Any stuff related to unofficial F2 patches goes in here!

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Balthas dialog line:

{179}{}{Jonny’s been kidnapped. The ghosts at the farm have got him, and plan to sacrifice him to their dark god.}

IS it disable?
 
killap said:
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.

Did just as you said and it all went okay. Good thing he still read my saves ok, Emperiex was too cool to lose at all. Thanks dude.
 
Slaughter Manslaught said:
Did just as you said and it all went okay. Good thing he still read my saves ok, Emperiex was too cool to lose at all. Thanks dude.

Glad it worked. Hopefully you won't run into any issues using your carried over saves....

belengario said:
Balthas dialog line:

{179}{}{Jonny’s been kidnapped. The ghosts at the farm have got him, and plan to sacrifice him to their dark god.}

IS it disable?
I actually remember reading that line while I was going through all the text files. I am fairly certain that was a scrapped "evil" dialogue option or perhaps even a scrapped idea. In any case that dialogue choice is currently commented out in the script.
 
Awesome to see a patch's original author still posting here, Killap. 'Specially since my question concerns your patch. :)

I'm just wanting to confirm that your patch does indeed unlock the "good" Gecko ending. The ending is mentioned as being unlocked in Seraph's patch, but your patch's corrections.txt doesn't specifically mention unlocking the "good" Gecko ending. I figured surely you unlocked it, and that not mentioning it was just an oversight while writing your corrections.txt document, but I'm wanting to be sure.




SPOILERS:

I'm talking about the mutually beneficial Gecko-VC ending, where the plant is optimized and they coexist with Vault City.
 
Or actually, if it's not too much trouble, could you show what from Seraph's patch (list here) didn't go into yours? I know much of yours was derived from his, just making sure, is all.

[Edited in link to Seraph's patch notes.]
 
Yes, my patch does fix the Gecko-Vault City ending that you speak of. That is strange I do not mention it in my list. I just checked and indeed this correction is not mentioned. Thanks for pointing that out.

As for what I left out from Seraph's patch...pretty much anything he did that did not involve an actual fix. There were several additions he included that were not bug fixes.

EDIT:
I also just finished implementing a fix that will prevent the car getting lost forever when it runs out of fuel right over a city circle. From the quick testing I did (Just the Den and Klamath) it seems to work. I think this problem only happened to me once in all the times I played through Fallout 2. Did everyone experience this at least ones in their playings?
 
Thanks!

Running your patch, I noticed one (albeit minor) thing off the bat. The ground icon for a Golden Gecko pelt is now a dead Golden Gecko (love it), but the ground icon for a "small gecko" pelt is still the generic box, not a dead small/silver gecko.
 
Don't know if this has been mentioned before: when you examine the sign outside the Kokoweef mine in Redding it says "Kokowebe Mine".
 
LOLJUNGE said:
Thanks!

Running your patch, I noticed one (albeit minor) thing off the bat. The ground icon for a Golden Gecko pelt is now a dead Golden Gecko (love it), but the ground icon for a "small gecko" pelt is still the generic box, not a dead small/silver gecko.

Hmm.. I will have to look into this. I thought I changed all of them.

EDIT: I just tested and I get skin for the fire and the silver geckos. Not the golden geckos. For that I get a box... This is strange. I shall look further into this.

EDIT2: Actually my above edit is false. I was testing some protos yesterday and hence I had messed something up. I reverted back to the protos that are included in my newest patch and all the gecko pelts are working as they should. The only reason yours could be broken are if 1. My patch was not installed correctly and the protos are not set to read only. or 2. you used older versions of my patch (before I made this change) and had the silver gecko pelts in your inventory. The game saves these protos and hence if protos are updated (and you are already carrying them) changes will not be made until a new game is started (or you use a save before ever encountering this item)

Fascist said:
Don't know if this has been mentioned before: when you examine the sign outside the Kokoweef mine in Redding it says "Kokowebe Mine".

This has not been mentioned. (or at least not that I know of). I shall correct this.
 
