Any stuff related to unofficial F2 patches goes in here!

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Humppa Papan Tappaa said:
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.
I don't know about Skilled, but the karma perks would have to be implemented into every single script that checks reaction, so I doubt killap will take the time for that.
Humppa Papan Tappaa said:
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.
No offense meant, but I don't think killap is going to waste time fixing a perk that, if it worked properly, would still be comically useless.
 
Humppa Papan Tappaa said:
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.

Skilled is an engine thing, so no. You could probably "fix" the karma perks by overhauling the reaction script in Fo2, but the effect would hardly even be worth the work and/or risk of new glitches, as the scripts so rarely reference the reaction variables.

Humppa Papan Tappaa said:
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.

Yes, that's what I meant too, missed the add-on part.
 
Per said:
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.

I was not aware of an issue with the Navarro mines. Any specifics you know of Per, or should I just dive into the script and debunk it? Oh and if you all could compile a list of all the places where the light step perk is not utilized but should be, that would help me complete the task a lot quicker.
 
Finally got around to your questions Per. If I missed any, or you have any others, please let me know. I am sure I missed some by mistake. This page is growing too fast when I don't check in every day.

Per said:
Potential death by misplaced code from Dr. Troy's script

Is this the one located in obj_dude? I was never able to figure out what triggers that, even though it happened to me once.

Yes, this is indeed the one from the obj_dude script. I removed it since that code is never used and the fact that you reported being hit for 400 hit points for no specific reason.

Per said:
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)

Should this be "mayor" instead of "sheriff"? (Yay me for bug reporting the bug report!)

Yes, it should be mayor. Mistake on my part.

Per said:
More random encounters unlocked

What's this? Just things like Great_Geckos_Attacking_Caravan?

Yep. Just wanted to add more variety to the wasteland. Some combinations of attacks I had not seen before.

Per said:
World map slowed down and encounters should be more frequent with higher cpus. (also updated exe for future support of the addon pack)

What about CPUs that already had a good encounter rate, like mine? Do we get too many?

Well, those with slower CPUs and had no trouble going across the world map will indeed see things much more slowed down. I included this updated .exe for those with much faster CPUs. I believe it would make more sense to go ahead and include the older one but make this improved one available for download for those that may need it.
 
A note on special encounters: I am playing a character with a 10 luck (at least, 10 after getting the +2 in NCR around level 8 ). I am level 15 now and have yet to get a single special encounter. Is this just unlucky encounter rolls on the world map? Every other time I've played I had the bridgekeeper, and usually a few others, by now.
 
Another problem: I cannot get to Westin's ranch. I have the recommendation from Dumont, and when I talk to the guard he says he will let me in, and goes over to the terminal, but the emitter doesn't turn off. When I talk to him again, I get the "I need to see Westin again" dialog, and he goes to the terminal again, but the forcefield never goes down. What gives?
 
Ethan said:
Another problem: I cannot get to Westin's ranch. I have the recommendation from Dumont, and when I talk to the guard he says he will let me in, and goes over to the terminal, but the emitter doesn't turn off. When I talk to him again, I get the "I need to see Westin again" dialog, and he goes to the terminal again, but the forcefield never goes down. What gives?
Did you use patch B on a prepatched version with a pre-existing patch000.dat? That's what I did, and patch000.dat overrides many of killap's fixes. Instead, do a fresh install, delete patch000.dat, and install patch A. Patch B is only for versions of F2 which start at 1.02 but have no patch000.dat (the fixes are built in to critter.dat and master.dat). From what I understand, the patch procedures for different versions are as follows:

1.0: Install patch A
1.02 with patch000.dat: Delete patch000.dat and install patch A
1.02 w/o patch000.dat: Install patch B

If you want to get to the ranch in your current game, press 5 at the NCR map selection screen (but make sure to have permission to be there first, or you'll be shot). The script to leave the ranch will still work.
 
newbshelpedit8ob.jpg
 
Ethan said:
Another problem: I cannot get to Westin's ranch. I have the recommendation from Dumont, and when I talk to the guard he says he will let me in, and goes over to the terminal, but the emitter doesn't turn off. When I talk to him again, I get the "I need to see Westin again" dialog, and he goes to the terminal again, but the forcefield never goes down. What gives?

I do not have this problem. I just did a quick test and everything shuts off just fine. I looked at both of my patches and both version "A" and "B" have the correct updated scripts in them. How did you go about installing this patch?
 
killap said:
Per said:
More random encounters unlocked

What's this? Just things like Great_Geckos_Attacking_Caravan?

Yep. Just wanted to add more variety to the wasteland. Some combinations of attacks I had not seen before.

It´s kinda annoying, that the Enclave Patrol encounter always presents just the Enclave Squad. It would be cool to see some Enclave Patrol vs. DeathClaws, Enclave vs. Remnants of the Masters Army encounters etc. Perhaps in the addon pack?

Also, you haven´t released your source files for the latest fixes for a while...hint* hint* :roll:
 
I found a peculiar bug....

