Any stuff related to unofficial F2 patches goes in here!

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There seems to be something weird going on with combat-armored units. I ran into a robber cave in the 11-14 level range. The enemies with melee weapons attacked as normal, but the ones with P90cs and Miniguns didn't even equip their weapons, let alone attack with them. It was the ginormous cave with two exits, so I've already got more high-end weaponry than will fit in my trunk, plus a plasma rifle, for an easy fight. Also, if I'm caught stealing from Buster's guards in NCR, even if I didn't take their Bozar yet, they just punch and kick me. The guards and robbers acted normally in the previous version of your patch.

You can't take a Mega Power Fist to the Lenny fight. Is this because it's overpowered, or did the scripter just not think of it?
 
Darth l33t said:
There seems to be something weird going on with combat-armored units. I ran into a robber cave in the 11-14 level range. The enemies with melee weapons attacked as normal, but the ones with P90cs and Miniguns didn't even equip their weapons, let alone attack with them. It was the ginormous cave with two exits, so I've already got more high-end weaponry than will fit in my trunk, plus a plasma rifle, for an easy fight. Also, if I'm caught stealing from Buster's guards in NCR, even if I didn't take their Bozar yet, they just punch and kick me. The guards and robbers acted normally in the previous version of your patch.
Hmm...that makes no sense. I changed nothing with random encounters in the latest release. You say this is happening consistently? Can you perhaps send me a save game so I too can hopefully encounter this issue.

Darth l33t said:
You can't take a Mega Power Fist to the Lenny fight. Is this because it's overpowered, or did the scripter just not think of it?
I cannot remember which weapons are allowed but I know that no guns are. I suppose I could check the script but either way power fists may be too powerful for that scene.
 
The "pacifist robbers" thing is a known bug, happens without mods.

• You can no longer get a "back to log on" option in the terminal even if you lack the prerequisites to get "log on" in the first place. (In sierra army depot)

You mean the Enclave here.
 
Per said:
• You can no longer get a "back to log on" option in the terminal even if you lack the prerequisites to get "log on" in the first place. (In sierra army depot)

You mean the Enclave here.
Gahh, you are indeed correct. I shall change that then.
 
Killap, first of all thank you for your efforts to make Fallout bug-free.

However, there is one thing that is BUGGING me, so to speak. I've got the UK version 1.00 and the UK patch 1.02 and Children's Patch. And I've tried EVERY possible way to install Killap's patch(both final version A and B) But nothing works.

Either the patch doesn't work, the game doesn't start, Falche 2.0 doesn't work or the game CTD in Klamath - Trapper Town.

Somebody, please HELP.

Oh, and for as far as I've played WITH your patch (Klamath - Downtown) I've discovered a minor bug. When you get the - Rescue Torr - quest, and KILL him, and then continue to talk to Ardin, she will say something like; ''I knew something terrible happened to him.'' You can answer with; ''I can help recover what's left of him. Goodbye'' But the quest is not crossed off afterwards, actually when you talk to Ardin again, she will have the EXACT same dialogue loop. Over and over.

Just thought, I'd point it out.

Thanks in advance,

Grin.
 
Grin said:
However, there is one thing that is BUGGING me, so to speak. I've got the UK version 1.00 and the UK patch 1.02 and Children's Patch. And I've tried EVERY possible way to install Killap's patch(both final version A and B) But nothing works.
What I managed to deduce till now, in this case you have to:
- Install a plain 1.0 version
- Add the 1.02UK patch's .exe file, but not the patch000.dat
- Install the children's patch
- Add Killap's patch A, but do not overwrite the .exe file from the UK patch with killap's
 
Szappy said:
What I managed to deduce till now, in this case you have to:
- Install a plain 1.0 version
- Add the 1.02UK patch's .exe file, but not the patch000.dat
- Install the children's patch
- Add Killap's patch A, but do not overwrite the .exe file from the UK patch with killap's

Thanks for the effort Szappy, but I've tried that already. The game won't even start because it doesn't recognize the Fallout 2 Disc.

My guess is, because of the UK fallout.exe file. So I tried it with the US fallout.exe file, but then the game CTD in Klamath - Trapper Town.

Does anyone know what to do?

Grin.
 
Grin said:
Does anyone know what to do?

