Any stuff related to unofficial F2 patches goes in here!

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Question said:
Did you fix bugged stuff like the bugged cult of personality feat?
I don't believe that perk was bugged, but rather not fully implemented into all the scripts. As this is more of a missing feature, I will not be adding anything involving this into the patch.

Any perks that are bugged however, are sadly more things that are unfixable without the source to Fallout.
 
Is there a way to tell the game is running using the unofficial patch?Im trying to make the cult of personality mod work with yours, and ran it using mod runner.When i reached klamath i couldnt figure out how to expose the duncan brothers using the limbs....i went with torr, talked to the brothers with the limbs in inventory, but there was no option to accuse them of masquerading as the bug men.I cant figure out if i did something wrong,im not running your mod or its a mod conflict.

Edit : Ahhh mod conflict.Too bad, i wanted to be able to do evil quests as a good person.....
 
Skynet said:
Question said:
Is there a way to tell the game is running using the unofficial patch?

There should be a rock on the ground at temple entrance, when you start new game.
No, I did not use that map "addition" from Seraph's patch so there will be no rock. Just look at the readme and see what has been fixed and then check in game. In Arroyo, check out the flint as it should appear as a rock on the ground rather than a box. If it is a rock, then my patch is installed correctly. The readme to my patch should have all the information regarding this. Did you read it? :wink: :D
 
In the Gecko powerplant I have a problem with the guy standing in front of the computer (Hank ?).

I can't give him the coolant report from Harold to shut down the plant. For some reason he thinks I have the hy-mag from VC to fix the plant.
His dialogue also revolves around talking to Festus and installing the part.

Please note that I have not left Gecko to talk to anyone in VC to talk about the hy-mag.

Sorry, can't give you a savegame, I managed to overwrite it.

Using the version from 02/10/2006.
 
Riso said:
In the Gecko powerplant I have a problem with the guy standing in front of the computer (Hank ?).

I can't give him the coolant report from Harold to shut down the plant. For some reason he thinks I have the hy-mag from VC to fix the plant.
His dialogue also revolves around talking to Festus and installing the part.

Please note that I have not left Gecko to talk to anyone in VC to talk about the hy-mag.

Sorry, can't give you a savegame, I managed to overwrite it.

Using the version from 02/10/2006.
Just ran through the script and the game and you are indeed correct. It seems that the original devs are using the wrong id number when the check is made to see if the player is carrying the reactor part. It was set on the crowbar rather than the correct part. This has been corrected and thanks for bringing this to my attention. Surprised it was not noticed before though...
 
killap said:
Surprised it was not noticed before though...
Blowing up the plant means Harold won't like you anymore, and that may be more than most players can bear.

Did you try the save I sent again? As someone else pointed out, you'll need to take a Buffout to use the crowbar, but there's one in my inventory.
 
Darth l33t said:
killap said:
Surprised it was not noticed before though...
Blowing up the plant means Harold won't like you anymore, and that may be more than most players can bear.

Did you try the save I sent again? As someone else pointed out, you'll need to take a Buffout to use the crowbar, but there's one in my inventory.
Yes, I did test your save game. I was able to reproduce the error you spoke of but what is odd is that it does not happen all the time. Looking at the script, everything appears to be in order. Nevertheless, when the door is told to open it does not. (I even set some debug messages and it still claims it is closed.) The timer code is indeed being run as this is where I put the debug messages, but it seems that for some reason the obj_open(self_obj) line is not being executed properly. I am at a loss here as everything seems correct in the script.
 
I have the same door problem in my game - haven't got the power armour yet though so I have been unable to try this method out.

Incidentally, regarding my earlier problem with Gecko, I got an old Win 98 PC up and running, ported the save game over and it worked OK - when I put it back onto my machine the game would still crash when I tried to enter Gecko. I would assume that it was to do with XP rather than the patch.
 
Well, here is the small update I promised. Nothing too critical, but still worth an update. As always, keep sending in reports if you find anything. This is the only way bugs will be found as I am through searching for them.

