Any stuff related to unofficial F2 patches goes in here!

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Yes, I did use the address in the readme file. Didn't get a mailer daemon either. So I assumed that the mail got to you. Weird...
 
wolfsrain said:
Yes, I did use the address in the readme file. Didn't get a mailer daemon either. So I assumed that the mail got to you. Weird...

Hmm.. still nothing. Perhaps try again? Or maybe host it somewhere so that I can download it?
 
Just finished looking through the Redding caravan driver script files and came across something. Many users complained that the caravan drivers would not show up on their given days. Well, I finally sat down and looked through to see why this is the case. The reason is as follows. The Redding caravan drivers are set to appear in Redding every other month. Wade on the odd numbered months and Stanwell and Savinelli on the even numbered months. On the months they are not in Redding, they will be at their respected destinations waiting to head to Redding. My question is what should I change? Should I alter the text files to correspond to this or should I edit the scripts and make them appear in Redding every month?

On a similar note, it seems that Wade in Redding will never show up at the end of his caravan route (the one to Vault City). The reason for this is that his proto file was never added to the Vault City map and hence he will never make him self uninvisible at the right times. Did anyone notice that Wade was totally broken?
 
(Long timey, no posty)

I can say that I never noticed that Wade was börked.

As for the Redding caravans, I would say it's simpler (for us players) to have them show up every month.
 
I noticed, but I thought you had picked up on it, as you have like an all-encompassing eye when it comes to spotting bugs. So, does this mean that it will be fixed, and I will be able to get my cash the next time I do that caravan?
 
Nology5890 said:
I noticed, but I thought you had picked up on it, as you have like an all-encompassing eye when it comes to spotting bugs. So, does this mean that it will be fixed, and I will be able to get my cash the next time I do that caravan?
Heh, I wish I had an all seeing eye. Do remember, I am no longer searching for bugs and will only fix bugs that are reported. I just happened to be looking through all the caravan scripting and came across this bug with Wade. If you do spot something, please post. And yes, the problem with Wade will be fixed in the next update.

In addition, I fixed the glitch with the Vorpal rat encounter which caused the game to crash when killing the rat using the holy hand grenade.

Unkillable Cat said:
(Long timey, no posty)

I can say that I never noticed that Wade was börked.

As for the Redding caravans, I would say it's simpler (for us players) to have them show up every month.

It's good to hear from you again. Your bug reports in the past were quite helpful. Any more coming someday? ;)

As for your suggestion, I was thinking the same thing. I can understand by the original developers set up the scripting as they did, but it can be confusing for the players...
 
About the Vorpal Rat encounter. The funny thing is that I didn't had my game crashed, but I've also managed to kill the rat with my turbo plasma rifle. This wasn't right either...
 
wolfsrain said:
About the Vorpal Rat encounter. The funny thing is that I didn't had my game crashed, but I've also managed to kill the rat with my turbo plasma rifle. This wasn't right either...

On all the occassions that I've encountered the Vorpal Rat, it died before it could slaughter all the Knights (and then turn its attention to me) Reason? Critical hits due to the Knight's weapons.

killap: I'll return to the game sometime in the new year.
 
Eye shots seem to kill any rat, even those that are quote on quote closed quote: Immortal.

I killed the rat the same way, just had a wait for a while for it to actuallly die so I could gain the XP.
 
killap said:
Killing Anna the ghost now sets her quest to failure.
Per said:
You couldn't make her unkillable?
I did not attempt to.

Well, I think it would be a good idea if possible, though I'm not sure it is (since they didn't manage it with the Bridgekeeper or vorpal rat). Putting some instant healing in damage_p_proc will probably not help with instant kills. The Overseer in Fo1 is truly unkillable, but he has a unique creature type that doesn't allow for instant kills. In any case, wouldn't hurt to make it more difficult - up her resistances to 500% like the other "immortal" critters. She is supposed to be a ghost, after all.

killap said:
On a similar note, it seems that Wade in Redding will never show up at the end of his caravan route (the one to Vault City). The reason for this is that his proto file was never added to the Vault City map and hence he will never make him self uninvisible at the right times. Did anyone notice that Wade was totally broken?

I knew they were somewhat broken, but not that Wade was totally broken. Strange, I would have thought that I did it at least one successful run with each driver.

I looked through the newest corrections file and ended up with a bunch of questions, some of which relate to guide interest, some of which probably relate only to the corrections file itself. I may have asked some of these questions before, but if so I think they weren't answered.

Arroyo:
-------
• The Elder should no longer "forget" being mad at you.

Is this just that she sometimes has a different expression when you initiate dialogue than when you ended it? I think that's normal talking head behaviour. I couldn't find anything fishy looking at the script.

• If you complete Hakunin's quest before getting the bonus training from Cameron, you won't get the training. This has been corrected.

I did some testing and found out the trigger for this bug is actually talking to Hakunin at all. The two things are governed by local variables which shouldn't interfere at all! The scripts also have the correct number of local variables assigned. I'm curious: how did you identify the problem and what was the fix?

Klamath:
--------
• Unlocked dialogue options for Maida Buckner during the Torr rescue quest. (prevented by bad scripting before)
• Maida has dialogue to activate the quest of rescuing Torr (just like Ardin), but the variable was never set.

These two are the same thing?

• Fixed dialogue loop in Ardin’s script which prevented Rescue Torr quest from getting crossed off.

Couldn't identify this. I thought the quest was crossed off as soon as you left the canyon.

Den:
----
• Major dialogue fixes when talking to Rebecca about the death(s) of Fred and Derek.

Again, couldn't find what could be termed "major" problems, just one line that would be incorrectly displayed, and some redundant but not harmful resetting of quest variables. Is there anything that could actually mess up the quests (and thus be guideworthy)?

Redding:
--------
• You can now get a town reputation greater than or less than neutral.
• It is now possible to get all the town reps in Redding.

Same thing.

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

I'm pretty sure you can't lose infinite karma, since if you tell him to stop, he stops and there is no loop.

