Any stuff related to unofficial F2 patches goes in here!

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In addidtion to Vault 8 doors + crowbar problem mentioned before:
It happened always for me, since 1.0 thru official patches endind at Kilap's, without any other addons. The more weird thing is that the door are marked as open when you use crowbar on them. NPC can walk through the door, only player can't.
 
killap said:
I was tinkering with how barter modifiers are handled in the game again and took another look at randal's script in Vault City. In your guide, you say that he is supposed to charge more if you are a citizen of Vault City and less if you are not one.

No, Randal only has one modifier, since you can't trade with him at all if you're not a citizen (as far as he knows). The sub-amenities shops have two, however, and charge more if you're a citizen, strongly implying the scripter was confused.

killap said:
Also, you claim that if you click on the barter button rather than go through dialogue, his items will cost more since the modifier won't be applied. Won't this be the opposite? Since he charges more if you are a citizen, won't things actually be cheaper by going through the barter button rather than through the modifier (which makes things more expensive)?

Since he only has one modifier (negative), you get a higher price if you click barter, because you get the default zero modifier rate.

To fix Randal you have to do two things. First of all, change -35 to 35, secondly, apply the barter modifier at the start of dialogue, not just in the barter node (several other shopkeepers need this, I think).

Did you fix the bugs where combat implant people don't state the correct prices and recuperation times?

killap said:
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.

Actually the V13 crash bug may have been reported before, but in very vague terms; something similar was among the list of unverified bugs I posted here before the last guide update. Here's the complete list if you want to look into the rest of them, but I wouldn't expect much luck.

Code:
* Recurring crashes in the lowest level of Vault 13 after saving and loading.
* Erratic fadeouts on Navarro maps, accompanied by an inability to sleep using the Pipboy.
* In Navarro, Quincy lets you take the plans from the locker without reacting.
* Sulik starting to complain about carrying too much even though he's not at his maximum.
* In the SF Brotherhood video sequence, the player avatar took the place of one of the Enclave soldiers behind Horrigan.
 
I don't know if you've fixed this yet but my game just crashed when planting the dynamite on bishops safe. Luckily I had saved it just before. I reloaded the game and tried with plastic explosive instead and it worked. Just to be sure I reloaded and tried again with the plastic and it crashed. I've tried a couple of times since them from the samre save. sometimes it crashes, sometimes it doesn't. I seems purely random.
 
k_mac said:
I don't know if you've fixed this yet but my game just crashed when planting the dynamite on bishops safe. Luckily I had saved it just before. I reloaded the game and tried with plastic explosive instead and it worked. Just to be sure I reloaded and tried again with the plastic and it crashed. I've tried a couple of times since them from the samre save. sometimes it crashes, sometimes it doesn't. I seems purely random.
I have not experienced this crash myself, so I have been able to determine what causes the crash. If you could e-mail me your save game I would appreciate it. (use the address found in the readme to my patch) Though you say the crashing is random, are there any specific steps you took before the crashes occurred. (ie. any patterns?)


@jargo
Thanks for testing. It looks like that area is good to go.


@Per
Thanks for the info. As for whether I corrected the prices and times for implants, I think I did, but could you refresh my memory on all who had this problem? I know I corrected the guy in the Vault City courtyard. Not sure about the others though.... I would have to take a look before I could say.
 
I emailed you two savegames. A before and after. i labeled them wrong however. slot 9 is the save before rigging the safe and slot 8 is the save after a successful attempt. i'm using the uk edition however so i don't know if they'll be any use to you. As for finding a pattern, i have tried to retrace my bomb placing steps exactly and it doesn't make any difference. it still seems random.
 
killap said:
As for whether I corrected the prices and times for implants, I think I did, but could you refresh my memory on all who had this problem?

The ones in VC and Redding had one discrepancy each, the details are in the guide.

Yay, 2006th post... which is also the number of this year... or something.
 
Per said:
The ones in VC and Redding had one discrepancy each, the details are in the guide.

Yay, 2006th post... which is also the number of this year... or something.

Yup, just checked and I did correct those in previous versions of my patch. I will have to double check my bug fix list and make sure I did mention them being corrected.

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 just tested this and I had no problem prying open the doors with a crowbar. There are only 2 doors on level 2 in which this can be done, and both worked fine. Is this still happening to you?
 
killap said:
Bofast said:
Found something else that I'd consider a bit weird...

