Any stuff related to unofficial F2 patches goes in here!

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Snowden said:
Killap, I tested to see if eliminating Schreber saves the deathclaws.

4 May: Fixed Vault-13 computer.
9 May: Killed Dr. Schreber.
7 Jan: Returned to Vault-13. No Enclave slaughter.

It looks like it works. I did notice a few issues with special random encounters while wandering around.
Ah, thank you for testing that. I did in fact get your e-mail but I was unable to respond (error receiving it on your end) I was not able to get much out of the file you sent other than the fact it crashes entering Vault 13 :wink: :D Still, because you just tested the above info, does that mean there is no longer a crash in Vault 13? My guess is something got corrupt in the map but I don't know why. I was thinking it had something to do with Dr. Schreber and the variable being set to prevent the death sequence to the deathclaws...but if you claim that works then I don't know. Thanks again for testing though.

Snowden said:
1. King Arthur's Knights and the Guardian are sometimes announced as "Error" in the World Map dialog.
Can you recall the general region you were on the map?

Snowden said:
2. Some special encounters that are marked on the map (Toxic waste dump, Knights) are permanently labeled "Unknown".
Hmm. I have seen something similar to this happening. I would enter a random encounter and after leaving it would be marked "Unknown" Entering it again and then leaving would then put the correct name to it. I take it this is not the case with you?

Snowden said:
One more thing: I haven't seen this mentioned here. On the second floor of the Vault City vault are several doors that can only be opened by brute force. With 8 ST I could bust a door with no problems. With 7 ST, using a crowbar is supposed to help. I tried it and the message box said that I pried it open successfully, but it didn't open. Something like "This door is broken and cannot be closed" appeared over my character's head every time I tried to open it, and trying again with 8 ST didn't help.
I shall look into this and report back.
 
1. I double checked the "Unknown" special encounters. I thought that I remembered one or two of them being permanently mislabeled, but apparently I was mistaken. Leaving the map a second time gives it the correct label. The Toxic dump, Guardian, exploding Brahmin and the Knights had this problem.

2. The special encounters that were announced as "Error" occured in the northwest quadrant of the world map. One near Arroyo, another near Redding.

3. So this is what is going on with Vault-13. Every saved game I have since entering and leaving V13 for the first time will crash upon returning. The one save that I still have from before having entered V13 does not cause a crash. I used this game to verify that it is possible to save the deathclaws.

However, I just discovered exactly what causes the crashing. There is an NPC on level 2 named Matt. If you kill him, then leave the map and come back, the game crashes upon loading the vault interior. Killing Matt opens some dialog with Gruthar, but it isn't necessary to do anything other than blow him away to trigger the crashing. If you need a save game to check this out, I can suppy one.
 
killap said:
I need for someone to repair the computer that needs to be fixed in Vault 13, go to Navarro, kill Dr. Schreber, wander the wastes for a couple months then report back to Vault 13. Before, if Dr. Schreber was not killed, the death sequence to kill all the death claws in Vault 13 would be activated and they would be killed. I have implemented what Seraph added (in his patch) which keeps the death claws from being exterminated if you kill Dr. Schreber before the extermination team is sent. I need verification that this change works as it should.

What I did was (with your previous patch, not the current):

1. Entered Vault 13 Entrance for the first time.

2. Vent to Navarro and killed the Dr. Schreber.

3. Vent back to Vault 13 and fixed the computer.

4. Leaved Vault 13 and returned about 2 weeks later. DeathClaws were exterminated.


Maybe another issue. Accept the "Smash the Still" quest from Mrs. Bishop. When she is walking on the meeting point in Commercial Row, her description says that she looks depressed. When she stops at the meeting point, her description says that she is in good spirit. After you finish the quest, he walks away and her description says again that she looks depressed. It remains the same, when she is back with the Wright´s. I cannot check her initial description, before talking to her for the first time, because I don´t have the game installed at the moment (reformat).

Bug or intentional?
 
Perhaps its that time of the month for her...

Anyways, I managed to save the Smartclaws by killing Dr. Schreber before I even entered Vault 13.

Also, when I got the Guardian Portal Special Encounter (pretty much every time, but always near Broken Hills) it would be displayed as "Unknown". I thought this was due to the fact that I didn't enter the Portal itself (as I was saving that for later) but now it seems to be the result of a bug.

BTW...am I insane for trying to undo my own existance in the game? Because I gathered every Water Chip in the game (all 466 of them), entered the Guardian Portal, and dumped them all in the lockers in the Storage Room in Vault 13...some 80 years in the past!

If I know my Quantum Physics correctly, this would result in the Vault Dweller never leaving Vault 13...which means he'd never settle in Arroyo...and therefore never have children, thereby erasing my own existance! And that's just the start of it!

Is it possible to script an area so that if a specific item is left in a specific map, an event can be called? In this case, if a Water Chip is left in the past Vault 13 map, , the player is instantly killed?
 
1. The terminal on Level 2 STILL makes my computer crash from time to time...

Never been able to confirm this one. The supposed culprit is the computer on level 2 that has all the e-mails (the one near the security robot repair area)

Yes I just menaged to reproduce that bug.
How to reproduce:

It must be always the very first time when you use that terminal.

1)Go to this terminal and put cursor over it (you will se Error in message window) after that it will work ok.

2)Click directly(first time) on terminal to use it(must be fast so you do not get error 1) you get crash with cannot get text..

Short: when terminal script reads msg file for the very first time it causes error.

