Any stuff related to unofficial F2 patches goes in here!

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killap said:
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.

Urgh, You are right. I had purely forgotten, that you can use Super Stims on him safely. I am very very sorry.

killap said:
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.

Again, you are right. When I tested it, I assumed that Wooz´s tragic cards in his inventory counts.
 
cryblsaj said:
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

I use falche all the time with and without my patch. Are you sure it is pointing to the correct folder? Other than that I am not sure. I use the program all the time with my work so I know it is compatible with my patch.


@ Skynet:
Glad we figured that out. More things to take off the list. :D

Keep posting guys. I want to make this update address essentially every open issue.

Oh, and I remember a while back discussion about weapon sounds switched in the game. Does anyone remember which weapons use incorrect sounds?
 
killap said:
Oh, and I remember a while back discussion about weapon sounds switched in the game. Does anyone remember which weapons use incorrect sounds?

Bozar´s and M60 sounds are mixed. This is mentioned in Per´s guide. (Bozar should use shotgun sound and M60 machine gun sound)
 
Killlap,
thanks for the fast response. I am using FALCHE2 vers 2.10. It shows the correct list of save games and my toon's name, so it certainly looks like it's pointing at the correct location (C:\Program Files\BlackIsle\Fallout2\). However, when I choose the slot1 or slot2 saved games, I get the error 'Character data(main1) not found'. It's strange, cause I've never had this problem before. I may try to Google the error and see if anyone has had this problem. Just thought I'd try here first......
 
Skynet said:
Bozar´s and M60 sounds are mixed. This is mentioned in Per´s guide. (Bozar should use shotgun sound and M60 machine gun sound)

Thanks!

cryblsaj said:
Killlap,
thanks for the fast response. I am using FALCHE2 vers 2.10. It shows the correct list of save games and my toon's name, so it certainly looks like it's pointing at the correct location (C:\Program Files\BlackIsle\Fallout2\). However, when I choose the slot1 or slot2 saved games, I get the error 'Character data(main1) not found'. It's strange, cause I've never had this problem before. I may try to Google the error and see if anyone has had this problem. Just thought I'd try here first......

Hmm... not sure at all. Perhaps someone else can help you out with this or hopefully you can find something about it from Google. It works for me, so I am not sure.
 
I was just looking through the scripts corresponding to the NPCs you can get in the game, and I noticed something inconsistent. It seems only a few of the npcs use "critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_TEAM_NUM,TEAM_PLAYER)" when they join your party while the rest just keeps the default trait (no team_player) set for the town they are in.

To those familiar with this, do you think I just set all the npcs to the team_player trait when one joins your party, or should I make them all keep their default town traits?
 
killap said:
It seems only a few of the npcs use "critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_TEAM_NUM,TEAM_PLAYER)" when they join your party while the rest just keeps the default trait (no team_player) set for the town they are in.

Have you checked the scripts from the patch and not just the mapper?

As for the editor thing, it's a bit odd since I think killap's patch shouldn't alter the format of the save in any way. But if that's indeed the cause then nothing else can be expected to work any better. You can try the savegame cracker.

One thing: I seem to remember Falche will give you that message if you're using the inventory editor at the same time.
 
About weapon sounds...is there any chance you could replace the current weapon sounds for the 14mm and the .223 pistol with the ones from the original Fallout?

I know there's a mod available here on NMA for this, but after I have installed it (with your patch) the game crashes when I try to shoot either gun a second time (i.e. it works once).

Just if it isn't too much a hassle...
 
Unkillable Cat said:
About weapon sounds...is there any chance you could replace the current weapon sounds for the 14mm and the .223 pistol with the ones from the original Fallout?

I know there's a mod available here on NMA for this, but after I have installed it (with your patch) the game crashes when I try to shoot either gun a second time (i.e. it works once).

Just if it isn't too much a hassle...

Nah, sorry I try and keep changes to bug fixes or minor cosmetic changes. The makers made the sounds the way they are and I won't go changing them just for the sake of preference.


EDIT:

I want to add an entrance greeting to NCR as it does not have one. Any input on what it should say?
 
Killap patch crash bug

Hi, Killap.

The patch is generally great, but I have encountered the following crash bug:

I get an immediate CTD upon entering the NCR. Specifically, it happens when I click on the triangle. I have never entered the NCR before in this particular game. I'm level 9, with Cassidy, Sulik, and Vic. The crash happens regardless of whether I enter with the car or on foot. Currently I entered while travelling from the Den, although I don't see why that should matter. Entering after traveling to another location first makes no difference.

Let me know if you need any other specific info. I read through the forums before posting, but I apologize in advance if the solution has already been posted elsewhere.
 
Re: Killap patch crash bug

Ethan said:
Hi, Killap.

