Any stuff related to unofficial F2 patches goes in here!

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Are you planning to put your patched work into a single Patch000.dat file? makes the whole compiling easy and well, none of that over lairing problem.

Anyhow, just a suggestion. I am planning to reinstall Fallout 2 once again and play. I have various games to try out.

For now just stalking up on MOD materials.
 
Crowley said:
edit: I've dug up Sam Pritchard's grave in Golgotha with perception 9 but I can't find the map. The only thing in the grave is a fire gecko pelt. Looking at the open grave I get the description that the throat is slit and there's nothing on the body. Interestingly and perhaps related to this the corpses of fire geckos themselves do not contain pelts in my game.

You need 10 perception. The reason, why the fire geckos does not contain pelts is due the fact, that you didn´t set all the *.PRO files in critter and items directory "read-only" mode.

Carib FMJ said:
Are you planning to put your patched work into a single Patch000.dat file? makes the whole compiling easy and well, none of that over lairing problem.

I would not recommed it, because it will cause some problems as descripted in some related topics.
 
Skynet said:
Just use FIME. Example: Open the beer proto and add the addiction rate value for it. The alcohol addiction is bugged, so that if you drink the beer, you gain Perspection instead of losing it. Also, when I slept during the addiction, the game crashed.


Addiction code is all hardcoded though, yes? If so, I will then be unable to fix this perception error without editing the .exe....and uh that isn't gonna happen any time soon. :D
 
Skynet said:
You need 10 perception. The reason, why the fire geckos does not contain pelts is due the fact, that you didn´t set all the *.PRO files in critter and items directory "read-only" mode.
Can't find it with perception 10 either. And there's something wrong with the gecko pelt. When looking at it I get the description of a well with heat emanating from it. And though this may not mean much, adding the fire gecko pelt with the savegame cracker causes the game to crash trying to load the game.
 
Avega said:
It's all works! See to Node009a in vicencom.ssl

Hmmm...after some testing I found that it does not increase your electrical damage. Frankly, I tested it with any damage resistance and it does not seem to increase any of them. This is odd though, since the code itself makes sense. Any idea Avega (or anyone else for that matter)

Oh, and on other note...I was working with T-Ray today and I think his script is now perfect. All issues reported in Per's guide seem to be fixed by either Seraph or me. I also fixed the issue where if you would leave the chop shop and return, you would lose all your dialog options and therefore never be able to get more batteries, grav plates when you beat the game, etc.

Oh, and a little bit later today I will be putting up a few scripts that I would like you guys/gals to test out and make sure they are working properly. These scripts will be Grisham, the 2 Grisham kids, and T-Ray. I want you all to test every single option with these scripts and make sure all conversations lead to the correct ones as well as not freeze the game in any way.
 
killap said:
Hmmm...after some testing I found that it does not increase your electrical damage. Frankly, I tested it with any damage resistance and it does not seem to increase any of them. This is odd though, since the code itself makes sense. Any idea Avega (or anyone else for that matter)
I haven't explored the code myself so this is just a shot in the dark, but... Could anything be gleaned from comparing it to other instances of raised damage resistance such as the boxing matches and dermal armors?
 
Crowley said:
killap said:
Hmmm...after some testing I found that it does not increase your electrical damage. Frankly, I tested it with any damage resistance and it does not seem to increase any of them. This is odd though, since the code itself makes sense. Any idea Avega (or anyone else for that matter)
I haven't explored the code myself so this is just a shot in the dark, but... Could anything be gleaned from comparing it to other instances of raised damage resistance such as the boxing matches and dermal armors?

In fact, I looked at the code in the boxing matches and the Vault city computer does it the same way. What is even stranger, is that even if I change the electrical raise to just plan damage resistance increase, it still does nothing. I even tried all these in the script of the guy singing down in the Vault. Again, no gain in anything. Really freakin strange I gotta say. I will keep tweaking though.

Oh, and Crowley, since you seem to be currently playing through the game, any chance I can get you to test out the few scripts that I mentioned a post or so up?
 
killap said:
Oh, and Crowley, since you seem to be currently playing through the game, any chance I can get you to test out the few scripts that I mentioned a post or so up?
Certainly. I have a save just before entering New Reno for the first time with the car. I guess there might be some freak incompatibilities with the UK version...
 