• Fixed issue of Randal charging you more if you fooled him with your fake citizenship papers. (I believe this is part of the same issue when he would charge you more if you were a real citizen, captain of the guard, etc)

You mean "less" both places where it says "more", right?

• Guard in the house at the left of main gate now has the correct script attached.

At first it seemed to me he has the right script, since he is outside the gates and therefore technically a courtyard guard, but when I clicked on him he didn't say anything. Is this because he checks which map he's on and bugs out if he's not on the actual courtyard map?

• Using the crowbar on the "stuck" doors should now work correctly.

What was the bug and the fix? I haven't been able to duplicate this or find anything in the script.

New Reno:
---------
• Salvatore no longer freaks out if you talk to him after he just gave you a mission. He now says the correct message of "Go see Mason."

Under which circumstances does this happen? I couldn't see any or trigger it in the game.

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

What is this, specifically? Anything significant or potentially perplexing?

Sierra Army Depot:
------------------
• Fixed a bug in a terminal on level 2 that could potentially crash the game.

Which and how?

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

Note there is also a typo for the $100 reward.

• Before you could only do one cattle run offered by Duppo in NCR (though he would say come back in a few months for another, nothing would ever come of this.) This has been corrected and every 6 months he offers another run.

This is a pretty big change, since it's a quest. A conservative fix would have been for him to say something that didn't sound like a direct invitation.

• Corrected a bug with Hubologist hard drive formatting. You could do it an infinite number of times and gain an infinite amount of karma.

Wrong location!

• You can no longer get the mutagenic serum from Dr. Henry if you already did that quest before.
• Completing the serum quest for Dr. Henry and talking to the robotic dog, but not taking it with you would reset the quest allowing you to redo it an infinite number of times. This is no longer the case.

Same thing?

• You can no longer have conversations with the sink at the entrance.

I'm pretty sure you never could, though, so this description is misleading.

• Geiger counter in the shelf behind the NCR guard in the house on the Bazar map is no longer turned on.

The funny thing is that the first time you click on it, you turn it on, even though it has the blinking animation.

San Francisco:
--------------
• Vikki and Juan: Should no longer be able to go through their scripted sequence multiple times.
• Should no longer be able to go through Vikki's & Juan's Hubologist initiation sequence multiple times.

Are these the same thing, and are you referring to the part where you get the holodisk? That's just a quick fadeout, so referring to it as a "scripted sequence" is misleading. As far as I can tell there's no way to get their zeta scan repeatedly.

• Fixed a dialogue error with the Hubologist's main computer.

Anything significant, or just incorrect line?

• Replaying the BOS bunker video sequence with NPCs in your party would cause them to appear inside the video thus complete mayhem would commence.
• Your party members will now be hidden when you watch the tape of Horrigan killing Matt.

Same thing?

• Killing all the Hubologists now sets the "get fuel for them" quest to failed.

Seems a bit arbitrary. Does that mean as long as one single grunt survives, then they're likely to make good use of the fuel and you deserve xp for that quest, but if you kill that one too, you don't? We know there are more Hubologists than the ones in the base. A more logical condition if you want one would be if all of Harry, Crockett, AHS-7 and AHS-9 are dead, leaving them without leadership and know-how. But it's still pretty arbitrary to cut short the fuel quest and disallow the xp, since even in the normal case, the reason for getting xp is not really connected to the fact that the fuel will ultimately be put to good use.

Raiders' Base:
--------------
• Corrected one mine which could only be seen after already stepping on it.

What is the actual bug? I could never figure out what made it special.

Vault 15:
---------
• You can no longer have conversations with the sinks on level 2.

See above. Also a bit redundant.

Enclave:
--------
• Horrigan should no longer be able to shoot through doorway/doors during the final fight scene.

I don't mind him shooting through doorways as long as they're open.

Navarro:
--------
• Talking to the gate guard as a dumb character would eventually make his talking head disappear. This is no longer the case.

I was unable to duplicate this. What must you say to him?

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.)

I'm pretty sure you cannot do the quest again after giving the watch to Cornelius, even with infinite watches. Unless I missed an option, the command used to activate the quest in dialogue (which is in modoc.h) doesn't reset it if you already completed it.

• ALL crashes (infinite fadeouts) have been fixed for the Grisham family. (if you lock the door to the room though, there are issues of Grisham's script crapping out.)

I tried this and got the message that you cannot lock the door.

Broken Hills:
-------------
• Chuck Stodgers will no longer freeze and stop responding/moving if his path is blocked when he is running away.

Do you also remove him from the map on map exit if he's already set to run away?

Misc:
-----
• You should no longer have conversations with sinks in the game - all random encounter traveler scripts have been removed from them

See above.

• Random traveler from the traveler encounter no longer marks the location of the sierra army depot when the description of the location given is clearly for the Milt base.

You should also note fixing the bug that she didn't give all her possible options in the first place.

• Fixed Cassidy and Marcus from forgetting combat settings. (NOT FULLY CONFIRMED)

I never heard of Marcus being bugged in that way that I can recall.

• Bug in Sir Robin's script that could potentially cause a freeze in the game if he was killed in combat? (not verified)

Well, what was the fix? Is his script different from the other knights?

• Corrected an instance when you could no longer get a ending for Gecko after fixing the plant.

Slightly misleading: it's not that you couldn't get one, but that you wouldn't get one if you stopped the quest at a certain point.

Map Fixes:
----------
• Various other map fixes to prevent walking through tables, desks, etc.
• Numerous map fixes: missing tiles, holes in walls, walking into tables, etc.

Pretty much the same thing?

