Any stuff related to unofficial F2 patches goes in here!

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Silencer said:
Kwiatmen666 reported a few:

Karl - Den
When you give Karl alco, he falls asleep to the ground.When he wakes up, you can talk to him, but he doesn't stand up. Is this fixable?
Yes, sounds fixable. Don't remember this happening before though.

Silencer said:
Redding - Quest error
When he got the Redding location from Tubby (although he says it "might have been Maida Buckner") he got the quests "Clear out The mine" & "Take care of the Widow Rooney situation" crossed out in PIP-Boy. Also, Redding didn't nave the "Welcome" message upon first entry.
Redding welcome message has always worked and worked last night while I was testing something.

Getting the location for Redding for someone should also not place quests in the list.

Are we sure this user deleted the patch000.dat file?

Silencer said:
You have tampered with Tubby's script, haven't you?
Yes. Is there some issue with Tubby?


Silencer said:
Den - Derek's Book

For some reson, the quest entry didn't get crossed out. He hadn't talked to Derek at all.
I will take a look.

Silencer said:
Modoc - Marriage

He reports the marriage bug persists.
What specific issue might this be. Can it be reproduced?


I have a feeling not all the files were copy over. Can this user do a fresh install of Fallout and install my latest patch?
 
Some things..... :idea:
VAULT CITY
-Melinda and Steve from the Greeting Office do not say anything(or do) if i open(lockpick) the lockers.
-I'm not a citizen(day pass), so the Vault City Guards have to check on you to see if you have booze and/or drogs. They check only me and the mercs not.
DEN and NCR
-Maybe put an "OUT OF BUSINESS" at the slavers buildings after they are killed.
 
Silencer said:
killap said:
Are we sure this user deleted the patch000.dat file? ?

Should he do that if he's using Version B?

Well, if there is a patch000.dat file then that must be deleted and version A should be used instead. This is all said in my readme file. Is it not clear enough for everyone? Should I perhaps revise it?
 
cosma_sebastian said:
Some things..... :idea:
VAULT CITY
-Melinda and Steve from the Greeting Office do not say anything(or do) if i open(lockpick) the lockers.

This, I think, is by design: Melinda is so apathetic (see her dialogue choices) and Steve is so clueless that I don't think they care if anyone steals from the lockers. It's not as if they have anything really that valuable to guard anyway. :wink:

Of course, it's up to killap to decide if this is a genuine bug, but to me, this is more along the lines of add-on material.

-I'm not a citizen(day pass), so the Vault City Guards have to check on you to see if you have booze and/or drogs. They check only me and the mercs not.

This most definitely is by design. Skeev actually tells you this is how you can smuggle stuff into Vault City. Here's what to do if you really want to see that bit of juicy dialogue:

1) Get Day Pass from Wallace, and don't bother Skeev yet.
2) Get Lydia's booze smuggling quest (Dr. Troy's jet smuggling quest works here too, but it's a bit tricky to enter the vault while not a Citizen).
3) Now talk to Skeev, and ask him for "advice" for how to bring "certain items" into the city.
4) After paying him some bribe money (dependant on barter skill), he will reveal several options to you, one of which is to put the contraband on "your slaves...your 'Servants'".

DEN and NCR
-Maybe put an "OUT OF BUSINESS" at the slavers buildings after they are killed.

This is purely stuff for the add-on, I think.

Cheers,

-- The Haen.
 
Haenlomal said:
cosma_sebastian said:
VAULT CITY
-Melinda and Steve from the Greeting Office do not say anything(or do) if i open(lockpick) the lockers.

This, I think, is by design: Melinda is so apathetic (see her dialogue choices) and Steve is so clueless that I don't think they care if anyone steals from the lockers. It's not as if they have anything really that valuable to guard anyway. :wink:

Of course, it's up to killap to decide if this is a genuine bug, but to me, this is more along the lines of add-on material.
Well it could be a bug but only if you count partial integration a bug. (but that should be considered more a missing feature)

I took a look at this and the majority of the container watching scripting is in place for the two greeters. The only missing thing is the call to it in Melinda's and Steve's script. There still may be more of an issue though because even after adding this call, it does not work 100% correctly.

So it appears this feature was intended and either they forgot to finish it or they ran into the issue I am facing and just gave up. We shall see.
 
Hi, killap! My english is not good, but i hope that you will understand me :). In the random encounter VPAT_Strong_Slavers raider that using leather-jacket-blue-pants anim (like Ian in FO1) has in inventory H&K CAWS which he can't use in battle. So in the beginning of game you can easily get expensive and powerful weapon. Maybe it is better to change CAWS to 10mm SMG or Desert Eagle? Also Keeng Ra'at (Pinky) has 50/60 hps instead of 60/60.
And one question: how soon NPC armor mod for your great patch will be ready?
 