Ok here is the url: http://zcn.phix-it.com/script_test-killap.zip

Extract these files to your Fallout directory (I am sure you know all this already 8) ) Just to be on the safe side, copy the old .ints of these out of your directory and then copy my new ones from this zip in. No overwriting taking place here and you will also have your old scripts incase something blows up. :wink: :D

Test out all options with T-Ray, Grisham in Modoc and his 2 kids.

Thanks!
 
At least T-Ray works like a charm now. I can ask for the upgrade after returning to the chop shop and he does give batteries every two weeks after tricking him into that. I did notice one problem with T-Ray, though which may very well have existed there originally. When you continuously have sex with him as a woman eventually he'll blow up. However, if you talk to him just before that should happen and have sex with him when the screen goes black you hear the sound of T-Ray being shredded to bits and the game hangs there.

It'll take some more time to test the Grisham family completely. I'll have to start a new game to try all the dialogue with the pops.
 
Crowley said:
At least T-Ray works like a charm now. I can ask for the upgrade after returning to the chop shop and he does give batteries every two weeks after tricking him into that. I did notice one problem with T-Ray, though which may very well have existed there originally. When you continuously have sex with him as a woman eventually he'll blow up. However, if you talk to him just before that should happen and have sex with him when the screen goes black you hear the sound of T-Ray being shredded to bits and the game hangs there.

Excellent. Glad all is working there. Oh and make sure your car shows back up on Virgin street in Reno when you get you car back.

I will also add a fix for that hang you mentioned. I know exactly how to fix that. I will get it to you hopefully tonight so you can test if that fixed it. Essentially what I am putting in is that as soon as the timer is called for him to blow up, you are unable to speak with him and he just sits there until he blows up. Simple fix but makes sense. It is only a 5 sec timer anyway.

Crowley said:
It'll take some more time to test the Grisham family completely. I'll have to start a new game to try all the dialogue with the pops.

Take your time. Thanks again!

Oh, and as always, don't hesitate the slightest bit to mention any error/bug you encounter. Hell, even it is a typo. 8) :D


EDIT: Ok, here should be the final fix for T-Ray. He should now be FLAWLESS! 8)

http://zcn.phix-it.com/nctray_fix.zip
 
Anyone planning to do anything for Fallout One?

A few tweeks would be nice, including something that makes Ian useful!!

Is it possible to implement features from FO2 into FO1 such as able to move your NPC?
 
nope the patch for FO2 are script and DAT file fixes i believe. The change you would want for FO1 would involve having the source code to the FO1 executable and adding features and fixing bugs in that.... which.... ain't gonna happen
 
The Grisham family seems to be a-ok. I've sold Bessie, guarded the brahmin, had plenty of sex, got married a couple of times, got divorced and caused a heart attack.

killap said:
Excellent. Glad all is working there. Oh and make sure your car shows back up on Virgin street in Reno when you get you car back.

I've noticed something weird like that. When I pick up the car, leave it in another part of the town and the go on foot to the Chop Shop, the car is there! Also, I've noticed that when I get the car back in a non-violent way and then go back to the shop before two weeks have passed, T-Ray attacks me while all of his buddies avoid the battle.
 
Crowley said:
I've noticed something weird like that. When I pick up the car, leave it in another part of the town and the go on foot to the Chop Shop, the car is there! Also, I've noticed that when I get the car back in a non-violent way and then go back to the shop before two weeks have passed, T-Ray attacks me while all of his buddies avoid the battle.

Ok. I fixed an issue though that after you get the car back in a nonviolent way and return to Virgin street the car would not be there. Is this fixed?

I will check into this car appearing at the Chop Shop when you go on foot. As for T-ray attacking you after a non-violent sale...hmmm I never encountered that, but will test it out. Does this always happen or just sometimes?
 
Okay, let me get this straight.....

I have reinstalled Fallout 2... I have added the Seraph Patch (Unpacked) and now I have layered in your Patch...