Hmm, well what Szappy said would have been the exact instructions I would have given you. I am not really sure what the issue might be. When you are installing the game, are you doing a humongous install? If not, do so and then follow the exact instructions Szappy gave.

My other suggestion is to perhaps do a reinstall but don't install the children patch. Perhaps that is goofing something up...though that is highly unlikely.
 
killap, if you're still fixing bugs, I've found a gap in Broken Hills mine, where you can go offscreen:



it even shows on the map:
 
Szappy said:
killap, if you're still fixing bugs, I've found a gap in Broken Hills mine, where you can go offscreen:

Nah, that's another secret cavern. The bug is rather that the roof didn't go away.

Is that gun pic in killap's basic fixpack?
 
Nah, that's another secret cavern. The bug is rather that the roof didn't go away.
well... that's only partly true. It's a cavern, allright, but the gap (where the movement cursor is) allows me to go anywhere in the 'outside' of the map. check my other shot too, it's visible in the map screen even.

As for the gun, it's from a custom mod, called finesse.
It works with killap's patch allright, since it only modifies some weapon protos/frms, and add a few sounds. (I have checked, and it doesn't conflict with any of killap's files)

-edit-
BTW, can you tell me, what am I supposed to do with the old man and his slot machine in Bishop's casino? Your guide only says, that his proto is broken, killap fixed it, but I don't know what should happen. I fixed his machine, but nothing ever happens after that...
 
Killap's Patch

Hmm, well what Szappy said would have been the exact instructions I would have given you

OK, I tried a clean install, and followed the exact steps carefully. It worked! , the game started, Falche worked, no CTD in Klamath - Trapper Town but minor parts of the patch didn't worked.

Example- The edited WorldMap file did not work. So I switched the UK patched 1.02 fallout.exe for the US patched 1.02 fallout.exe file and everything works perfectly now.

Thanks for the support guys.

Oh, and what about the bug I discribed earlier, (Klamath - Downtown) When you get the - Rescue Torr - quest, and KILL him, and then continue to talk to Ardin, she will say something like; ''I knew something terrible happened to him.'' You can answer with; ''I can help recover what's left of him. Goodbye'' But the quest is not crossed off afterwards, actually when you talk to Ardin again, she will have the EXACT same dialogue loop. Over and over. Is this a bug at all?

Thanks.

Grin
 
Re: Killap's Patch

Grin said:
Oh, and what about the bug I discribed earlier, (Klamath - Downtown) When you get the - Rescue Torr - quest, and KILL him, and then continue to talk to Ardin, she will say something like; ''I knew something terrible happened to him.'' You can answer with; ''I can help recover what's left of him. Goodbye'' But the quest is not crossed off afterwards, actually when you talk to Ardin again, she will have the EXACT same dialogue loop. Over and over. Is this a bug at all?
Glad everything is working for you now.

As for the issue you describe, it sounds like a bug but I will have to investigate it to be 100% sure.


Szappy said:
BTW, can you tell me, what am I supposed to do with the old man and his slot machine in Bishop's casino? Your guide only says, that his proto is broken, killap fixed it, but I don't know what should happen. I fixed his machine, but nothing ever happens after that..
Well, if you fix his machine you are then able to play the slot machine yourself and win the jackpot. If you do win, dialogue will then commence between you and the old man.
 
Bugs

Killap, I found some more bugs.

In New Reno, you don't actually have to fix the slot machine, just point-click the slot machine and you can win infinite money by choosing the 1,2,3 or 4 chips line. Just don't click the 5 chips line or the slot machine will break down.

The bozar weapon doesn't use the basic ''burst-sound'' anymore, instead, when you shoot it you hear the ''shotgun-sound''

Not that these bugs bother me, but I thought I'd point them out.

Grin.
 
Re: Bugs

Grin said:
The bozar weapon doesn't use the basic ''burst-sound'' anymore, instead, when you shoot it you hear the ''shotgun-sound''
Actually that's not a bug, that's a feature. At least it's supposed to be.
Per's guide says:
It seems likely that the M60 and Bozar have had their firing sounds inadvertently exchanged. The M60, which has a "blam" sound in the game, is of course a machine gun, while the Bozar, which has a "rotating barrels" sound like a Gatling, is a kind of sniper rifle according to the description and picture and uses accurate .223 FMJ ammo.
And killap's fixlist:
• m60 and bozar sounds no longer switched.