When I rescued Smiley from Toxic Caves and spoke to him back in Town, he taught me gecko skinning and all, but when I spoke to Buckner, she asked me if I was still on the quest to find Smiley.

And when I speak to Smiley, it's as if we are in the caves again.

So I went back to the caves and found Smiley standing there and all. When I leave I get the 1k XP. And when i return to town I see Smiley again and plus a second one. THis time, it crossed out the quest.

The second smiley followed me around town but vanished afer I left Klamath.


Wierd bug...

By the way, I don't know if it makes a difference, but I saved Torr after I scarred his retarded ass for the Duntons.
 
killap said:
Ethan said:
Another problem: I cannot get to Westin's ranch. I have the recommendation from Dumont, and when I talk to the guard he says he will let me in, and goes over to the terminal, but the emitter doesn't turn off. When I talk to him again, I get the "I need to see Westin again" dialog, and he goes to the terminal again, but the forcefield never goes down. What gives?

I do not have this problem. I just did a quick test and everything shuts off just fine. I looked at both of my patches and both version "A" and "B" have the correct updated scripts in them. How did you go about installing this patch?

I installed the Final B patch over the Beta A patch. To be clear: I did a fresh install of the game, then installed your original patch for 1.0, then intalled your Final patch B on top of that.
 
Ethan said:
I installed the Final B patch over the Beta A patch. To be clear: I did a fresh install of the game, then installed your original patch for 1.0, then intalled your Final patch B on top of that.

Hmm.. well if when you install the game and it only installs 1.0, you just need to install version A of my patch and nothing else. If 1.02 comes with the game, then check and make sure there is no patch000.dat in the folder and install version B.

Essentially follow these guidelines.

1.0: Just install patch A
1.02 with patch000.dat: Delete patch000.dat and just install patch A
1.02 w/o patch000.dat: Just install patch B
 
OK, first I uninstalled the game and reinstalled from the orig. CD to v. 1.0, then applied patch A. Did not fix the problem.

Then, I looked in my Fallout 2 folder and found the patch000.dat and deleted it. Then I uninstalled the game, then installed v. 1.0 from my disk, then applied patch A. Now the game CTD if I load any games. So I take it my former savegames won't run on this? That's why I used patch B before.
 
If you still have saved games after your uninstall, you may have other files gumming up your Fallout2 directory. Delete it entirely before installing again.
 
Darth l33t said:
If you still have saved games after your uninstall, you may have other files gumming up your Fallout2 directory. Delete it entirely before installing again.

Tried that. I deleted everything except the saves, but I still get a CTD when I try to load any of them.
 
Ethan said:
Darth l33t said:
If you still have saved games after your uninstall, you may have other files gumming up your Fallout2 directory. Delete it entirely before installing again.

Tried that. I deleted everything except the saves, but I still get a CTD when I try to load any of them.
That's because, as you said, your previous patch didn't apply. Your current one did, and so those old saves are incompatible. Flush and begin anew.
 
Arr! Me be spotting bugs on the horizon, Cap'n!

Vault City:

# The guard in the house to the left of the main gate on the main city map does not have a guard script...nor any script, for that matter.

NCR:

# Although Doofus does now appear to go into "Car Watch" mode, he still doesn't say the lines that accompany it. One of them was something like "La la la la cars".

Misc:

# When talking to King Arthur's Knights before they run into the Vorpal Rat, one of your dialog options is "Why do you search for such terrible weapon?". Isn't there an "a" missing in there?

# In the same conversation, Arthur says "Well...because the Brotherhood is dedicated protecting the weak and defenseless...". "To" is missing there.

# Once again, when you ask Arthur "Wait! I am also on quest. I seek the holy GECK." Yet another "a" is missing in that line.
 
Darth l33t said:
Ethan said:
Darth l33t said:
If you still have saved games after your uninstall, you may have other files gumming up your Fallout2 directory. Delete it entirely before installing again.

Tried that. I deleted everything except the saves, but I still get a CTD when I try to load any of them.
That's because, as you said, your previous patch didn't apply. Your current one did, and so those old saves are incompatible. Flush and begin anew.

Yes, I have a feeling that your save games were originally made in the 1.0 format. Sorry to say, you will have to start over.
 
killap said:
Darth l33t said:
Ethan said:
Darth l33t said:
If you still have saved games after your uninstall, you may have other files gumming up your Fallout2 directory. Delete it entirely before installing again.

Tried that. I deleted everything except the saves, but I still get a CTD when I try to load any of them.
That's because, as you said, your previous patch didn't apply. Your current one did, and so those old saves are incompatible. Flush and begin anew.

Yes, I have a feeling that your save games were originally made in the 1.0 format. Sorry to say, you will have to start over.

Already did. It's all good. I never got the bright idea to delete my entire directory before re-installing the first time around. Didn't occur to me. The game I was playing wasn't really your patch anyway since all the old stuff was probably gumming it up and giving me crazy CTD bugs and scripting errors. My bad for not figuring it out in the first place.

Luckily, I like to play Fallout. :D
 
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