Any stuff related to unofficial F2 patches goes in here!

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Just playing through Golgotha and found Sam Pritchard's grave, instead of getting the map I got a description of finding the location of SAD on his boot. Is this what's supposed to happen? I thought you got the location from the map, no?

UPDATE
I just talked to the old man by the slot machine and won the jackpot. Afterwards I got debugging/scripting messages in the window.

Further Update
1.) Cassidy's combat settings still reset.
2.) Cannot get items from "trash" on Golgotha.
3.) Myron will not reveal the location of the Golgotha stash even after mentioning it.
-Ryan P. Fialcowitz
 
And I was referring only to the random encounters when I said every time, as in every time I left the Cafe of Broken Dreams. But, here's a question, then: why is it I can leave my other party members at the Cafe without a problem? Aren't the car and trunk simply counted as NPCs as far as the game is concerned?
Yes, you can leave your party members anywhere, because you can directly order them to stay. Car is a different matter. It is mostly controlled by game engine than player. BIS scripters desided to force car_give_to_party procedure, because if player would allowed to leave car on some random encounter, car will disappear there forever. And probably they simply didn't want car to disappear and player to be angry because of it :).
 
Fixing the sheriff's leg is Redding produces the message: error.

Breaking the mutant haters out of prison and then talking to their boss gives you the quest to break them out, but since they're already out you cannot complete it.

When leaving a town the cursor is always to the right of the town and never on the town.
-Ryan P. Fialcowitz
 
Misc bugs

First i would thanks killap for its fantastic work:) It's really a great done. I have found some bugs :
* Klamath : If the player agreed to help Toor, then talk to the Dunton brothers and be agree to rustle the brahmins, then talk to Toor and make him runaway and THEN kill all radscorpions before talk back to the Dunton, they leave the map without reward the player.

* NRC : I was unable to go pass the Merk dialog line saying if i have kill Duffos (the guy who take care of cars in the NRC entrance), even if i have already kill him.
Planting a dynamite under the Hubologist for Merk still crash the game sometimes. Transfert a working dynamite on his inventory, then leaving the map before he explode doesn't trigger his death and thus Mek will not reward the player.

* Various instances where the player has no message for completing quests - Lynette and Westin delivering Holodisk, Dr Troy and all jet Quests for example.

* Vic :After accidently beating him, he became hostile but don't attack me nor leaving my party. I have no more access to his inventory or his combat settings. However he still follow me saying something like "it's enough" when i click on him.

I hope Killap still work on his patch because it's great.
 
Re: Misc bugs

A couple of people have said in the thread about the Megamod that Jo's inventory doesn't seem to be generating any new equipment. Is anybody else who is only using Killap's patch encountered this issue?

To Killap: I am using your latest version (August) of mcjo.int. I compared it to your last version (March), but it doesn't look like anything really significant is changed. Slight change to the map_enter code. Do you think there might be an issue located there? Or, maybe there is another issue. The script list mentions a script specifically for Jo's inventory box (mijobx.int), and it is even called for in the mcjo.int file. However, I could not find a locker anywhere on that map. Might that be the problem, or was that script rendered useless by some other code?
 
Yes, the "MacRae_Ptr == 0" message is annoying. But it disappears after Cassidy joins you :)
One more thing: In Navarro I can't fix K9. When I use motivator on K9 nothing happens.
 
Hey guys.

I have been swamped with work at the University, hence me not really responding to issues posted here.

I realize there are some debugging messages that I left in by mistake. Many apologies for that. I ALWAYS check for those, but I guess those just slipped by.

I should have a block of time this weekend to go through all the new issues that have been posted and hopefully get a release out by the end of next week.

Hang in there guys. :D
 
This question is for Killap or anyone else. I was wondering, will the *Killap.unofficialFO2patch_final-A* patch be compatible with future updated versions if there are any? Just asking because I dont want to spend hours on a Savegame and then have to restart because it's not compatible.
 