I don't totally agree with this, since the bozar shoots a burst...
I don't yet have a bozar, but if it will bug me, I'll just change it back.
(you can too, just edit the file %fallout2 dir%\data\proto\items\00000350.pro with FIME, and change the "fire sound ID" to 76)
 
I found a bug involving the mutagenic serum in NCR. I'm using the February release of killap's patch, since I haven't finished the game yet and I don't want to upgrade to the June release yet in case it messes something up. I checked the fix lists, though, and the June release didn't have anything involving the serum that wasn't also in the February one.

I got the serum from Dr. Henry and tried using it on Lenny in the Rawhide, getting the 1000 xp. Then I went back and reported to him, and he told me I could have the cyberdog. I talked to it with a full party, and it would not join as you'd expect. Then I talked to Dr. Henry again, and the dialogue options to get the serum were available again (I also could not get the dog to join at this point even after telling another party member to leave). That branch of the dialogue was correctly removed when I talked to Dr. Henry before talking to the dog. I was able to get the serum again and tried it on Gond in the Rangers' garage, gaining another 1000 xp. It may be possible to keep doing this as long as you can find super mutants on which to use the serum.

EDIT: This bug also happens if you are able to add the cyberdog to your party when you talk to it, even if it is not with you when you talk to Dr. Henry again.
 
Killap, gishman's part still is very bugged. I kill Grisham with Dinamite, and when I go to have a sex with Miria, the grisham ghost pop up (sometimes, two grishman pop-up).

Another thing, I kill Jo and in the wedding Bo can give me "ghost farm quest". But, when I left the map, he dessapear forever. Is this normal?

Minor problem:
Lloyd: when I let Lloyd go in the basament (note, in the basament, no in gholgota), he evaporate. Can you make he run??

Sorry for my english e very good work.
 
belengario said:
gishman
grisham
grishman
Jo
Bo

Just how many people are we talking about here?

Edit: Ah, Bo is someone killap put in to stop the wedding from crashing if Jo is dead?

belengario said:
Sorry for my english e very good work.

There's a spellchecker, it'll help some.
 
Just how many people are we talking about here?

Grisham, ok. But Bo and Jo are two distinct people. :P

Edit1 - Killap, the dinamite plant part is very bugged. Is it possible to reduce this problem?
 
belengario said:
Is it possible to reduce this problem?

Ok, here is the scoop...

Everyone complained that having sex with Maria and/or Dave was bugged if you killed Grisham and/or Jo. Since the original designers did not take this into consideration (I mean who would take into consideration killing those men steathily (since that would be the only way to get away with it and leave Maria/Dave alive) and then attempt to get married afterwards) I used and built on what Seraph had created. His idea was to create two new TEMP characters called Uncle Biff (to replace Grisham) and Bo (to replace Jo). Doing so allowed players to continue with the Grisham dialogue and/or wedding and the game would not explode. The problem that comes with this is that this new code was added to the original scripts but since the original characters (Grisham and Jo) died the game does not recreate these characters when you leave and return to the map. Hence, no one is there when you come back.

So, a way to get around this would be to create another script for each new TEMP character rather than adding the new code to the original scripts. Another problem is still present, however. What if the player did not get married originally but got out of it and the player wants to have sex again? Well, each time during dialogue (in the current setup with the scripts) a whole new TEMP character would be created and we would begin to see doubles, triples, and other problems. This too could be fixed though if you set a variable that the TEMP character was created and to not do so again.

In the end, however, this obscure case has turned into an insane hassle to try and cover up. I am beginning to think that if either Grisham or Jo dies neither Maria or Dave should want to talk to the player. With Grisham they would be sad that their father died and with Jo they would also be sad (He was very close to them...or something along those lines)

I suppose in the end I will probably write all this code to get it to work the best possible way but it really is not worth my time. In its current state (I just tested it again to be sure) the player is able (bug free) to kill both Grisham and/or Jo and get married. After that if the player leaves the map the TEMP characters are no longer present. And if the player somehow got out of marriage and decided to have sex again then yes, doubles, triples, etc of characters will begin to appear. Still, for one time the player is able to kill both Grisham and Jo and still have a bug free marriage.

Out of curiosity though, what is everyone's obsession with killing just Grisham and/or Jo and then banging Grisham's kids? No rly?
 
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