Any stuff related to unofficial F2 patches goes in here!

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noodlesnspam said:
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.

It has happened multiple times then? It never happened to me the dozen times I've played through the game.



EDIT:

Added a few more items to the list of issues I have been unable to reproduce. See the previous page (for previous ones I think are not bugs) or look below for the most recent additions. If anyone can reproduce these bugs, please tell me the steps you take.

Also, a great amount of progress has occurred today. I have gone through every page of this thread since my last release and made a list of issues that have been reported. Of these issues I only down to about 3. Over a dozen bugs have been confirmed and fixed today with several others having already been fixed from work I did weeks ago.

If things keep going like this, a release should hopefully be making its way to everyone Friday.

Code:
2.) Cannot get items from "trash" on Golgotha. 
3.) Myron will not reveal the location of the Golgotha stash even after mentioning it.  
 
 
Fire geckos have Sam Prichard's map on their corpse as opposed to the skins.  
 
 
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.  
 
 
In Navarro I can't fix K9. When I use motivator on K9 nothing happens.

EDIT 2
Can I get some more information on the vorpal rat crash? So far there are two reports regarding this. I just looked through the scripts involved and nothing seems to be out of place. How many have experienced this bug and if so, how were you are to get it to happen?
 
Apologies for the double post, but this just makes things cleaner.

Well, new release is finally here everyone. What started out small turned into a release that packs a punch. 40+ fixes are included in this release. Some are minor typo fixes and others address deeper issues. Hopefully I fixed all the errors I left in the last release, so do post if you come across anything still broken or if you find anything new. Below is a list of what is fixed since my August release. Either grab the file from my sever or wait a few days until the admins get the hosted file updated.

Enjoy!!


Full list of corrections:
http://zcn.phix-it.com/fallout2/corrections.txt

Version A: (Includes previous official 1.02 fixes)
http://zcn.phix-it.com/fallout2/unofficialFO2patch_final-A.rar

Version B: (Does NOT include official 1.02 fixes)
http://zcn.phix-it.com/fallout2/unofficialFO2patch_final-B.rar


Code:
Changes since August 06:

• When Jack in NCR goes to jail, he is no longer armed. His gun was  going to a locker that did not exist, and thus his gun would never get removed.
• Talking to Phil the bartender in Broken Hills and choosing "Whats there to do around here" as a female character no longer makes him reply with "You look like a pretty burly guy."
• Buying the false citizen papers from Wallace and then turning him in no longer prevents you from ever becoming a real citizen.
• Town map for mining camp in Redding now correctly displays the name of "Mining Camp" instead of "Mine Entrance" which is what is displayed when you are in the entrance map to the Great Wanamingo Mine.
• Corrected an error in the end game script for New Reno regarding checks for the Jet antidote quests.
• The level 9-13 Mysterious Stranger loads a Hunting Rifle in one place where it should be a Shotgun.
• It can no longer take Rebecca years to repair he still.
• Corrected display message when looking at Rebecca's still.
• You no longer get double the xp for discovering the map on Sam Pritchard.
• Corrected an error in how the gang fight in Den occurs.
• Corrected several typos in Lara's script
• You no longer get xp incorrectly get xp for delivering Smitty's meal late. Also made it so that the variable is set to the correct state (failed) rather than finished. It is now possible to get a dialog line from Mom about her complaining that you delivered the meal late. At the same time, a bug was corrected here which caused this line to always be displayed.
• Corrected some typos in Metzger's text.
• Corrected some typos in Mom's text.
• Mom no longer reintroduces herself everytime you talk with her.
• Description of Zip gun has been changed to reflect that a ST of 4 is needed, rather than 3.
• Corrected an instance in several of Arroyo's scripts that could cause unending combat. (that is combat until everyone is killed)
• Correct a problem which caused Klint and Cameron to be over-friendly and never attack the player even if the entire map is hostile.
• Corrected a message error with Navarro's Sergeant
• Corrected a typo with Hakunin
• Corrected an incomplete conditional check with Xarn in Navarro that allowed the player to get xp in three different ways.
• Corrected an instance that would cause him to reask for help even after already accepting the quest.
• NPCs should no longer be able to walk out of the foyer of the tanker (and thus walk around parts of the map that are impossible to get to)
• Corrected typo with Maida in Klamath
• Klamath yellow dog no longer barks (happily) with red text.
• Corrected a speech check with the Dunton Brothers regarding confronting them about the bug scam.
• Correct typo with the Dunton brothers.
• Looking at Cameron no longer displays "warrior" instead of his actual name, "Cameron."
• Corrected typo with addicts in the Den.
• Corrected an error that could cause Chris in Navarro to end up in a looping dialouge.
• Corrected a script error that caused Dave to no longer display useful dialogue options (such as those regarding fuel)
• Telling Torr that you are not ready for his quest and then asking him again would cause him to no longer offer the quest. This is no longer the case.
• Killing Anna the ghost now sets her quest to failure.
• You can now install the fuel cell regulator yourself rather than having Smitty do it.
• Having Badger siphon the fuel from the Hobbologist to the tanker no longer sets the variable of successfully completing the quest to get fuel for the Hubbologists.  Instead the variable for filling the tanker is set.
• Time now passes when going from San Fran to the Enclave and back again. (1 day each way)  Before this happened instantaneously.
• Fixing the sheriff's leg no longer display's an error message.
• Using the slot machine of McGee in New Reno no longer displays debugging messages.
• Entering Vault city now longer displays "MacRae_Ptr == 0"
• Merk will now recognize the fact that you have killed Doofus when he tells you to go do it.
• If the player agreed to help Toor, then talk to the Dunton brothers and agree to rustle the brahmins, then talk to Toor and make him runaway and THEN kill all radscorpions before talking with the Duntons again, they leave the map without rewarding the player.  This is no longer the case.
• Edited party.txt so sulik and Lenny can now use grenades. Didn't seems like there was any reason that they should not have been able to do so before.  This has been tested with Sulin and he uses them just fine.  He is pretty good with them too.
• Fixed various instances where the player has no message for completing quests - Lynette and Westin delivering Holodisk, Dr Troy and all jet quests for example.
• It is now possible to get the combat implants using Combat Armor II and Brotherhood armor. Regular combat armor takes precedence.
• The overseer in Vortis' building should no longer attack the player when he is in the main room.
 
