survivor to know there was a reason to search him, and if you knew that, learning the location from Wright himself would just be one click away anyway.

Did the patch make it so you could always find the map?
 
Per said:
Did the patch make it so you could always find the map?

Yes it did, but you need atleast a perspection of 8 to find the map in his boots . SAD was intended to find with 3 ways: via the caravan route, from the grave, or from the Orville Wright, but you already know this :)
 
Skynet said:
Per said:
Did the patch make it so you could always find the map?

Yes it did, but you need atleast a perspection of 8 to find the map in his boots .

I guess it makes sense that if you're graverobbey enough to dig up the grave for no particular reason, you'd want to check for hidden nuggets in the boots as well.

Skynet said:
SAD was intended to find with 3 ways: via the caravan route, from the grave, or from the Orville Wright, but you already know this :)

If by caravan you mean the traveller encounter, that's a bug as well. Although the unreachable (due to another bug) node reveals the SAD, it's obvious from the dialogue that it's the Military Base that is meant. This makes more sense since it'd be too easy if you could just find the SAD for "free" like that, while the MB is findable anyway.
 
Well, after more than three weeks of hacking away at Fallout 2, I finally have something with which to show you all. I have managed to fix at least 40 some bugs in Fallout 2 that have not been corrected in the Fallout 1.02 patch or any 3rd party patch out there. Below is a rough list of what I have corrected.


Code:
Corrections: 
Last update: 7/16/05


Arroyo
-------------
- Hakunin no longer forgets he is mad at you if you continue to insult him hundreds of times.



Klamath:
-----------
- Telling Sajag about Whiskey Bob's still now correctly displays a gain of 100xp in the message window.

- Slim Picket:
   *You now lose money (50 or 100) if you chose to pay for learning about Geckos/the Great outdoors.
   *Playing as a woman and talking with Slim no displays correct dialog lines
   *Various other corrections to the dialog tree within the script.

- Dunton Brothers:
   *Convincing the Duntons that someone is watching them now correctly displays a gain of 250xp in the message window.
   *You can now have the conversation about the bug parts found in their hut in the grazing area. With high enough speech you can even uncover how the Duntons are rustling the cattle and scare the brothers into never doing it again. (A gain of 250 xp for this)

- Whiskey Bob:
   *He now gives you $65 when you convince him to pay you more. (He gave you $55 instead before)   
   *He now snubs you off if you have a negative town reputation.



Den:
------
- Tubby NOW tells you about Redding and mentions something about it - modified dialog - (I had this set differently before)

- Having sex with Joey will no longer cause him to disappear when you leave the map and return back to it.

- You can now get different rewards ($500, $1000, or full $2000 + stuff) from Fred depending on how much you let him initially keep. – before only got best reward

- Anna's Ghost:
   *Killing Anna's ghost no longer triggers a bug that would remove various dialog options to ask people about Vic.
   *You now gain the correct amount of xp for burying Anna's bones (600 xp)

- Major dialog fixes when talking to Rebecca about the death(s) of Fred and Derek.



Redding:
-----------
- Sheriff:
   *He now thanks you if you successfully heal his broken right leg.
   *You no longer can keep getting the reward from a previous quest by declining the next one and talking with him again.

- Bar brawl quest:
        *You can now end the bar brawl peacefully - You MUST speak with BOTH of the miners to end it peacfully.
        *A message is now correctly displayed in the message window telling you that you "broke up the bar brawl." - did not do so before.
        *Now if you talk with just one of the miners and for some reason report back to Marion, things no longer get "messy" in the scripts

- Taking care of Widow Rooney and clearing out the mine now correctly appear in your PIPboy quest list.

- A greeting message is now displayed when you first enter Redding  - only city that did not have one.



Vault City
----------------
- Autodoc:
   *Now malfunctions for stupid characters.
   *Fixed various dialog errors.

- Medic Andrew (courtyard):
   *Fixed numerous dialog errors involving the combat armor implants.
   *Phoenix implants now take only two days as that is how long he says they take.

- You now get the xp for having both the account book AND the bishop holodisk - before you only got the disk xp if you had both in your inven.

- You can no longer gain (or lose) infinite karma by commenting on Martin's singing in the Vault.

