Any stuff related to unofficial F2 patches goes in here!

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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)

Very good!! it seems quite acceptable!

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

No obsession.
It is one more possibility in the fallout world. :D

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edit:
That horribles bugs when inplant dinamites in people... crash, black screens, when dinamite blast. In any place..
When I try to kill someone by planting dinamite the game crash soon the dinamite blast.
Can you try to reduce theses erros?
 
belengario said:
Out of curiosity though, what is everyone's obsession with killing just Grisham and/or Jo and then banging Grisham's kids? No rly?~

No obsession.
It is one more possibility in the fallout world. :D
I realize that. It just seems so many choose to do so. I mean why only poor ol Grisham? ;)

belengario said:
edit:
That horribles bugs when inplant dinamites in people... crash, black screens, when dinamite blast. In any place..
When I try to kill someone by planting dinamite the game crash soon the dinamite blast.
Can you try to reduce theses erros?
No sorry, this is an engine issue or at least I know of no way to do anything through scripts. On a side note, I have heard of this issue numerous times, but I don't ever recall myself experiencing such an issue. Odd.
 
I’m playing for the first time through Fallout 2 with Killap’s mod and Per’s guide/walkthrough (and some own item modifications). I can’t stand to play RPGs with any quest-bugs and Per’s guide is just so well written, and it’s interesting to read about all the possibilities in the game which someone can hardly find out alone. Many thanks to both guys and helpers for their precious work!

Here are some bad things where I’ve been bumped into so far:

Klamath
- Per’s guide: What minimum Lockpick value do you need for the door in Dunton’s house? I already had something over 60 (Lockpick tagged), what I think is pretty much for this beginner-location, and no success.
- Killap mod: What minimum Speech value do you need for scaring peacefully the Dunton brothers with the bug parts?

Vault City
- Killap mod: There is a table wrongly placed around in Valerie’s workshop, so you can’t access to it. This looks bug-fix worthy.

Gecko
- Killap mod: Quest 4 (Get 3-step plasma transformer for Skeeter) doesn’t trigger after giving the Super Tool Kit to him.
I tried both ways in quest 3: to give him the Kit right away when he asked for it and the other time I dropped the Kit first, got the quest 3 from Skeeter, quit the dialogue, grabbed the Kit again, and finally gave it to him. No quest 4 afterwards.
After accomplishing quest 3, immediately talking to him again or after fixing and/or optimizing the plant, I still don’t get this quest 4. Do you have to wait a couple of days/months until this quest triggers? This doesn’t look like a savegame-corruption because I have played through the Gecko quests two times now.
- Killap mod: I enjoy playing the good-way and try to solve the quest the best way for each community, so I have checked the endings in Per’s guide what is prolly the most suitable way.
I’m not sure what will happen but I think optimizing the plant with the Gecko holodisk from Festus secretly with the VC main computer should not trigger the ending 3 with the VC-invasion but rather have ending 2 forming an uneasy truce. Helping the bad rat guy with Gordon’s holodisk showing it to McClure sounds more plausible for an invasion because VC has taken notice of this improvement while secretly optimizing the data with the VC main computer don’t have to be necessarily noticed by the VC government. Festus is maybe arrogant but his way looks like the best one.
I know Killap’s mod is a bug-fix only mod but this is something worth of a correction, I guess. No one is perfect, neither game designers.

Raiders
- Per’s guide/Killap mod(?): After (almost) finishing Vault City and Gecko, I’ve searched every quadrant between VC and Broken Hills but can’t find the Raiders’ base. There is no “conspicuous green circle south-southwest of Vault City”. I talked to Sergeant Stark, so I know at least about the Raiders. I have encounters with them but no base in sight. I drove with the car through every sector between Modoc, VC, Broken Hills, and New Reno but no luck.
I read on in Per’s guide and it looks I could only get the location of the base after doing something in New Reno.
The order of the locations in Per’s guide should maybe reordered, so the Raiders should come after New Reno. I know there is no strict path in the game but this somehow looks misleading in the walkthrough. As far as there seem to be lots of enemies in the base to deal with, I think it can’t be bad to delay the location after New Reno.
Correct me if I have something wrongly done.

Broken Hills
- Per’s guide: Although it’s maybe plausible but not obvious, there is nothing mentioned that you can’t trade with Liz anymore after sending Jacob & Co. to jail.