And now for a li'l list of bugs that have been reported before but are not in the corrections file and a few I found recently myself:

* Bartering should if possible be disallowed for Festus in Gecko and Slim in Klamath, if you haven't already done so.
* It's always day at the SF bridge. It should be easy to make the area script call for outdoors lighting if you're on the ground elevation.
* If you threaten Henry in NCR and fail a Speech check he calls for the guards, but nothing happens.
* If you talk to a patrolling slaver guard in NCR from behind the fence, he thinks you're trespassing and the slavers turn hostile. There is already a check to see if they spot you within the compound, which should be applied to the dialogue as well.
* The stupid Ken Lee option to access the computer could be activated if you insert a ReactToLevel call or something of the like.
* When the big stone head kills you, you may slide off the map and go to the world map. It should kill you using some flag to inflict, say, plasma damage instead.
* Someone claimed that if you kill the Hubologist in NCR with explosives, it doesn't set the right variables. Not verified, and I'm pretty sure it has worked in the past, but just mentioning it.
* The stupid dialogue with the Navarro gate guard depending on whether you have a companion or not is inconsistent for no good reason. If I remember correctly, if you have a companion he'll tell you to go learn the password, and you can then do that, but if you're alone he'll tell you to stay away forever.

And a final question. There are some fixes in the list which I haven't noted down as being reported in this thread. Are they usually found by you, or have people reported them to you through other channels? In other words, if I add something to the guide, should I credit you, or let them go uncredited?

Note: You have some two weeks to answer these before I resume any work on the guide update. Of course you shouldn't feel rushed, but I'll tell people you're to blame for any delays. :twisted:
 
Wow, this was a long one. Well, here goes...


Per said:
killap said:
Killing Anna the ghost now sets her quest to failure.
Per said:
You couldn't make her unkillable?
I did not attempt to.

Well, I think it would be a good idea if possible, though I'm not sure it is (since they didn't manage it with the Bridgekeeper or vorpal rat). Putting some instant healing in damage_p_proc will probably not help with instant kills. The Overseer in Fo1 is truly unkillable, but he has a unique creature type that doesn't allow for instant kills. In any case, wouldn't hurt to make it more difficult - up her resistances to 500% like the other "immortal" critters. She is supposed to be a ghost, after all.

I shall look into it. I will probably take your advice and just up her resistances.

Per said:
killap said:
On a similar note, it seems that Wade in Redding will never show up at the end of his caravan route (the one to Vault City). The reason for this is that his proto file was never added to the Vault City map and hence he will never make him self uninvisible at the right times. Did anyone notice that Wade was totally broken?

I knew they were somewhat broken, but not that Wade was totally broken. Strange, I would have thought that I did it at least one successful run with each driver.
Actually I retract my previous statement about Wade. When I had looked at the map, I only saw the Chad proto near the gates. Since I had never done the Wade caravan, I assumed that Wade should also be standing outside to give you your money. More recently, I looked inside the information office and I see that Wade is in fact standing in there. I was not aware of this. So Wade is in fact there and it is now possible to get the caravan run money from him.

I am not sure if you note in your guide that Wade is standing in the information building, but I would consider doing so since one may not expect this.

Also, I was curious on your opinion on something I had mentioned a few posts back.

“The Redding caravan drivers are set to appear in Redding every other month. Wade on the odd numbered months and Stanwell and Savinelli on the even numbered months. On the months they are not in Redding, they will be at their respected destinations waiting to head to Redding.”

Should I leave it like it is or should I make them appear in Redding every month?


Per said:
Arroyo:
-------
• The Elder should no longer "forget" being mad at you.

Is this just that she sometimes has a different expression when you initiate dialogue than when you ended it? I think that's normal talking head behaviour. I couldn't find anything fishy looking at the script.

Yes. Before if you pissed her off to a point where she was glaring and then closed and reentered dialogue, she would be smiling again.

Per said:
• If you complete Hakunin's quest before getting the bonus training from Cameron, you won't get the training. This has been corrected.

I did some testing and found out the trigger for this bug is actually talking to Hakunin at all. The two things are governed by local variables which shouldn't interfere at all! The scripts also have the correct number of local variables assigned. I'm curious: how did you identify the problem and what was the fix?
Hmm, yes this issue. Well actually Cameron (ACTemVil.int) did not have enough local variables assigned to him. He only had 16 in the script.lst file and there needs to always be 1 more than those defined in the actual script. As for how I found out this issue was somehow connected to Hakunin….I am not sure at the moment. I believe I just did Hakunin’s quest and then noticed I couldn’t get training. Went back and noticed I got training without doing his quest. Looking at the scripts at the changes I made I see nothing changed in either of their scripts regarding this. The only changed I made was adding an additional local variable. I remember this issue no longer occurring after I made this change several patches ago and I don’t think anyone has reported differently. I think I will have to go back and test this again at some point because I really do remember that Hakunin’s quest was somehow related to Cameron breaking. At the moment, it doesn’t make any sense though.

Per said:
Klamath:
--------
• Unlocked dialogue options for Maida Buckner during the Torr rescue quest. (prevented by bad scripting before)
• Maida has dialogue to activate the quest of rescuing Torr (just like Ardin), but the variable was never set.

These two are the same thing?
Yes, I think those two are the one and the same. Sometimes I accidentally add corrections to my corrections list. I shall remove the extra one here and all the others you mentioned.


Per said:
• Fixed dialogue loop in Ardin’s script which prevented Rescue Torr quest from getting crossed off.

Couldn't identify this. I thought the quest was crossed off as soon as you left the canyon.

Actually, I need to correct this since what I wrote is not entirely correct. What I meant to say was getting set to “failed.” If Torr died, she would always say the same thing to you and never set a variable to go to a different dialogue node nor would the quest to rescue Torr be crossed out. The quest is indeed set to done (crossed out) when you rescue him from the canyon.

Per said:
Den:
----
• Major dialogue fixes when talking to Rebecca about the death(s) of Fred and Derek.

Again, couldn't find what could be termed "major" problems, just one line that would be incorrectly displayed, and some redundant but not harmful resetting of quest variables. Is there anything that could actually mess up the quests (and thus be guideworthy)?
Actually there were indeed major flaws here. The setting of “off_becky_work” and the other quest related variables were indeed the culprits. I wish questions like this were asked earlier (when I had fixed the issue), but I shall do my best to remember the exact problem…Quickly looking through the script files I am beginning to remember what I corrected. The problem was that if Fred died, you were unable to get the next quest of obtaining the book from Derek. And if Derek died, she would always ask you how the book quest is coming and as well as the quest never getting crossed off. Look at nodes 987 and 986 if you are curious. I actually plan to release all my source files soon so hopefully that will make things easier for people.

