Any stuff related to unofficial F2 patches goes in here!

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How do I do this? Do I use DATMAN to add them in the patch and then add it in?

If so, I am trying it and its working fine.... I am going to see if the Abbey Map can work.

I will see what else I can do... And if I may put in word, you could add mini-maps, small things, original, as you said, the Developers mind is a pretty deep thing - they had a structure and a plan; all we can do is add our own ideas.
 
Carib FMJ said:
How do I do this? Do I use DATMAN to add them in the patch and then add it in?

Seraph (http://seraph.samods.org/) should have 2 different versions of his patch. One is a patch000 file and the other should be the extracted version of it. It is just like mine as it is just a bunch of folders and the scripts, msg files, etc all inside. Just place the data folder you get from the extracted archive inside your Fallout 2 directory and then copy of all my fixes to that folder and overwrite his older ones. Also be sure that they copied right just incase I messed something up with my folder names. That should be it.
 
Carib FMJ said:
If so, I am trying it and its working fine.... I am going to see if the Abbey Map can work.


It won´t work, trust me. 1.03 compatible version is available soon...
 
Carib FMJ,

I just tested out the two issues that you had reported and I do not have them..

When I kill all 21 of the aliens in the mine in Redding I get a message saying that I cleared the mine and then get xp for it. If I talk with the mayor he asks for the deed, and if I sell it or keep it he never speaks of the mine still not being cleared. What exactly is happening when you play?

In NCR I am not sure what you mean by the Dr. paper's quest goes unfulfilled. If I bring the papers back I get xp, money, and it gets crossed off the list. When you say unfulfilled, do you mean that even though you do the job for Merk, he just abruptly says business is over and that is that? I think this is all that was intended and all you can do with Merk is "prove yourself" (kill the Hubologist) and then do one job for him (Dr. papers). I don't think there is more to do with him. I will check the script though.

Still, I did notice one glitch with Merk that I will be fixing soon.

As always, keep looking for those nasty bugs/glitches. Thanks!
 
Small update on what I am currently doing....

Not too much progress to report on. Took it easy the last few days and put Fallout on the burner. (I felt Fallout burnout setting in)

Today I started up again and spent most of the day implementing the unfinished scripting by the BlackIsle Devs of Merk stealing stuff from your car in NCR. This is now working perfectly. The only thing they had unfinished was the scripting. All the globals, text, etc was in place. Still, it took me quite a bit of time to actually get the script to do what I wanted. Man do I wish there was more detailed documentation for Fallout out there....

I am also in the process of going through every map to make sure you cannot go through any walls, stand inside desks, beds, shelves, etc. If you know off these off the top of your head or encounter any, let me know. I got about 3 maps fixed up and will hopefully finish the rest tomorrow.

I have sorta run out of known (at least by me) bugs that I am able to fix. I do still have about 4-5 left but sadly these are beyond my capabilities. 2 just don't make any sense why the fix is not working.......

Keep playin though, and post what craziness you may encounter.


Later....
 
Oh, to make some things compatiable with your patch, do I have to copy things from the Script.ssl?

As I used the FSE to take a look into it and I noticed the changes you made and some of the changes that Seraph made.

I had cut and paste some of the text into one script I made... and I even added some of B21 scripts.

Does this help?
 
Carib FMJ said:
Oh, to make some things compatiable with your patch, do I have to copy things from the Script.ssl?

As I used the FSE to take a look into it and I noticed the changes you made and some of the changes that Seraph made.

I had cut and paste some of the text into one script I made... and I even added some of B21 scripts.

Does this help?


To make everything run perfectly with Seraph's patch just install his first and then copy over all of my changes overwriting the needed files. When you say script.ssl, is that referring to just a generic script? If so, every file I include in my patch includes the only fixes that Seraph added to it as well as my addition. Nothing more from his package needs to be added to my fixes. I take his .ssl files look at what he did and then start adding my fixes.

What exactly is there in the B21 scripts?
 
Nothing much in B21 scripts... Minor thinsg regarding his maps.

Oh, and what is the main difficulty in adding your fixes along with the New Vision Mod by Team-X?
 
Carib FMJ said:
Oh, and what is the main difficulty in adding your fixes along with the New Vision Mod by Team-X?

If I remember correctly, the main problem I was running into was that using my fixes + seraph's combined with Team-X mod would cause numerous errors in saving in Klamath and even some map issues in arroyo temple. If I would go into Trapper town and begin the quest about the boy stealing from the man's garden, go back to the entrance map of Klamath, and try to save or even return back to Trapper town, the game would give an error and quit. Cannot remember the error though. What is odd, if I remember correctly, this also happened with just the mod by itself - which is odd cause this would be a major bug then. It has been a while since I toyed with it, so perhaps I will sit down with it again and try it out.

My only complaint of that mod (main reason why I stopped working with it) is that they really changed up Klamath quite a bit. I like the new items, guns, etc, but I don't like how they removed some quests in Klamath rather than just adding on to it. (No more guarding Brahmin for Torr is one example and I am not sure if the rat god quest is there anymore either)
 
Well, I wanted to see if you could have like a feud in Klamath, a real feud.

Well, does fiddling with the source code help?
 
Took another look at the New Vision mod.

Main conflict right now is that I will have to change all of their global variables, etc to make it compatible with my patch. Sorta grueling process, but can be done.

