Any stuff related to unofficial F2 patches goes in here!

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Unkillable Cat said:
Final question of the year: What exactly triggers the Enclave coming and taking the Arroyo villagers away? Because I always thought it was me getting the G.E.C.K., but I haven't even entered Vault 13 yet!

The Hakunin dream timer running out will do it as well.
 
Skynet said:
(I´d recommed that you at least open and resave the fixed maps with official mapper, so it would(?) minimize the possible problems with the fixed maps. I heard, that there may be some problems with maps, that are saved with Dim´s mapper.)

Yeah, I have switched over to the official mapper to do my map work. I do have one question about it though; how do you completely remove a script from an object? I know in Dim's mapper, you can choose "none" as an option if you don't want an object to have a script. How do you do the same in the official mapper?
 
killap said:
I do have one question about it though; how do you completely remove a script from an object? I know in Dim's mapper, you can choose "none" as an option if you don't want an object to have a script. How do you do the same in the official mapper?

Select object and press Edit. Select New Script, and when the script list comes up, press ESC. A small box appears and asks "type in script name". Type "none" and press done.
 
killap,
I don't know how write about bugs in English :) I'll be paste some code parts. Hope you'll understand for what is needed. This code already correct.

ncmason.ssl
Code:
...
procedure Node048 begin
//   set_guard_time; // Commented (c) Avega
   set_local_var(LVAR_Guard_Counter, game_time_hour + 24); //(c) Avega
...

For secret door of 4th elevation Sierra. You must add this.
wiscrtdr.ssl
Code:
procedure map_update_p_proc begin
...
   if (global_var(GVAR_SIERRA_BASE_SECURITY) == SIERRA_SECURITY_ON) then begin
...
		if (map_var(2) == 1) and (cur_map_index == 29) then begin   //                                               |
			animate_stand_obj(self_obj);                             //                                               |
			if (tile_contains_obj_pid(tile_num(self_obj), elevation(self_obj), WALL_BLOCKING_HEX)) then begin  //     |
				destroy_object(tile_contains_pid_obj(tile_num(self_obj), elevation(self_obj), WALL_BLOCKING_HEX)); //  | (c) Avega
			end //                                                                                                    |
		end    //                                                                                                    |
...

ncbishop.ssl
Code:
procedure Node061 begin
...
   end else if (raiders_bonenose) then begin   //  |/ down
      temp += mstr(807);
   end else if (raiders_robobrain) then begin  // /\  up change. (c) Avega
      temp += mstr(808);
   end
...

Enjoy! ;)

PS: You have the best unofficial patch. I use it in the AL mod :)
 
Alright everyone, a new release is ready for you all to enjoy. What began as a small update to my main release exploded into a good 70+ fixes. The majority of them are new fixes to bugs recently discovered in the game as well as a few minor corrections to the fixes I already implemented. A list can be found below of the newest additions to my patch. As always, I suggest a fresh install when using my patch but it is not required. No game start over with this update is required if you are already using my last release.

Enjoy everyone and have a happy new year!

Full list of corrections:
http://zcn.phix-it.com/fallout2/corrections.txt

Version A: (Includes previous 1.02 fixes-US version only!!)
http://zcn.phix-it.com/fallout2/unofficialFO2patch_final-A.rar

Version B: (Does NOT include 1.02 fixes-for use with non US versions and/or if 1.02 is already installed)
http://zcn.phix-it.com/fallout2/unofficialFO2patch_final-B.rar