EDIT2: Actually my above edit is false. I was testing some protos yesterday and hence I had messed something up. I reverted back to the protos that are included in my newest patch and all the gecko pelts are working as they should. The only reason yours could be broken are if 1. My patch was not installed correctly and the protos are not set to read only. or 2. you used older versions of my patch (before I made this change) and had the silver gecko pelts in your inventory. The game saves these protos and hence if protos are updated (and you are already carrying them) changes will not be made until a new game is started (or you use a save before ever encountering this item)
Hm. Mine was a completely fresh 1.02 install + your patch (Nov. 25 edition) correctly installed (version "A," deleted the 000.dat), with no old saves existing whatsoever. My wife hadn't learned Gecko skinning yet (hadn't even touched the Smiley chain, she says), but had found a few pelts in a crate at Trapper Town in Klamath.

I'll test it myself now, will edit in results.

Edit: Yeah. In Klamath, setting down a Golden Gecko pelt leaves the dead Golden Gecko on the ground, but setting down a regular Gecko Pelt leaves a cardboard box. I'm only in Klamath, so I couldn't tell you about Fire Gecko pelts yet.

Edit II: Er... now both pelts (Golden and regular) are showing as cardboard boxes. I definitely saw her dropping and picking up the dead Golden Gecko model last night, though.

Shall I send you the save?

Also, offhand, who's an active administrator on this board I could send a private message to?
 
LOLJUNGE said:
Hm. Mine was a completely fresh 1.02 install + your patch (Nov. 25 edition) correctly installed (version "A," deleted the 000.dat), with no old saves existing whatsoever. My wife hadn't learned Gecko skinning yet (hadn't even touched the Smiley chain, she says), but had found a few pelts in a crate at Trapper Town in Klamath.

I'll test it myself now, will edit in results.

Edit: Yeah. In Klamath, setting down a Golden Gecko pelt leaves the dead Golden Gecko on the ground, but setting down a regular Gecko Pelt leaves a cardboard box. I'm only in Klamath, so I couldn't tell you about Fire Gecko pelts yet.

Edit II: Er... now both pelts (Golden and regular) are showing as cardboard boxes. I definitely saw her dropping and picking up the dead Golden Gecko model last night, though.
Ah, ok I understand the issue now. The problem is that the map files save information from the protos. So any gecko pelt that is found on a map inside a crate, shelf, etc will still use the old crate image. Nothing I can do about this unless I remove and all all those back in. This is time consuming. In any case, as long as you get the skin image from geckos you yourself kill (or buy) then you installed my patch correctly.

LOLJUNGE said:
Also, offhand, who's an active administrator on this board I could send a private message to?

Silencer or Kharn would be the ones to talk to.
 
killap said:
Ah, ok I understand the issue now. The problem is that the map files save information from the protos. So any gecko pelt that is found on a map inside a crate, shelf, etc will still use the old crate image. Nothing I can do about this unless I remove and all all those back in. This is time consuming. In any case, as long as you get the skin image from geckos you yourself kill (or buy) then you installed my patch correctly.
Ah, appreciated. Sorry to waste your time on a false alarm, the help's appreciated, though. It looks like we'll be playing this game through to its end, so I'll keep my eyes peeled for anything else.

Will the next release of your patch be compatible with saves from the Nov. 25th version of your patch, by the way?

Also, we're just curious. What has you still aggressively patching Fallout so many years later? I mean, it's awesome that someone's doing it, and we totally appreciate it (being enthusiasts ourselves). You hoping for a break in the gaming industry, or just a code-savvy enthusiast yourself?
 
LOLJUNGE said:
Ah, appreciated. Sorry to waste your time on a false alarm, the help's appreciated, though. It looks like we'll be playing this game through to its end, so I'll keep my eyes peeled for anything else.
No problem. Do let me know if you run into any issues.

LOLJUNGE said:
Will the next release of your patch be compatible with saves from the Nov. 25th version of your patch, by the way?
As long as I don't alter any global variables or game critical files the next patch (and future patches) will be compatible. I don't plan to make any such changes unless they become necessary.