Ive been playing Fallout 2 again recently with your patch, Killap.

I have just arrived in Broken Hills and went to Barter with Bill. I noticed that everything he was selling was really cheap. Infact, so cheap that I could buy everything he has and sell it back to him for a nice profit (I wont do that though as I consider it lame).

Since ive only just arrived in town, its not like I have got a good reputation in Broken Hills that could reduce prices. I am a "Champion" though, dunno whether that affects prices. My Barter skill is currently 80% (im playing as ready-made PC, Chitsa).

Any chance of this bug being fixed?
 
bug?

After i install the killapA patch I never win anything in the dice game in Redding. (I did when i just had 1.2 installed ) Is this intentional?
 
Re: bug?

LOLJUNGE said:
After i install the killapA patch I never win anything in the dice game in Redding. (I did when i just had 1.2 installed ) Is this intentional?
Never heard of this one. Perhaps your gabling skill/luck is not high enough? Also, are you sure you have no patch000.dat files still sitting in your Fallout 2 directory.


@2 other previous posters.

I shall look into the issues you reported.
 
If I get both the implant enhancements before using the hintbook, my CH doesn't rise. I'm guessing this is YAEB just like the Jet antidote, but on the off chance it isn't... I can put up a save if you want.
 
Darth l33t said:
If I get both the implant enhancements before using the hintbook, my CH doesn't rise. I'm guessing this is YAEB just like the Jet antidote, but on the off chance it isn't... I can put up a save if you want.

Does YAEB = Yeah, Another Engine Bug? :D

It does sound like one. Increasing main character stats via scripts has never worked properly in Fallout 2 (or even 1 for that matter) Stat increases only work when the engine does it directly. So yeah, this sounds unfixable.
 
killap said:
Does YAEB = Yeah, Another Engine Bug? :D

I think it stands for "Yet Another Engine Bug" ;)

It does sound like one. Increasing main character stats via scripts has never worked properly in Fallout 2 (or even 1 for that matter) Stat increases only work when the engine does it directly. So yeah, this sounds unfixable.

But don't scripts do the stat raises when you use the BOS Computer for enhancements, and get Zeta-Scans both in San Francisco and the NCR? Or do these scripts call on low level engine functions?

Anyway, more bugs to plug:

Arroyo -- Spore Plants

They are referred to as "He". This should probably be "It". This applies elsewhere too. For example, floaters in random encounters are referred to as "He" instead of "It".


Arroyo -- Unending combat

If you attack anyone in Arroyo, then the player is stuck in combat mode until almost everyone is killed. (There are a couple of exceptions -- see the next problem.) The problem here is in the critter_p_proc procedure, with the following snippet of script:

Code:
   if (REP_ENEMY_ARROYO) then begin
       attack(dude_obj);
   end

This means that the critter will automatically trigger combat mode any time the player is anywhere on the same map....even if they are at totally different corners. There should probably be a obj_can_see_obj(self_obj,dude_obj) check thrown in there to prevent this from happening. Almost all Arroyo character scripts have this bug, except for Klint, Cameron, Smoke, and the Brahmin. A similar bug also exists with the turrets in Navarro, and a similar solution would work.


Arroyo -- Over-friendly Klint and Cameron

These two have the opposite problem from the above. Even if the player is hostile to Arroyo, and these two NPCs can see the player, they won't attack. They will only be hostile to the player if the player explicitly attacks them. One good side effect of this bug is that they won't trigger the Unending combat bug described above, but this is of course far from ideal....


Arroyo -- Dying Hakunin

There is a small typo in Hakunin's text. Line 261 has two instances of the word "my" in it. The second instance should be a "may" instead of "my".


Random Encounters -- Fast scrolling float text

This bug occurs with almost every single random encounter. It is well known if all remaining hostiles are somehow rendered unconscious (or incapacitated, in the case of non-organics), the player will exit combat mode. In random encounters, this causes float text to be generated and displayed at an amazing rate...almost faster than I can read and process them (and I read at 5000 words a minute, so that's saying something!) A check should probably be put in to see if the NPC is conscious before displaying float messages. Unconscious people should not be saying anything anyway. :)


San Francisco -- Matt, the BOS representative

It is possible to accept the quest to go looking for the VertiBird Plans for Matt, and yet have him ask you to help him out again when you next talk to him. This is how to reproduce this bug:

1) Talk to Matt, pick the line "Who are you guys?" and go through the dialogue choices necessary to accept his quest.
2) Once you have accepted, you will have the choice to leave the conversation or to "ask you a few more things." Pick the latter option.
3) You'll notice that you can ask "Who are you guys?" all over again, leading him to again offer the quest. This time, reject the quest. Exit the conversation.
4) Now, if you talk to Matt again, he'll ask if you have changed your mind about getting the quest, even though you have actually accepted the quest.

