Any stuff related to unofficial F2 patches goes in here!

Status
Not open for further replies.
Unkillable Cat said:
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).

Heh, well I'll admit that at the moment the only bug I had left on the list before the two you just posted was the graphical issue mentioned by Skynet. Other than that I just need to make one final test run before I release the update. It is Christmas day mind you, and I plan on spending the majority of today visiting the family.

Keep posting the bugs though, as I want to fix all that I can in this release. I really want to get on to the addon pack, but I want this patch as perfect as I can get it.
 
Oh yeah, it's Christmas, I *almost* forgot about that... :wink:

Also, another big bug...when talking to Mr. Bishop about the killing Carlson quest.

If I ask Bishop about more info on Carlson, I get two identical dialogue options where I can ask about his health. Both options make Bishop give the same answer, but, in both conversations, the option to ask further questions about Carlson actually says Westin instead of Carlson!
 
Just entered the Sierra Army Depot.

The punching bags in the gymnasion on Level 1 give you a onetime +5% to your Unarmed skill. As there are punching bags elsewhere in the game that do nothing, wouldn't it make sense to make all punching bags confer this bonus?

I remember there being one in Darion's room in Vault 15.

But I've encountered a CTD-bug. When I tried to use the terminal on Sierra Army Depot Level 2, the one that is supposed to allow me to disable the electric floor, I got an error window that said "GDialog: Error Grabbing Text Messages".

I restarted the game and tried again, and this time I was able to access the computer, but then I reloaded a game, and the same error message came up again!
 
Unkillable Cat said:
Just entered the Sierra Army Depot.

The punching bags in the gymnasion on Level 1 give you a onetime +5% to your Unarmed skill. As there are punching bags elsewhere in the game that do nothing, wouldn't it make sense to make all punching bags confer this bonus?

I remember there being one in Darion's room in Vault 15.

But I've encountered a CTD-bug. When I tried to use the terminal on Sierra Army Depot Level 2, the one that is supposed to allow me to disable the electric floor, I got an error window that said "GDialog: Error Grabbing Text Messages".

I restarted the game and tried again, and this time I was able to access the computer, but then I reloaded a game, and the same error message came up again!

I shall look into the punching bags.

As for the crash with the terminal, anything you are doing or is this just happening when you first use the terminal?
 
First time round, I had been playing the game for a while (entered the Sierra map for the first time and stuff) when it CTD.

Then I restarted, re-loaded (had saved right in front of the terminal) and everything worked fine.

Then I re-loaded to test if it was a one-time error, and it CTD.

For the record, the electric floor did shut itself off, which I cannot remember it having done before.
 
Unkillable Cat said:
First time round, I had been playing the game for a while (entered the Sierra map for the first time and stuff) when it CTD.

Then I restarted, re-loaded (had saved right in front of the terminal) and everything worked fine.

Then I re-loaded to test if it was a one-time error, and it CTD.

For the record, the electric floor did shut itself off, which I cannot remember it having done before.

Have you installed the SAD crash quick fix?
 
...no. Is there one?

In the unlikely event killap has nothing to do, here's a list of bugs I've found just today...

(When I say north, I mean straight up the screen.)

Klamath:

# A hole in the rocks to the top-left of the vertibird allows you to walk in/on them all the way up to the mountain wall.

Modoc:

# Having sex twice with Miria hangs the game on a black screen.

# You can walk through the corner of the wall just behind where Grisham is standing.

# Farrell's wall safe behaves kinda oddly. When trying to unlock the safe, the message bar says <character name> fails to/successfully picks the wallsafe, instead of saying "You".

# Also, if Farrel's body is present on the map after Rose's Chicken has done him in, you can't unlock the safe. I think this is because Farrell will try to tell you to stay away from that (the safe) even though he's taking a dirt nap. Although Farrell never says anything, you somehow hear his warning and stay away from the safe. Once the body has been replaced by a blood puddle, however, everything works peachy.

# Down in the toilet, the floor tiles in the far bottom-left line of the entrance cave (the one full of goo) are missing.

# So are the floor tiles in the far right corner of the first turn towards where the Mole Rat resides.

# And also on the left-hand side of the wall closer to the Molerat.

Ghost Farm:

# Missing floor tiles by the wall to the top-right of where you come down the trapdoor.

# Also to the bottom-right, in the dead end.

# And in the bottom-right by the mushrooms beds.

# Pretty much the whole southern wall to the west of the shack Vegeir stands in has missing tiles.

# In the room where you fall down from the shack aboveground, the bottom-right wall and the bottom-left corner (by the pot).

# In the room with all the kids, the left-hand wall could use some floor tiles.

Raiders:

# Pretty much the entire bottom map (radscorpions) has missing floor tiles along the walls, particularly the corners.

# In the raider encampment itself, a missing floortile can be found directly south of the shelves in the room where Shadow-Who-Walks lives, in the corner by the wall.