Cyane said:
This question is for Killap or anyone else. I was wondering, will the *Killap.unofficialFO2patch_final-A* patch be compatible with future updated versions if there are any? Just asking because I dont want to spend hours on a Savegame and then have to restart because it's not compatible.

There is no way to answer that. Read through some of the comments on the Megamod. Same thing. You might not want to spend hours playing through the game, just to restart later, but you might not have a choice, other than not to play or not to get the next version. It just depends on the nature of the changes. A lot of changes can be made and saved games will work fine. Then again, there are other files that, if modified in any way, will cause all games to be rendered useless.
 
MIB88 said:
Cyane said:
This question is for Killap or anyone else. I was wondering, will the *Killap.unofficialFO2patch_final-A* patch be compatible with future updated versions if there are any? Just asking because I dont want to spend hours on a Savegame and then have to restart because it's not compatible.

There is no way to answer that. Read through some of the comments on the Megamod. Same thing. You might not want to spend hours playing through the game, just to restart later, but you might not have a choice, other than not to play or not to get the next version. It just depends on the nature of the changes. A lot of changes can be made and saved games will work fine. Then again, there are other files that, if modified in any way, will cause all games to be rendered useless.

Yes, this is pretty much the answer.

It would be safe to say though that all future versions will be compatible (it has been this way for some time now anyway) since all major bugs (that would require a game restart to take effect) have been squashed. At the moment only minor and relatively moderate bugs are being reported and so far all are fixable without requiring a game restart. There is always the probability that someone will find someting that requires a game restart for the fix to take effect, but that is a chance you will have to take. Bug reports have been slow though, so it is safe to say that all major bugs (non engine ones) have already been dealt with. So go ahead and start a new game with the current patch.
 
Re: Misc bugs

MIB88 said:
A couple of people have said in the thread about the Megamod that Jo's inventory doesn't seem to be generating any new equipment. Is anybody else who is only using Killap's patch encountered this issue?

To Killap: I am using your latest version (August) of mcjo.int. I compared it to your last version (March), but it doesn't look like anything really significant is changed. Slight change to the map_enter code. Do you think there might be an issue located there? Or, maybe there is another issue. The script list mentions a script specifically for Jo's inventory box (mijobx.int), and it is even called for in the mcjo.int file. However, I could not find a locker anywhere on that map. Might that be the problem, or was that script rendered useless by some other code?

Disregard this. Jo's inventory works fine. I had been wondering if there were some other conditions to him adding to his inventory, and I found one that makes sense. His inventory will generate new equipment if Modoc becomes a thriving community. Figure it like this: if Modoc is still a struggling community, who will go there to trade? And why would Jo have more equipment?
 
Killap's patch - Westin force field

I know I'm probably beating a dead horse, because this has been mentioned before, and it's supposedly been fixed in the patch, but I installed killap's patch properly (version A, with 1.02 - removed patch000 from directory before installing), problem is, Westin's force field still won't go down. I've even cheated my way into his ranch (by pressing 5 on the NCR postcard map), but the force field won't go down from the inside either, effectively leaving me stuck.

And strangely, after installing killap's patch, patch000 was back in the directory (though I know without a doubt that it wasn't there when I installed killap's work)...I think this might have happened when I sent the game to the recycle bin and pulled it back out (long story), but the saves worked properly both before and after the recycle bin fiasco. However, they don't work now if I pull patch000 out. Am I just screwed as far as the Westin stuff goes, or is there some way for me to fix this issue (such as replacing the map files with working ones)? If I can't fix it, I'm just gonna leave Westin alone, but I like to be thorough when I can.

Oh, and for the sake of the search feature: forcefield force-field (damn non-standardized spelling!)

