Any stuff related to unofficial F2 patches goes in here!

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Re: which flint in the readme?

Skynet said:
nael said:
I made a new game to test out the new year patch, and the flint is still a box when dropped.

What file was changed to change the dropped picture of the flint?

Also, I see that the same two quests are crossed out as soon as I get the pipboy after the temple. My version of the game came with the patch pre-installed, and win98 won't let me have a directory and a file have the same name, so I can't use the other method.

Delete patch000.dat in Fallout 2 directory and start a new game.
Tried that, now I do not get the redding quests at the beginning, but flint still shows up as a box instead of a rock.

Where is the easiest place to test whether the patch was properly installed?
 
For me, to test the patch:

Go to Klamath.

Talk to Maida and ask her about other towns.

If she says Redding is to the southeast instead of southwest, then the latest version of the patch is in effect.

Another way is to piss off Hakunin (keep insulting him), exit conversation and talk to him again. He should look pretty annoyed if the patch is installed.
 
Re: which flint in the readme?

nael said:
Tried that, now I do not get the redding quests at the beginning, but flint still shows up as a box instead of a rock.

Where is the easiest place to test whether the patch was properly installed?

Ok, I thought the flint might still not work. For some reason, the change for the flint would not take effect until I removed it from the inventory of aunt morlis, and then readded it. When I did this in my testing, the flint finally changed its shape from a box to a rock. Seems odd for this to be the case, but I guess I will have to include an updated map file to really correct the issue at hand. (I did not do so in my latest update since the file size was getting pretty big)

I am pretty busy this week so I will get to everyone's questions at some point. Keep testing and sending in the reports.
 
Re: which flint in the readme?

killap said:
nael said:
Tried that, now I do not get the redding quests at the beginning, but flint still shows up as a box instead of a rock.

Where is the easiest place to test whether the patch was properly installed?

Ok, I thought the flint might still not work. For some reason, the change for the flint would not take effect until I removed it from the inventory of aunt morlis, and then readded it. When I did this in my testing, the flint finally changed its shape from a box to a rock. Seems odd for this to be the case, but I guess I will have to include an updated map file to really correct the issue at hand. (I did not do so in my latest update since the file size was getting pretty big)

I am pretty busy this week so I will get to everyone's questions at some point. Keep testing and sending in the reports.
Didn't know it was buggy, so it isn't just me. I've tried making the shaman angry, and he now remains angry, so I guess it is installed correctly if I rename it to patch000.dat.

I have another problem though, now I cannot save! I selected narg, and immediately tried to save. Got the "Error saving game! Unable to save game." Checked data folder, not read only, and it has an empty slot01 folder with proto inside, but no files.

Edit
I managed to get around it by using the A patch and making an actual DAT file. It saves properly now, and Maida says SE. The easiest way of packaging is probably to make a big .DAT file, with dat-repairer as well, including 1.02 patches. No problems then.
 
Just out of curiosity, for those that have the game that comes pre-patched...does this mean that the game comes with patch000.dat already inside the Fallout 2 directory? If so, then that means there is essentially no need for my "B" version of my patch since removing the patch000.dat is required for my patch to run properly, but this also means you won't be getting the fixes included in the 1.02 patch. I don't have a version of the game that is prepatched, so I cannot answer this question.
 
So far, so good, Killap.


I liked the fix on Old Man McGee, especially when the slot machine dies on him after I hit it big and the old bastard goes into a fit.


Everything else as promised seems to be delivered.
 
Just out of curiosity, for those that have the game that comes pre-patched...does this mean that the game comes with patch000.dat already inside the Fallout 2 directory? If so, then that means there is essentially no need for my "B" version of my patch since removing the patch000.dat is required for my patch to run properly, but this also means you won't be getting the fixes included in the 1.02 patch. I don't have a version of the game that is prepatched, so I cannot answer this question.

Nope, prepatched game have no patch000.dat at all.
All files from patch000.dat are included in master.dat.
 
My dual-jewel copy of US Fallout 2 is 1.02, and it DOES include a patch000.dat of size 2,301 KB. I used your patch B, and everything seemed to work fine until the Westin forcefield wouldn't go down. Also, killing Dr. Schreber didn't save those poor deathclaws. And then the raiders' base was in plain view. In short, it doesn't seem like anything took. Also, I had those crossed-out entries for Redding early in the game, and Falche2 gave the error message.

When I used Seraph's unpacked patch the first time, the changes were in effect, but I got the Redding entries and Falche2 errors, and the game crashed whenever I entered the SAD (*flush*). It turns out that I had forgotten to delete patch000.dat as Seraph directed. When I did, everything worked fine, including Falche2.

If the only difference between 1.02 and earlier versions is with the executable and patch000.dat, I should be able to use your version A if I delete the original versions of those files first, right?