Maida says se instead of sw, so it seems I installed the patch correctly.

Kay found a few bugs already, when fighting ants in the temple of trials, it says 'lesser rat was killed' rather than ant (or whatever it was before). It also identifys them as lesser rats on mouseover. It does correctly register them as giant ant kills though. You also get a 'talk' option on mouseover.

Thus far, im getting a 'talk' icon for any mob I seem to encounter.

Also, in combat, when 'looking' at a corpse (not looting, just the binocular icon) it subtracts 3 from my total AP with each 'look'.

Completing the rustle the brahmin quest, my guard the brahmin quest isn't crossed off. Maidas dialog regarding torr taking off is working though.

Trying to tell Ardin about the duntins 'bugging' torr (after I convinced them to leave torr alone), gives an error, altho the dialog continues.

Me 'I think the duntins are rustling your brahmin. I just thought you should know ma'am.'

Ardin 'Error'

Me 'Error' (This is the only dialog option I have to choose at this point.)

Ardin 'I thought they were up to .... ' (rest of dialog seems to be fine)

Also, completing the guard the brahmin quest, torr isn't in town afterwards. Not sure if this is the way its supposed to be or not.
 
spaunen said:
Kay found a few bugs already, when fighting ants in the temple of trials, it says 'lesser rat was killed' rather than ant (or whatever it was before). It also identifys them as lesser rats on mouseover. It does correctly register them as giant ant kills though. You also get a 'talk' option on mouseover.
Interesting. I did change some of the naming in the scrname file. Many of the entries were blank and thus they would default to a generic name. Looking into this it seems that all the ants in the temple have the zclrat script assigned to them. And since the name slot was left blank for this, the default critter name (which is ant) showed up when you looked at them. I will address this.

spaunen said:
Thus far, im getting a 'talk' icon for any mob I seem to encounter.
"mob?" Mobster? Monster?

EDIT: I am not getting this. Do you have a save I can test?

spaunen said:
Also, in combat, when 'looking' at a corpse (not looting, just the binocular icon) it subtracts 3 from my total AP with each 'look'.
While in combat I assume? Well, never heard of this and definitely not something I changed. Perhaps it was always like this? I cannot remember.

