Any stuff related to unofficial F2 patches goes in here!

Status
Not open for further replies.
Silencer said:
Is Arroyo reeeeeallly 106 miles from the Stables? ;)
:shock: ... :crazy: ... :violent: ... :wink:


Finally getting around to some of the questions/bug reports posted.

# Not sure if this is the result of a bug, but here's the score. I tried to "smuggle" Lenny into Vault City once (by leaving Lenny by the front gate, opening the gate and then having Lenny rejoin while the gate was open) just to see what would happen. As it turns out, Citizen Sergeant Stark said something like "A ghoul! Guards!" but I ran back to the gate and dumped Lenny before any trouble would ensue. I re-entered the city and no-one came at me with guns blazing.

Now, however (and this is a long time after said smuggling attempt) whenever Citizen Sergeant Stark sees me, he waits for about 5 seconds before turning hostile and opening fire on me. If I'm quick enough, I can talk to him before he turns hostile, but if I stick around for almost any amount of time, he attacks me. When an unwanted individual enters Vault City, does it cause all Vault Citizens that see them to turn hostile permanentely? Is that how it is supposed to be?
Yes, this is pretty much what happens when you piss someone off and then run away before he/she enters combat with you. A variable is set that reminds them to attack if they ever encounter you again. This is therefore not a bug.

# At night, there are both Vault citizens and guards found at the two bars in Vault City. However, the "guards" there have the same description as the jumpsuit-wearing Vault citizens if you examine them. Also, the "guards" at the Parlor Room have the same items on them as normal Vault Citizens. They do have more Hit Points than the Vault Citizens, though.
Well the reason is because they are using guard models but have citizen scripts to them. I can either add guard scripts to them or replace their models with the ones in blue jump suits. Any thoughts on this?

# Vault 15 doesn't have an "introduction text" that appears in the message panel when you first enter it.
Any suggestions for this? Per? :D
 
I haven't played through Fallout 2 since it came out. I loved the first game, but I was so frustrated with the bugs in the sequel that I didn't come back to it until I found this thread. This is incredible work and I have enjoyed the game so much more this time. Thank you for taking upon yourselves what Interplay QA wouldn't.

I intended to complete the game and make a small contribution by reporting the bugs that I encountered. I found only a few small problems, most of them have been noticed by others, I think. Just this evening, however, I somehow induced a crashing error that has made it impossible to continue.

The problem must have started some time after leaving Vault-13. I didn't fix the computer, instead I cleaned out the military base, went to San Francisco, got the quest to recover the vertibird plans in Navarro from the Brotherhood, then whacked Dr. Shreber and went right back to Vault-13 to get the GECK. Just as the Vault-13 map loaded (the interior, not the cave), the game crashed.

A crash is triggered every time this map loads. I have reproduced this on another computer, also with killap's latest patch. I turned on debugging and didn't see anything obvious in the log, but I don't know what I'm looking at anyways. I tried dumping NPCs and items and reverting to previous saves. I have one save before entering Vault-13 for the first time, and it's the only one that doesn't cause the map to crash.

I'm sure my description is useless without examining the saved game. Unfortunately, I don't know anything about the Fallout engine. If someone wants to take a look, just let me know what to do with the files. I can't tell if this is a patch issue or just a corrupted file, but I think it is worth checking, since it does make it impossible to get the GECK...
 
killap said:
Me said:
# At night, there are both Vault citizens and guards found at the two bars in Vault City. However, the "guards" there have the same description as the jumpsuit-wearing Vault citizens if you examine them. Also, the "guards" at the Parlor Room have the same items on them as normal Vault Citizens. They do have more Hit Points than the Vault Citizens, though.

Well the reason is because they are using guard models but have citizen scripts to them. I can either add guard scripts to them or replace their models with the ones in blue jump suits. Any thoughts on this?

I would say adding guard scripts to them would be easier...I think.

As for the Vault 13 CTD bug...in all my games with killap's patch, I have never entered Vault 13. I think it's time that I did so. One question to killap though. You say killing Dr. Schreber prevents the killings of the Smartclaws. This presumes that they haven't already been killed by the Enclave, right?

And can't be G.E.C.K also be found on the Enclave Oil Rig?
 
Unkillable Cat said:
You say killing Dr. Schreber prevents the killings of the Smartclaws. This presumes that they haven't already been killed by the Enclave, right?

This what happened to me. I wen´t to the Vault 13´s entrance, then I wen´t to Navarro and killed Dr. Schreber (and released Deathclaw). Then I wen´t to fix Vault 13´s computer. After for a while, I returned to Vault 13 and all the deathclaws were dead.

Unkillable Cat said:
And can't be G.E.C.K also be found on the Enclave Oil Rig?

It is in one of the lockers in Enclave puzzle room.
 
Snowden said:
I haven't played through Fallout 2 since it came out. I loved the first game, but I was so frustrated with the bugs in the sequel that I didn't come back to it until I found this thread. This is incredible work and I have enjoyed the game so much more this time. Thank you for taking upon yourselves what Interplay QA wouldn't.

