Any stuff related to unofficial F2 patches goes in here!

Status
Not open for further replies.
hey

I'm playing with killap's patch, and sadly i have no children in the game. Is it safe to install children patch??? (normally i wouldn't give a damn about it, but i can't complete one quest in modoc so its a bit irritating.)
 
Innuendo said:
hey

I'm playing with killap's patch, and sadly i have no children in the game. Is it safe to install children patch???

The children patch only adds graphics files to the game, so you can use it with this patch without any problems.
 
I have Killap's patch, it runs as it is meant to and is excellent. However the adjusted encounter frequency rate is for the benefit of those with fast computers whereas I have the exact opposite problem. Initially my character was moving on the world map at an incredibly slow pace, but by replacing the .exe with the one from the official 1.2 patch (as is reccomended in the patch's readme) I have been able to get the speed back to normal. However the enhanced encounter rate is driving me nuts. I am getting into about 3 fights a square and even with 300 outdoorsman skill I am still getting into an obscene amount of enemy encounters. Is there a way to adjust the encounter rate back to the normal level?
 
You can edit the WORLDMAP.TXT file in the \Fallout2\Data\ folder.

This section:

Code:
; Encounter frequency percentages:
Forced=100%        ; This shouldn't change
Frequent=65%       ; Was 9/3d6
Common=85%         ; Was 8/3d6 This
Uncommon=90%       ; Was 6/3d6 This
Rare=85%            ; Was 5/3d6 and/or this
None=0%            ; This shouldn't change

Change Frequent, Common, Uncommon, and/or Rare by lowering the percentage. This will lower your encounter rate. You'll have to play with it until you find a rate that is comfortable for your computer's speed. Please note that the numbers above are probably from a modified file, as I have tweaked my own Worldmap.txt file several times.
 
Mutateman said:
You can edit the WORLDMAP.TXT file in the \Fallout2\Data\ folder.

This section:

Code:
; Encounter frequency percentages:
Forced=100%        ; This shouldn't change
Frequent=65%       ; Was 9/3d6
Common=85%         ; Was 8/3d6 This
Uncommon=90%       ; Was 6/3d6 This
Rare=85%            ; Was 5/3d6 and/or this
None=0%            ; This shouldn't change

Change Frequent, Common, Uncommon, and/or Rare by lowering the percentage. This will lower your encounter rate. You'll have to play with it until you find a rate that is comfortable for your computer's speed. Please note that the numbers above are probably from a modified file, as I have tweaked my own Worldmap.txt file several times.

It worked beautifully. Thank you!
 
Killap's patch - bug when trying to enter Westin's ranch

Hello.

Fallout is one of the best games I ever played. I installed the game recently to play again.

My version of fallout 2 is UK version 1.01, so I patched the game with official UK patch 1.02 and with killap's patch final release B.

Now playing the game was awasome, I didn't encaunter any bugs that I did before when I was playing the game. Now I'm at the quest where you must deliver Holodisk to Westin in NCR. I can enter NCR normally but when I come to the forcefield, I talk to the dude behind it, just tell him that I was send from Vault City he goes to deactivate the forcefield but the problem is the forcefield isn't coming down. I just cannot enter Westin's ranch, no matter how many times I talk to the police dude, he goes for a short walk to the computer but the forcefield just doesn't want to shut down.
I also talked with the sheriff to get the hint that Westin needs somebody for job and tried again with the policeman with this line and it doesn't help.


My specs:

P4 Pescott 3.0 Ht
ASUS P4P800 SE
1024MB OF TWINMOS memory
Gigabyte Geforce 6600 128 Mb Turbo Agp
250 Gb Maxtor DiamondMax 10
SoundMax Audio

I didn't have any tehnical problems playing the game, like blackouts, or save game corruptions or anything like that, even didn't encounter any known bug until know.

Any help would be appriciated
 
Found a solution!

I tried diffrent things so I started movin those files in DATA folder. When I moved the scripts folder from the data folder, went into the game and loaded my save I talked to the police dude and forcefield came down. So it has something to do with the script files. Thanks
 
Re: Found a solution!

