Any stuff related to unofficial F2 patches goes in here!

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Easy on the quote pyramids.

killap said:
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?

I don't have the mapper scripts in front of me, but I think you should be able to spot it right away. Just compare with other mine scripts.

killap said:
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.

All floor traps except for outside the SAD and in Redding. This would include:

Temple of Trials: atsrtrp# or sprtrp# or both or something, on the first two maps (just in case the player returns after gaining the perk, because IT COULD HAPPEN - except for the one in the doorway).
Raiders: iimine, two maps.
SAD: wtpltrp# I think, inside on levels 2 and 3.
Navarro: cimine.

Another possible bugfix: make the character stop when spotting a pitfall in the raider cave (same as for mines).

More far-going bugfix but not unbalancing: change the mine scripts so that Light Step actually gives the promised 50% chance instead of an AG check with a penalty.
 
Per said:
Temple of Trials: atsrtrp# or sprtrp# or both or something, on the first two maps (just in case the player returns after gaining the perk, because IT COULD HAPPEN - except for the one in the doorway).

About that trap in the doorway you have to blast through - why exactly is it impossible to disarm?
 
Unkillable Cat said:
About that trap in the doorway you have to blast through - why exactly is it impossible to disarm?

It's not, I've done it. But there's a mine in the raider caves I've never been able to disarm.
 
Odd.

Every time I've tried to disarm that trap, the game says that it cannot find any traps...even though I can clearly see the raised plate and have been selecting it as a target for my Traps skill repeatedely.

Does it take a ludicrous PE stat to see it, perhaps?
 
Alright, I will look into these mine issue you guys are mentioning.

While I am at it, are there any other perks that are script based but not fully implemented? Lets skip the ones that would require a complete overhaul of the system, but I am sure there are a few that were just left out of scripts due to time constraints.
 
Further info on an earlier bug:

Doofus does enters "car watch mode", but he is likely to exit it as well. While I was relieving the Bazaar guards of their Bozars, he kept sprouting "car watch" mode lines, but suddenly he stopped and gives that "Need a car watched? No problem. I can do that." line.

Weird.

Also, is it possible to make Buster open his shop at 8:00 AM, like everyone else does? He opens it at 8:10 AM, for some reason.
 
killap said:
While I am at it, are there any other perks that are script based but not fully implemented? Lets skip the ones that would require a complete overhaul of the system, but I am sure there are a few that were just left out of scripts due to time constraints.

Don't think there are any more easy ones. Presence is used, but to no significance at all; would basically require an overhaul just like KB/CoP. Fortune Finder and Mysterious Stranger are scripted perks that work (I think). Kama Sutra Master is included in the sex script. Empathy could be better implemented, but again, lots and lots of work and judgement calls.

Unkillable Cat said:
Doofus does enters "car watch mode", but he is likely to exit it as well. While I was relieving the Bazaar guards of their Bozars, he kept sprouting "car watch" mode lines, but suddenly he stopped and gives that "Need a car watched? No problem. I can do that." line.

In 1.02 he always does that, whether you pay him or not.
 
IIRC, Doofus never exited car watch mode while I was using the 1.02 patch.

But anyways, how is his car watch script supposed to work? Is a one-time payment of 5$ sufficient to make him watch the car for the rest of the game, or do you have to pay him every time you enter NCR? The latter sounds more reasonable.

EDIT: Cassidy's dialog panel still doesn't "reset" when I ask him to leave the party.
 
Unkillable Cat said:
IIRC, Doofus never exited car watch mode while I was using the 1.02 patch.

But anyways, how is his car watch script supposed to work? Is a one-time payment of 5$ sufficient to make him watch the car for the rest of the game, or do you have to pay him every time you enter NCR? The latter sounds more reasonable.

Actually the script only calls for a one time payment. After that, it doesn't matter. I will look into the dialogue he spouts and see what I find.

As for the Cassidy "issue" you speak of, do you mean that the dialogue window does open and close like the others? I believe you had mentioned that one before. I will look at it again, but I could swear the problem is not in his script, but elsewhere.
 
