Any stuff related to unofficial F2 patches goes in here!

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Sounds cool, gonna put it on a test run!

Did anyone manage to add the New Vision Arroyo and Klamath enchancement by TEam X... I believe they released a source code or something. It is a new twist on things and a fun beginning for Fallout 2.

Just a suggestion.

Oh, and is there a possibility I can use Skynet's Abbey location?
 
killap said:
- Tubby no longer places Redding on your map when you ask about chems - he never mentions anything about Redding.

Not necessarily a bug - just because someone knows of some place doesn't necessarily mean they can point it out on a map.

killap said:
- You now get different rewards from Fred in Klamath depending on how much money you let him keep. - before you always got best reward

Did you fix this by not destroying and recreating Fred, or by using a global variable instead of local?

killap said:
- Now correctly shows the amount of xp earned by burying Anna's bones. (1200xp)

I thought the bug was that you got twice the xp intended.

killap said:
- Salvatore will no longer freak out if you talk to him after he just gave you a mission. He now displays the correct message of "Go see Mason."

Not really a bug I think.

killap said:
- When fighting Lenny in NCR you would acutally gain more guns when your inventory was returned. Now you must give up your entire inventory when you fight Lenny as opposed to just you guns. - Beware Lenny has stimpacks and a powerfist.

Not an ideal solution.

killap said:
Oh and a big round of applause for Per and his guide. Without him I would not have been able to pinpoint all of these bugs. Thanks a million man!

You're welcome! I support your work since this seems to be the "cleanest" patching work by far to date. I'd actually suggest that you forget about Seraph/Celestial and move on with a patch of your own, borrowing whatever you need from them or redoing the relevant fixes to make sure you know what's what.
 
Carib FMJ said:
Sounds cool, gonna put it on a test run!

Did anyone manage to add the New Vision Arroyo and Klamath enchancement by TEam X... I believe they released a source code or something. It is a new twist on things and a fun beginning for Fallout 2.


I tried to add that mod but it turned out to cause more problems than it was worth. I may sit back and try at it again but we shall see. I intend for my work to be fixes and additions of missing data intended to be there by the original designers. We shall see though.

Carib FMJ said:
Oh, and is there a possibility I can use Skynet's Abbey location?

Yes, I would not see why this would cause any problems.
 
Per said:
killap said:
- You now get different rewards from Fred in Klamath depending on how much money you let him keep. - before you always got best reward

Did you fix this by not destroying and recreating Fred, or by using a global variable instead of local?

I fixed this by using global variables. Was the easiest and best method I thought of at the time.

Per said:
killap said:
- Now correctly shows the amount of xp earned by burying Anna's bones. (1200xp)

I thought the bug was that you got twice the xp intended.

Actually the bug that I fixed was a typo in the call to display and gain xp and not just a randomly placed line of code. It seemed that you are indeed supposed to get 600 xp twice. Seems odd though..perhaps this is actually a mistake on their part.

Per said:
killap said:
- Salvatore will no longer freak out if you talk to him after he just gave you a mission. He now displays the correct message of "Go see Mason."

Not really a bug I think.

To me this was always something odd. I felt that Salvatore was some kind of monster and hated everyone. If you would take a mission and talk with him right after it, you would immediately go to the function as if you walked into the room without permission. Looking at the code I found that this was actually not supposed to happen and a scripting issue was making you always get this problem.


Per said:
killap said:
- When fighting Lenny in NCR you would acutally gain more guns when your inventory was returned. Now you must give up your entire inventory when you fight Lenny as opposed to just you guns. - Beware Lenny has stimpacks and a powerfist.

Not an ideal solution.

I realize this was not the best to be done but it still is better than letting the player gain weapons that he should not. The root of the problem is how the game deals with how stacks of guns work and the fact that if one gun has 22 bullets, another has 21 and the rest have 25 they are all treated as different stacks. I followed through the code exactly what it does and I see clearly why the problem is occurring. Still, I don't know what to do about it.