Broken Hills:

# In the mine, directly north-east from the hidden cave with Chuck Stodgers in it, there is a cul-de-sac which faces to the southwest. In this dead end, the bottom-right line of floor is missing it's tiles.

# Again in the mine, on the path leading to the air filtration unit, the floor tile is missing in the corner of the path directly north of the Chuck Stodgers cave, between the support beams and the rock column.

# After the above, turn right at the intersection and you should find some radscorpions in a dead end. Most of the corners here are missing floor tiles.

# Also, not sure if this is a bug, but when you first find Chuck Stodgers..if you wake him up, and then leave the mine (map?) before he does (most likely because his path was blocked), then he will still be lying there when you next enter the mine, and you can talk to him again and get the 500xp for finding another obscure pop culture reference.

And finally, one oddity regarding Myron. When he first joined me and I called up the Combat Control panel, he was armed with the AP ammo cartridge for the Needler gun, and not the Needler gun itself!
 
Yeah, there is a fix I released a while ago for the SAD. There were reports of crashes happening when first entering the place. Go to this link and read what must be done. (the relevant posts are near the bottom) http://www.nma-fallout.com/forum/viewtopic.php?t=16640

When you apply the fix, load a save NOT in the SAD (it can be right outside though). Hopefully this will fix your problems. And as for the plates actually turning off, yes, this was fixed in my patch since it was broken in the original release.

As for the list you posted. :shock: hehe... Oh my. :eek:
 
Bug found:

After the Dr. Fung accepts to put Chips spleen back for free (because I know Dr. Holliday), go talk to Chip. When he says "Wow. You have some serious connections. Come back in a day and I'll see what help I can give you." and I answer "You got it.". Then Chip says "Information? I'm in pain and you want information?" and the dialogue resets.
 
Hmm... I am debating whether I should actually go ahead and add the punching bag script to all the bags throughout the game. So far the only bags I have found are located at:

6 in New Reno boxing area.
2 in SAD (which already have the scripts attached)
1 in Vault 15

If I would attach the script to each of these bags, that would mean a total raise of 45% to unarmed combat. (5% from each bag) Too unbalanced?
 
killap said:
Hmm... I am debating whether I should actually go ahead and add the punching bag script to all the bags throughout the game. So far the only bags I have found are located at:

6 in New Reno boxing area.
2 in SAD (which already have the scripts attached)
1 in Vault 15

If I would attach the script to each of these bags, that would mean a total raise of 45% to unarmed combat. (5% from each bag) Too unbalanced?

Definetly too unbalanced. I´d recommed just keeping the SAD punching bag scripts and add nothing else.
 
killap said:
Hmm... I am debating whether I should actually go ahead and add the punching bag script to all the bags throughout the game. So far the only bags I have found are located at:

6 in New Reno boxing area.
2 in SAD (which already have the scripts attached)
1 in Vault 15

If I would attach the script to each of these bags, that would mean a total raise of 45% to unarmed combat. (5% from each bag) Too unbalanced?

Yea just leave it as it is.
Maybe is would a nice "addon" feature that you get pay stuart to use the punshing bags and get a unarmed boost.
 
The SAD punching bags are simply +1 blessed punching bags of game logic. It's an Easter egg more than anything else. If you were to apply real-world logic to them, there's no reason why you shouldn't be able to use a single bag over and over instead.
 
Another view would be to decrease the bonus given by the punching bags so that they don't give such a huge bonus overall.

I came up with several other ideas, but in terms of scripting, the above is the easiest to do. Decreasing the bonus as you use more punching bags seems like far too much hassle to implement.
 
Yeah, I thought it might be too unbalanced. Just wanted to get some feedback.

Oracle said:
Maybe is would a nice "addon" feature that you get pay stuart to use the punshing bags and get a unarmed boost.
I actually like that idea. I may have to keep that in mind.


@Unkillable Cat
Are you still experiencing crashes in SAD with the map fix?
 
I haven't downloaded the map fix, and except for that sole computer console, I have not experienced any other crashes.

But then again, I haven't tried taking out anybody's brains... :twisted:
 
Skynet said:
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.

This is most likely a bug. Whenever I enter that map, the Fallout disc in my drive begins spinning, as if the game's looking for something that isn't there.

Either there's supposed to be a music track there that wasn't included in the game, or the game calls the music track incorrectly.
 
Yep, you are right. There is indeed an error in its calling. This has just been corrected. 8)
 
killap said:
Yep, you are right. There is indeed an error in its calling. This has just been corrected. 8)

Also, in the Redding map where the Frog Morton´s gang is, there is nothing but a continuos wind noise. Is this intentional or another bug?
 
Status
Not open for further replies.
Back
Top