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

I'm pretty sure you can't lose infinite karma, since if you tell him to stop, he stops and there is no loop.
Looking at the script, you are correct. I shall make that correction to the text file.

Per said:
• Fixed issue of Randal charging you more if you fooled him with your fake citizenship papers. (I believe this is part of the same issue when he would charge you more if you were a real citizen, captain of the guard, etc)

You mean "less" both places where it says "more", right?
Yes, I do in fact mean less. I shall correct that.


Per said:
• Guard in the house at the left of main gate now has the correct script attached.

At first it seemed to me he has the right script, since he is outside the gates and therefore technically a courtyard guard, but when I clicked on him he didn't say anything. Is this because he checks which map he's on and bugs out if he's not on the actual courtyard map?

Yes, his script does check what map he is own and since it see was using a courtyard script he would bug out since he is not in the courtyard.

Per said:
• Using the crowbar on the "stuck" doors should now work correctly.

What was the bug and the fix? I haven't been able to duplicate this or find anything in the script.
Ah yes, this issue…. Well this one never made any sense and still doesn’t. I spent a long time staring at that script making a few tweaks here and there with no results. I then just rewrote part of the code which handled the opening of the door. It works now and no one has reported otherwise. I even just tested it a few minutes ago and all the doors acted as they should.

Per said:
New Reno:
---------
• Salvatore no longer freaks out if you talk to him after he just gave you a mission. He now says the correct message of "Go see Mason."

Under which circumstances does this happen? I couldn't see any or trigger it in the game.
Take a quest from him. In the dialogue window he will tell you to go talk to Mason about more details. The dialogue window will then close. Click on him again and dialogue will start again but this time Salvatore will be freaking out and sound the alarm. The reason for this is that the game checks if you have permission to talk with him. You don’t anymore since this variable was reset at some point. I moved some of the checks around so that if you click on him again he will tell you go to Mason for details rather than instantly sounding the alarm.

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

What is this, specifically? Anything significant or potentially perplexing?
Actually, yes. Again, it has been awhile but if I remember correctly if you got your car back, went to Newo Reno (first map) with it, and then went back to the shop on foot, your car would still be there. At this point your car would be present in both places. Looking at the script this seems to be the correction I had made.

Per said:
Sierra Army Depot:
------------------
• Fixed a bug in a terminal on level 2 that could potentially crash the game.

Which and how?
Hmm… I think I was referring to an issue with the message file. This was due to an error on my part. If that is not it, then perhaps it had something to do with a fix I got from Seraph. The terminal in question is the one with the penpal letter; the one that controls the shock plates. Looking at the script, I see Seraph made a few changes regarding how messages were displayed, they were not done correctly before. Perhaps a crash was possible before these corrections were in place…I do not remember though.

Per said:
NCR:
----
• Nording will now say he gives you $50 instead of $500 if you fail - (Caravan runs)

Note there is also a typo for the $100 reward.
As in he gave more/said he would give more? I just looked at the script and text file and he says he will give 100 and he does in fact give this amount. I may have made a correction to the text file and never made note of this. The issue was in the text file, yes?

Per said:
• Before you could only do one cattle run offered by Duppo in NCR (though he would say come back in a few months for another, nothing would ever come of this.) This has been corrected and every 6 months he offers another run.

This is a pretty big change, since it's a quest. A conservative fix would have been for him to say something that didn't sound like a direct invitation.
Actually, yes you are right and a few others have mentioned this. I suppose the only reason I did this was pressure from a few users and the fact that it seemed he wanted to give you another run. I shall reconsider how I did this.


Per said:
• You can no longer get the mutagenic serum from Dr. Henry if you already did that quest before.
• Completing the serum quest for Dr. Henry and talking to the robotic dog, but not taking it with you would reset the quest allowing you to redo it an infinite number of times. This is no longer the case.

Same thing?
Yes.

Per said:
• You can no longer have conversations with the sink at the entrance.

I'm pretty sure you never could, though, so this description is misleading.
About the conversations with sinks. For some reason I remember at some point being about to talk with a sink. Either this was in the Sierra army depot or some other location. In any case, these sinks did in fact have scripts attached to them; the traveler script. I had gone through the game and removed these scripts from sinks. Some sinks in New Reno even had them.

Per said:
San Francisco:
--------------
• Vikki and Juan: Should no longer be able to go through their scripted sequence multiple times.
• Should no longer be able to go through Vikki's & Juan's Hubologist initiation sequence multiple times.

Are these the same thing, and are you referring to the part where you get the holodisk? That's just a quick fadeout, so referring to it as a "scripted sequence" is misleading. As far as I can tell there's no way to get their zeta scan repeatedly.
This is the point where they exchange dialogue between each other. If you left before it ended you would have to here it again. I even think it could cause their scripts to bug out and not respond any more.

Per said:
• Fixed a dialogue error with the Hubologist's main computer.

Anything significant, or just incorrect line?
Yes, just incorrect lines, two in fact.

The dialogue options were off by 1 and hence pointed to a reply message and an incorrect dialogue choice.

Per said:
• Replaying the BOS bunker video sequence with NPCs in your party would cause them to appear inside the video thus complete mayhem would commence.
• Your party members will now be hidden when you watch the tape of Horrigan killing Matt.

Same thing?
Yes

Per said:
• Killing all the Hubologists now sets the "get fuel for them" quest to failed.

Seems a bit arbitrary. Does that mean as long as one single grunt survives, then they're likely to make good use of the fuel and you deserve xp for that quest, but if you kill that one too, you don't? We know there are more Hubologists than the ones in the base. A more logical condition if you want one would be if all of Harry, Crockett, AHS-7 and AHS-9 are dead, leaving them without leadership and know-how. But it's still pretty arbitrary to cut short the fuel quest and disallow the xp, since even in the normal case, the reason for getting xp is not really connected to the fact that the fuel will ultimately be put to good use.
Actually I need to alter how I said this. The quest is only set to failed if AHS-9 is killed. I guess I had assumed that if you are killing him, everyone else is going to die as well. I need to alter the description to this. Also, I just realized that killing him with a stimpack/bomb will also do the same thing. Perhaps I should add this variable setting to the other leaders you mentioned…

Per said:
Raiders' Base:
--------------
• Corrected one mine which could only be seen after already stepping on it.