I intended to complete the game and make a small contribution by reporting the bugs that I encountered. I found only a few small problems, most of them have been noticed by others, I think. Just this evening, however, I somehow induced a crashing error that has made it impossible to continue.

The problem must have started some time after leaving Vault-13. I didn't fix the computer, instead I cleaned out the military base, went to San Francisco, got the quest to recover the vertibird plans in Navarro from the Brotherhood, then whacked Dr. Shreber and went right back to Vault-13 to get the GECK. Just as the Vault-13 map loaded (the interior, not the cave), the game crashed.

A crash is triggered every time this map loads. I have reproduced this on another computer, also with killap's latest patch. I turned on debugging and didn't see anything obvious in the log, but I don't know what I'm looking at anyways. I tried dumping NPCs and items and reverting to previous saves. I have one save before entering Vault-13 for the first time, and it's the only one that doesn't cause the map to crash.

I'm sure my description is useless without examining the saved game. Unfortunately, I don't know anything about the Fallout engine. If someone wants to take a look, just let me know what to do with the files. I can't tell if this is a patch issue or just a corrupted file, but I think it is worth checking, since it does make it impossible to get the GECK...

Could you e-mail me this save game? Use the address found in the readme of the patch.
 
Unkillable Cat said:
# Mr. Bishop can be assassinated by re-arming his safe with a different combination, as described in Per's walkthrough. However, when using killap's patch, the safe trap does not re-arm itself, which makes it damn tricky to re-arm the safe if the trap has already been disarmed, because using the explosives on the safe will often crash the game! I have succeeded in using explosives on the safe without crashing the game, but more often than not it results in a CTD.

I have just armed, rearmed, lock picked, etc that safe to death and no crashes on my end. Everything appears to work as it should. To assassinate Bishop you can do it two ways.

1. Remove the trap that is already on the safe (use trap skill), take everything inside, use a bomb from your inventory on the safe, then change the combination to the safe (use repair skill).

2. Only change the combination to the safe (use repair skill)

What exactly are you doing to assassinate Bishop? What are the EXACT steps that cause your game to crash? Are others successful in assassinating Bishop through his safe?
 
Step 0: I gain access to the upper level by screwing either one of the Bishop women.

Step 1: I check the safe for traps until I have disarmed the trap.

Step 2: I unlock the safe, and clean it out. (Note that I do not ask Mrs. Bishop for the combination)

Step 3: I close the safe and try to use a bomb on it (Dynamite).

Step 4: CTD.

Step 5: Reboot computer.
 
Unkillable Cat said:
Step 0: I gain access to the upper level by screwing either one of the Bishop women.

Step 1: I check the safe for traps until I have disarmed the trap.

Step 2: I unlock the safe, and clean it out. (Note that I do not ask Mrs. Bishop for the combination)

Step 3: I close the safe and try to use a bomb on it (Dynamite).

Step 4: CTD.

Step 5: Reboot computer.

Save game please.

Just did what you said and no crash on my end.

Oh, and test something for me. Disarm the safe, unlock it and empty it out, then rest for 10 minutes. What happens?
 
# If you have the quest to eliminate Mr. Bishop for Westin, and then kill both Westin AND Bishop, the quest doesn't get crossed out in the Pipboy.

Just checked the code and if you were given the quest to kill Bishop by Westin but then decide to backstab him, the quest to kill bishop should be crossed out. I had actually added this in a previous patch. The code makes sense so I am not sure what is wrong. Who are you killing first?
 
Unfortunately, I can no longer provide you with a save game in which Mr. Bishop is alive.

I've kept the savegame in the Sierra Army Depot, but Mr. Bishop has recently passed away due to a conflict between his policies and my 5mm policy... :wink:
 
Unkillable Cat said:
Unfortunately, I can no longer provide you with a save game in which Mr. Bishop is alive.

I've kept the savegame in the Sierra Army Depot, but Mr. Bishop has recently passed away due to a conflict between his policies and my 5mm policy... :wink:

That's fine, send me the Sierra one then. Still, you should be able to answer my previous question regarding Bishop without your save game. 8) Who did you kill first and when did you check whether it was crossed off?
 
I killed Westin first. Then I checked to see if the quest to kill Mr. Bishop was crossed out. It wasn't.

I figured this was because Mr. Bishop was still very much alive, so I left it alone until after Mr. Bishop was dead. In the meantime I had reported back to Bishop in regards to Westin dying, and also for the murder of Frank Carlson.

When I wiped out the Bishop family, and afterwards checkec the Pip-Boy again. Even though both Bishop and Westin are dead, the quest is still listed as active.

Also...I've found some more missing tiles for you. One is in New Reno, on the Wright map. On the building to the south of the green exit grid, a roof tile is missing. This tile is not readily seen because it is on the very western edge of the map.