Redding
- Killap mod: In Lou’s main dialogue part, there is a Goodbye-line missing. You have to ask her something until you can quit.
- Killap mod: If you heal the Sheriff’s leg, you get 50xp twice. The Sheriff seems to only thank you for this if you haven’t been in any Sheriff-quest yet. Possible to include this “thanks for healing” line whatever quest you have running at moment?

Encounters
- Killap mod: The "wolves" encounter consist of dogs. Can this be fixed?


That’s all so far because I had to start two times over due to own modifications to the badly item (mostly ammo and AC issues) system.
Although Fallout 2 has technically become dust in the wasteland, it still has a lot more inside than many RPGs today. It’s nice to see that there are still people around who still can enjoy this old game. I haven’t played through the whole game yet but I already think F2 just has to be played by anyone with RPG ambitions.
 
Hermit said:
Klamath

- Killap mod: What minimum Speech value do you need for scaring peacefully the Dunton brothers with the bug parts?
>50 speech

Hermit said:
Vault City
- Killap mod: There is a table wrongly placed around in Valerie’s workshop, so you can’t access to it. This looks bug-fix worthy.
I will take a look.

Hermit said:
Gecko
- Killap mod: Quest 4 (Get 3-step plasma transformer for Skeeter) doesn’t trigger after giving the Super Tool Kit to him.
I tried both ways in quest 3: to give him the Kit right away when he asked for it and the other time I dropped the Kit first, got the quest 3 from Skeeter, quit the dialogue, grabbed the Kit again, and finally gave it to him. No quest 4 afterwards.
After accomplishing quest 3, immediately talking to him again or after fixing and/or optimizing the plant, I still don’t get this quest 4. Do you have to wait a couple of days/months until this quest triggers? This doesn’t look like a savegame-corruption because I have played through the Gecko quests two times now.
Ok, this has been mentioned before and I think I shall add things like this to my readme file. (or even perhaps alter the quest itself) To get this quest you MUST have one of the following items in your inventory to get the next quest:

PID_44_MAGNUM_REVOLVER
PID_DESERT_EAGLE
PID_HUNTING_RIFLE
PID_ASSAULT_RIFLE
PID_FN_FAL
PID_CATTLE_PROD

It was what the original devs did. Kind of dumb on their part, but I suppose not every quest should easily be thrown at the player.

Hermit said:
Raiders
- Per’s guide/Killap mod(?): After (almost) finishing Vault City and Gecko, I’ve searched every quadrant between VC and Broken Hills but can’t find the Raiders’ base. There is no “conspicuous green circle south-southwest of Vault City”. I talked to Sergeant Stark, so I know at least about the Raiders. I have encounters with them but no base in sight. I drove with the car through every sector between Modoc, VC, Broken Hills, and New Reno but no luck.
I read on in Per’s guide and it looks I could only get the location of the base after doing something in New Reno.
The order of the locations in Per’s guide should maybe reordered, so the Raiders should come after New Reno. I know there is no strict path in the game but this somehow looks misleading in the walkthrough. As far as there seem to be lots of enemies in the base to deal with, I think it can’t be bad to delay the location after New Reno.
Correct me if I have something wrongly done.
Did you check the readme of my patch? It says that I made the base hidden and it can only be found after finding the map to it. I did it since a secret hideout should not be so easily found. (I mean it was a HUGE green circle on the world map)


Hermit said:
Broken Hills
- Per’s guide: Although it’s maybe plausible but not obvious, there is nothing mentioned that you can’t trade with Liz anymore after sending Jacob & Co. to jail.
I shall investigate. Either way if I remember correctly isn't she a mutie hater? It would make sense she would be mad at you for throwing her friends in jail.

Hermit said:
Redding
- Killap mod: In Lou’s main dialogue part, there is a Goodbye-line missing. You have to ask her something until you can quit.
- Killap mod: If you heal the Sheriff’s leg, you get 50xp twice. The Sheriff seems to only thank you for this if you haven’t been in any Sheriff-quest yet. Possible to include this “thanks for healing” line whatever quest you have running at moment?
I will investigate both cases.

Hermit said:
Encounters
- Killap mod: The "wolves" encounter consist of dogs.
As opposed to what? There is only one prototype for a dog/wolf.