Oh, and as for creating my own patch...hmmm I might do that. Still, I suppose I may just keep releasing .ssl and .int files of changes that I have made so that they can easily be integrated into mods and such. Once again, though call me odd, I feel it futile for people working on the same goal to release different version of it....hence my love behind the concept of wikipedia. 8) I shall think more about it though. And thanks for the feedback. Let me know when you test it out if any strange issues come up.



EDIT: OH and a few bugs that have left me clueless all deal with the destroying of characters. I cannot for the life of me get any npc when they are sold to Bishop or Myron sold to Merk in NCR to disappear. Looking at the code for Metzger in the Den it seems that a character is actually created in the Slave pen for each npc you sell. There is also a section of code that is as follows (both used at Metzger and with Merk):

Code:
   if (Myron_In_Party) then begin 
         gfade_out(ONE_GAME_SECOND); 
         item_caps_adjust(dude_obj, 1000); 
         set_merk_status(MERK_STATUS_PLEASED); 
         if (critter_is_armed(Myron_Ptr)) then begin 
            inven_unwield(Myron_Ptr); 
         end 
         move_obj_inven_to_obj(Myron_Ptr, dude_obj); 
         // remove & destroy Myron 
         party_remove(Myron_Ptr); 
         destroy_object(Myron_Ptr); 
         gfade_in(ONE_GAME_SECOND); 
      call Node019; 
   end

This is also the exact code used with Metzger and the same code used with selling slaves to Bishop. The bug of party members never leaving occurs with Bishop and Merk but not with Metzger. I am completely lost with this one and have since moved on with it. Still, the persistent man that I am wants this bug out of the way....:D



EDIT: 7/13/05 - bug list has been tweaked and updated above. About 10 or so more fixes have been added to the list. Archives not updated yet for these latest fixes.

UPDATE: New links for the files above as well as an even more updated list of fixes.
 
Nice... a bit complicated for a non programming savy guy like me... but cool. We can now dissect fallout with ease.

Well good luck on cracking New Vision.
 
I was confused about Tubby/Redding not being a bug. He may have been intended to mention it.

Suggestion: disable going back to the rig after it's blown up.

Another suggestion: whenever you make an update, post a separate list of updates as well as updating the big list.

Regarding the Robes bug, search the scripts for dude_is_naked or dude_wearing_vault_suit or whatever the function's called - Tandi has it too.
 
Per said:
I was confused about Tubby/Redding not being a bug. He may have been intended to mention it.

Suggestion: disable going back to the rig after it's blown up.

Another suggestion: whenever you make an update, post a separate list of updates as well as updating the big list.

Regarding the Robes bug, search the scripts for dude_is_naked or dude_wearing_vault_suit or whatever the function's called - Tandi has it too.

I will fix the Tandi thing right now.

In addition, below should be a list of bugs that I fixed AFTER my first list was compiled. These include the new fixes that I added today.



Code:
*Hakunin no longer forgets he is mad at you if you continue to insult him hundreds of times.

*You now gain the correct amount of xp for burying Anna's bones (600 xp)

*Barkus no longer initially says he will pay you $250 for Davin (was a typo and should read $200)

*Bridgekeeper's robes fix for: Wallace, Lynette, President, Dogmeat, Tandi, and Marcus.

*Fixed the "infamous" 1 NPC bug (where you could carry 1 NPC in Navarro or Enclave) as well as doctors not healing your 1 NPC should now be corrected.  - Recompiled the needed scripts using the corrected party.h file by Haen 

*You are now able to get Goris to join your group after the Vault 13 massacre - would keep leaving you saying the pack was in trouble.

*Additional corrections to Doc Andrew's (Vault City courtyard) script

*If you heal Sheriff's Marion's leg he now thanks you for it.

*Whiskey Bob now gives you $65 if you convince him to. - Gave you $55 instead before.


Map changes
------------
*Fixed some spots in Klamath where you could walk on tables

*You can no longer go off screen in the NCR pasture map thereby following the Deathclaws to Vault 13 when you are not actually supposed to.