Now, would I be able to find the Sierra Depot map in Sam's grave? If so, what perception will I need to find it and the Gecko skins?
 
killap said:
Ok. I fixed an issue though that after you get the car back in a nonviolent way and return to Virgin street the car would not be there. Is this fixed?
Yes, the car stays there.
I will check into this car appearing at the Chop Shop when you go on foot. As for T-ray attacking you after a non-violent sale...hmmm I never encountered that, but will test it out. Does this always happen or just sometimes?
Sometimes it happens, sometimes it doesn't. It's pretty weird. Looking into it, it seems like combat is triggered when the mechanic on the left wearing black leather notices me. Now it's also happened right after I get the car back and haven't even left the map. If I manage to end combat it doesn't happen again.

The best way to get this to happen seems to be leaving the Chop Shop and going right back without moving on the world map. I've gotten different results retrying from a save on Virgin Street when the car has been stolen and I haven't found the shop yet.
 
Carib FMJ said:
Okay, let me get this straight.....

I have reinstalled Fallout 2... I have added the Seraph Patch (Unpacked) and now I have layered in your Patch...

Now, would I be able to find the Sierra Depot map in Sam's grave? If so, what perception will I need to find it and the Gecko skins?

Make sure that when you layed in my patch you were not trying to overwrite locked files. It seems that if you run the batch file that seraph has he locks all the proto, int files so the game will only read them. If you try to install my patch on top of these locked files, it may not install correctly.

As for the perception level, I am not sure. Try with 10 and see if you can find it and then go lower from there.


EDIT: Oh, and if you plan on running through the whole game (and you can wait maybe another day) I will be putting up a "final" versio of my patch. A lot more has been fixed since the release I have up.
 
Double post., but this one includes a new release, so it deserves a separate post.

Here is list of what is found in the "final" release by me. Essentially every bug that I or others have told me has been fixed. I am not saying though that I have fixed every issue in the game as there still are surely other bugs present that can still be fixed. I am just not aware of these and will not be until others going through and reporting what they find. I have been working on and off on this project of mine for a good 2 months now and I would say that I probably fixed almost 100 or so bugs in this game. Some of the bugs that do remain are sadly those that are hardcoded, and I will not be attempting those anytime soon, if ever.

The reason I call this a "final" version is that I am going on a Fallout sabbatical. Almost all my free time has gone into patching up this great game and now it is time that I work on some other stuff. That does not mean my work is over though. I hope that those of you that still play this game continue to do so and take advantage of the work that I have done (as well as what Seraph has done) Please keep posting any bugs/glitches that you encounter and I will continue to fix them. (if you never report, I will never know)

Now, I know that there are still known glitches that are not listed as fixed in mine but are fixed in Seraph’s. The reason for this is that I will not redo fixes that have already been made or take fixes from Seraph and add it to mine. I believe that if include all the relevant bug fixes from Seraph’s patch in mine I would steal Seraph’s thunder. Seraph worked hard on his patch and deserves to keep what he has done. I have also handed over all my work to Seraph for him to include in his next release. Hopefully he will take advantage of them all and make his release better than ever. At that point, my package will become obsolete and you should just download and install his archive. Until then though, I will host the fixes I have so that you can use them with the fixes that Seraph has already done.

A new complete list of fixes is found below as well as a smaller list of bugs fixed since the release on (7/16/05)


Code:
LIST READY FOR NEXT RELEASE: 
=============================== 
-Car disappearing at secret entrance to the Raider's base - HAPPENS NO LONGER! 
-Merk now steals stuff from your car. 
-Many map fixes - no longer can go through tables, desks, shelves, etc. (Should be about it for this) 
	        - Brahmin in Gecko had no scripts assigned to them - they do now (Generic Brahmin script) 
-Myron now disappears when you sell him to Merk 
-If you sell your NPCs to Big Jesus they now disappear 
-When you enter the map of "Car outta power" it no longer displays a message that you are standing in front of the Arroyo bridge. 
-Poison now actually poisons you 
-Drinking Gamma Gulp beer or Roetgen Rum will now radiate you (Gamma 5 and Roetgen Rum 10) 
-Lenny now carries a Zip gun 
-Telling Karl to come home is now displayed in the pipboy (global.h changes, vault13 changes - Jo and Karl script changes) 
-Various cosmetic fixes to some of the pipboy entries 
-Wording for gaining of experience points should now be consistent. It should always read "You gain x experience points" 
-An insane amount of dialog fixing/tweaking 
	GECKO: 
		-Gordon of Gecko is now PERFECT - you can now get everything out of Gordon that you should 
		-The Brain's script is now perfect 
		-Harold's script is now perfect 
	Vault City: 
		-Slightly tweaked the dialog when first learning about the Gecko powerplant problem from Lynette. 
 