What is the problem?
WSTERM2B.msg file has a bug.
This line need to be removed:

Code:
#(300}{}{You disable the shock plates.} Fixed by Seraph; thanks Wasteland Ghost!
Seraph did repair one bug just to create another one.
Theoretically this comment is ok but not really.
Parsing algoritm for msg files in fallout engine is very simple, we should never use comments with special symbols {};
If you found bad line in msg file then delete it NOT comment it.
Here is working wsterm2b.msg
 
jargo said:
Seraph did repair one bug just to create another one.
Theoretically this comment is ok but not really.
Parsing algoritm for msg files in fallout engine is very simple, we should never use comments with special symbols {};
If you found bad line in msg file then delete it NOT comment it.
Here is working wsterm2b.msg
Ah, thank you jargo! That would explain everything. Heh, should have noticed that...oh well. 8)

@Skynet
Any chance I can get you to test the Vault 13 massacre with my newest patch? I have always saved them by killing Dr. Schreber and others seem to claim it works too. I just need more verification on this one.
 
Snowden said:
3. So this is what is going on with Vault-13. Every saved game I have since entering and leaving V13 for the first time will crash upon returning. The one save that I still have from before having entered V13 does not cause a crash. I used this game to verify that it is possible to save the deathclaws.

However, I just discovered exactly what causes the crashing. There is an NPC on level 2 named Matt. If you kill him, then leave the map and come back, the game crashes upon loading the vault interior. Killing Matt opens some dialog with Gruthar, but it isn't necessary to do anything other than blow him away to trigger the crashing. If you need a save game to check this out, I can suppy one.
If you could provide a save game that would be great! Oh, can others please verify if they too can reproduce this?

EDIT: I think I have just corrected this issue. Was an error in a check made to see whether Matt was alive. Upon entering Vault 13 when Matt is dead, Gruthar initiates dialogue with you, but in this case one of the checks was invalid hence the crash. I still could use the save game from you to verify this.

In any case, here is the updated script file. Please test it out and let me know if it works for you. Just go to your Fallout 2 directory, then the scripts directory, rename the older file and copy this one over. Here is the link...

http://zcn.phix-it.com/fallout2/ocgrutha.int
 
I did a quick check of the new Gruthar script and it worked. I'll play around with it some more later to be sure.
 
Nothing else to report, good Sir.

So far, so good. A less buggy more game friendly Fallout then i could ever have expected. Now I believe I play through it one more time to be sure, and hope some day the add-ons will come on in!!!!
 
Carib FMJ said:
Nothing else to report, good Sir.

So far, so good. A less buggy more game friendly Fallout then i could ever have expected. Now I believe I play through it one more time to be sure, and hope some day the add-ons will come on in!!!!
Excellent. Well, I am actually almost ready for another patch release. I have been working with how barter modifiers work and am making it that modifier values applied in the script are not missed out when just going through the barter button. Because of this, my release of today/tomorrow as been postponed. (maybe a week more or so) If the bug reports finally stop, then that means all my attention will go to the addon pack and I can finally bring closure to this patch. :D

@Snowden
Glad it works. I am surprised this was not reported before as it was a bug in the game and not something that crept in with my work.
 
killap said:
Any chance I can get you to test the Vault 13 massacre with my newest patch? I have always saved them by killing Dr. Schreber and others seem to claim it works too. I just need more verification on this one.

I cannot make any 100% promise, but I´ll try to test it in this week.
 
Skynet said:
I cannot make any 100% promise, but I´ll try to test it in this week.
No rush Skynet. I appreciate all that you have already done to help out with my work.
 
While you're messing with the bartering code...

...since Empty Hypodermics seem to be of a finite number in the Wastes, could you make a shopkeeper or two sell them and restock them?
 
killap said:
Well, I am actually almost ready for another patch release.


Dangit, Killap! Every time you do that I have to try to incorporate all of those fixes into the next Megamod. Give me a chance to catch up! :lol:
 
Great work killap!!!

BTW - if this is going to be your final patch - you may want to update the version number of the game - my suggestion would be 1.5 due to all the critical/crash type bugs fixed.

Then the addon could push it to 2.0! :D
 
Glovz said:
Great work killap!!!

BTW - if this is going to be your final patch - you may want to update the version number of the game - my suggestion would be 1.5 due to all the critical/crash type bugs fixed.

Then the addon could push it to 2.0! :D
Ah, yeah, thanks for reminding me. I have always been meaning to alter something in the .exe to show a version increment. I hope this will indeed be my last update, but hey, I have been saying that every release. :lol: :D

@MIB88
heheh....:p 8)
 
Found one more thing, checked forums, couldn't find any mention. In the room where Senior Mordino is, in the top left corner, beside the shelf, I was able to shoot through the wall at someone standing in the hallway. Could not see anything wrong with the wall, looked intact. Did not try to walk through it though. He also was able to shoot at me too.
 
FIX THE BOZAR!


What I can suggest for the next fix, is that fix the bloody Bozar. Come on folks, we all know that it's supposed to be a Single shot, super sniper rifle. Maybe 25 hex more range then the ordinary sniper rifle.

What I can suggest is add .50 casliber slugs or just remove the burst feature and add a harder caliber (14mm) and reduce ammo capacity.
 
Just though i'd let you know that, after reaching Klamath, I can safely say that your A patch seems to be working fine with the children patch on the uk edition. Thank You.
 
Any chance I can get you to test the Vault 13 massacre with my newest patch? I have always saved them by killing Dr. Schreber and others seem to claim it works too. I just need more verification on this one.

It seems that this works just fine, i killed Dr Schreber and no massacre since then(about 3-5 months). Very nice work.
 
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