Also, one more bug I wish I had mentioned before: the Turbo Plasma Rifle in Fallout 1 and Seraph's costs only 4 AP to fire, but in unpatched F2 1.02 it costs 5. That doesn't seem very "turbo". Is there any particular reason you didn't incorporate this fix?

mx_: One thing you should try is after planting the dynamite, enter combat mode and go back down the manhole. Go back up and then back down again, and if the game doesn't crash, you're good. The trick is to prevent the door from closing over the body, which seems to be what causes the crash. Note however that if the guard catches you, the guards outside the door to the back room will be hostile, so you'll have to sneak by them or get past them in one turn in combat mode in order to talk to Ascorti.

edit: I just made a new character with patch A and no patch000.dat, got through the temple, stole the flint, dropped it, and it looked like a crate. Renamed patch000.dat back into place, made a new char, crate.
 
Darth l33t said:
edit: I just made a new character with patch A and no patch000.dat, got through the temple, stole the flint, dropped it, and it looked like a crate. Renamed patch000.dat back into place, made a new char, crate.

Yes, it has been discussed that the flint will still look like a crate. (I have to include an updated map for this fix to finally take effect.)

As for the game coming with a patch000.dat already, it appears that this may not always be the case if you claim yours came with one while jargo says the fixes are found in the master dat file. If what you claim is true, yes, go ahead and remove the patch dat file and use version 'A' of my patch. Everything should work just fine with that. (flint will still be a box)
 
Darth l33t said:
Also, one more bug I wish I had mentioned before: the Turbo Plasma Rifle in Fallout 1 and Seraph's costs only 4 AP to fire, but in unpatched F2 1.02 it costs 5. That doesn't seem very "turbo". Is there any particular reason you didn't incorporate this fix?

Presumably because it's not a bug. When extending the Energy Weapon progression in Fo2, they had to nerf the best EW from Fo1 or else have to make the new EWs in Fo2 wildly unbalanced with respect to other weapon skills.
 
Darth l33t wrote:
edit: I just made a new character with patch A and no patch000.dat, got through the temple, stole the flint, dropped it, and it looked like a crate. Renamed patch000.dat back into place, made a new char, crate.

Killap wrote:
Yes, it has been discussed that the flint will still look like a crate. (I have to include an updated map for this fix to finally take effect.)

As for the game coming with a patch000.dat already, it appears that this may not always be the case if you claim yours came with one while jargo says the fixes are found in the master dat file. If what you claim is true, yes, go ahead and remove the patch dat file and use version 'A' of my patch. Everything should work just fine with that. (flint will still be a box)


So then this should hold true:

If you have F2 v1.0 then you should apply Patch A (Flint will look like a rock once killap has included the modified map)

If you have F2 v1.02D with patch000.dat then delete the patch000.dat file and apply Patch A (Flint will look like a rock once killap has included the modified map)

If you have F2 v1.02D with updated files in master.dat and critter.dat then apply Patch B (Flint will look like a rock once killap has included the modified map)

Correct?
 
Glovz said:
So then this should hold true:

If you have F2 v1.0 then you should apply Patch A (Flint will look like a rock once killap has included the modified map)

If you have F2 v1.02D with patch000.dat then delete the patch000.dat file and apply Patch A (Flint will look like a rock once killap has included the modified map)

If you have F2 v1.02D with updated files in master.dat and critter.dat then apply Patch B (Flint will look like a rock once killap has included the modified map)

Correct?

In the voice of Sulik, "You got it fren."

@Darth l33t

Read what Per said. I don't like to make arbitrary changes to my patch. Real bug fixes are what I do.
 
Having official 1.02 patch installed, there was a dead body with a pistol in it ("Desert Eagle" if I remember) somewhere in the rat caves in Klamath. Surprisingly I can't find it now. (I've made a clean installation - without the official patch).
 
killap said:
Read what Per said. I don't like to make arbitrary changes to my patch. Real bug fixes are what I do.
I understand, and that's fine. I can fix it for myself with FIME anyways.

There's just one other thing you might want to look at: to assassinate Salvatore, who must be carrying the Poison Tank? In Seraph's patch, Sal himself must have it, while in vanilla 1.02 the PC must be carrying it for the family to not go hostile. I didn't see anything in your patch notes about that particular issue.

Cuch said:
Having official 1.02 patch installed, there was a dead body with a pistol in it ("Desert Eagle" if I remember) somewhere in the rat caves in Klamath. Surprisingly I can't find it now. (I've made a clean installation - without the official patch).
Are you talking about the 10mm Pistol? That's legitimate; it's the first place you can get it.
 
Cuch: The body with the pistol is on the same level as the Rat God, in a dead end just above where the Rat God resides.

And it's a 10mm pistol, not a Desert Eagle.

Dath 1337: When I whacked Salvatore, I planted the poison tank on him and then waited for about a minute. Eventually he died. This was addressed in an older version of killap's patch.

Meanwhile, some bugs and nuiances about the game:

The Den:

# When moving around on the West Den map, I often get the message "You see a door with no visible handle or lock" in the message bar. This description matches the door on the Brotherhood of Steel bunker, but this message comes up even if me or my teammates are nowhere near the bunker. What's up with that?

Modoc:

# I can still walk through the corner wall to the northwest of Grisham.

# In Rose's Bed & Breakfast map, I could run rings around the chicken coop inside the fence without a single dog doing anything about it. However, once I blew up the outhouse, they seemed to have "woken up" from their snooze and now bark at me whenever I go near the chicken coop.

