Any stuff related to unofficial F2 patches goes in here!

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Re: Other Bugs/Issues

killap said:
UltimateHW said:
• The Sherrif should recognize that you're a ranger even after you've completed his quests.
Sounds like a bug, will investigate
I more or less copied this from Per's walkthrough. Might be another 'feature' .
killap said:
UltimateHW said:
• [Double-check this] Can't use lockpicks on steel (i.e., bank vault) door in casino.
Will investigate. What happens when you attempt lockpick?
The lockpick skill works OK. On second thought, I guess it makes sense for lockpicks not to work on a vault door (seeing, as it does not have a keyhole).
killap said:
UltimateHW said:
• .223 Pistol should use the pistol animation instead of the SMG animation.
Sorry, bug fixes only.
It's always bothered me that a single-shot pistol with a wooden handle uses the sprite for an SMG with a steel handle and an ejectable clip. In Fallout this was a rare gun and might have been overlooked by accident. Just because the Fallout II developers didn't 'fix' it doesn't mean it's not a bug (i.e., a bug dating back to the previous game).
killap said:
UltimateHW said:
• I suggest switching the Yellow Pass Key found at the crashed vertibird site with the Blue Pass Key found in Gecko (or, just switch their functions but leave the colors the same).
Not a bug.
Another 'feature' that would help make the game make more sense. Might actually be a bug since the Enclave reactor is all messed up (i.e., walled off and inaccessible).
killap said:
UltimateHW said:
• Extracting a brain from Skybot should return its cybernetic brain (if it has one).
Does this work if Skynet has other brains?
I didn't actually try this. I just copied it from Per's walkthrough.
killap said:
UltimateHW said:
• Disabled (using the Repair skill) robots should not return fire when attacked (like the robots in storage on Level 2).
Will investigate. You say this work on level 2 only?
There are some robots on level 2 that are permanently 'disabled'. Most of them, however, exhibit the default behavior -- i.e., they don't initiate combat when disabled, but do return fire when attacked. I just thought it made more sense that they should not return fire under any circumstances when disabled. Another 'feature', I guess ;)
killap said:
UltimateHW said:
• Should get XP for using he Howitzer to open the door (assuming that's not the only way..).
Not a bug.
It just always felt like kind of a let-down not getting XP for doing this, seeing as the player was being clever and all. In Wasteland you got XP for using the Howitzer. Another 'feature' ;)
killap said:
UltimateHW said:
• [According to Per's walkthrough...] Robots on Level 4 need to be released from their enclosure when Skynet gets angry.
I thought this was fixed, but maybe not. Will investigate.
I didn't actually test this. I just compared Per's walkthrough to your release notes, and didn't see the bug listed as being 'fixed'.
killap said:
UltimateHW said:
• Was able to go through Vikki's & Juan's Hubologist initiation sequence twice, receiving two identical holodisks.
Anything you did in particular to do this? Did you just stop or can this be done infinetly?
I can't remember how I did this. I assume that one can continue doing this indefinately, as I intentionally quit.
killap said:
UltimateHW said:
I became stuck in the boxing ring after killing the first opponent when doing the kung-fu test for the "School of Others".
Hmm, I tried very hard to fix every bug with the kungfu matches in San Fran. Anything you did in particular to cause you being stuck and are you sure you are running my latest patch?
I was inactive the first two rounds of the fight, waiting for my opponent to attack. Maybe that's why.
killap said:
UltimateHW said:
• Returning here after completing the game triggers the extermination sequence.
Even after killing Dr. Schreber?
Yes. Also, after having already received the 'good' ending for the deathclaws.
killap said:
UltimateHW said:
• Description of Mirrored Shades states that it provides a stat boost simply by including it in the inventory, when this is actually not the case.
I changed nothing with the description, it should only give you a bonus when worn.
Well, the description is kind of misleading.

[edit] Some grammar and highlighting.
 
Re: Other Bugs/Issues

UltimateHW said:
It's always bothered me that a single-shot pistol with a wooden handle uses the sprite for an SMG with a steel handle and an ejectable clip. In Fallout this was a rare gun and might have been overlooked by accident. Just because the Fallout II developers didn't 'fix' it doesn't mean it's not a bug (i.e., a bug dating back to the previous game).

There are other pistols(14mm) that use the SMG sprites; tis not a bug. Think of it this way: the laser pistol uses the pistol sprite...as does the pulse pistol..that silly lava lamp looking thing. The SMG sprite when applied to a pistol just means its a big pistol! :)

You shouldn't get too hung up on the characteristics, there is just too many things like that. IE) a pistol grip shot gun looks the same as the sniper rifle. The LWS looks the same as the plasma rifle. The guass pistol uses the pistol sprite, but looks almost exactly like the SMG sprite in your inventory. The G11 does not have a front clip. The pulse rifle looks like it is shoulder fired per the trigger and handle below the gun. Etc....

