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