The solution here is to simply prevent Matt from offering the quest again once the player has accepted the quest.


San Francisco -- Tanker area

It's possible for NPCs to walk out the entrance foyer of the tanker. This creates funny situation such as NPCs seemingly walking in black nothingness. Placing some blocking hexes outside the foyer should prevent this.


Navarro -- Sergeant

Two minor text errors with this NPC.

1) When looking at him, he is a "gate guard". Perhaps "Drill Sergeant" or "Sergeant Dornan" would be more appropriate here. The text that needs modifying here would be 100, 101, and 102.
2) Line 137 -- "Sargent" should be "Sergeant", though I don't know if the mis-spelling is intentional (Line 137 is spoken by dumb characters only).

...more to come if I ever get around to playing the Den....

Cheers,

-- The Haen.
 
cosma_sebastian said:
Redding, Sheriff:
When i use Doctor skill on him(either i heal him or Lenny) i get an "error" on de message log and after that i get 50 xp.
See the pic below.
http://img283.imageshack.us/my.php?image=bug1ep1.jpg

Redding, Lou at Malamute Salon:
It is an "error" text on the first dialog screen.
The "error" i think it should be "Goodbye" or something.
See the pic below.
http://img283.imageshack.us/my.php?image=bug2pb9.jpg

Dammit. Yeah, it looks like I forgot to include the updated dialogue files to go with the corrections. My mistake. (and I always check this crap too!)
 
Two more things I forgot to add the last time:

Navarro -- Xarn

When you get the quest to "deal" with Xarn, you can resolve this quest in one of three different ways.

1) Free him using the Blue Key Card (1500xp)
2) Have Xarn join you as you try to bust him out by force (1500xp)
3) Do what the doctor wanted and kill Xarn (500xp)

The original intention was to get the xp reward of only one of the three above, but thanks to an incomplete conditional check, you can actually get all three. (Get Xarn to join you, then free him using blue card, but before he can get away, kill him.) There should probably be an additional conditional check for GVAR_NAVARRO_XARN = NAVARRO_XARN_FINISHED before awarding the xp to the player.

Navarro -- Floor Traps

Maybe it's just me, but the floor traps in the forest seem to be very easy to disarm. Given the damage they dish out and the area they are in, I think they should be harder to disarm. This may be bordering on add-on stuff though, so it's your call.

Cheers,

-- The Haen.
 
I was playing a minimally patched Fallout 2 to test the EPA mod and noticed that one of the traps outside Sierra Army Depot seemed have the ability to go off repeatedly. In front of the building with the howitzer there is a row of three traps, and it was the rightmost one. I seem to have a hazy memory of this coming up before but couldn't find anything about it by searching.
 
About Lenny's zip gun...
In its description it says its min. strength requirement is 3. But my character Chitsa has 3 strength (she's a jet addict) and gets a warning if she tries to use the gun, saying she cant use it properly. Maybe it's because Chitsa is a "One-hander" but the zip gun hasnt been classified as a one-handed gun?
 
Crowley said:
I was playing a minimally patched Fallout 2 to test the EPA mod and noticed that one of the traps outside Sierra Army Depot seemed have the ability to go off repeatedly. In front of the building with the howitzer there is a row of three traps, and it was the rightmost one. I seem to have a hazy memory of this coming up before but couldn't find anything about it by searching.
Hmm, I don't think it is that specific mine. It seems that if you set off a mine and it knocks you down, there are two explosion. The initial on that knocks you down and then another when you are lying on top of it. At least this is what I witness through some quick testing on all the mines at the Sierra Depot.


scowie said:
About Lenny's zip gun...
In its description it says its min. strength requirement is 3. But my character Chitsa has 3 strength (she's a jet addict) and gets a warning if she tries to use the gun, saying she cant use it properly. Maybe it's because Chitsa is a "One-hander" but the zip gun hasnt been classified as a one-handed gun?

Actually it seems the gun was defined to be used with ST 4 but the description said 3. The Fallout 2 weapon items list here says the ST of that gun should be 4, so the gun description in my patch was apparently incorrect. This has been fixed.
 
killap said:
Hmm, I don't think it is that specific mine. It seems that if you set off a mine and it knocks you down, there are two explosion. The initial on that knocks you down and then another when you are lying on top of it. At least this is what I witness through some quick testing on all the mines at the Sierra Depot.
That's not quite what I meant. As I remember, it happened like this: I disarm the mine. One of my NPCs walks on it, and for some reason it goes off. After a while an NPC walks on it again, setting it off a second time! And now I can't repeat that occurrence. Nevermind. Hard to do anything about one-off glitches like that.
 
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