I can understand your frustration with the outside apperance, but to add the necessary changes to fix it all would have been bigger then the one CD could allow :P, cutbacks had to be made! Animations cut, maps removed, etc... Plus they were over budget and couldn't afford it, deadlines need to be made, etc...(the last 2/3 of this paragraph is just fiction and shouldn't be meant to harass ya)

But back to the point: other pistols use the SMG sprite, therefore shouldn't be classified as a bug.

UltimateHW said:
killap said:
UltimateHW said:
• Description of Mirrored Shades states that it provides a stat boost simply by including it in the inventory, when this is actually not the case.
I changed nothing with the description, it should only give you a bonus when worn.
Well, the description is kind of misleading.

Not entirely. The description says "This is a pair of fashionable and deadly-looking mirrored shades. Just having them in your inventory makes you feel cool."
Feeling cool and being charasmatic are completely different things. Charisma can basically be related to "looks". For my example, in New Reno: A female with a high charisma in the game is considered to be hotter then holy hell. A female with low charisma is the ugliest thing walking. Neither scenario depends on how cool the character actually thinks they are.
 
Re: Other Bugs/Issues

Nekid said:
UltimateHW said:
killap said:
UltimateHW said:
• Description of Mirrored Shades states that it provides a stat boost simply by including it in the inventory, when this is actually not the case.
I changed nothing with the description, it should only give you a bonus when worn.
Well, the description is kind of misleading.

Not entirely. The description says "This is a pair of fashionable and deadly-looking mirrored shades. Just having them in your inventory makes you feel cool."

I would say that the description is meant to be a hint to the player, that "wearing" the shades will give a charisma boost.
 
Hey Killap, that alteration to The Pariah Dog script worked great, thanks.

Another possible bug for you to look at:

At the end of the game when you get the Fallout 2 Hintbook you can only use it once. Without your patch you can use it as many times as you want. Not sure if that was due to a bug or not, but I'd appreciate your input on this.

-Ryan P. Fialcowitz

Edit:

Just got the crashed shuttle encounter and I must compliment you on the phazer weapon- great pic. But I noticed it weighs a whopping seven pounds. I'm going to take a quess and say that's from the game and not you as the picture is of the pistol from Star Trek. Obviously, no pistol in existence is that heavy. Although in later versions of the series there was a rifle version. Perhaps that was what the weapon was intended to be. . . Either way if you're going to stick with the picture you have at the moment, which I personnally like, I would suggest you lower the weight. Just a suggestion. . .

-Ryan P. Fialcowitz
 
I have a problem with a crash. I'm playing Fallout 2 on XP using killap's patch. Every time I try to enter Gecko, the screen goes black and the game crashes. I have been playing this game for a while now on XP (although this is still the first game, and I haven't tried to enter Gecko before) with no problems.

Originally it was a "dwwin.exe" error, but I disabled Dr Watson using the instructions in the Troubleshooting guide - this has just changed the error message the gist of which is 'Unable to reference memory'. I have also changed my compatibility settings, resolution and colours. I haven't disabled the video card as I'm not particularly computer literate, and can't find an option in Device Manager.

I have an AMP Sempron 2600+, 1.83 Ghz with 512Mb Ram. I'm using no other patches save for Killap's and have also tried from a previous save game.

If any more information is needed, please let me know.

Thanks

EDIT
I've sent the files. The error I'm getting does sound like the one you described - quite possibly nothing to do with the patch at all.

Thanks again
 
Critical Bill said:
I have a problem with a crash. I'm playing Fallout 2 on XP using killap's patch. Every time I try to enter Gecko, the screen goes black and the game crashes. I have been playing this game for a while now on XP (although this is still the first game, and I haven't tried to enter Gecko before) with no problems.

Originally it was a "dwwin.exe" error, but I disabled Dr Watson using the instructions in the Troubleshooting guide - this has just changed the error message the gist of which is 'Unable to reference memory'. I have also changed my compatibility settings, resolution and colours. I haven't disabled the video card as I'm not particularly computer literate, and can't find an option in Device Manager.

I have an AMP Sempron 2600+, 1.83 Ghz with 512Mb Ram. I'm using no other patches save for Killap's and have also tried from a previous save game.

If any more information is needed, please let me know.

Thanks
Hmm, well usually a Fallout 2 crash (due to an engine error or a major script error) ends in the screen going black (a ding heard if sound is enabled) and an error that says "Application Error" visible when the user ctrl, alt, dels out of the game. The error you describe seems very different (I could be wrong though) and either way, there is no real way I can fix this. I have not had reports of crashing in Gecko nor have I experienced any crashing there myself. Still, if you could send me a save game (use the address found in my readme) I could see if I too experience this crash.
 
Hello Chaps,

I've been a fairly well-trained Fallout 2 player a couple of years ago. Now it's time to come back once again. :) However this time I noticed these excellent fanmade patches. I looked through them in the downloads section.
Now could please someone fill me in? I looked at the unofficial 1.051 patch and Killap's patch, but there appear to be more, like Seraph's.
I'm looking for the most complete one, but I want no extra features, quests, NPCs, just plain bugfixes. :) After comparing dates for the last update and changelogs, it appears that Killap's patch is very new and adds no extra stuff.
Experts, please? :)

Regards,
SA
 
That's pretty much it: killap's patch is the best in terms of number of bugs fixed and non-tampering.