-The gate guards of Vault City now correctly tell that Marcus is a mutant and Lenny is a Ghoul - If you are a citizen AND if you are not one. 
-Endings for Elder, Marcus, President, Harold, and Hubologists (ALL THERE AND WORKING) Still no new pic for Harold. 
-You can now finish the spleen quest by assassinating Dr. Wong within one day after his refusing to give you the spleen and then going to Dr.   
Fung as usual. (This was prevented by a bug before) 
-When talking with Dr. Troy in Vault city you no longer say you are poisoned when you are irradiated and vice versa. 
-When you take the watch to either Cornelius or Farrel you now NO LONGER can do the quest again when talking with Cornelius. (If you had a   
million of these watches you could actually redo this quest a million times and get millions of xp from Cornelius.) 
-Thomas Moore in Vault City no longer rants when he is not on the map anymore. (You would see text floating, but not Mr. Moore) 
-Phazer has been added to the crash shuttle random encounter. (pid 393) 
-Corpse stolen by the Hubologists from the Shi has been added. (there is a log note in the Shi database that corresponds to this) 
-The comedian now correctly says the 2nd of the two new routines he has after you beat the Enclave.  This one occurs if you got Angela Bishop   
pregnant.  Before he would just explode and never say the line.  Now he correctly displays the line and then blows up to the cheering of the   
audience.  (I guess that is what happens to you when you mock the daughter of the boss's you are in...you get shot in the head! ;0) 
-Fixed all the stuff with Miria, Davin. You should now have no problems sleeping with either of them. 
-All bugs (dialog, crashes, etc) with T-Ray should be fixed. (Thanks to Seraph for the work he already did) 
-Fixed a glitch in how the car is handled in New Reno after you get it back from T-Ray. 
-Fixed map error in Chop Shop where you could walk through T-Ray's desk. 
-Fixed a bug where if you would come to the Chop Shop on foot, your car would appear there. 
-Fergus(NCR) no longer walks out of the building and disappears forever when you try and use any type of skill on him.


Complete list below:
Code:
COMPLETE LIST OF FIXES 
Corrections: 
Last update: 8/03/05


Arroyo:
-------------
- Hakunin no longer forgets he is mad at you if you continue to insult him hundreds of times.



Klamath:
-------------
- Telling Sajag about Whiskey Bob's still now correctly displays a gain of 100xp in the message window.

- Slim Picket:
   *You now lose money (50 or 100) if you chose to pay for learning about Geckos/the Great outdoors.
   *Playing as a woman and talking with Slim no displays correct dialog lines
   *Various other corrections to the dialog tree within the script.

- Dunton Brothers:
   *Convincing the Duntons that someone is watching them now correctly displays a gain of 250xp in the message window.
   *You can now have the conversation about the bug parts found in their hut in the grazing area. With high enough speech you can even uncover how the Duntons are rustling the cattle and scare the brothers into never doing it again. (A gain of 250 xp for this)

- Whiskey Bob:
   *He now gives you $65 when you convince him to pay you more. (He gave you $55 instead before)   
   *He now snubs you off if you have a negative town reputation.

- Corrected error on my part which caused you to lose the option of getting Sulik for free after rescuing Torr.



Den:
-------
- Tubby NOW tells you about Redding and mentions something about it - modified dialog - (I had this set differently before)

- Having sex with Joey will no longer cause him to disappear when you leave the map and return back to it.

- You can now get different rewards ($500, $1000, or full $2000 + stuff) from Fred depending on how much you let him initially keep. – before only got best reward

- Anna's Ghost:
   *Killing Anna's ghost no longer triggers a bug that would remove various dialog options to ask people about Vic.
   *You now gain the correct amount of xp for burying Anna's bones (600 xp)

- Major dialog fixes when talking to Rebecca about the death(s) of Fred and Derek.



Redding:
------------
- Sheriff:
   *He now thanks you if you successfully heal his broken right leg.
   *You no longer can keep getting the reward from a previous quest by declining the next one and talking with him again.