- Barkus no longer initially says he will pay you $250 for Davin (was a typo and should read $200)



New Reno
--------------
- Salvatore
   *Salvatore no longer locks up when you click on him after becoming a made man, nor if you decline a mission he gives.
   *Salvatore will no longer freak out if you talk to him after he just gave you a mission. He now displays the correct message of "Go see Mason."

- Bishop (Carlson quest)
   *Now get $750 if you ask for $750 rather than luckily getting $1000
   *It is now a bit harder to get the $1000 - before it was easier than the $740
   *Can now get the $500 - before got nothing
   *Changed a speech option that was marked as neutral but was really a bad one.



NCR
------
- Your entire inventory is now removed when you fight Lenny. Caution though, Lenny has a powerfist and stimpacks. This is a "fix" for the issue where you would give up your guns to fight and when you got them back you would have more than you started.

- Killing (ok killing) or stopping Jack in the power plant now correctly displays a gain of 3000 xp in the message window.

- Nording will now say he gives you $50 instead of $500 if you fail - (Caravan runs)



San Francisco
-------------
- You can now copy the vertibird plans by hacking into the Shi physics database yourself - can do this only once.

- Bar on the Oil Tanker
   No longer closed 24/7
   Various dialog error fixes
   Bartender now actually carries booze

- Badger will now actually turn the Hubologists hostile if you either hurt a vagrant or him (He said he did but nothing happened)

- Various fixes to the physics, chemistry, and biology terminals.

- Vikki and Juan:
   *Leaving the map during scripted sequence between Vikki and Juan and then returning will no longer cause their script to freeze.
   *Fixed dialog error when talking about the "Hub's latest book"

- Fixed a dialog error with the Hubologist's main computer.

- AHS-9 will no longer keep giving stupid characters xp for getting fuel.

- Dr. Fung:
   *Acquiring of implants works perfectly.
   *You no longer can get the regular implants after you get the enhanced ones - thereby causing you to have BOTH regular and enhanced.



Raider's Base
--------------
- The base is now hidden



Vault 13
--------------
- You are now able to get Goris to join your group after the Vault 13 massacre - would keep leaving you saying the pack was in trouble.



Enclave:
-----------
- The terminal in the entrance area to the Enclave can now be hacked if you don't have the presidential pass key. - Requires HIGH science skills.



Misc
-----------
- K-9's armor definition is no longer bugged where it would lose its innate AC bonus after it levels up.

- Unnamed Wrights will no longer address you as a Prizefighter if you're a Made Man for them and vice versa.
   
-Various instances of the so called barter-upgrade exploit - Fixed for Morlis and the flint; acquiring of combat implants in Redding, and Elridge in New Reno and all his upgrades that he can perform.  See Per's guide for specifics on how one can "utilize" this exploit

- The Bridgekeeper’s robes were not being accounted for when a character in the game determined what you were wearing.  This trigged a bug that caused characters to think you were wearing just your Vault 13 suit when actually you had the bridgekeeper’s robes on.
    Fixed for: Wallace, Lynette, President, Dogmeat, Tandi, and Marcus.

- The "infamous" 1 NPC bug (where you could take 1 NPC in Navarro or Enclave) as well as doctors not healing your 1 NPC should now be corrected.  - Recompiled the needed scripts using the corrected party.h file by Haen

- You can now get the Tragic playing card addiction. (Talk with Wooz in Gecko)

- The flint now looks like a rock when you drop it (instead of a large crate)

- A TON of spelling corrections.  I have checked every single .msg file that the game uses and fixed all that needed to be corrected.



Map changes
------------
- Fixed some spots in Klamath where you could walk on tables

- You can no longer go off screen in the NCR pasture map thereby following the Deathclaws to Vault 13 when you are not actually supposed to.

- Fixes to the Oil Tanker map in San Francisco that corresponds to the changes made in the bar (ie carrying of liquor, etc)

- Den - Smitty's house (his wooden floor stopped before it hit the wall) - this is now fixed

- Den - You can no longer walk into the shelf in Metzger's room.

- New Reno map (Wright house area) - You no longer are able to walk on some of the tables/desks

- Changed the lit flares to normal ones (Hubologist's Base)


A big round of applause for Per and his guide. Without him I would not have been able to pinpoint all of these bugs. Thanks a million man!


LINKS HAVE BEEN REMOVED: PLEASE SEE PAGE 7 FOR NEWEST RELEASE (8/01/05)

killap
 
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