With Cassidy, it's like this:

Talking to him is normal, but when I select the "Wait here until I come back" option, the panel is supposed to lower and raise again, most likely to change out the Combat Control and Trade buttons. But the panel does not change, which could lead to some problems.

Same thing when I tell him to re-join the party.

And yes, I had mentioned this bug before.
 
Unkillable Cat said:
With Cassidy, it's like this:

Talking to him is normal, but when I select the "Wait here until I come back" option, the panel is supposed to lower and raise again, most likely to change out the Combat Control and Trade buttons. But the panel does not change, which could lead to some problems.

Same thing when I tell him to re-join the party.

And yes, I had mentioned this bug before.

Marcus has the same thing.

Hmm, could this be the thing that causes the "combat settings reset" bug?
 
To Killap,I downloaded your first final release way before christmas, still running now, did not realize you were working on it still. I noticed one thing, When I was going to load a game that was saved in Salvatore's Bar the description said The Shark Club instead? I haven't seen anyone else that reported this. It seems you are having a bit of troubles with the new release. Should I wait for a bit? I'm half way through the game now without any annoying problems. Haven't entered SAD yet, so don't know if it will crash for me. You're doing a great job with this, it must take up a lot of your time, I appreciate all the work. One more thing. The quick fix for the SAD crash reported on dec. 15, is that included in the Dec 31 update of Killap's patch. The read me says about a level 2 comp. causing a crash, Is this the same one.
 
forddieselguy said:
I noticed one thing, When I was going to load a game that was saved in Salvatore's Bar the description said The Shark Club instead?

This is because Salvatore's and Bishop's places share maps. One of the elevations is called Shark Club, the other two 2nd Street. Using a Motion Sensor will perhaps show a number of suspicious dots that demonstrate this.
 
forddieselguy said:
To Killap,I downloaded your first final release way before christmas, still running now, did not realize you were working on it still. I noticed one thing, When I was going to load a game that was saved in Salvatore's Bar the description said The Shark Club instead? I haven't seen anyone else that reported this. It seems you are having a bit of troubles with the new release. Should I wait for a bit? I'm half way through the game now without any annoying problems. Haven't entered SAD yet, so don't know if it will crash for me. You're doing a great job with this, it must take up a lot of your time, I appreciate all the work. One more thing. The quick fix for the SAD crash reported on dec. 15, is that included in the Dec 31 update of Killap's patch. The read me says about a level 2 comp. causing a crash, Is this the same one.

If you grab my most recent release from my site, you won't notice any major issues. No one has reported any critical problem, most of the posts recently have just been people installing the patch incorrectly. Go ahead and grab my latest release but do a fresh install to make sure everything works. Saved games are perfectly compatible, so set them aside before you remove the game. And yes, the latest release corrects the crash in SAD. (as does the quick fix if you just want to use that)

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
 
Shh! Be vewy, vewy qwiewet! I'm hunting wuntime ewwors!

The Den:

# You can double-solve the quest with Anna's locket, as described in Per's walkthrough. The best way to prevent this would be to delete Anna from the third Den map.

Gecko:

# You can gain the 3 Step Plasma Transformer up to three times. Once by stealing it, and once by givng each of the two Part Requisition forms to Jeremy. Then, you can give all the Plasma Transformers to Skeeter to have up three weapons upgraded for free. Shouldn't this be prevented somehow? My suggestion would be to have Jeremy give you the Plasma Transformer he has in his inventory instead of spawning a new one for you (and if you've stolen it from him he'll say he misplaced it), and then make sure he won't accept any more requisition forms.

Broken Hills:

# The old quarreling mutant couple were arguing pretty much at the speed of light. Too fast for my liking.

Misc:

# The 10mm pistol still says "magazine" in the description instead of "cylinder".

# Once, while driving from Broken Hills to New Reno, the car ran outta power on the square west of Broken Hills. However, the "Car Outta Power" map did not show up, instead it just looked as if I had stopped the car out in the desert. BUT, when I entered the map to recharge the car, I found myself in the Guardian Portal special encounter, which had turned up three squares south of Broken Hills earlier in the game. I had yet to enter the portal
(was saving that for a "special occasion") and when I left the map, I was in the same spot as when I ran outta power. WTF?