What is the actual bug? I could never figure out what made it special.
I have no idea what caused this issue or the issue with mines on the Navarro map. All I did was remove the mine and then place it again on the map. Now it behaves like the other mines.

Per said:
Enclave:
--------
• Horrigan should no longer be able to shoot through doorway/doors during the final fight scene.

I don't mind him shooting through doorways as long as they're open.

The issue was that he could shoot through CLOSED doors. There was no blocker on the side of the door and hence he and the player, if finding just the right spot, could shoot through the door.


Per said:
Navarro:
--------
• Talking to the gate guard as a dumb character would eventually make his talking head disappear. This is no longer the case.

I was unable to duplicate this. What must you say to him?
The issue was with one of the graphic files which I had to redo the lip syncing to. (a painful task I might add) This issue was reported by Skynet

Here is the post by Skynet:

You must be a dumb character. Talk to the Gate Guard of Navarro. While he says "Nobody gets... Damn. (slowly) Need pass get inside. You no got pass. You go away. You no go away, you get hurt. Understand?", his head disappears. His head reappears when he says the "Understand" line.

Per said:
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.)

I'm pretty sure you cannot do the quest again after giving the watch to Cornelius, even with infinite watches. Unless I missed an option, the command used to activate the quest in dialogue (which is in modoc.h) doesn't reset it if you already completed it.
I am most certain the quest can be obtained again and again. I believe the culprit was line 162 – “You need some serious help old man” Saying this made Cornelius reactive the quest. Please double check this though and correct me if I am wrong. I just quickly looked through the script and the corrections I made revolved around that dialogue line. I also remember running into that bug and being able to reproduce it….

Per said:
• ALL crashes (infinite fadeouts) have been fixed for the Grisham family. (if you lock the door to the room though, there are issues of Grisham's script crapping out.)

I tried this and got the message that you cannot lock the door.
Yes, I need to edit that correction line. At the time of me writing that, I did not add the check on the door. It is now no longer possible to lock the door to the room since if you did, the game would crash when Grisham tried to come in.

Per said:
Broken Hills:
-------------
• Chuck Stodgers will no longer freeze and stop responding/moving if his path is blocked when he is running away.

Do you also remove him from the map on map exit if he's already set to run away?
No. If you came back in he would still be there but his script would keeping telling him to make it to the exit. This was dumb on my part since if you come back years later he is still trying to make it to the exit. I will edit the script so he is fully removed on map exit.

Per said:
• Random traveler from the traveler encounter no longer marks the location of the sierra army depot when the description of the location given is clearly for the Milt base.

You should also note fixing the bug that she didn't give all her possible options in the first place.
Ok.

Per said:
• Fixed Cassidy and Marcus from forgetting combat settings. (NOT FULLY CONFIRMED)

I never heard of Marcus being bugged in that way that I can recall.
Well, both Cassidy and Marcus had different combat control coding than all the other recruitable NPCs. Since Cassidy was known to forget his settings, I assumed that perhaps Marcus also suffered from this in some way. I altered both their scripts to do combat settings like the others. It has been reported that Cassidy still forgets his settings, so this doesn’t seem to be the cause..

Per said:
• Bug in Sir Robin's script that could potentially cause a freeze in the game if he was killed in combat? (not verified)

Well, what was the fix? Is his script different from the other knights?
Well in his death procedure he would set i_robin_obj to self_obj. All the other knights set theirs to -1. I just corrected this in his script. It doesn’t really affect anything that I know of so I don’t think a crash could come about from this. Right?

Per said:
Map Fixes:
----------
• Various other map fixes to prevent walking through tables, desks, etc.
• Numerous map fixes: missing tiles, holes in walls, walking into tables, etc.

Pretty much the same thing?
Yes.

Per said:
And now for a li'l list of bugs that have been reported before but are not in the corrections file and a few I found recently myself:
I shall look into all the issues you posted

Per said:
* It's always day at the SF bridge. It should be easy to make the area script call for outdoors lighting if you're on the ground elevation.

This was corrected in an earlier version of my patch. Is it not working or did I forget to mention it in the corrections list?

Per said:
And a final question. There are some fixes in the list which I haven't noted down as being reported in this thread. Are they usually found by you, or have people reported them to you through other channels? In other words, if I add something to the guide, should I credit you, or let them go uncredited?
Any bug which is not mentioned in this thread is found by me. I do get some lists via e-mail but they usually duplicates.


----------
EDIT
-----------

Some questions regarding your lil bug list

The stupid Ken Lee option to access the computer could be activated if you insert a ReactToLevel call or something of the like.
Well, adding ReactToLevel at the start of the map or anywhere in the script for that matter won't do anything, right? No where does Ken's reaction get altered in his script, so how is it possible to get a reaction over neutral?

When the big stone head kills you, you may slide off the map and go to the world map. It should kill you using some flag to inflict, say, plasma damage instead.
I just looked at the script and saw that he inflicts 40000 damage to the player. I used a test script and did this much damage to my character. I died a horrible death, but I never slid. (it was the death animation where your body parts are blown off) This happened everytime I tried this. With that much damage, you should always be getting the "insta death" animation and never slide. Either way, I suppose I could change the damage to plasma.

The stupid dialogue with the Navarro gate guard depending on whether you have a companion or not is inconsistent for no good reason. If I remember correctly, if you have a companion he'll tell you to go learn the password, and you can then do that, but if you're alone he'll tell you to stay away forever.
Hmm. I was not able to find anything wrong with the script. Can you perhaps be more specific?
 
Hey dude! I was playing Fallout 2 a hour ago using Killap, and I found two very strange bugs on The Den:

The first bug was related to the car: Simply put, it DISAPEARED from Smith's junkyard, EXCEPT the trunk, that is all okay.