*Fixes to the Oil Tanker map in San Francisco that corresponds to the changes made in the bar (ie carrying of liquor, etc)

EDIT: Links on main post above have been updated.
EDIT 2: Marcus also had the robes bug - this has been corrected. No other scripts seem to use this function call.
 
Arroyo
I still didn't notice any change in the flint, still looks like a book when dropped.

Klamath:
Hey, Killap, I have just loaded the 1.06 patch and I have to say the Scorpion claws work, so now I can make the Duntons back off.

Vault City
-I drank from well and didn't notice any radiation poisoning.
-Beer still weighs zilch.



Oh, and I used the Fallout Loader to play the new Abbey location to your patch.


Oh, and I noticed I can't save inside the Vault in Vault city, tells me error. But I can save outside... Not sure why this is, but so far it is very stable and I have had no crashes.
 
I honestly cannot guarantee that any of the previous fixes (1.04, 1.05) actually work. It has been reported that many of the fixes that Celestial made actually do not work properly. I cannot help this right now.

I actually suggest you go grab Seraph's patch (http://seraph.samods.org/index.htm) and then take my fixes and overwrite over Seraph's patch. (the well in Vault city does infact radiate you with his)

Using his + mine I have not experienced any crashes and can save everywhere just fine. This is just a suggestion though...If you want to use the 1.06 that I had up (which is not up anymore, I suspended support of the previous work by Celestial) then go right ahead.



Oh, and a little update on my work.

I have currently fixed one bug that involves the Brawl quest in Redding. To actually finish the quest peacefully you must speak with BOTH of the miners (I got some e-mails regarding this confusion). It appears, however, that if you just speak with one miner then report back to Sheriff Marion, things get pretty messed up. This has been fixed and will be in the next update.

I have also added to the game the Tragic Card game addiction. This was setup by the original designers, but never fully implemented. Now playing Tragic 5 times with Wooz in Gecko you will become addicted to Tragic. After 10 straight plays of Tragic with Wooz, you get out of control and your dialog drastically changes with Wooz. You must leave the map and come back after a bit for the effects of this dialog to wear off. You will, however, remain addicted to Tragic. (I honestly am not sure how to get rid of this...I suppose once you are addicted to a game, you can never stop..cough Fallout...cough... 8)

I am currently in the process of making the bots on level 2 in the SAD to actually go and repair hurt bots and replace those that have been destroyed. Should not take much time to work this out, but we shall see.

Other than that, keep playin and let me know what bugs are still left.

Thanks again for all the feedback.
 
killap said:
Code:
-Unnamed Wrights will address you as a Prizefighter if you're a Made Man for them and vice versa.

I assume you mean the Unnammed Wrights will address you as a Prizefighter if you're a Prizefighter, and a Made Man if you're a Made Man for them, correct?

But all in all, a good patch. Haven't tried it yet, going to play through FO2 one more time before I patch it. I'd recommend you continue to work on bug fixes and the like, independent of Seraph and Celestial's patches, if only because those patches introduce "features" that may or may not have been intended to be released, and as such, lean more towards being mods, in my opinion. Here's how I'd structure it if I was doing it:

version 1: Bug fixes only. Same Fallout 2 experience as with the Official 1.02 patch, but with all of the bugs removed so that the game is playable without having to worry about crashes and such. Examples: Fixing holes in walls, removing obvious bug exploits (Hubologist unlimited XP, Unlimited $ bug in Broken Hills), Dialogue fixes, Correcting scripts so that they function properly, Elimination of the black skilldex button/too many items bug, etc etc etc. Simple visual tweaks can also be made here, ie, the flint looking like a rock, party members' appearance changing based on armor/equipment, etc.

version 2: Incorporates all of version 1's bug fixes, but also implements unused scripts, areas, and so forth, using logical jumps made by looking at unimplemented data that the developers created. More of a mod than a patch. Examples: Implementation of the Abbey area, Village Outside Vault City, Old Man McGee and his Rusty Slot Machine, Possibly entering the Enclave via Vertibird... etc etc etc.