Ghost Farm:

# Neither the Slags nor the Protectors on the surface have anything to say when clicked on. Script error?

Vault City:

# You cannot use the Steal skill on Charlie, for some reason.

# Randal in the Ameneties Office has the memory of a goldfish. Regardless of whether I am an Outsider, Citizen, Captain of the Guard or a giant purple people eater, he always addresses me as "stranger". Any way to fix this?

NCR:

# When in Duppo's shop, my NPC's often try to enter Duppo's through the backroom gambling parlor. Every time they try to pass through either door leading to the backroom, the conversation with the doorman asking for the password always comes up...regardless of my location on the map.

Misc:

# In the random encounter map with an L-Shaped house to the north of your starting position, and a shed containing a firepit northeast of the house, you walk can on the small table in the house, over by the bookshelves.

# Something to consider for the addon mod...the Light Step perk, according to Per and his guide, is only implemented on the traps in the Temple of Trials and the traps in Redding. Could it be implemented to work with other floor traps in the game, such as the traps in the Raider hideout and the Sierra Army Depot?

# I once received the death message "You have died. You shall never know what has happened to your kidnapped village." even though the village hadn't been kidnapped yet.

# Want to give Per something to do? Add a rock somewhere in the game...anywhere, and don't tell anyone about it. :twisted:
 
Unkillable Cat said:
Cuch: The body with the pistol is on the same level as the Rat God, in a dead end just above where the Rat God resides.

And it decays if you rest, so the gun may be hidden by blood.

Dath 1337: When I whacked Salvatore, I planted the poison tank on him and then waited for about a minute. Eventually he died. This was addressed in an older version of killap's patch.

You have to take his ordinary one, I suppose?

# When moving around on the West Den map, I often get the message "You see a door with no visible handle or lock" in the message bar. This description matches the door on the Brotherhood of Steel bunker, but this message comes up even if me or my teammates are nowhere near the bunker. What's up with that?

Should be junkies trying to enter the bunker triggering the script.

# You cannot use the Steal skill on Charlie, for some reason.

The check to see if you're using Science on him probably overrides.

# When in Duppo's shop, my NPC's often try to enter Duppo's through the backroom gambling parlor. Every time they try to pass through either door leading to the backroom, the conversation with the doorman asking for the password always comes up...regardless of my location on the map.

Same as in the Den.

# Something to consider for the addon mod...the Light Step perk, according to Per and his guide, is only implemented on the traps in the Temple of Trials and the traps in Redding. Could it be implemented to work with other floor traps in the game, such as the traps in the Raider hideout and the Sierra Army Depot?

Outside the SAD, not the ToT (where you wouldn't have the perk yet anyway). It should be doable, yes. Have the Navarro mines been fixed, by the way? I think they have the wrong perception range, so you have to stand on them before you can detect them, but of course that sets them off.

# Want to give Per something to do? Add a rock somewhere in the game...anywhere, and don't tell anyone about it. :twisted:

That's a brilliant idea that could be developed... for the add-on pack, of course. One could take ten Gold Nuggets and place them in reasonably visible ways.
 
Unkillable Cat said:
Dath 1337: When I whacked Salvatore, I planted the poison tank on him and then waited for about a minute. Eventually he died. This was addressed in an older version of killap's patch.
Yeah, I know that if you take his Oxygen Tank he croaks, unless his script gets gummed up. The issue I'm talking about is staging a true assassination, which gets you more experience and doesn't turn the family hostile. This is the only remaining major issue that is addressed by Seraph's patch but not killap's.

One more bug I forgot to mention: A shopkeeper in SF (the one on the left, who sells armor) sometimes sells Chemistry Journals. Since Miles has been dead for decades, I rather think this is a mistake.
 
I managed to whack Salvatore by taking his Oxygen Tank, then planting the Poison Tank, and then waiting for a short while.

For this, I got either 1000 or 2000 xp (can't remember) and walked out of the Salvatore bar without incident...except Mason was close to tears because the old geezer had bought the farm.

Per: I'm pretty certain there aren't any junkies near the bunker when this message crops up. This has happened when NPC try to force their way into the bunker, but in many cases they are too busy following me and don't have time to go wandering off like that.

About the Gold Nuggets...one could make a quest out of it. Due to the shortage of gold in Vault City, some VC official or other is willing to pay you handsomely if you bring him 10 gold nuggets. Same thing for Broken Hills and 10 lumps of Uraninum.
 
Slightly OT, but is it possible to fix a bugged trait or perk? I'm thinking specifically FO1's Skilled which doesn't give you the +5 SKP per level it claims it does (on top of the +10% overall bonus), and FO2's karma perks that do nothing at all.
 
# Something to consider for the addon mod...the Light Step perk, according to Per and his guide, is only implemented on the traps in the Temple of Trials and the traps in Redding. Could it be implemented to work with other floor traps in the game, such as the traps in the Raider hideout and the Sierra Army Depot?

Wait, wait, isn't that pretty clearly a bug that oughta be fixed in the main patch? It's not like they could have meant for it to not work on all floor traps.
 
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