On another note, I am writing up a Fallout 2 addon thread, so head over there with ideas.


Full list of corrections:
http://zcn.phix-it.com/fallout2/corrections.txt

Version A: (Includes previous official 1.02 fixes)
http://zcn.phix-it.com/fallout2/unofficialFO2patch_final-A.rar

Version B: (Does NOT include official 1.02 fixes)
http://zcn.phix-it.com/fallout2/unofficialFO2patch_final-B.rar

Code:
Corrections since February 10, 2006:   
    
- Vault City's vault computer will only refer to Gordon being "right about the plant information" if you talked with him about it.     
- In Klamath you can no longer walk on the car to the left of the three trappers in trappertown.     
- Jules will no longer acknowledge your car if you left it on Commercial Row and go to Virgin Street on foot.     
- Recompiled the 12 or so scripts that had wrong animations defined due to an error in the original definition of them.   
- Random attacks at the car shop should finally be fixed (hopefully?)     
- Fixed Cassidy and Marcus from forgetting combat settings.  (NOT FULLY TESTED)   
- Increased the count for variables to be assigned for a good dozen scripts that did not have enough being set. (this change was done in the scripts.lst file)  This should fix several "random" bugs that may occur in these scripts.     
- Typo in sheriff Marion's second line: "rechon" should be "reckon".   
- The sheriff should recognize that you're a ranger even after you've completed his quests.     
- Extracting a brain from skynet should now return the specific brain that is installed.   
- Robots on Level 4 are now released from their enclosure when Skynet gets angry.     
- Should no longer be able to go through Vikki's & Juan's Hubologist initiation sequence multiple times.     
- Skynet should not longer behave weirdly after completing the game (like turning hostile and repeating the same message over and over)     
- Fixed Typo in Jo's dialogue in Modoc.     
- Hank in Gecko powerplant would think you are carrying the reactor part if you were in fact carrying a crowbar.     
- Various minor corrections to the world map file.   
- Car trunk should no longer temp disappear after sleeping with the Bishop women and then return downstairs to Commercial Row.  
- Minor spelling corrections.  
- Redid the bug fixed list in the readme for improved readability.
 
Awesome. I haven't been to the chop shop (and saved) in my current game yet. So if I install the patch and continue my current game, the changes should be applied, right?
 
Darth l33t said:
Awesome. I haven't been to the chop shop (and saved) in my current game yet. So if I install the patch and continue my current game, the changes should be applied, right?

Yes, the changes should be applied. (You only need to worry about this with map fixes since script fixes work no matter if you already saved in an area or not)

Please check that the files are indeed being overwritten though. Some of the files are set to read-only so double check that these new files overwrite the older ones. (just check the date of modification on the files.)
 
killap said:
No, I did not use that map "addition" from Seraph's patch so there will be no rock. Just look at the readme and see what has been fixed and then check in game. In Arroyo, check out the flint as it should appear as a rock on the ground rather than a box. If it is a rock, then my patch is installed correctly.


Maybe there should be, or maybe another minor item? The flint is still some gameplay away and not that obvious...
 
Silencer said:
Maybe there should be, or maybe another minor item? The flint is still some gameplay away and not that obvious...
Well, I'll consider it then. :D

Oh, and please update the files hosted here at NMA. (and a news announcement if you care to. 8) )
 
Well the dude right on the first map you start at has his dialog fixed right, how about telling the user to just look at that?

Bug? I tried to steal from puking charlie (cured) at vault city but the inventory window does not come up. Nothing happens when I tried to steal from him.
 
ThunderCloud said:
Well the dude right on the first map you start at has his dialog fixed right, how about telling the user to just look at that?

"You see tribesman Klint, guarding the way back to the village. A twitch in his left eye tells you that the mod has been properly installed."

- Jules will no longer acknowledge your car if you left it on Commercial Row and go to Virgin Street on foot.

Didn't this just happen if you "cheat" anyway?

- Fixed Cassidy and Marcus from forgetting combat settings. (NOT FULLY TESTED)

What's the cause of this?
 
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