- Bar brawl quest:
        *You can now end the bar brawl peacefully. - You MUST speak with BOTH of the miners to end it peacfully.
        *A message is now correctly displayed in the message window telling you that you "broke up the bar brawl." - did not do so before.
        *Now if you talk with just one of the miners and for some reason report back to Marion, things no longer get "messy" in the scripts

- Taking care of Widow Rooney and clearing out the mine now correctly appear in your PIPboy quest list.

- A greeting message is now displayed when you first enter Redding  - only city that did not have one.



Vault City:
----------------
- Autodoc:
   *Now malfunctions for stupid characters.
   *Fixed various dialog errors.

- Medic Andrew (courtyard):
   *Fixed numerous dialog errors involving the combat armor implants.
   *Phoenix implants now take only two days as that is how long he says they take.

- You now get the xp for having both the account book AND the bishop holodisk - before you only got the disk xp if you had both in your inven.

- You can no longer gain (or lose) infinite karma by commenting on Martin's singing in the Vault.

- Barkus no longer initially says he will pay you $250 for Davin (was a typo and should read $200)

- The gate guards of Vault City now correctly tell that Marcus is a mutant and Lenny is a Ghoul - If you are a citizen AND if you are not one.

- When talking with Dr. Troy in Vault city you no longer say you are poisoned when you are irradiated and vice versa.

- Thomas Moore in Vault City no longer rants when he is not on the map anymore. (You would see text floating, but not Mr. Moore)



New Reno:
---------------
- Salvatore
   *Salvatore no longer locks up when you click on him after becoming a made man, nor if you decline a mission he gives.
   *Salvatore will no longer freak out if you talk to him after he just gave you a mission. He now displays the correct message of "Go see Mason."

- Bishop (Carlson quest)
   *Now get $750 if you ask for $750 rather than luckily getting $1000
   *It is now a bit harder to get the $1000 - before it was easier than the $740
   *Can now get the $500 - before got nothing
   *Changed a speech option that was marked as neutral but was really a bad one.

- If you sell your NPCs to Big Jesus they now actually disappear

- The comedian now correctly says the 2nd of the two new routines he has after you beat the Enclave.  This one occurs if you got Angela Bishop  pregnant.  Before he would just explode and never say the line.  Now he correctly displays the line and then blows up to the cheering of the  audience.  (I guess that is what happens to you when you mock the daughter of the boss's you are in...you get shot in the head! ;0)

- All bugs (dialog, crashes, etc) with T-Ray should be fixed. (Thanks to Seraph for the work he already did)

- Fixed a glitch in how the car is handled in New Reno after you get it back from T-Ray.

- Fixed a bug where if you would come to the Chop Shop on foot, your car would appear there.



NCR:
--------
- Your entire inventory is now removed when you fight Lenny. Caution though, Lenny has a powerfist and stimpacks. This is a "fix" for the issue where you would give up your guns to fight and when you got them back you would have more than you started.

- Killing (ok killing) or stopping Jack in the power plant now correctly displays a gain of 3000 xp in the message window.

- Nording will now say he gives you $50 instead of $500 if you fail - (Caravan runs)

- Merk now steals stuff from your car if you blow off the guy who can guard your car. (Never fully implemented by the original designers)

- Myron now disappears when you sell him to Merk

- Fergus(NCR) no longer walks out of the building and disappears forever when you try and use any type of skill on him.



San Francisco:
----------------------
- You can now copy the vertibird plans by hacking into the Shi physics database yourself - can do this only once.

- Bar on the Oil Tanker
   No longer closed 24/7
   Various dialog error fixes
   Bartender now actually carries booze

- Badger will now actually turn the Hubologists hostile if you either hurt a vagrant or him (He said he did but nothing happened)

- Various fixes to the physics, chemistry, and biology terminals.

- Vikki and Juan:
   *Leaving the map during scripted sequence between Vikki and Juan and then returning will no longer cause their script to freeze.
   *Fixed dialog error when talking about the "Hub's latest book"

- Fixed a dialog error with the Hubologist's main computer.

- AHS-9 will no longer keep giving stupid characters xp for getting fuel.

- Dr. Fung:
   *Acquiring of implants works perfectly.
   *You no longer can get the regular implants after you get the enhanced ones - thereby causing you to have BOTH regular and enhanced.