The second bug is related to the Slave Runs:
When a slaver gets killed by one of the agressive slaves, the bastard just REFUSES to die and get back on his feet AGAIN, but still like someone dead. Soon after, the game tottaly crap out and here the three magic keys* have to get in action.
I thought that this was fixed by the 1.02 patch.

* three magic keys means Ctrl + Alt + Del

Thank you.
Slaughter Manslaught.
 
Um, yes, both of those are 1.00 bugs. You must have failed at installing the patch.
 
Slaughter Manslaught said:
Sure? I installed the killap patch with 1.02 and all that.

Wait...you installed both? Did you read the readme file that came with the patch? If you have 1.0 then you install version A of my patch AND nothing else. If your game comes with 1.02, check and see if you have a patch000.dat. If you do, then you MUST delete the patch000.dat and install version A of my patch. If you game is 1.02 but does not include a patch000.dat then you install version B of my patch. This is a rare case though.
 
Thanks fer the instructions, dude. I'll do that, awww, a shame that I'll have to install it again. My evil character was going around SO cool! But I'll do that and get to kickassing soon.

And, by the way: Killap does have any problems with Miria mod? I mean, i'm playing evil, so I think I need ANOTHER NPC, 'cause seeing Vic and Myron being R@%#& on the @ss by bounty hunters is very frustrating. Bessides, I need someone bessides Vic that can dish out some heavy damage.
 
When the big stone head kills you, you may slide off the map and go to the world map. It should kill you using some flag to inflict, say, plasma damage instead.

I just looked at the script and saw that he inflicts 40000 damage to the player. I used a test script and did this much damage to my character. I died a horrible death, but I never slid. (it was the death animation where your body parts are blown off) This happened everytime I tried this. With that much damage, you should always be getting the "insta death" animation and never slide. Either way, I suppose I could change the damage to plasma.

What if you turn off all the blood and violence in the Options menu? Did you test it that way?
 
I am not sure if you note in your guide that Wade is standing in the information building, but I would consider doing so since one may not expect this.

It is noted at the start of the VC section, but not in the caravan section.

Should I leave it like it is or should I make them appear in Redding every month?

On the one hand everyone says they leave every month, on the other hand it's unrealistic that they could always make the round trip in less than a month, especially for the NCR caravan. Making them appear every month makes less sense, but requires less change.

Yes. Before if you pissed her off to a point where she was glaring and then closed and reentered dialogue, she would be smiling again.

Maybe she's trying really hard to seem encouraging...

Anyway, I think heads just work like that. If you pick a bad line, they go to their sour expression regardless of their current reaction level. When you re-enter dialogue, the reaction level is what is remembered, not the last expression. I mean, there wasn't a reaction bug for the Elder that isn't shared by the other talking heads, or was there?

Hmm, yes this issue. Well actually Cameron (ACTemVil.int) did not have enough local variables assigned to him. He only had 16 in the script.lst file and there needs to always be 1 more than those defined in the actual script. As for how I found out this issue was somehow connected to Hakunin….I am not sure at the moment.

According to my notes, it was reported by Frank Horrigan (possibly by email). I can't see any other possible cause than local variables clashing in memory.

The problem was that if Fred died, you were unable to get the next quest of obtaining the book from Derek. And if Derek died, she would always ask you how the book quest is coming and as well as the quest never getting crossed off.

I thought the script was keeping the quests open on purpose because you don't actually need Fred or Derek to be alive to finish them (after you talk to Fred anyway). In your current fix, if you kill Derek and say so, then you can't get the option to return the book even if you have it?

Take a quest from him. In the dialogue window he will tell you to go talk to Mason about more details. The dialogue window will then close. Click on him again and dialogue will start again but this time Salvatore will be freaking out and sound the alarm.

The "Go see Mason" float worked when I tested it, and I couldn't see anything wrong in the script. Will have to take a closer look.

Again, it has been awhile but if I remember correctly if you got your car back, went to Newo Reno (first map) with it, and then went back to the shop on foot, your car would still be there. At this point your car would be present in both places.

Well, that is guideworthy.

Hmm… I think I was referring to an issue with the message file. This was due to an error on my part. If that is not it, then perhaps it had something to do with a fix I got from Seraph.

I'll just assume it was a problem with the previous fix, then.

As in he gave more/said he would give more? I just looked at the script and text file and he says he will give 100 and he does in fact give this amount. I may have made a correction to the text file and never made note of this. The issue was in the text file, yes?

Yeah, he says 1000 instead of 100 originally.

About the conversations with sinks. For some reason I remember at some point being about to talk with a sink. Either this was in the Sierra army depot or some other location. In any case, these sinks did in fact have scripts attached to them; the traveler script.

Yes, I think I was the one who reported it. But as I said, it just seems impossible that you could actually access the talk_p_proc.

This is the point where they exchange dialogue between each other. If you left before it ended you would have to here it again. I even think it could cause their scripts to bug out and not respond any more.

The original bug was that they would be unresponsive, not that they would do it again. It's a bit confusing if the corrections file doesn't distinguish between fixes of original bugs and bugs in previous versions of the fixpack.

I am most certain the quest can be obtained again and again. I believe the culprit was line 162 – “You need some serious help old man” Saying this made Cornelius reactive the quest. Please double check this though and correct me if I am wrong.

I'll have to look at it again, but in the original script, set_cornelius_seed_active does something like "if cornelius_seed < finished then cornelius_seed==active", and this is what the "need help" line calls. My guide notes you can finish the quest twice but no more, so this is something I've looked into before.

Yes, I need to edit that correction line. At the time of me writing that, I did not add the check on the door. It is now no longer possible to lock the door to the room since if you did, the game would crash when Grisham tried to come in.

Well, at least Miria's door simply cannot be locked anyway. I'll take a closer look later.

Well in his death procedure he would set i_robin_obj to self_obj. All the other knights set theirs to -1. I just corrected this in his script. It doesn’t really affect anything that I know of so I don’t think a crash could come about from this. Right?

No idea, but looks like a bug in any case.

Per said:
* It's always day at the SF bridge.
This was corrected in an earlier version of my patch. Is it not working or did I forget to mention it in the corrections list?