The other one is in San Francisco. Above the exit grid that leads to the docks from Chinatown, some road and pavement tiles are missing. They are at the very top of the map, and therefor not always visible.
 
Edit: Ok, I am just going to change the whole post because I don't think my point is gotten. I entered SAD, went to level 2. This is a quote from Per's guide.
Go to the room to the south (Lockpick 100% recommended for the door) and loot all the ammo crates for some serious armour and weaponry, such as a Plasma Rifle and 2 Combat Armors. Don't miss the row of small crates behind the wall.
The bots in this room, with one exception, will not fight back if attacked, nor does this alert the other bots on the level. In all they're worth 8250 xp, which isn't so bad when you first get here. The exception is the rocketbot closest to the yellow forcefield.

Notice the part that says "nor does this alert the other bots on the level".

Before Killaps second release of his final patch, this statement was true.

After I downloaded the last release this statement is false. When the one "execption rocketbot" gets hit, it puts the whole base on alert. It never did this before. Was this a change by Killap or an OOPS.

I hope this clarifies things.
 
Is your Caps Lock key stuck?

Otherwise...when I attacked the robots, I started with the ones outside the repair depot. As you state, only one Sentry bot showed signs of activity, while the others stood idle.

After that, I could pick off the other at my leisure, without any retaliations whatsoever.

I wonder why this is? Are they connected to the other console, the one that makes my game Crash To Desktop?
 
Bear Dude, I don't know if you've adressed this (I searched briefly), but could you correct the obvious error in oscomptr.msg line {132} where Gruthar says "Your gave us life!"
 
@ Silencer
I shall correct that indeed.

@ Unkillable Cat
I got your e-mail and responded to it, but for some reason it is not going through. What I wanted to say was that you never sent me a save game in that message. You tell me of the problem, but no file appears to be attached to the message.
 
killap said:
# Vault 15 doesn't have an "introduction text" that appears in the message panel when you first enter it.
Any suggestions for this? Per? :D

"You arrive at Vault 15. It doesn't look anything like it did in the original. Your head explodes." [do explody death]

OR

"A cluster of dirty tents and shacks hug a wooded hillside. The people you see are lean and wary."

Edit: no my caps lock is not stuck.

Well, then don't post in all caps or your posts will be vatted.

I wonder why this is? Are they connected to the other console, the one that makes my game Crash To Desktop?

I don't know if the bear patch changes anything, but in 1.02 they simply have no scripts.

And which is the crashy console again?
 
Per: The crashy console is the one that allows you to disable the electric floor plates.

killap: D-O-H-! I had this nagging feeling I had forgotten something... :oops:

I'll send another e-mail pronto, but until then:

Sierra Army Depot:

# If you access the computer on Level 3 after you have activated the Brainbot, it gives the standard comment "Error, No program files present, please reboot". What's odd here is your response. On this computer, your only response is "Ug", which looks to me as to be the reply of a stupid character. However, my character is not stupid.

Vault 13:

# When talking to Ariel, one of the first dialog options is "Nice to meet you Ariel. I'm <character name>." There's an extra space after the punctuation.

San Francisco:

# I talked to the Hubologists and said I would join them. After that, AHS-7 asked me if I would kill Badger aboard the Tanker, but I refused. He said something about me talking to him again if I changed my mind.

Only when I do, it's like I never talked to him before. He even tells me to go talk to Juan and Vikki, and they too treat me like I've never talked to them before. They don't give the lecture a second time, though.

(Also, if it matters, I had not downloaded the Hubologist Teachings into my Pipboy.)

What's more, when I went through this process again, and accepted the quest, AHS-7 won't acknowledge when I have killed Badger. The only conversation option available to me is to tell him that I haven't killed Badger yet...even though he's a puddle of blood now.

# It is always daytime on the map with the Hubologist spaceship.

Misc:

# One of the random encounters near Arroyo is named "some outcasts", which I guess is supposed to have a capital S.

# When you look at Fishermen, it just says "Fisherman" instead of the more familiar "You see a Fisherman".
 
The SAD comp you mentioned never crashes for me. Was just there, went through it 3 times trying different sequences was fine for each try.

The Hubologist map with the space shuttle is always light for me too, noticed this before the last download of Killap's patch too.

The "ug" responce could just be the fact that you already downloaded Skynet into the bot and you are giving yourself a kick in the ass for forgetting this.

Edit: As far as the repair depot bots issue, I think I will get my big weapons skill up a bit, load up on rockets, and just go in and kick some serious robot ass.

I still think it's a bug though because it never happened to me before. The first time I played I was able to kill the "active bot" and
not set off any alarms.
 
forddieselguy said:
The "ug" responce could just be the fact that you already downloaded Skynet into the bot and you are giving yourself a kick in the ass for forgetting this.

I should have mentioned this earlier, but all the other computers give the dialog response "Exit".

Sounds kinda stupid that I kick myself in the ass for one particular computer going offline, when ALL of them went offline...
 
Status
Not open for further replies.
Back
Top