- You can now finish the spleen quest by assassinating Dr. Wong within one day after his refusing to give you the spleen and then going to Dr.  Fung as usual. (This was prevented by a bug before)



Raider's Base:
----------------------
- The base is now hidden

- Car no longer disappears when you go down the manhole in the secret entrance and then come back up.



Vault 13:
--------------
- You are now able to get Goris to join your group after the Vault 13 massacre - would keep leaving you saying the pack was in trouble.



Enclave:
-------------
- The terminal in the entrance area to the Enclave can now be hacked if you don't have the presidential pass key. - Requires HIGH science skills.



Gecko:
------------

- Gordon of Gecko is now PERFECT - you can now get everything out of Gordon that you should

- The Brain's script is now PERFECT

- Harold's script is now PERFECT



Modoc:
------------

- When you take the watch to either Cornelius or Farrel you now NO LONGER can do the quest again when talking with Cornelius. (If you had a  million of these watches you could actually redo this quest a million times and get millions of xp from Cornelius.)

- Fixed all the stuff with Miria and Davin. You should now have no problems sleeping with either of them.

- Bess no longer disappears forever when you go down the Shitter or Well.  (Still not a 100% perfect, but at least she is no longer lost forever.)



Misc:
-----------
- K-9's armor definition is no longer bugged where it would lose its innate AC bonus after it levels up.

- Unnamed Wrights will no longer address you as a Prizefighter if you're a Made Man for them and vice versa.
   
-Various instances of the so called barter-upgrade exploit - Fixed for Morlis and the flint; acquiring of combat implants in Redding, and Elridge in New Reno and all his upgrades that he can perform.  See Per's guide for specifics on how one can "utilize" this exploit

- The Bridgekeeper’s robes were not being accounted for when a character in the game determined what you were wearing.  This trigged a bug that caused characters to think you were wearing just your Vault 13 suit when actually you had the bridgekeeper’s robes on.
    Fixed for: Wallace, Lynette, President, Dogmeat, Tandi, and Marcus.

- The "infamous" 1 NPC bug (where you could take 1 NPC in Navarro or Enclave) as well as doctors not healing your 1 NPC should now be corrected.  - Recompiled the needed scripts using the corrected party.h file by Haen

- You can now get the Tragic playing card addiction. (Talk with Wooz in Gecko)

- The flint now looks like a rock when you drop it (instead of a large crate)

- A TON of spelling corrections.  I have checked every single .msg file that the game uses and fixed all that needed to be corrected.

- Poison now actually poisons you

- Drinking Gamma Gulp beer or Roetgen Rum will now radiate you (Gamma 5 and Roetgen Rum 10)

- Lenny now carries a Zip gun

- Telling Karl to come home is now displayed in the pipboy

- Various cosmetic fixes to some of the pipboy entries

- Wording for gaining of experience points should now be consistent. It should always read "You gain x experience points"

- Endings for Elder, Marcus, President, Harold, and Hubologists have been added. (Still no new pic for Harold though)

- 2 new bad endings for Vault City have been unlocked.

- Phazer has been added to the crashed shuttle random encounter.

- Corpse stolen by the Hubologists from the Shi has been added. (there is a log note in the Shi database that corresponds to this)



Map changes:
---------------------
- Fixed some spots in Klamath where you could walk on tables

- You can no longer go off screen in the NCR pasture map thereby following the Deathclaws to Vault 13 when you are not actually supposed to.

- Fixes to the Oil Tanker map in San Francisco that corresponds to the changes made in the bar (ie carrying of liquor, etc)

- Den - Smitty's house (his wooden floor stopped before it hit the wall) - this is now fixed

- Den - You can no longer walk into the shelf in Metzger's room.

- New Reno map (Wright house area) - You no longer are able to walk on some of the tables/desks

- Changed the lit flares to normal ones (Hubologist's Base) 

- Brahmin in Gecko now have generic brahmin scripts assigned ot them (before they were scriptless)

- When you enter the map of "Car outta power" it no longer displays a message that you are standing in front of the Arroyo bridge.

- Various other map fixes to prevent walking through tables, desks, etc.


LINKS HAVE BEEN REMOVED. PLEASE GO TO PAGE 11 FOR NEWEST RELEASE. (8/9/05)

killap
 
great job killap. its probly going to be on the main page soon.

Just one question. You didnt include abby right ?
 
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