Edit: I'm also experiencing lock-up when I kill the Vorpal Rat - I can click around, click on buttons (they depress when clicked on), and scroll through the little message screen (can't think of its name), but I can't do anything else - no menus, ending combat (or turn), or anything. This only happens when I have run out of AP (I can kill the rat at the start of the turn and still move around). Any ideas? Did I somehow just install the patch wrong? The patch000 file in the folder seems to suggest that I messed up, but I know that I did what the readme says.

Edit again - Killed the rat with a critical to the eyes (one shot! I thought I was going to have to try forever), and no bugs this time. Still, kinda a bummer about the HHG locking the game up.
 
Here's an easy one for you, Killap. The Sheriff in Redding (rcmarion)has some missing dialog. It is only two lines worth, relating to when you fix his broken leg. The script calls for dialog lines 304 and 305, but those are not in his text (at least not the latest version of your work). It may have been in there once, but trust me, I know how it goes when sometimes the wrong file gets put in by mistake.
 
MIB88 said:
Here's an easy one for you, Killap. The Sheriff in Redding (rcmarion)has some missing dialog. It is only two lines worth, relating to when you fix his broken leg. The script calls for dialog lines 304 and 305, but those are not in his text (at least not the latest version of your work). It may have been in there once, but trust me, I know how it goes when sometimes the wrong file gets put in by mistake.

Yep, this has already been brought to my attention. It seems I was careless in the last release and forgot to include several text files as well as leaving in a couple debugging messages. Sigh...
 
Dave Handy problem

I'm using Killap's patch (see post above), and Dave Handy's dialogue is bugged. I would post this in the regular gameplay forum, but they don't take kindly to unofficial patches in there.

I can only talk to Dave about what he does, not who he is (so no mention of Vikki Goldman). I have been able to talk about who he is before, but it's gone now - I've actually talked about Vikki with him, but I can't mention it to her (I also had to rejoin the Hubologists just to talk normally to her - well, at least go through the conversation chain with her and juan, then AHS-7). In addition, after I ask Dave what he does, from then on, I have no dialogue options with him except to leave (which, regardless of what he says, is always "In no way, thanks"). This is screwing me over, because the Hubologists have the fuel, Badger's dead, Dr. Jing has his armor, the chem workstations have no option to divert fuel even when logged on (121% science, multiple attempts), and the emporer rightly recognizes that the Shi have no fuel. If Dave won't send the fuel over, I'm kinda screwed. Anyone know how to fix his convo bug?
 
Two minor things I don't know if they've been mentioned before:

1. If you edit Party.txt to give Sulik and Lenny the "None" weapon preference option, they can use grenades. Don't know if there's a particular reason why they shouldn't.

2. One of Myron's level up messages contains a "%" which looks as if it was really meant a percent sign (he refers to his skill values). However, the text parser apparently interprets it as a variable and prints some hex value in its place, and people have believed this was part of the joke. Don't know if there's a way to fix this, or if it should be fixed.
 
Finally got a period of time to work on the issues that have been posted. I will work through them this week. I have already started and a few I am unable to reproduce. Three of these are:

Code:
1) game crashed when having the mission to kill westin, i used the poison on him and then talked to felix and then exited the map. i tried this 3 times and all 3 times it crashed, i have not tried to use poison and exit the map without talking to felix. when i kill westin with stimpack and talked to felix and exited the map, it was fine. 
 
2) when witnessing the secret desert transaction by talking to the kids after handing them a handgun, it positioned me in the open area instead of behind the boxes. without giving them a handgun, it worked fine. 
 
3.) Westin's forcefields not going down.

I am unable to reproduce the ones above. Everything works as they should. (such as the Westin force fields) If someone is able to, please tell me exactly what you are doing.
 
when witnessing the secret desert transaction by talking to the kids after handing them a handgun, it positioned me in the open area instead of behind the boxes. without giving them a handgun, it worked fine.

i posted that one, i cant seem to reproduce that consistently either. must of been a very minor or extremely difficult to reproduce trigger and the coding associated is prob hidden between the lines. i guess we can ignore it.
 
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