LOLJUNGE said:
Also, we're just curious. What has you still aggressively patching Fallout so many years later? I mean, it's awesome that someone's doing it, and we totally appreciate it (being enthusiasts ourselves). You hoping for a break in the gaming industry, or just a code-savvy enthusiast yourself?
Well, I began Fallout modding in early 2005. I think I originally got the game in 1999 or 2000 as a gift from my brother. He said it was a cool “post apocalyptic game.” I played through it once and thought it was really fun. Actually, I never admitted this, but the first time I played the game I didn't think I would like it. I played through that Temple of Trials and didn't really feel that interested in the game. I think I actually quit playing for a bit and never got to the end of the Temple. Luckily I trudged on and I'm glad I did. There were a lot of bugs in my first play through that really got to me though. In 2005 I had the urge to replay the game again. I did and again I got irked by all the bugs. I went searching for newer patches and came across NMA. I was surprised that Fallout was still being talked about and even more surprised that modding was still being done. I found Seraph's patch and was happy with the issues it fixed. Still, I felt that were still a lot of problems left. I have many interests in computers ranging from hardware work to programming, so any task that involves these areas I like to tackle. I decided I would set out to release a patch of my own. About 4 weeks of work went into the first release and a good 200 or so bugs were fixed in that one. People then started posting issues they found throughout all their game plays and I in great detail went through Per's awesome Fallout 2 guide to fix any glitch he came across. About this time I experienced a massive Fallout burnout and took a leave of absence. This did not last too long, however, and I was back tackling any other bugs I could find or that were reported to me. And now today, 2007 I still find myself working on Fallout 2. Bug reports have slowed and I have stopped looking for any bugs, but I continue to update the patch when enough reports come in. I am also working on an expansion pack for Fallout 2 (see the thread in the modding section) which will attempt to add in all the areas/characters cut from the game. I am actually surprised I still have the motivation to continue working on Fallout, but for some reason it always pulls me back. It's like some kind of drug.... Well's that pretty much how it all started with "Bear Dude" the Fallout 2 modder. So long story short yes I am a "code-savvy enthusiast" who loves Fallout.
 
killap said:
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.

The drivers themselves also need changing. Better take a quick look at people like Athabasca Dick, Ascorti, Bette etc. just in case.

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??

Probably. Since ReactToLevel gets called whenever there is a DownReact or similar, scripts can refer to reaction level if you have already hit such a node. But some scripts checks the level even though it has not been and in some cases could not have been set. Apart from Ken Lee I think the NCR gate guard does 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?

That should already work since that value is set when you first initiate dialogue for most scripts.

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?

Can't tell without looking at the scripts, but it sounds possible.

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.

It's because NEUTRAL spans between -9 and 10, DECENT between 11 and 20 and so on, just like POOR is -10 to -19. Not a mistake. Your changed version would cause problems though: you'd get DECENT from -9 to 10 with the exception of 0.

Per said:
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.

It's not lockable in my game without your patch. Not sure how it could be reported that it was. I didn't try Davin's door though and I haven't checked to see which script is used for the doors.
 
Per said:
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.

It's because NEUTRAL spans between -9 and 10, DECENT between 11 and 20 and so on, just like POOR is -10 to -19. Not a mistake. Your changed version would cause problems though: you'd get DECENT from -9 to 10 with the exception of 0.

Yes, I understand then.

Adding ReactToLevel to Ken Lee without making any changes does nothing to help dumb players though. In fact, it makes a worse reaction occur. (even with CH of 10) Thoughts on this?
 
Thanks for this great mod but can you please include UK .exe in the future. Lots of us don’t have US version of the game.
 
Actually exchanging the UK exe for the US should have nothing but good consequences, all else being equal.
 
*Navarro: when running around the lockers in the Vertibird hangar, the message display says something about "receiving the K-9 motivator" despite the fact that I haven't talked to K-9 or mentioned K-9 when talking to the Doctor in the Navarro lab. The Pipboy doesn't show the "get part for K-9" quest.


*San Francisco: when entering SF there wasn't any "greeting" text, is this intentional?
 
Kwiatmen666 has something more to say today. He plays (or should I say played?) with the latest patch version installed (11/25/2006) in which he found some more bugs.

Klamath - Sulik

We do not gain any experiance neither after freeing him nor after letting him to join the team.

Smiley

He can train the hero in the outdoorsman skill up to 300%.

The Duntons

They do not use their spiked knuckles neither in the town nor in the location with Torr's moo-moos.

The Den - missing highwayman!!

This bug i find really annoying. The only thing we can see is the car's trunk. I guess this bug is Killap's mistake, cause in standard 1.02 everything works just fine.

Ps: My English is not perfect so I hope you'll forgive me any possible mistakes guys.
 
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