With your latest patch, I'm unable to finish the quest to help Torr guard the brahmin. I can do all the things I'm supposed to be able to do with the Duntons, and after killing the radscorps, I get a message saying "You've killed all the...(and so on)". The only problem is that when all this is done, and I exit the screen as usual, I now get a "You failed to help Torr guard the brahmin" message, even though Torr is very grateful when I speak to him... :(

I shall run through this and see. I remember it being mentioned before but cannot recall the outcome.

What version of my patch are you using?

EDIT: Just ran through it and it worked fine for me. Can you please tell me EXACTLY what you do in the game to cause this glitch?


I used the "A" version of your patch that came out around January the 2nd or 3rd or something. The most recent I could find here and on your site, anyway. I used the UK 1.02, deleted the patch000.dat, and installed your patch.


Well, I can tell you what I did in klamath when it happened. I have been running around in other parts of the world before this (navarro, san fran, etc.), but I don't think that has much to do with it.
1: When I reach klamath, I spoke once to the "town greeter" and gave him the usual amount once, then I spoke to Torr, offering my help.
2: At the grazing area, I killed the single radscorp closest to me, and then ended combat.
3: I went to the shed and picked up the radscorp limbs.
4: here is where I tried different approaches ("a" and "b", both resulting in a failed mission)
4a: I spoke to the Duntons about the limbs and scared them so they ran away (I got the exp for doing so).
5a: I then killed the rest of the radscorps, getting the message that I had killed all the radscorps threatening the brahmin.
6a: I spoke to Torr, and he thanked me as usual.
7a: I exited the screen as usual, but I got the message about failure, which puzzled me quite a bit, since it was the first time that ever happened.
4b: I threw away the limbs and killed the Duntons without talking to them.
5b: I killed the radscorps, getting the usual message about it.
6b: I spoke to Torr, and got his thanks.
7b: I exited the screen, and got the failure notice.

Also, I had a slight problem with the savegame.dat during this savegame. I do not know if this could have been the cause of some of the bugs (can't imagine why it would, but then I'm no expert at this). Anyway, the only apparent problem was that I was completely unable to use falche2 at my savegame (I think it said something about the file not having a start or something like that, but I can't remember and don't have the file anymore due to recent computer problems), so I had to use a standard hex editor (Hiew, in this case) to change anything...
 
When in the NCR, Merk sometimes still doesn't show up with his bodyguards and I am still getting stuck in the ring with Lenny after using the mutant serum on him.
 
ChaoticOrder said:
When in the NCR, Merk sometimes still doesn't show up with his bodyguards and I am still getting stuck in the ring with Lenny after using the mutant serum on him.

Yes, the Merk issue is known and I think has finally been dealt with in my newest unreleased version. As for the serum, I don't believe it ever worked in my previous patch, but now it does as I had to edit more of the script.

A new release should be occurring some time today, but I will have to see if I will get everything done that needs to be. I really hope to make this my last patch release.

@Bofast
Let me mess around and see if I too run into this problem.
 
killap said:
A new release should be occurring some time today, but I will have to see if I will get everything done that needs to be. I really hope to make this my last patch release.

With me waiting for it so I can play an evil bastard character? I really doubt that. :twisted:
 
I'm not sure if it's a bug or not, but from what Merk says, it doesn't seem that you are supposed to be able to get his quest to kill the Hubologist or fight lenny if youve already delivered to him the papers from Dr. Henry, either that or he should have alternate text to them instead of the "having to prove yourself to him" line.
 
Unkillable Cat said:
With me waiting for it so I can play an evil bastard character? I really doubt that. :twisted:
Not if I kill you first. :wink: :D

Seriously though, I appreciate your sharp eye. You've helped me pinpoint many an issue, and I appreciate that. :)
 
Quick question for anyone that knows (esp. Per, jargo, etc)

Several characters in the game appear to have a one time barter discount for doing a specific task. Some example are for saving Modoc you get a one time heavy discount at the store. With Renesco you get a one time discount for paying the tribute to Sal. for him. The question I have is whether these were really intended to be one time discounts or the scripters forgot that the modifier is not permanent and is reset each time barter is called. What is the general view on this?