EDIT: I don't seemt to have this issue.

spaunen said:
Completing the rustle the brahmin quest, my guard the brahmin quest isn't crossed off. Maidas dialog regarding torr taking off is working though.
Will investigate

EDIT: I just checked and it worked fine. What exactly are you doing here?

spaunen said:
Trying to tell Ardin about the duntins 'bugging' torr (after I convinced them to leave torr alone), gives an error, altho the dialog continues.
Ah, knew there was another text file I needed to include from previous releases....


spaunen said:
Also, completing the guard the brahmin quest, torr isn't in town afterwards. Not sure if this is the way its supposed to be or not.
This is intended behavior and it was always like this.

I will be quickly addresses these issues today, so expect a quick update soon.
 
Huh. Maybe I didn't install it correctly as you don't seem to be having the same issues I am. I extracted (using rar) all files to the filename you indicated in your readme (C:\Program Files\BlackIsle\Fallout2). Ill reinstall and see if im still having the same issues.

spaunen said:
Thus far, im getting a 'talk' icon for any mob I seem to encounter.
"mob?" Mobster? Monster?

"Thats just what we call, pillow talk baby. Thats all."

Heh sorry mob=monster/creature. Still PTSDing from my mudding days. :p

EDIT: I am not getting this. Do you have a save I can test?

Nope but I will save if it reoccurs on reinstall.

spaunen said:
Also, in combat, when 'looking' at a corpse (not looting, just the binocular icon) it subtracts 3 from my total AP with each 'look'.
While in combat I assume? Well, never heard of this and definitely not something I changed. Perhaps it was always like this? I cannot remember.

I don't recall it ever happening before. But my memory isn't the greatest. But yes actually during combat it occurs every time I hold the left mouse key until you get that 'chart' and scroll down to the binocular icon.

EDIT: I don't seemt to have this issue.

spaunen said:
Completing the rustle the brahmin quest, my guard the brahmin quest isn't crossed off. Maidas dialog regarding torr taking off is working though.
Will investigate

EDIT: I just checked and it worked fine. What exactly are you doing here?

Go to zone by talking to torr (not ever talking to duntins). Kill the scorp, talk to duntins and accept their quest, scare off torr, go back decline reward from duntins, leave map and in town was where I checked it.

Off to play tweak the puter!
 
Some stuff:
Klamath Rat Caves:
The molerats(and the little molerats) are named lesser rats(the Rat God is not).

Klamath:
The dialogs from town peoples about the rats, gost, Smiley the trapper are still active after i completed those quests.
 
cosma_sebastian said:
Klamath Rat Caves:
The molerats(and the little molerats) are named lesser rats(the Rat God is not).
Yes, I have gone back to an old version of the scrname.lst file. It seems these names were left blank for a reason. (ie the designers were using random scripts for the monsters you encounter.) This is corrected for the minor update coming out later today.


cosma_sebastian said:
Klamath:
The dialogs from town peoples about the rats, gost, Smiley the trapper are still active after i completed those quests.
You mean dialogue floats?

If so, only the trappers' dialogue should change after killing the rat god. Also, the other options are just part of the random cycle of text they go through. This can be considered a bug I suppose. More of an oversight by the developers, but still a bug. Not a high priority one though.


EDIT:

I have addressed the issues that have been posted since my release yesterday. One of the fixes deemed instant attention and so I am releasing this update. Fixes include:

Code:
• Many critters should no longer be labeled incorrectly. Like arroyo ants labeled as lesser rats, molerats labeled like lesser rats, etc. This was an error on my part since I did not fully test a change I made.
• Corrected an issue with Ardin's script in Klamath which would cause "error" to be displayed when talking about the Duntons.
• Having sex with trappers (in random encounters) now raises your sex status like it would if you had sex with any other NPC.
• Completing the rustle brahmin quest and refusing the reward no longer causes the guard brahmin quest to remain active.

Grab the updated files from the links a few posts up.

I will continue to fix issues as they are reported, but I just wanted to get this quick fix out before I head into 2 weeks of finals at the Uni.
 
killap said:
cosma_sebastian said:
Klamath:
The dialogs from town peoples about the rats, gost, Smiley the trapper are still active after i completed those quests.
You mean dialogue floats?

If so, only the trappers' dialogue should change after killing the rat god. Also, the other options are just part of the random cycle of text they go through. This can be considered a bug I suppose. More of an oversight by the developers, but still a bug. Not a high priority one though.