Code:
FIXED - 12-31-05:
- Val will no longer do the conversation with Vic even if she is not present (ie late at night)
- Maida has dialogue to activate the quest of rescuing Torr (just like Ardin), but the variable is never set.
- Minor tweaks to Maida's script.
- If you use repair skill on car in Klamath (the one with Fuel Cell Regulator) for the first time, you would get "Error" in the message box. 
- Minor grammar error in message displayed after refueling Whiskey Bob's still in Klamath.
- Issues with Doofus
- When you rescue Smiley from the Toxic Caves, the message reads "You get 1000experience points for rescuing Smiley." A space is missing.
- Typo with Jonny conversation.
- Crash upon entering the Sierra Army Depot.
- Duplication of your car in Gecko.
- The Brain's dialogue now correctly changes after fixing the Reactor.
- Unlocked dialogue with the Brain if you stole a talisman rather than being given one.
- Good Vault 13 ending should now occur
- Melchior the Magnificent's script is now perfect (all his float text is now readable)
- Cleaned up process of obtaining Fire Gecko pelts.
- Potential death by misplaced code from Dr. Troy's script
- Vault-Tec spellings
- Description of the 10mm gun - now says cylinder.
- Maida Buckner now says Redding is to the south east rather than south west.
- After you give Cheesy Poofs to Brain, he starts to talk about Hydro Magneto Regulator, even if the power plant is already fixed.
- Added case in Mclure's script so that if you already repaired and optimized the plant, you can still talk with him about the econ disk.
- After you complete the "get 200 back from Fred" quest, the quest "Get book from Derek" shows in pipboy even when you didn’t ask Becky for more work.
- Added Econ disk to pipboy
- stuttering issue with combat/regular leather jacket.
- Another typo found. When getting the experience for delivering Dr. Henry's papers to Merk in NCR, the message says "You gain 1000experience points...." 
- Mutant serum message.
- Added script to guard in NCR slaver house
- Added scripts to two guards in Becky's casino in the Den.
- Completing the Widow Rooney quest by talking to the Sheriff would make you miss out on the xp you should get.(CODE WAS MISSING HERE)
- Endorphin blockers should finally get crossed off.
- Wright daughters no longer display error when you look the the descriptions of them.
- Zeke in Vault 15 no longer incorrectly says that all is doomed after you seal the deal with NCR.
- Vault 15: should no longer be able to walk into the mountain. (on squatter map and the changed one)
- Tweaked going down the ladder in Vault 15 entrance map when entering Vault 15.  Should no longer get stuck in the wall. (unable to confirm originally, but this should never happen now)
- Filled in missing dialogue in Wooz's script
- Back door to New Reno Arms now correctly displays a message when you use a skill (like lockpick) on it.
- Fixes to Wrights and Bishop's safes.
- The Masticator in New Reno no longer displays "error" when you look at his description
- shifting/disappearing door bug in Modoc
- NCR now has an entrance greeting message
- Flint should now appear as a rock and not a box
- m60 and bozar sounds no longer switched.
- v13 repair computer quest should now get crossed off in the pipboy
- Safe in farrel's house can now be opened if he is dead and his body is still visible
- Goo in toxic caves no longer mutates you if you are wearing any type of power armor (before you would only be protected with just regular power armor)
- Tons of map issues. (cave floor tiles, critters equipped with ammo rather than weapons)
- Chip's script no longer resets after you help get his spleen back in.
- Duplicate dialogue line when talking about killing Carlson
- If you asked about health issues with Carlson, the dialouge would talk about Weston.
- Message saying you are addicted to Tragic.
- You could continue to threaten Dr. Henry in NCR about getting his papers even after completing the quest
- Music now plays while in the tunnels under Redding (typo prevented a music track from ever being called)
- Music now plays on the underground entrance map to the Redding Mine
- More random encounters unlocked
- World map slowed down and encounters should be more frequent with higher cpus. (also updated exe for future support of the addon pack)
- When initially checking the combat screen for myron he will no longer have his needler ammo equipped.
- Chuck Stodgers will no longer freeze and stop responding/moving if his path is blocked when he is running away.
- Talking to the gate guard in Navarro as a dumb character no longer causes the talking head to disappear.
- Redminmap - critter with no script, caravan guy equipped with ammo.
- Mysterious stranger now talks to you when you click on him.
- Killing all the molerats will no longer cause Jackpot Jane to remain stuck in "fight commentator" mode.
- Merk’s guards should finally now be ALWAYS present when he is.
- Using the mutant serum on Lenny during the fight no longer causes you to become stuck in the fighting ring.
- Brian and Liz now move to their sleeping areas when it is night (prevented before by bad scripting)
- Forcefield to Westin farm now turns on and off correctly.
- James Hoffy in Redding now correctly says Dan is for New Reno and Marge is for NCR.
- Fire Geckos are now skinnable
- If you kill the bad luck dog in the random encounter, it will not respawn.
- Misc spelling/grammar errors.
 