Now, a couple of questions:

# What exactly can you do with Old Man McGee in New Reno? I'm guessing you can fix his slot machine somehow and score lots of cash, but how do I get him away from the machine?

# Will you be activating Chad's skimming quest in Broken Hills? To quote from the older patch thread:

Skynet said:
Are you planning to activate "Chad's skimming" quest in Broken Hills?
I've tried to activate it myself by uncommenting the dialog path line from the marcus's script (HCMARCUS.SSL, row 552) and then I talked to him. When I asked him about jobs, he gave me a quest to find proof that Chad is skimming money (with voice!). After accepting that quest I talked to Chad and he also got a new dialog options. Unfortunate that some of his dialog nodes and sayings in .msg file are unfinished. I think that all you need to do is complete Chad's dialog options for this quest and set a globar var in his script (HCCHAD.SSL), so that you can tell marcus about he's confession. Also atleast broken hills town greeter seems to have some sort of dialog options for this quest, but it isn't really important(?).
 
Unkillable Cat said:
# You can double-solve the quest with Anna's locket, as described in Per's walkthrough. The best way to prevent this would be to delete Anna from the third Den map.

A better fix would perhaps be to deny access to the third map. Also, I see Anna's killability isn't mentioned in the list of fixes. Slap lots of damage threshold and reduction on her.

Unkillable Cat said:
# What exactly can you do with Old Man McGee in New Reno? I'm guessing you can fix his slot machine somehow and score lots of cash, but how do I get him away from the machine?

Isn't this an add-on thing anyway?
 
Found a new "bug" while doing some tests for FIFE. Open denbus1.map -> the the drug addict with the yellow shirt got corrupted x/y shifts in his .frm file

Filename: NMLOSRAA.FRM
Direction: North-east (direction 1)
Frame: 1st frame
X-shift: 287(dec) / 011F(hex)
Y-shift: 289(dec) / 0121(hex)

Correct shifts: -1/0 -> FFFF/0000

The strange thing is that the Fallout2 mapper does seem to interpret this shifts correct although the wrong values are in the .frm file. Any idea why this happens?

I've uploaded a patched .FRM file with the correct values here:
http://members.fifengine.de/mvbarracuda/NMLOSRAA.FRM

EDIT: We think about bundling your patch one it has become final with FIFE. You would get full credits for sure; we just want to ask if we can do so :-)
 
mvBarracuda said:
Found a new "bug" while doing some tests for FIFE. Open denbus1.map -> the the drug addict with the yellow shirt got corrupted x/y shifts in his .frm file

Filename: NMLOSRAA.FRM
Direction: North-east (direction 1)
Frame: 1st frame
X-shift: 287(dec) / 011F(hex)
Y-shift: 289(dec) / 0121(hex)

Correct shifts: -1/0 -> FFFF/0000

The strange thing is that the Fallout2 mapper does seem to interpret this shifts correct although the wrong values are in the .frm file. Any idea why this happens?

I've uploaded a patched .FRM file with the correct values here:
http://members.fifengine.de/mvbarracuda/NMLOSRAA.FRM

Hey, thanks. I am not sure why the mapper would interpret it correctly even when it is broken. I have, however, noticed that the mapper does not always interpret scripts and other items the same as in the game. Does the shift work incorrectly when playing in game?

EDIT: We think about bundling your patch one it has become final with FIFE. You would get full credits for sure; we just want to ask if we can do so :-)
Sure, I don't have any problem with you guys using my fixes. The more people that use them, the better Fallout will be. 8)

Just let me know when you guys get close to a final release date so that if I am still working on the patch, I can be sure to send you all the latest stuff.



Oh, and a question for anyone that may know. I noticed a good while ago that many scripts begin their LVARS at 4 rather than at zero. Investigating further, I saw that there are some hardcoded things that appear to use 0-3. (like reactions) Is this the case? Oh, and if so, does that mean that if a script has a local var from 0-3 declared, things may become broken?
 