The patch is generally great, but I have encountered the following crash bug:

I get an immediate CTD upon entering the NCR. Specifically, it happens when I click on the triangle. I have never entered the NCR before in this particular game. I'm level 9, with Cassidy, Sulik, and Vic. The crash happens regardless of whether I enter with the car or on foot. Currently I entered while travelling from the Den, although I don't see why that should matter. Entering after traveling to another location first makes no difference.

Let me know if you need any other specific info. I read through the forums before posting, but I apologize in advance if the solution has already been posted elsewhere.

Hmm...this is very odd. I actually got another player who told me that he too is experiencing a crash in NCR. He had been to NCR prior to this happening, however. I have never experienced this happening with my newest patch. I have been doing tons of testing lately and therefore I have been to NCR many a time during this process. Never once have I experienced a crash. Still, let me look into this and see what I can do. I have noticed that DIM's mapper has been causing me some trouble and I may have to revert to just using the official mapper.

On a side note, I have very few issues left to sort out. I successfully fixed the "shifting door" issue in Modoc as well a a handful of other issues that were reported.
 
killap said:
I want to add an entrance greeting to NCR as it does not have one. Any input on what it should say?

"You have entered the outskirts of a walled settlement. Traders, trappers and roughnecks move among buildings that seem to be in good repair."

Just writing that makes me wish there were a little more life to Fallout locations in general...
 
Unkillable Cat said:
About weapon sounds...is there any chance you could replace the current weapon sounds for the 14mm and the .223 pistol with the ones from the original Fallout?

I know there's a mod available here on NMA for this, but after I have installed it (with your patch) the game crashes when I try to shoot either gun a second time (i.e. it works once).

Just if it isn't too much a hassle...

Killap will you include this in your future addon pack ? I rather have
the original sound aswell
 
Started work again today. For those interested, I am still tweaking the Pariah script to correct the luck exploit. As of right now, I don't fully understand why that script is behaving the way it is. It appears that the max luck that script can take away is 3 points. If you make it remove more, it won't remove any luck. What I don't understand isthat if I run the exact same command to alter luck in a map_enter of some test script, I can remove any level of luck I want. Thinking that perhaps the alter stat command does not fully work in the critter_p_proc (it is used there in the Pariah script), I moved the relevant code to a separate node. Still, no dice. Anyone have any ideas why the set_critter_stat does not appear to be consistent it how it works?

On another note, I was also working on seeing why the flint, though I changed the ground image, still shows up as a box. It seems that one must remove the object from the map then readd it for this change to take effect. This does not make sense, but appears to be the case for me. :?:
 
Found a graphic issue:

You must be dumb charecter. Talk to the Gate Guard of Navarro. While he says "Nobody gets... Damn. (slowly) Need pass get inside. You no got pass. You go away. You no go away, you get hurt. Understand?", he head disappears. His head reappear when he says "Understand" line.


EDIT:

Found another bug. The "Fix Vault 13 computer" quest doesn´t get crossed out, when you finish it.
 
Killap: I've noticed several places in the game where the "floor" tiles don't fully cover the floor. Do you want to know about these places? Most of them are on the very edges of maps.
 
Unkillable Cat said:
Killap: I've noticed several places in the game where the "floor" tiles don't fully cover the floor. Do you want to know about these places? Most of them are on the very edges of maps.

Yeah, sure. Might as well fix every little thing that I can while I'm at it. :D

Skynet said:
EDIT:

Found another bug. The "Fix Vault 13 computer" quest doesn´t get crossed out, when you finish it.

Hmm... does did this also happen without my patch installed? I'm sure I would have noticed this before if this was the case. :?
 
killap said:
Hmm... does did this also happen without my patch installed? I'm sure I would have noticed this before if this was the case. :?

No, this don´t happen in 1.02. I don´t know if this has anything to do with it, but this was the first time, I got the "Speak with Goris" mission from Gruthar. Also, I am suffering the "too many items bug".

I can send the savegame as a proof, I you wan´t.


BTW, I don´t know is this a real bug, but the cave area beneath the Reddings Entrance map (access via well) is the only map in game, that doesn´t have any backround music.
 
Killap: Well, considering that several people (myself included, I want random encounters!) are waiting with various body organs "bulging" with excitement over the release of your next patch, it's a question whether this should be done now or at some other time.

Regardless, I'll make a list of places and post it here when it's ready.

Meanwhile, two other bugs:

# When talking to Dr. Henry in NCR, I can still threaten him about the whereabouts of his paper that Merk wants, even though I have taken the paper myself and delivered it to Merk.

# When Cassidy (un)joins my party, the dialog panel doesn't lower and then raise again like it does with other NPC's (Sulik & Vic, for example).
 
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