Eraser said:
I tried diffrent things so I started movin those files in DATA folder. When I moved the scripts folder from the data folder, went into the game and loaded my save I talked to the police dude and forcefield came down. So it has something to do with the script files. Thanks

Do you have a patch000.dat file in your main Fallout 2 directory? (sounds like you do since you installed an official patch) If so, please read the readme file that comes with my patch. In addition please post issues concerning my patch in the unofficial patch thread.
 
Thanks Killap. I really didn't need another reason to play such a great game, but I am glad you and other modders have given me a list of such.
 
Is the most recent Killap patch, the one that was updated on 11-25-06??? Specifically, is this addressed in the newest patch:



killap said:
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?
 
Bugs

Hello!I've found a very bad bug in the game(it only appeared when I used Killap's Patch):after one of my NPCs levels up(I get the white messages) they get the health/AP/etc. modifiers but then it changes back to the original values when I leave the map.I've found out that the maximumHP doesn't change when they level up,but the current HP does.Are there any cure for this bug because it's very annoying?
And I have an other question for the unoficcial 1.051 patch:is it possible to deactivate the armor changing NPCs?I don't really like that all my NPCs (especially Vic) change into Mel "Mad Max" Gibson when they get the leather jacket and my "Fat Trader" companion loses a lot of weight :( .Please help me!
(Sorry for my English,I'm Hungarian)
 
@Lyonatan

If you have combined the patches then you haven't been reading the thread.

I would avoid the 1.051 patch altogether.

Just stick to killap's patch, be sure to read the install instructions and change log.

If you still experience any bugs after a clean install, with killap's patch, then post it here.
 
Hey Killap I love your mod. Its awesome. I NEVER imagined Fallout 2 bugfree!

I have one question though. In the corrections.txt, you mention

• 2 new bad endings for Vault City have been unlocked.

What are the two new bad endings? I couldn't find any other information about this in the corrections.txt and Per's guide doesn't mention two hidden endings. Thanks!

-Charlie
 
Charlie said:
What are the two new bad endings? I couldn't find any other information about this in the corrections.txt and Per's guide doesn't mention two hidden endings.

They're mentioned briefly in the "unfinished business" section. They both involve going on a rampage in Vault City, so you wouldn't get them in most games anyway.
 
patch 1.05

Hey, i play with the 1.05 patch installed, and i can't find the raiders base... I know it is supposed not to be visible, but i think that it's location has changed also (when i go to the correct spot and enter location i am just on a wasteland). I've "done" Mrs Bishop, smacked Mr Bishop, blew up his safe and took the goodies and raiders map. But still - it's not visible. I'd be grateful for a hint and/or .jpg file with the new location marked. Thanks in advance.

EDIT: Reloaded the save game, used the map once again - and it works. Anyway it's quite strange...

BTW - now i used the super stimpak/jet and some other stuff on Westin in NCR AND he falls to the ground, saying something about he's hearth... But he's NOT dead and i can still talk to him. Well, not a big problem actualy, since Bishop is already dead :)
 
Hello, everyone!

First I'd like to thank killap for all the work done. It was great. However, I still find some... issues now and then. Not sure if they all are bugs, but worth looking into.

Most of them are script problems related to random encounters.

1) Merchant Guards from Den Caravan aren't actually protecting their caravan master. In fact, they are acting independently and are always hostile.

2) Vault City caravan fending off Den Caravan. Strange encounter. Merchant Guards from Vault City start shooting at each other (and often shoots their Caravan Master), and the only one attacking them (from the Den Caravan) is Den Caravan Master.

3) It is possible to encounter creatures fending off some brahmin ;). It happened near Modoc, but of course there were no brahmin at the location.

4) When encountering nomad tribe, the tribesmen advise you to "talk to the chief", but there is none.

5) When encountering prospectors, they offer "bartering for supplies", but have nothing to barter for.

6) OK, this is not a bug, but am I the only one who thinks that golden lumps are ridiculously cheap? :)

7) When encountering Holy People, the combat can not be stopped until everyone is dead (actually, it ends, but only for a second)

8) This may not be a bug. Initially non-hostile creatures are too forgiving. You can shoot Merchant Guards along with their Caravan Master to Near Death and they still be non-hostile and willing to barter after the combat ends.