The engine handles the shifts like the mapper. I assume that the engine got a hardcoded protection against "strange" x/y shifts.

If the shifts are bigger than <insert sane value here>, they are reset to 0;0. But I would really appreciate if you would add my file to the patch as we would need to hardcode such a protection into FIFE otherwhise. And I like the idea of having files that follow the standards more than adding strange hardcoded stuff to FIFE just because the FO devs screwed something (again).
 
I've been thumbing through the "Official Fallout 2 Strategies & Secrets", and there are a few things I thought people would like to know, in regards to fixes, mods, plain stupidity and whatnot. As the book was released before the game was, take these things with a grain of salt.

The interesting things:

# Floaters are vulnerable to fire and energy damage.

# Wanamingos are very resistant to laser weapons, but vulnerable to fire weapons.

# The game does not tell you how armours protect against electrical damage, but the guide does. Generally, it is the damage most armours have the highest protection against, but Metal Armours give little to no protection against electrical damage. Tesla Armour, however, gives the greatest electrical protection, even more than Advanced Power Armour. Sadly, there are no stats given for the Robes, Combat Leather Jacket and the Advanced Power Armour Mk II.

# Cheezy Poofs are supposed to heal you for 5-10 hit points, and have an addiction level of 25% per box, which lowers your IN by 2 and your PE by 1 for 2 days.

# Tragic The Garnering has an addiction rate of 25% per game played, and lowers your IN by 1 and your PE and LU by 2 for a whole week!

# Red Jimmy Hats are supposed to improve the user's "performance".

# Apparentely, you are supposed to be able to enter the bottom of the Gecko Reactor Pit (also known as the lair of The Brain). For this you need to fix the crane first, so you can use it to lower a cable into the pit.

# The Mutagenic Serum is supposed to be poured into the town well in Broken Hills to kill all the mutants at once. Ouch.

# The tunnels beneath Broken Hills are supposed to have lots of traps and contain the supply room for the anti-mutant resistance.

# Chad's skimming quest is mentioned in the book, but only briefly.

# The book suggests wearing a leather outfit when entering the Golden Globes studio - to make a good impression, it says.

# You can persuade Old Man McGee to let you try using his slot machine, which will give you a load of cash. Won't make the geezer very happy though.

# If you tell Orville Wright who really are behind the murder of his son, he wants you to kill them.

# If you have Bishop's quest to kill Carlson, Merk in NCR can help you to get into his complex.

# A few characters in the game are supposed to recognize your status as a Ranger. None of them are named, though.

# The book has an interesting way to kill Carlson. His son keeps running around, but periodically runs back to Carlson. If you can time it just right, a well-planted explosive on the boy will complete your quest.

# Melchior the Magnificent summons his pets by throwing rats into the F.E.V. pool around him. That's one hell of a magic trick.

# In Navarro, when assigned to stand guard by the Drill Sergeant, the shift only lasts for six hours. The Drill Sergeant will check on you every two hours, so don't go far!


The odd/incorrect things:

# Apparentely, Karma bestows additional bonuses upon your character. High positive Karma gives you a bonus to your Armour Class, while a high negative Karma gives you more hit points. Also, high Karma of either kind gives increases the damage you do with each attack.

# The Shiv is supposed to be undetectable, but I guess everybody knows that already.

# The Stealth Boy is listed as an item, but is not found anywhere in the game.

# The Gauss Rifle and the YK42B Pulse Rifle have Burst fire modes. Oddly enough, firing thes Gauss Rifle in burst mode costs as many AP as firing a single shot.

# Healing Powder is supposed to lower your Perception by 2 for 36 hours.


The stupid things:

# When creating characters, the book broadly defines every character as a "Combat Boy", a "Charisma Boy" or a "Stealth Boy". I would think the SPECIAL system is a bit more versatile than that. Also, playing stupid characters is not recommended...at all.

# When it comes to Traits, the traits Skilled & Gifted are strongly recommended, but the only Trait it recommends against is Fast Shot, because you lose the ability to aim your shots.

# Apparentely, using guns at night is a good idea.
 
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