Thanks for the patch!

Although you don't mention it being fixed, the NCR crash bug I reported previously has disappeared.

Thanks again! :D
 
Ethan said:
Thanks for the patch!

Although you don't mention it being fixed, the NCR crash bug I reported previously has disappeared.

Thanks again! :D

Glad to hear it. I was not sure what the problem was, but I redid the map and I guess that helped. Enjoy!
 
Scweeet!

Now I know what I will be doing next year: Finding more bugs! :wink:

I simply do not know how I can thank you...I'm pretty certain that there are people from the old Black Isle Studios who appreciate your dedication.

And to top off the year:

# When asking Sulik to consult the spirits in San Francisco, he says that "they don't want to talk right now", which is the standard response he gives when he doesn't have a ready answer available. I was wondering if Black Isle didn't have time to come up with cryptic phrases for him to say in San Fran, or is there something else preventing him from saying them?

If it's the former, then tough.

Now if you'll excuse me, there's an alcoholic concoction with my name on it waiting.

I bid farewell, and say "Gleðilegt nýtt ár!" (Heretic speak for Happy New Year!)
 
Unkillable Cat said:
# When asking Sulik to consult the spirits in San Francisco, he says that "they don't want to talk right now", which is the standard response he gives when he doesn't have a ready answer available. I was wondering if Black Isle didn't have time to come up with cryptic phrases for him to say in San Fran, or is there something else preventing him from saying them?

A while ago, I had pretty much listened to all the sound files of the NPCs and I didn't find any new ones I did not hear for Sulik. I guess they just ran out of time.

I appreciate you finding all the bugs; you were a big help in this release. Enjoy the update and keep hunting! :wink: :D


EDIT: Very minor change made to the patch. If you already downloaded it and did not install it, go ahead and redownload. If you already did install it, then don't bother with the redownload. The fix is way too minor. 8)
 
I remember this particular bug being mentioned at least once before somewhere in this thread, but I'll go ahead and mention it anyway. After installing the new patch, I checked the PipBoy status screen, and noticed that both the Widow Rooney and Clear out the Mine quests are already crossed off, and I just started a new game. Has anyone else encountered this yet?

And also, you are a god when it comes to patching, Killap. Thanks a ton!
 
Dobio said:
I remember this particular bug being mentioned at least once before somewhere in this thread, but I'll go ahead and mention it anyway. After installing the new patch, I checked the PipBoy status screen, and noticed that both the Widow Rooney and Clear out the Mine quests are already crossed off, and I just started a new game. Has anyone else encountered this yet?

And also, you are a god when it comes to patching, Killap. Thanks a ton!

I have already discussed this with people and this solution seemed to always work. I don't remember if I talked with you about this, but if I did, I apologize.

Please check your initial installation of Fallout 2 and make sure that it is not installing the game with 1.02 installed. If it is, then you just need version B of my patch. Installing version A of my patch when 1.02 comes packaged with your installation will cause that odd behavior. Let me know if this works.
 
I know for fact that I downloaded version B of your patch, and I made sure to make a clean install of FO2 for it. I'll go directly to Redding and see if this has caused any interference with the actual quests, or if it was just a bug in the quest list.
 
Dobio said:
I know for fact that I downloaded version B of your patch, and I made sure to make a clean install of FO2 for it. I'll go directly to Redding and see if this has caused any interference with the actual quests, or if it was just a bug in the quest list.

Ok, try this. Reinstall the game (making sure to delete all the left over files that were not removed during the uninstall process). Next, extract my patch to a random folder and then rename the main folder of the patch (should be data) to patch000.dat. Make this file read-only and then copy it over to your main Fallout 2 directory. Start a new game. Let me know what happens when you do this.
 
Whee...playing Fallout with a hangover is fun. :P

Anyways:

NCR:

# The floor in Buster's tent doesn't reach all the way to the southwestern tent wall. Yes, Missing Floor Tile Syndrome strikes again!