No not the dialogue floats, the dialogue where you ask about local information.......
 
killap said:
cosma_sebastian said:
No not the dialogue floats, the dialogue where you ask about local information.......

Who specifically?
Whiskey Bob, Bulletin Board, Sajag.

And something else:
When i ask Ardin B. about local news she is sending me to her daughter Maida B. and if i ask Maida B. she telling me to go talk whith her mother.
Is this a bug?
 
cosma_sebastian said:
Whiskey Bob, Bulletin Board, Sajag.
Got it.

cosma_sebastian said:
And something else:
When i ask Ardin B. about local news she is sending me to her daughter Maida B. and if i ask Maida B. she telling me to go talk whith her mother.
Is this a bug?
Heh, well that has been around forever. No bug there, just dialouge never written for this. Perhaps I will add this to my expansion project.
 
Okies, did reinstall and the two issues I reported didn't occur again. (look ap cost and the combat talk icon)

Something glitchy on my end I guess.

Thanks killap! Luck to you with finals (if you need it).
 
Correction: I guess im still getting the lose 3 aps when I look at a corpse in combat. However, testing it shows that it only works that way on a quick click (rather than the hold left button down select binoculars). So far its only happened with giant ants, but will test further. Looks like it only works for corpses without the hand icon (giant ants). Yup happened for the bot in klamath as well since nothing to loot.
 
killap said:
Well, new release is finally here everyone.

Great work. Comments:

Buying the false citizen papers from Wallace and then turning him in no longer prevents you from ever becoming a real citizen.

How does this happen? I looked at the scripts and couldn't find any apparent reason. Buying the false papers sets GVAR_VAULT_CITIZEN to CITIZEN_SKEEVE_GIVEN_FAKE, turning him in does nothing in particular, and later when you talk to McClure you become a citizen unless GVAR_VAULT_CITIZEN is already CITIZEN_REAL_CITIZEN or CITIZEN_CAPTAIN_GUARD, in which case you obviously don't need it.

Description of Zip gun has been changed to reflect that a ST of 4 is needed, rather than 3.

Z-zip Gun?

Corrected an error that could cause Chris in Navarro to end up in a looping dialouge.

Could you say where I should look for this?

Killing Anna the ghost now sets her quest to failure.

You couldn't make her unkillable?

You can now install the fuel cell regulator yourself rather than having Smitty do it.

Seems like an add-on thing. Didn't you have to make up some Repair difficulty?

Having Badger siphon the fuel from the Hobbologist to the tanker no longer sets the variable of successfully completing the quest to get fuel for the Hubbologists. Instead the variable for filling the tanker is set.

Interesting, I didn't know about this bug.

Also, I found two new bugs concerning Lloyd in New Reno. Firstly, the script calls set_lloyd_traps on at least two occasions when it seems it should be set_lloyd_run. Looking at your corrections file just now, I see you've already fixed that. Anyway, node 950 also contains a Sneak check that should be a Traps check.
 
When traveling on the map, I seem to almost always get an immediate encounter without hardly taking a 'step'. I mean, I could understand it occasionally, especially if I rested awhile. But most of the time? Gets very tedious. Hopefully this wasn't the way the game intended.
 
spaunen said:
When traveling on the map, I seem to almost always get an immediate encounter without hardly taking a 'step'. I mean, I could understand it occasionally, especially if I rested awhile. But most of the time? Gets very tedious. Hopefully this wasn't the way the game intended.

What is the speed of your computer? If you read the README file it says the patch comes with an improved exe file for faster computers. It allows for more random encounters to occur since this was lost with more modern CPUs.

EDIT: @ Per. I shall address your comments in a day or sorry. Sorry for the delay, but I have been busy with several things.
 
killap said:
What is the speed of your computer? If you read the README file it says the patch comes with an improved exe file for faster computers. It allows for more random encounters to occur since this was lost with more modern CPUs.

Yeah, ive noticed a big slowdown in traveling before I uploaded your patch (hardly had any encounters at all of course). So its definitely working. Just annoying that I have an encounter on the map, leave map to travel, take a step, another one! Gah!

Pent 4, 3Ghz, 1022 RAM
 
just copy the original (patched 1.02) Fallout.exe from your CD back into your fallout 2 folder. That would cancel out the frequent encounters I believe.

I not 100% sure though...
 
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