version 3: Finally, for your ultimate Fallout 2 experience: all of version 1 and 2, but also additional locations/quests/items, whatever you want to bring to the game from solely a modding perspective. Adding Sulik's village and a quest to rescue his sister? Maybe some fun and/or interesting random encounters? What about digging deep into the game and continuing the map of California down southward, adding in locations from Fallout 1 and possibly some very interesting plot? (not for beginners, most definitely)

With something modular like this, one could pick and choose to what extent they'd like to modify their game. Stability only? Cool, just download version 1. Wanna find out what the devs had planned but didn't finish? Stack version 2 on top of it. How about adding tons more hours to your gameplay with an extension of the map, some new locations, and some never-before-seen fanmade quests? Then download all 3.

I don't know anything about Fallout coding, but I figure if you can stack your patch on top of Seraph's, then something like this is definitely possible. The basic idea is to seperate bug fixing from extra content. The most important thing though, is that it all stays fun. Why else would anyone be doing this much with a game this old? Because it's fun!

Anyhow, to close this one up -

Killap, good luck with all your future patching and modding. Especially if you start taking suggestions from me =p

Per, thanks very much for the Fallout 2 guide. I never knew Fallout 2 was as big of a game as it is until I read through your guide. I keep a saved version of the website on my HD and a hardcopy in a binder. You know, just in case. ;) (wish I'd done that with all of the official Interplay files)

Evil-Rage
 
I appreciate your feedback. I will definitely take into consideration what you stated above.

My current goal is to fix all bugs that are present in the game (this is quite a task alone) In the process of this I am also beginning to add in unused scripts. The ones I am currently adding in, I do not really consider "mod" material. These scripts are completely finished but either just not placed on the map (ie Old Man Mcgee) or the proto is not present on the map (ie the repair bots in SAD) I feel that because the Fallout devs were so rushed in getting the game out the door they mostly over looked these types of things (or felt they were not fully tested). For this reason I consider them PART of the game and will be adding them in. I still like your concept of different packages of my fixes. If I plan on working on unused locations - Abbey, Village Outside Vault City, EPA , etc - I will definitely have them as a separate package. The reason for this is that yes, the devs do have some finished material to go with them, but so much is missing that it is clear that they MEANT to leave them out. Because I do not poses a BlackIsle dev mind, I cannot truly (re)create what they intended for these locations to be - hence a separate download to actually play these.

This is just my philosophy on this.... 8)
 
Here is a good fix to add, though I wonder if it were possible.

COuld you make a script that could allow you to poison water supplies or wells by using either poison, or a chunk of Uranium - which can cause radiation poisoning in a society?

You want to kill Vault City, drop a chunk in the well and see them all die out. That would be fun too watch.
 
Carib FMJ said:
Here is a good fix to add, though I wonder if it were possible.

COuld you make a script that could allow you to poison water supplies or wells by using either poison, or a chunk of Uranium - which can cause radiation poisoning in a society?

You want to kill Vault City, drop a chunk in the well and see them all die out. That would be fun too watch.
If you add a map variable and about 10-20 lines of code to everyone in the town than that would work.
 
New update today Jul 16, 2005

Tis a small one though 8)

Code:
- Den - Smitty's house (his wooden floor stopped before it hit the wall) - this is now fixed 
 
- Den - You can no longer walk into the shelf in Metzger's room.

- New Reno map (Wright house area) - You no longer are able to walk on some of the tables/desks 

- The flint now looks like a rock when you drop it (instead of a large crate)  
 
- You can now get the Tragic playing card addiction. (Talk with Wooz in Gecko)  
 
- The Raider's base is now hidden  
 
- Nording (NCR) will now say he gives you $50 instead of $500 if you fail - (Caravan runs)  
 
- Tubby NOW tells you about Redding and mentions something about it. - modified one dialog line - (I had this set differently before)  
 
- There was a scripting glitch in the Redding brawl quest. If you talk with just one of the miners and then report back to Marion, things would get pretty "messy"  This has been corrected. 