Hermit said:
That’s all so far...
Well, post more if you find anything.
 
Actually, Liz probably stopped trading with you because you called her a "crabby one." I restored the game after this happened and continued playing without doing that, and then had Jacob and Aileen arrested, and Liz continued to trade with me.
 
Gecko - Quest 4
Interesting to know about the required weapons but actually I had a FAL rifle in my inventory which upgrade cost about 12k what I couldn’t afford at that time. Now, I have just tested it with a Desert Eagle. Before and after upgrading the weapon, I still don’t get quest 4.
If you have to upgrade first, so making use of Skeeter service and giving money to him, for the quest, that would make sense but just having these weapons in inventory not.
Well, for me at least, nothing works. I can’t test it at moment with every single weapon you have listed there.
If the designers aren’t capable of doing the job well sometimes, then it cries for people with such abilities in modding, like you, Killap. Your talent is a kind of wasted on only bug-fixing.
Why not creating a little gameplay-mod as an add-on based on your bug-fix mod? I, and most likely many other players too, would be happy to play with more of your mods. If you are going to start something there, I would gladly suggest a couple of more things.

Raiders
Yes, you write in your mod’s readme “• The base is now hidden” but this doesn’t mean it is actually inaccessible until you have find a map clue. I’m a beginner to this game and have thought then you have to discover the base somewhere on the map by yourself.
Maybe add in your readme your comment “it can only be found and entered after finding the map to it”.

Broken Hills
I haven’t thoroughly tested it yet but after a quick test in my current game session, Liz still seems to trade with me whatever I do with Jacob and his goons. My mentioned occurrence was in a previous game session. If it happens again, maybe by doing some more quests, I’m going to tell.
Using the “crabby one” line doesn’t prevent me from trading with her; in this game session at least.

Encounters
Well, I guess in a “wolves” encounter you should expect wolves and not dogs, shouldn’t you? It’s not a big deal but maybe renaming the encounter name to “dogs” is more appropriate.


It’s fascinating how complex RPGs are with so many global variables changed by single dialogue lines and actions in the game. I guess it’s quite understandable if something gets screwed there and happens but can’t be re-enacted.
Maybe I should also take the time to check the game scripts/dialogue lines to find possible mistakes there if I stumble on something. Especially the needed attribute, skill, and perk requirements are difficult to find out but I guess that's just intended to play the game through a hundred times and always find out something new; something what I hardly do and like though. I prefer to play through games once and perfectly.
 
Hermit said:
Your talent is a kind of wasted on only bug-fixing.
Why not creating a little gameplay-mod as an add-on based on your bug-fix mod? I, and most likely many other players too, would be happy to play with more of your mods. If you are going to start something there, I would gladly suggest a couple of more things.

Perhaps you should check out:
killap's planned Fallout 2 expansion pack :D
 
Hermit said:
If you have to upgrade first, so making use of Skeeter service and giving money to him, for the quest, that would make sense but just having these weapons in inventory not.

What happens (should happen) is that he notices you have a weapon he can modify, meaning there's something he can offer in return for the <s>tool kit</s> thingy.

Using the “crabby one” line doesn’t prevent me from trading with her; in this game session at least.

It also depends on your CH, karma and so on. If you don't get a bad reaction to begin with, insulting her won't make her stop trading.

I prefer to play through games once and perfectly.

I can understand that.
 
@Killap: Ah, I see you already have much work with this adding-left-out-stuff-mod. You are right about your comment in the thread that it’s still too early to think about additional changes before finishing the left-out stuff. I don’t know for how long I’m interested in F2 but this expansion sounds worthy for a replay.

@Per: Yeah, the game is full of hidden checks, so it’s pretty hard to look through any possible dialogue lines and actions without the full knowledge of the game scripts. Anyway, I think you did a quite nice job there with your pretty HTML guide with many should-have suggestions which helps to get through the game like you desire. I already scanned your guide for the upcoming skill checks without reading much of the details and wrote roughly down in which location you need what skill value. This way, I could make a nice character plan what skills to increase and which to ignore, so I won't stumble later on locations where I regret earlier decisions.
 