I had a crash to desktop when entering the Gecko entrance map once (from the power plant) in 1.02, but it was just that one time.
 
Here's some more:

Vault City
• McClure won't discuss the Gecko optimization holodisk after the game has been completed. (Maybe not worth fixing, but I thought I'd mention it anyway.)

NPCs
• Lenny needs to start glowing when you feed him a bunch of Nuka-Colas.

Items
• Can't drop 'All' healing powders.

Other
• The luck increase afforded by the NCR zeta scan is *not* permanent -- I'm not sure how, but my character no longer has the bonus (and, I was able to get the zeta scan in SF). My best guess is that it is a result of mentat withdrawal, but am not sure. Also note that I am not being followed by dogs.

Encounters
• When Den Caravans start fighting Vault City Caravans, their positions get messed up, and some guards start out on the wrong sides of the map.

Vorpal Rat Cave
• The starting position is bugged so that nobody can move if you have many party members and the car.
 
UltimateHW said:
Vorpal Rat Cave
• The starting position is bugged so that nobody can move if you have many party members and the car.

Now that you mention this, I remember this problem cropping up with me.

The problem I faced was that several NPC's (Sulik and Cassidy, at least) were stuck inside the car and could not move. This also happened a couple of times during Duppo's cattle run mission. My NPC's got stuck inside the caravan wagons and couldn't do anything.

Another problem I remember during Duppo's cattle run is that I would get the same map up twice in a row. By that, I mean I would get a map with, say a merchant and some guards. If I killed the guards and then left the map, the next map wouldn't only look identical and also have a merchant + guards, but the corpses of the previous merchant + guards would still be there! If instead, I decided to steal everything from them, they would have empty inventories on the next map.
 
Unkillable Cat said:
This also happened a couple of times during Duppo's cattle run mission. My NPC's got stuck inside the caravan wagons and couldn't do anything.

This happened to me once in the unmodified game.

Unkillable Cat said:
Another problem I remember during Duppo's cattle run is that I would get the same map up twice in a row.

This happens to me quite a lot in the unmodified game.
Those caravan scripts are definitely bugged.
 
Many times ive been leading caravans and raiders attacking it sometimes appear 2 or 3 to a hex, and sometimes in the same hex as me or a guard. Once they were inside a brahmin.
 
Hmm, well most caravan issues should be sorted out with my patch. I fixed countless bugs that I came across in the scripts and through my trial runs, I was able to do numerous cattle runs without any problems. If you guys are are running through the game again with my newest patch then please post a specific issue with the cattle runs if you encounter any.
 
Unkillable Cat said:
Another problem I remember during Duppo's cattle run is that I would get the same map up twice in a row. By that, I mean I would get a map with, say a merchant and some guards. If I killed the guards and then left the map, the next map wouldn't only look identical and also have a merchant + guards, but the corpses of the previous merchant + guards would still be there! If instead, I decided to steal everything from them, they would have empty inventories on the next map.

I've had these problems too -- with the patch installed.


Regarding New Reno/Vault City End-of-Game Special Chat:
I think all the special end-of-game floaty messages should be changed to the normal chat interface, preserving the original dialogue paths, as well. For instance: McClure, the Ameneties officer, Golden Globes, etc..
 
I started a new game, and I still can't open the stuck VC vault doors with ST 7+ and the crowbar. The game says I open it, but it stays closed, and any further interaction says it's stuck open. Opening the door by hand with ST 8+ works fine. I have a copy of the save here: http://ekaye.shackspace.com/slot05.zip.
 
Darth l33t said:
I started a new game, and I still can't open the stuck VC vault doors with ST 7+ and the crowbar. The game says I open it, but it stays closed, and any further interaction says it's stuck open. Opening the door by hand with ST 8+ works fine. I have a copy of the save here: http://ekaye.shackspace.com/slot05.zip.

The save game you gave me has a strength level of 5, which is not enough for the crowbar.
 
Yes there was; I guess I should have mentioned to take it before you try. It doesn't matter whether you have natural 7 or drugged 7 though, does it?

edit: Also, a question. The readme says T-Ray is completely fixed. Does that mean I can get his car upgrades before beating the game and still get the grav-plates afterwards?

edit 2: It looks like most if not all of the garage goes hostile if I come back there after getting the car, or if I save and load inside. I can send you another save if you want.
 
Darth l33t said:
edit: Also, a question. The readme says T-Ray is completely fixed. Does that mean I can get his car upgrades before beating the game and still get the grav-plates afterwards?
Should be able to.

Darth l33t said:
edit 2: It looks like most if not all of the garage goes hostile if I come back there after getting the car, or if I save and load inside. I can send you another save if you want.
I have had reports of this and even experienced it myself. (Even though during my intense testing I never experienced this issue once, I now seem to run into it occasionally - does not seem consistent.) I will look into it again and see what I can do.

As a heads up, I should be releasing a minor update in the next few days. In the meantime, progress continues on the addon pack (a thread concerning this should finally go up soon) but it goes slowly. More on this to come at a later time.
 
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