# Apparantely, I can now skin Fire Geckos. Whether this was intentional or not, I'm not sure, but if I look at the Fire Gecko Skin while I have it in my inventory, it says "You see: <None>" and if I examine it further, I get the "You see nothing out of the ordinary"
message.

# In the random encounter map with a building to the east of where you stand, you can walk through the bed that is in the house. For further clarification, the house has a brahmin pen to the south of the front door, it also has a back door, a chest on the floor in the nortwest corner and the bed in the southeast corner.

# In the random encounter map with two tents, one just northwest of where you start and one further south, the shelves in the southern tent will "stick on top" if you use them from the right angle, i.e. if you walk close to them (to search them, for example) then the shelf graphic will be in front of the player, and not the other way around as it should be.

# When you first obtain the phazer, it is listed as having an ammo type of (none) and you cannot reload the weapon until it is out of of this...(none) ammo. After that, you can reload it as normal.
 
Unkillable Cat said:
# The floor in Buster's tent doesn't reach all the way to the southwestern tent wall. Yes, Missing Floor Tile Syndrome strikes again!

Sigh, :wink:

Unkillable Cat said:
# Apparantely, I can now skin Fire Geckos. Whether this was intentional or not, I'm not sure, but if I look at the Fire Gecko Skin while I have it in my inventory, it says "You see: <None>" and if I examine it further, I get the "You see nothing out of the ordinary"
message.

Yes, this was actually implemented in my prior patch, but I don't think it ever fully worked. I got it all working again and cleaned up the code to it. I did notice the "none" issue when I was testing but didn't really care at the moment. :D I will look into it.

Unkillable Cat said:
# In the random encounter map with a building to the east of where you stand, you can walk through the bed that is in the house. For further clarification, the house has a brahmin pen to the south of the front door, it also has a back door, a chest on the floor in the nortwest corner and the bed in the southeast corner.

Okeydokey.

Unkillable Cat said:
# In the random encounter map with two tents, one just northwest of where you start and one further south, the shelves in the southern tent will "stick on top" if you use them from the right angle, i.e. if you walk close to them (to search them, for example) then the shelf graphic will be in front of the player, and not the other way around as it should be.

Good ol' graphic glitches.

Unkillable Cat said:
# When you first obtain the phazer, it is listed as having an ammo type of (none) and you cannot reload the weapon until it is out of of this...(none) ammo. After that, you can reload it as normal.

Yeah, I noticed that too, and also with the zipgun. I never did figure out why that was happening, but I will look at it again and see what I can do.


EDIT:

Just fixed the fire gecko issue (I had moved some text around in pro_item.msg and forgot to check that the number to the fire gecko pelt was still valid (apparently it was not 8) )

Also, how is the speed of the world map for everyone? I implemented some things to slow it down and have more encounters. How is this all working?
 
When I tested it with my old game, the map travel time was finally back to its old self. Also the fadeout/fadein effect of using the healing skils.

Since then I have cleaned the game from the drive, re-installed and started a new game to see if that fixed several things which were supposed to be fixed by your patch, but weren't.
 
Unkillable Cat said:
Since then I have cleaned the game from the drive, re-installed and started a new game to see if that fixed several things which were supposed to be fixed by your patch, but weren't.

Due to setting files to read-only, some may not be overwritten when you upgrade my patch. I really want to migrate my patch to a single file rather than a folder full of different files. I have heard problems with dat files though so I may have to have two options for people to download.

I was wondering if you could test something for me Unkillable Cat (or anyone for that matter). At some point, could you install a fresh version of Fallout 2, extract my patch to a separate folder, rename the patch directory (should be called data) to "patch000.dat" (without the quotes). Then set this directory to read-only and copy it over to your Fallout 2 directory. (making sure there is not already a file name patch000.dat there. Is my patch active in game when this is done?
 
I will give it a swing as well, Killap.... I need a hobby in the mean time and bug hunting may be it.

Should I put all the files to read only, or leave as is?
 
Carib FMJ said:
I will give it a swing as well, Killap.... I need a hobby in the mean time and bug hunting may be it.

Should I put all the files to read only, or leave as is?

If you are doing the test of renaming the patch folder to patch000.dat, then just the folder needs to be read-only. If you plan on using my patch as it is, then no other changes need to be made.
 
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