I have absolutely no idea what's causing this, but I do not get an option for turning the turrets over to my side, with the presidential access card in my inventory (Also tried "using" it on the console in the foyer) I have 6 IN Science ~80%

Using killaps 1.02 patch
 
Nova said:
I have absolutely no idea what's causing this, but I do not get an option for turning the turrets over to my side, with the presidential access card in my inventory (Also tried "using" it on the console in the foyer) I have 6 IN Science ~80%

Using killaps 1.02 patch
Well, this can only be done on the computer in the entrance area of the Enclave. It also has to be the final battle scene. When you logon, you should get some option about Presidential Passkey Override, or something along those lines. From there will get an option about Counter Insurgency which is what causes the turrets to go on your side (in the final battle scene)

Are you sure you are in the entrance area and it is the final boss fight?


EDIT: Acutally, I just remember that if you want to see a list of users, you must have at least 100 science or luck >=8 I am guessing this might be your problem.
 
Thanks a bunch, man! I'll go read some science books before I head out to the rig, and yeah I was in the final boss scene in the entrance, still nothing, but I'll go try what you said.

Cheers,

Nova
 
I am using Killaps Final Fallout 2 A patch, and i am currently at the Enclave oilrig. everytime i goto disable the reactor and i try to get back
at the floor where the president is my game crashes. What could be the reason for this?
 
EVilzealot said:
I am using Killaps Final Fallout 2 A patch, and i am currently at the Enclave oilrig. everytime i goto disable the reactor and i try to get back
at the floor where the president is my game crashes. What could be the reason for this?
Hmmm, no one reported this yet so I am not sure. Please send a save game to the address found in the readme of my patch and I shall take a closer look.

Could you also perhaps describe all that you have done at the Enclave (in order would help as well) Include major people you have talked to, etc.
 
I just aquired a better computer. P3-855 mhz. Is this fast enough to use the slowed down EXE supplied with your patch? Or do I still need the one from Interplay?

Also, now that I think of it, does cpu speed affect FO1 like it does FO2, when in the worldmap?
 
forddieselguy said:
I just aquired a better computer. P3-855 mhz. Is this fast enough to use the slowed down EXE supplied with your patch? Or do I still need the one from Interplay?

Also, now that I think of it, does cpu speed affect FO1 like it does FO2, when in the worldmap?

Well, experimenting would be your friend here. I believe that at least 1Ghz is required for the slowed down exe, so yours might not be enough. Give it a try though.

As for FO1 and its world map...I noticed that even on my computer (3.4Ghz) it is still a nice slow speed. I assume they did something differently in the exe for that game (based off of timer rather than cpu speed). Therefore you should be just fine with FO1 and your current setup.
 
I have a 2Ghz and I have never experienced any CPU speed effects playing Fallout 2, patch or no
 
Hey, been watching you guys off and on for some years now. I'm pleased about the effort to plug a lot of bugs, but after trying out Killap's B patch (install from a disk that has 1.02) I'm seeing a lot of bugs roam around. Namely, the bug with Redding quests appearing on the pipboy before I leave Arroyo. I know the patch is functioning because of the new quests I can get to now, but sadly I've encountered some bugs with those as well.

I don't know if there was something else I need to add, or if I've managed to wander into somewhat uncharted territory.

Hope I'm not asking anything too reduntant, I dread going through another 30 pages of forum @.@
 
Sheltem said:
Hope I'm not asking anything too reduntant, I dread going through another 30 pages of forum @.@
:roll:

Yeah, well you are infact asking a question that has been asked hundreds of times. I believe it is soon time for another readme edit (that is if you guys actually read that file)

How did you install the patch? You say it comes with 1.02 already on there. If this is the case, is there a file called patch000.dat already in the Fallout 2 directory? If so, you must delete this file and install version A of my patch. A clean install of the game before doing this is always nice.

Having the patch000.dat and trying to use my patch has always been the cause of the issue you describe....or at least some combination of it.
 
Ok, deleting the patch file and installing A seems to have worked for the pip boy bug. I did actually read the readme to see if I was missing anything, but it didn't appear so. Just using winrar to open and dump everything in the fallout2 folder.

I'm going to restart the game and see if I run into any of the bugs I've already catalogued, hopefully that took care of most of them.

I think there may be more that were overlooked entirely, but I'm not sure if they are patchworthy or modworthy =)

Thanks again!
 
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