9) When encountering two fighting groups (robbers and highwaymen, for example), after one of them is slaughtered the other is just standing still (even if they are initially hostile), allowing the player to collect loot and leave the location peacefully if he doesn't end combat. If the player decides to end combat then the survivors act as they should.

10) You can only receive exp for freeing Sulik if you give 350$ to him directly. If you free him through quests or through Maida's dialogue, you won't get the exp.

11) The policeman (Deputy Carl? can't remember) in the NCR who should open the door to Oswald can get stuck. Don't know the conditions, though. Leaving the map, then returning and talking to him fixes the problem.

12) If you decide to "prove yourself" to Merk by fighting Lenny and then your INT drops below 3, you won't be able to receive a quest for Doctor's Papers and you'll need to prove yourself again.

13) Sally Dunton in Klamath gets mad at you if you failed to rustle the brahmin (saying that you "let her boys down"), but doesn't react at all if you *kill* Dunton brothers.

14) Buck Dunton gets angry at you if you call him Buck. Chuck is fine.

15) You can only ask Dunton brothers for work in the beginning of the dialogue. If you missed your chance, the option just disappears.

16) If you sold Bess (the brahmin in Modoc) then freed her, the brahmin can get stuck and won't leave the barn (not sure what the thing is called, my english is pretty mediocre). Then if you leave the map, you will eventually find special location with the dead brahmin. Or rather, you are supposed to. However, if the brahmin get stuck, you will still be able to find the location, but there won't be brahmin corpses lying all around the place. My guess is that either brahming shouldn't get stuck or you shoudn't find the location if they do.

17) Church doors in Den can be locked and thus cannot be opened... by player only. Tyler's gang has no difficulties getting past them. Funny thing is that they cannot be closed after that because - "the door is locked".

There were hundreds of others, but these are the only ones I could remember at 2:00 AM. If you are interested, I can come up with more. And, yes, it is still possible to get stuck in San-Francisco, though I lost the save and can't reproduce this bug anymore (can't say I'm unhappy here).
 
Megamod Issues

Hello all! First time poster here. First, I would like to thank all involved in making all of these amazing mods! I havent the first clue how all of this works, although I tinkered around and made a pretty cool npc....game needs more female party members :).

With that said, I wanted to bring up a few issues I encountered while playing. Most of them have to do with encountering some of the newly-added zones of the game. Keep in mind these issues are occurring AFTER patching the game to megamod 2.1, the March release.

I suppose of few of these issues could be considered spoilers, so don't read on if you havent made considerable progress in the mod.

1) After recruiting Myron, and going through all available dialogue options, I did not learn of the location of the EPA, perhaps theres a missing script?

2) The abbey also does not appear to be available, I think another new location failed to appear, although that may be my fault in not being sharp enough to find the right npc.

3) After equipping Marcus with the new armor, I noticed no change to his damage reduction.

4) In vault 13, as others have mentioned, the voice module does not reactivate the vault computer.

5) After recruiting the alien in Vault 14, the game becomes highly volatile and crashes frequently, often corrupting the save file.

6) The game crashes when sleeping with either Davin or Miria

7) NPC's have slightly erratic behaviour (Doesn't really effect things, just thought I would mention it)

The following are either broken, or more likely, things I could not figure out

1) Could not open the locked iron door in klamath, tried all sorts of things with Mr. Fixit. Also could not locate anyone to train me in ways of new skills, i.e. technical manuals, etc.

2) Could not find the candy to seduce Emily in Klamath, or to convince her to work for Big Nose Sally.

3) The letter to Tandi found in the new encounter can not be delivered. This may or may not be accurate, I found the letter after completing the Vault 15 series, where after tandi refuses to speak wth you.

4) Could find no means to obtain a diplomatic escape in the Vertibird, or a location to refuel. Did find the NPC to learn how to fly, however.

These are just some bugs I can think of on-the-fly. If there is anything I can do to help work them out, or anything, feel free to let me know.

Once again, thank you so much for your tireless efforts on the greatest PC game ever made!
 
Status
Not open for further replies.
Back
Top