The latter.

Well, adding ReactToLevel at the start of the map or anywhere in the script for that matter won't do anything, right? No where does Ken's reaction get altered in his script, so how is it possible to get a reaction over neutral?

The major bug with the reaction code is that it sets a numeric reaction value, but doesn't translate this into one of the discrete reaction levels. In Fo1, there was a ReactToLevel call after each GetReaction, in Fo2 it's not there. Inserting it in talk_p_proc after the GetReaction bit should do the trick. He will still have (or should have) his initial reaction based on karma, CH, reputations and so on.

I just looked at the script and saw that he inflicts 40000 damage to the player. I used a test script and did this much damage to my character. I died a horrible death, but I never slid.

It may very well be that I had the violence turned down, in which case a different damage type might not make a difference. Is there a "do_not_slide" flag by any chance?

The stupid dialogue with the Navarro gate guard
Hmm. I was not able to find anything wrong with the script. Can you perhaps be more specific?

Now I'm not sure there actually was a problem. I remember I thought I found one, but I haven't actually noted anything down, which may mean I later realized it wasn't a problem after all. I'll get back to you on that later.
 
Per said:
Should I leave it like it is or should I make them appear in Redding every month?

On the one hand everyone says they leave every month, on the other hand it's unrealistic that they could always make the round trip in less than a month, especially for the NCR caravan. Making them appear every month makes less sense, but requires less change.
I agree that it wouldn't make sense for them to be back in Redding every month. I will leave it as is and make a small change to the text file of the caravan guy in Redding. The one who is in his "castle" and tells you drivers are usually there every month.

Per said:
Yes. Before if you pissed her off to a point where she was glaring and then closed and reentered dialogue, she would be smiling again.

Maybe she's trying really hard to seem encouraging...

Anyway, I think heads just work like that. If you pick a bad line, they go to their sour expression regardless of their current reaction level. When you re-enter dialogue, the reaction level is what is remembered, not the last expression. I mean, there wasn't a reaction bug for the Elder that isn't shared by the other talking heads, or was there?

Hmm, ok this is odd. I just did some testing again and reverting the elder to her original script makes her act the same as if she had my "reaction fix." So apparently this fix does nothing. I don't consider it a fix anymore now that I look at it though. (I am getting wiser here and am beginning to notice problems with old fixes of mine. Wish I knew what I know now then....) What is strange is I could swear the Elder really did forget being mad at you. (meaning you would never get sent to the correct node since the reaction levels were not right) In her script the Elder had such lines as this

Code:
 else if (local_var(LVAR_reaction_level) < REACTION_LEVEL_NEUTRAL) then begin

When I was originally working on Fallout about 2 years ago, I thought this was a bugged statement and it should read

Code:
 else if (local_var(LVAR_reaction_level) < REACTION_NEUTRAL) then begin

Now that I have gone through more of these scripts I am finding that using REACTION_LEVEL_NEUTRAL is correct when used with LVAR_reaction_level and REACTION_NEUTRAL should only be used with LVAR_reaction. Am I correct in my understanding of this??

There are a few scripts, however, that seem to use LVAR_reaction rather than LVAR_reaction_level. Only about 5 though. Should this be corrected and made to use LVAR_reaction_level. Doesn't seem necessary though since these values (when using the correct variable) should should essentially mean the same thing, yes?

On the same note, there are about 3 scripts that use LVAR_reaction_level and REACTION_NEUTRAL together (while others seem to use REACTION_LEVEL_NEUTRAL) Is this a bug then?

In addition, I have come across something interesting...

Adding the ReactToLevel after the GetReaction call in Ken Lee's script did nothing to help. In fact, it made things worse and Ken would now display meaner reply messages than he did before. (despite my high CH and things) Dumb characters were also still unable to get anywhere with him.

I then proceed to look at the ReactToLevel macro and see what it does. Here is the original code


Code:
/* Reaction Level */  
#define REACTION_LEVEL_ABYSMAL          (-4)  
#define REACTION_LEVEL_HORRIBLE         (-3)  
#define REACTION_LEVEL_BAD              (-2)  
#define REACTION_LEVEL_POOR             (-1)  
#define REACTION_LEVEL_NEUTRAL          (0)  
#define REACTION_LEVEL_DECENT           (1)  
#define REACTION_LEVEL_GOOD             (2)  
#define REACTION_LEVEL_GREAT            (3)  
#define REACTION_LEVEL_EXCELLENT        (4)  
  
/* Reaction Value Min */  
#define REACTION_BOTTOM                 (-100)  
#define REACTION_ABYSMAL                (-75)  
#define REACTION_HORRIBLE               (-50)  
#define REACTION_BAD                    (-25)  
#define REACTION_POOR                   (-10)  
#define REACTION_NEUTRAL                (0)  
#define REACTION_DECENT                 (10)  
#define REACTION_GOOD                   (25)  
#define REACTION_GREAT                  (50)  
#define REACTION_EXCELLENT              (75)  
#define REACTION_TOP                    (100)


Code:
#define ReactToLevel                      
if (local_var(LVAR_reaction) <= REACTION_ABYSMAL) then                       
  set_local_var(LVAR_reaction_level,REACTION_LEVEL_ABYSMAL);                   
else if (local_var(LVAR_reaction) <= REACTION_HORRIBLE) then                  
  set_local_var(LVAR_reaction_level,REACTION_LEVEL_HORRIBLE);                   
else if (local_var(LVAR_reaction) <= REACTION_BAD) then                        
  set_local_var(LVAR_reaction_level,REACTION_LEVEL_BAD);                     
else if (local_var(LVAR_reaction) <= REACTION_POOR) then                      
  set_local_var(LVAR_reaction_level,REACTION_LEVEL_POOR);                    
else if (local_var(LVAR_reaction) <= REACTION_DECENT) then                    
  set_local_var(LVAR_reaction_level,REACTION_LEVEL_NEUTRAL);                 
else if (local_var(LVAR_reaction) <= REACTION_GOOD) then                        
  set_local_var(LVAR_reaction_level,REACTION_LEVEL_DECENT);                    
else if (local_var(LVAR_reaction) <= REACTION_GREAT) then                       
  set_local_var(LVAR_reaction_level,REACTION_LEVEL_GOOD);                    
else if (local_var(LVAR_reaction) <= REACTION_EXCELLENT) then                    
  set_local_var(LVAR_reaction_level,REACTION_LEVEL_GREAT);                    
else                                                                             
  set_local_var(LVAR_reaction_level,REACTION_LEVEL_EXCELLENT)


I noticed that starting with REACTION_DECENT things don't seem to be set correctly. If you have REACTION_DECENT (which is 10, why are you being set to NEUTRAL, 0. Why not DECENT) It seems they skipped NEUTRAL and hence got off by one. EXCELLENT being set to GREAT, etc.