One another similar note, I noticed when working with how barter works, that to allow barter prices to be the same when clicking the barter button or just going through the script, 2 function calls must be used.

The first, "gdialog_set_barter_mod" sets the modifier to be used when going through the barter button. The second call is "gdialog_mod_barter" which sets the modifier to be used when going through the script.

In total there are three calls used for barter. The above two I mentioned and the third is just "gdialog_barter" Every script that calls barter through dialogue uses this call, but one must note that a default modifier of 0 is used when calling this. This seems to be the general cause for barter modifiers not matching up, as any modifiers used prior to calling "gdialog_barter" will be wiped out.

I am correct in all that I have observed/gathered?
 
It is like this:

gdialog_mod_barter(X) - Calls barter screen with X barter modifier.

gdialog_barter - it's just a macro that calls gdialog_mod_barter(0) so this bring barter screen with 0 modifier.

gdialog_set_barter_mod(X) - Sets modifier without bringing barter screen, so You are right it is used to set modifier for barter button.

In total there are three calls used for barter. The above two I mentioned and the third is just "gdialog_barter" Every script that calls barter through dialogue uses this call, but one must note that a default modifier of 0 is used when calling this. This seems to be the general cause for barter modifiers not matching up, as any modifiers used prior to calling "gdialog_barter" will be wiped out.
Yes i think that you are right, this is a price for using macros not knowing what they do :?

Several characters in the game appear to have a one time barter discount for doing a specific task. Some example are for saving Modoc you get a one time heavy discount at the store. With Renesco you get a one time discount for paying the tribute to Sal. for him. The question I have is whether these were really intended to be one time discounts or the scripters forgot that the modifier is not permanent and is reset each time barter is called. What is the general view on this?
I think that Renesco discount was meant to be one time but if i remember right in Modoc store it should be permanent.
But we better wait what Per will have to say. :)
 
Just a quick update for everyone. I have finished all that needs to be done for this release and all that is left is to update documentation. Release should occur within a few days. Should be a fairly large update and I would say that this game is getting pretty damn near bug free. 8) :D
 
Hi, Killap.

Just thought I'd mention that after starting a new game and getting up to level 19 with your patch, I have only had one special encounter (toxic waste dump, which I chose to avoid). I started with Luck 6 and got Luck 8 around Level 12. Normal encounters happen at the proper rate, but I'm surprised at the lack of specials, since I remember playing the game when it first came out on an older computer and getting at the very least bridgekeeper before level 10 (and usually a few others).

Any thoughts, or just unlucky?
 
Ethan said:
Hi, Killap.

Just thought I'd mention that after starting a new game and getting up to level 19 with your patch, I have only had one special encounter (toxic waste dump, which I chose to avoid). I started with Luck 6 and got Luck 8 around Level 12. Normal encounters happen at the proper rate, but I'm surprised at the lack of specials, since I remember playing the game when it first came out on an older computer and getting at the very least bridgekeeper before level 10 (and usually a few others).

Any thoughts, or just unlucky?
I did not alter anything that would make less special encounters occur. All those encounters are purely random and I can only assume that luck is just not with you. Through my testing I have encountered almost all the ones availiable, but it definitely varied with each test.

I did fix some more things in the encounter table with my new unreleased version, so when it is finally out, do let me know if you see any changes in this area.
 
In relation to the Bishop safe thing I mentioned earlier. I have had the crash twice more outside of Reno by merely using explosives. So it obviously isn't confined to the Bishop thing. Must be a problem with explosives in general.

Also, I don;t know if this is a consequence of the patch, but i just finished the game and most of the end stories just flashed on the screen without giving me a chance to read them.
 
I know its probably a bit late for bug reports but i will anyway. first of all, after getting the cafe of broken dreams encounter and leaving the area it was not on the map where I encountered it (near San Fran). Instead it appeared up at Arroya.

Second, after paying of Ranescos debt for him he was supposed to give me a discount on items. He didn't. i tried going out of the conversation and going back in but everything was still the same price.

Thirdly, this is a strange one. If you go into combat in sneak mode, or even hit the sneak button while fighting, and then kill anyone with line of sight on you you can end combat and nobody else will come looking for you , even if they were on their way to attack you. I experienced this in the Raider camp and the Military base.
 
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