- Changed the lit flares to normal ones (Hubologist's Base)

Archives update above. New naming method is being used. See main bug list above for the links.

More to come.... :D

As always, please keep me informed of bugs not fixed yet, prototype issues, and so on.

killap
 
double post but this is deserves a separate message so whatever....

I was looking through the previous fixes by Celestial in his 1.04, 1.05 patches and I picked a few out that might seem useful. I was wondering, however, if these corrections he made are actually relevant fixes and not just ones that Celestial felt would be good for the game. (ie his opinion of what these values should be) Here is a list of the ones that I am curious about.

Code:
- Improved Flamer will do proper damage 
 
- Magneto-Laser Pistol does proper damage and has greater range 
 
- Dave Handy now has the Trophy of Recognition 
 
- Changed the capacity of Expanded Assault Rifle from 100 to 48 
 
- Changed the capacity of Expanded Desert Eagle from 20 to 12 
 
- Changed the capacity of .44 Magnum (SpeedLoader) from 6 to 12 and decreased range from 20 to 15 
 
- Pulse Rifle now has a projectile 
 
- You have now a 95% chance of getting addicted to Jet and 25% to Mentans 
 
- Adv. Power Armor MKII now weights 40 pounds 
 
- Decreased the reloading of the .44 Magnum (SpeedLoader) to 1AP 
 
- Military Base is now medium sized
 
Mac Patches and Mods?

I just downloaded Seraphs patch, and it sounds really awesome with alot of useful fixes, but I am using the MAC OS X verson of fallout, and I am not sure where to put the file, or if it will even work. Can anyone offer me any advice on the issue? Or is there another patch I should be looking for?
 
I figured it out. I will post the process here in case an admin or someone wants to put it somewhere it might help some mac users.

Download the Seraph Patch.
Right click or Control+click on the fallout app, select "show package contents.
Open folder "GameData"
Drop the data and patch000 files into the gamedata folder and select replace all.

Saved games will no longer work.
 
That autodoc stuff reminds me... Is there any patch which makes it possible to gain 'Autodoc raised hit points II' perk?

edit: Nevermind. I just checked the features of Seraph's patch.
 
BUG LIST FOR KILLAP:

I noticed in NCR, that the quest for Doctor Henry's papers still went unfulfilled even though Merk paid me for my services.


In Redding, after I cleared the mines, that greasy son of a bitch Ace Ascorti still tells me the mines aren't cleared.


*****


Oh, I know this has been asked, but I will ask again, you gonna add what Seraph had in his patch, as I found no way of getting into Sierra Depot other then doing the Wrigth Quest....

I am going through more quests and paying attention to detail; I'll let you know if I find anything else.
 
Carib FMJ said:
BUG LIST FOR KILLAP:

I noticed in NCR, that the quest for Doctor Henry's papers still went unfulfilled even though Merk paid me for my services.

What do you mean "unfulfilled?" Not crossed off the list? No xp given?

Carib FMJ said:
In Redding, after I cleared the mines, that greasy son of a bitch Ace Ascorti still tells me the mines aren't cleared.

When you killed EVERY one of the aliens down there did you get a message that says you cleared the mine, the quest in your Pipboy get crossed out, and xp was given? Those should happen. I did not check all the dialog, however, and perhaps he will still complain even after you do it all.


Carib FMJ said:
Oh, I know this has been asked, but I will ask again, you gonna add what Seraph had in his patch, as I found no way of getting into Sierra Depot other then doing the Wrigth Quest....

Well, I could probably go through and add all of his fixes, but as of right now you can easily install his patch and then copy all my fixes on top. I essentially used Seraph's files as a base and worked from there. Therefore, you will not run into any conflicts if you combine our patches.

Carib FMJ said:
I am going through more quests and paying attention to detail; I'll let you know if I find anything else.

Thanks! It is important for everyone to test out as much as they can; every aspect of a quest, every dialog option that one can ask a character and make sure the dialogs follow in a logical order and are not broken. These are the kinds of things I need tested and cannot test easily and quickly on my own. Thanks again man.
 
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