EDIT:
Ugh, oh and all the protos I have to mess with. Right now some protos want to use a different frm then it should.

Now I remember why I gave up on trying to combine all this.....
 
I've been playing with this patch and I'm wondering that this is exactly:
*Convincing the Duntons that someone is watching them now correctly displays a gain of 250xp in the message window.
I've tried talking to the Duntons under different conditions with high charisma and speech but I haven't found this dialogue. Should this be some kind of continuation to the discussion about brahmins in the back and their brands?

And about the future of these fixes, what's the status with Chad skimming money quest and is anything planned for Shadow-Who-Walks in the raider camp?
 
Crowley said:
I've been playing with this patch and I'm wondering that this is exactly:
*Convincing the Duntons that someone is watching them now correctly displays a gain of 250xp in the message window.
I've tried talking to the Duntons under different conditions with high charisma and speech but I haven't found this dialogue. Should this be some kind of continuation to the discussion about brahmins in the back and their brands?

This will come up when you are in the grazing area. Just talk with the Duntons and accept the quest of rustling the brahmin. Then speak with them again and you should get an option that talks about them being watched. They run away if you pass a successful speech roll. You gain 250xp here but before using my patch, you would never see a message telling you this in the message window.

Crowley said:
And about the future of these fixes, what's the status with Chad skimming money quest and is anything planned for Shadow-Who-Walks in the raider camp?

Progress is kinda slow. I got some nasty bugs out of the way as well as majorly cleaned up the scripts for several of the characters in Gecko.

Skynet had made a small patch enabling the Chad quest and perhaps at some point I can ask him if I can include it. The problem is that there is really not all that much predone code for that quest. I will look into this more at a later point.

As for the guide in the Raider camp....nothing on my end has been done to add this in. My current goal is fixing all the bugs that exist before I really get into adding missing features/data. Bug fixing alone is an immense task.

Hopefully by Friday I will have another release for everyone.

killap
 
Carib FMJ said:
SO Killap, you're the bug hunter... Well, good work man.

Yeah, well my first experience with Fallout 2 (1.0) was quite a rough ride I might say. (A very awesome game, just real buggy) Every year or so I came back to it and still there were several flaws preventing the game from playing how it should. I hope to correct that.

This next release (more like Saturday now) will hopefully also include some missing items. I got a small list of ones that Celestial had added in, but if anyone can compile some sort of "complete" list of missing items, that would be cool.

killap
 
I just got Vault City Inoculations and the perk picture shows just a 'blank' FalloutBoy. I distinctly remember seeing a picture associated with this before where he is bent over, pants down to ankles and there's a hypodermic needle being stuck on his buttock.

edit: I just met Wooz in Gecko and the initial dialogue had responses which just read 'Error'.

more edit: I've installed Seraph's patch unpacked and Killap's fixes over that. Now Vault City guards are calling Lenny a mutant, though that's supposed to be fixed in Seraph's patch.
 
Crowley said:
I just got Vault City Inoculations and the perk picture shows just a 'blank' FalloutBoy. I distinctly remember seeing a picture associated with this before where he is bent over, pants down to ankles and there's a hypodermic needle being stuck on his buttock.

Hmm.. I will look into this.

Crowley said:
edit: I just met Wooz in Gecko and the initial dialogue had responses which just read 'Error'.

I just met him for the first time and all the text was ok. In my fix, I added only one line of text to that conversation and that is later on when you are playing tragic with him. Still, I changed nothing in the initial response of you meeting him with or without tragic cards. Very strange indeed. I will have to test with a fresh install. Does this occur with just my patch installed?


Crowley said:
more edit: I've installed Seraph's patch unpacked and Killap's fixes over that. Now Vault City guards are calling Lenny a mutant, though that's supposed to be fixed in Seraph's patch.

I take it you are not a citizen yet then? I just checked Seraph's code and he left out the fix if you are not a citizen yet. I will fix that in the next release of mine.


Thanks for pointing these things out for me. Keep doing so if you could. Both new bugs as well as ones that are fixed by Seraph but still appear broken.


EDIT: I just tested the VC Inoculations perk and the picture displays just fine. Again, I shall test this with a fresh install.
 
I just did a clean install and only applied the 'A' version of your fixes. Now the guards call Lenny a ghoul correctly, but I still don't get the picture for inoculations and Wooz's dialogue has 'Error' responses. Could the fact that I'm using the UK version be affecting this in any way?
 
Crowley said:
I just did a clean install and only applied the 'A' version of your fixes. Now the guards call Lenny a ghoul correctly, but I still don't get the picture for inoculations and Wooz's dialogue has 'Error' responses. Could the fact that I'm using the UK version be affecting this in any way?

Wait..using just version "a" (or version "b" and no Seraph patch) of my patch should still include the incorrect naming of Lenny/Marcus. That was never corrected in my version as I thought it was already fixed in Seraph's. Hmm.. ok, well whatever. 8)

As for the fact that you are running the UK version...I think that might actually be what is at fault here. The exe and other original 1.02 fixes are from the US patch. I guess it is dumb of me to not include the UK version of 1.02 as well. I shall do that for the next release.

If you could download version 1.02 official patch (UK version), install version "b" of my patch on top, and then test if these issues you are having are still present, I would really appreciate it. Thanks.
 
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