Here is my updated version

Code:
#define ReactToLevel  
if (local_var(LVAR_reaction) <= REACTION_ABYSMAL) then  
  set_local_var(LVAR_reaction_level,REACTION_LEVEL_ABYSMAL);  
else if (local_var(LVAR_reaction) <= REACTION_HORRIBLE) then  
  set_local_var(LVAR_reaction_level,REACTION_LEVEL_HORRIBLE);  
else if (local_var(LVAR_reaction) <= REACTION_BAD) then  
  set_local_var(LVAR_reaction_level,REACTION_LEVEL_BAD);  
else if (local_var(LVAR_reaction) <= REACTION_POOR) then  
  set_local_var(LVAR_reaction_level,REACTION_LEVEL_POOR);  
else if (local_var(LVAR_reaction) == REACTION_NEUTRAL) then  
  set_local_var(LVAR_reaction_level,REACTION_LEVEL_NEUTRAL);  
else if (local_var(LVAR_reaction) <= REACTION_DECENT) then  
  set_local_var(LVAR_reaction_level,REACTION_LEVEL_DECENT);  
else if (local_var(LVAR_reaction) <= REACTION_GOOD) then  
  set_local_var(LVAR_reaction_level,REACTION_LEVEL_GOOD);  
else if (local_var(LVAR_reaction) <= REACTION_GREAT) then  
  set_local_var(LVAR_reaction_level,REACTION_LEVEL_GREAT);  
else  
  set_local_var(LVAR_reaction_level,REACTION_LEVEL_EXCELLENT)

Are am correct in that the original code was bugged? If so, this means that any script that call a reaction modifier (which in turn calls ReactToLevel) must then be recompiled....

In any case, using my code I am getting the reactions from Ken like I should and dumb players are able to access the node to open the field.


EDIT:

Upon closer look, it seems they grouped neutral and decent together which is why getting better reactions are not possible. Does this make sense?


Per said:
The problem was that if Fred died, you were unable to get the next quest of obtaining the book from Derek. And if Derek died, she would always ask you how the book quest is coming and as well as the quest never getting crossed off.

I thought the script was keeping the quests open on purpose because you don't actually need Fred or Derek to be alive to finish them (after you talk to Fred anyway). In your current fix, if you kill Derek and say so, then you can't get the option to return the book even if you have it?
I am going to have to run through this again to see what the exact problem was. Using my current patch if Fred dies it is possible to return the money and get the next quest. If Derek dies it is possible to return the book and end the quest. I fairly certain there were some major bugs revolving around this....but let me run through again to give you exact details.


Per said:
Take a quest from him. In the dialogue window he will tell you to go talk to Mason about more details. The dialogue window will then close. Click on him again and dialogue will start again but this time Salvatore will be freaking out and sound the alarm.

The "Go see Mason" float worked when I tested it, and I couldn't see anything wrong in the script. Will have to take a closer look.
Really? Hmm... I remember that the times I played through the game without my patch he would always freak out if I clicked on him again right after he gave me a quest. A float would never appear...


Per said:
This is the point where they exchange dialogue between each other. If you left before it ended you would have to here it again. I even think it could cause their scripts to bug out and not respond any more.

The original bug was that they would be unresponsive, not that they would do it again. It's a bit confusing if the corrections file doesn't distinguish between fixes of original bugs and bugs in previous versions of the fixpack.
Actually, no I was mistaken in what I said. The bug I fixed was that they would stop responding, not that they would do it multiple times. This is what I fixed. I don't think another bug crept in there as I was fixing this one. Also for the record, any fixes I make to fixes are never added to that list. They are only mentioned in the "what is new" post when I release the patch.

Per said:
I am most certain the quest can be obtained again and again. I believe the culprit was line 162 – “You need some serious help old man” Saying this made Cornelius reactive the quest. Please double check this though and correct me if I am wrong.

I'll have to look at it again, but in the original script, set_cornelius_seed_active does something like "if cornelius_seed < finished then cornelius_seed==active", and this is what the "need help" line calls. My guide notes you can finish the quest twice but no more, so this is something I've looked into before.
Again, I will have to run through the game without my patch to fully verify this. I remember an issue coming up though. It has been a while though...

Per said:
Yes, I need to edit that correction line. At the time of me writing that, I did not add the check on the door. It is now no longer possible to lock the door to the room since if you did, the game would crash when Grisham tried to come in.

Well, at least Miria's door simply cannot be locked anyway. I'll take a closer look later.
Is it lockable without my patch? It shouldn't be since this was one the issues user had reported - locking the door and Grisham trying to get in.

Per said:
I just looked at the script and saw that he inflicts 40000 damage to the player. I used a test script and did this much damage to my character. I died a horrible death, but I never slid.

It may very well be that I had the violence turned down, in which case a different damage type might not make a difference. Is there a "do_not_slide" flag by any chance?
Hmm, I don't think there is such a flag. I will look though. I also did not test this using low violence so perhas the player would slide rather than exploding.

Per said:
The stupid dialogue with the Navarro gate guard
Hmm. I was not able to find anything wrong with the script. Can you perhaps be more specific?

Now I'm not sure there actually was a problem. I remember I thought I found one, but I haven't actually noted anything down, which may mean I later realized it wasn't a problem after all. I'll get back to you on that later.
Ok.
 
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