Any stuff related to unofficial F2 patches goes in here!

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

I can confirm this one.

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

It's a different economy in the Wastes than today. Maybe gold just isn't as valuable there as it is here.

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.

This is a limitation of the game engine. I don't think there is anything that can be done about it.

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.

While this is a known issue, this does raise an interesting point. Should you receive XP for freeing Sulik indirectly? If so, should you receive more or less XP?

12) If you decide to "prove yourself" to Marc 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.

All I know is that the Lenny fight has been one big bugfest for years. Discovering one more shouldn't surprise anyone.

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* the Dunton brothers.

An interesting point. A possible reason for this is because the Dunton brothers were among the toughest bastards in Klamath, and to kill both of them, you must be one tough bastard yourself. And it isn't a smart idea to get mad at a tough bastard, is it? :wink:

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

This is one of those "one-shot" dialogue choices that pop up from time to time in the game. If you don't select them when they appear, they won't ever come up again. Since this is so early in the game, it is a question whether this should be changed.

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.

This is a well known problem. Brahmin aren't the most nimble creatures in the world. The fact that they're two-hex creatures doesn't help things, either. Try standing on either side of the gate while they're trying to get out. It helps loads.

girlsfinalfantasy said:
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?

No, the script isn't missing, it was there when the game was released. Remember, Myron is counting on you to protect him. Ever wondered how he reacts to you dumping him from your party?

As for your other points, look in the Megamod thread.
 
girlsfinalfantasy,

Since you have MegaMod installed I cannot address any of those issues you posted. Please look at the MegaMod thread.

As for all the other bugs/quirks posted...I shall look into them.

I am currently out of the country for Spring Break, so I won't be able to do anything Fallout related until I return...even then I will be strapped for time since much school work awaits for my return.
 
Nevill said:
1) Merchant Guards from Den Caravan aren't actually protecting their caravan master. In fact, they are acting independently and are always hostile.

I think this is because they have slaver scripts.

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.

Probably a problem with script allocation for the VC guards. The fact that the Den guards don't help is the same as above.

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

There were supposed to be a chief and a shaman in the encounter, and the shaman would mix Healing Powder for you. I think the scripts exist if killap wants to check them for problems and put them in the add-on pack.

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

Logically they should be worth exactly as many coins as you can make out of them. Maybe set the weight to 0 pounds?

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.

You'd need to copy their "going hostile" code from critter_proc to combat_proc for all of them.

12) If you decide to "prove yourself" to Marc 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.

Having an option blocked because of low IN isn't really a bug, unless you mean Merk's (lack of) reaction to the change.

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

If I recall correctly, this is random every time you talk to them. You really can't tell them apart, so the same sprite can represent Buck one moment and Chuck the next.

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.

There's also the bug that if Bess gets outside the gates but not off the map (before you leave the map), you don't trigger the reputation change or encounter but she still disappears.
 
Per said:
Nevill said:
1) Merchant Guards from Den Caravan aren't actually protecting their caravan master. In fact, they are acting independently and are always hostile.

I think this is because they have slaver scripts.

Do you know what this is supposed to be? I mean, are Den caravans supposed to take slaves? Or are they supposed to have the regular ecguard script?
 
Thanks for the replies. Hope you wouldn't mind shortened quotations.

Unkillable Cat
6) It's a different economy in the Wastes than today. Maybe gold just isn't as valuable there as it is here.
Hardly, considering the situation in Redding. And their caravans are so heavily armed that rarely even one guard gets killed in the fight with robbers and the like. I mean, all that security for just 60$-worth-pile-of-rocks?

10)While this is a known issue, this does raise an interesting point. Should you receive XP for freeing Sulik indirectly? If so, should you receive more or less XP?
You should at least receive XP for freeing Sulik through paying Maida for the sake of consistency.

13) A possible reason for this is because...
Every issue in the game might have an explanation. The question is, are we content with that, or are we going to fix things that just doesn't seem right.

15) This is one of those "one-shot" dialogue choices that pop up from time to time in the game. If you don't select them when they appear, they won't ever come up again. Since this is so early in the game, it is a question whether this should be changed.
This option is quest-ralated, that's why I brought it up. And since so many efforts have been put in the brahmin quest already, it wouldn't be fair if you missed a good part of it because of the original bad dialogue scripting.

16) This is a well known problem... Try standing on either side of the gate while they're trying to get out. It helps loads.
I know how to solve the problem, I just wish that it never existed in the first place. There were some cases like this and they were adressed by killap, so I thought fixing another one wouldn't hurt.

Per
2) Probably a problem with script allocation for the VC guards. The fact that the Den guards don't help is the same as above.
Are caravan figths supposed to happen at all?

9) You'd need to copy their "going hostile" code from critter_proc to combat_proc for all of them.
And... that's a difficult thing to do? Because I'm not into the Fallout2 modding...

12) Having an option blocked because of low IN isn't really a bug, unless you mean Merk's (lack of) reaction to the change.
I mean exactly that - after I regained the INT points, he just pretended that nothing happened (and gave me the dialogue where I should apologize for my previous behavior if I want to deal with him).

14) If I recall correctly, this is random every time you talk to them. You really can't tell them apart, so the same sprite can represent Buck one moment and Chuck the next.
Yes, that I know. But! I meant what I said: when I called one of the Duntons "Buck" he got angry and told me that his name is Buck. Now, the correct behavior would be to call himself Chuck, otherwise there shouldn't be any reason to be mad at me.

MIB88
Do you know what this is supposed to be? I mean, are Den caravans supposed to take slaves? Or are they supposed to have the regular ecguard script?
I don't know the exact answer to your question, but I think that caravans are supposed to be traded with, and a bunch of hostile slavers prevents that (the dialogue is there, by the way). I think that at least Caravan Master could be in the same group as his guards.
 
MIB88 said:
Per said:
I think this is because they have slaver scripts.

Do you know what this is supposed to be? I mean, are Den caravans supposed to take slaves? Or are they supposed to have the regular ecguard script?

Whether ecguard would work depends on what teams are being assigned. Maybe a simpler fix would be to make sure the slavers and Den merchant use the same team. Or should we assume they didn't mean for Den caravan guards to always try to attack everyone they meet?

Nevill said:
Are caravan figths supposed to happen at all?

I think "A Den caravan attacking a Vault City caravan" is the only one, but its name does seem to imply fighting. :)

9) You'd need to copy their "going hostile" code from critter_proc to combat_proc for all of them.
And... that's a difficult thing to do? Because I'm not into the Fallout2 modding...

It's something killap could do. I don't know if they didn't do it originally because it causes some problem, though, it's not unthinkable.

I mean exactly that - after I regained the INT points, he just pretended tha nothing happened (and gave me the dialogue where I should apologize for my previous behavior if I want to deal with him).

Well, if you have normal intelligence after the fight and turn down the job, that's what you get as well, isn't it? Being a moron when you return from the fight wouldn't exactly inspire more confidence.

I meant what I said: when I called one of the Duntons "Buck" he got angry and told me that his name is Buck. Now, the correct behavior would be to call himself Chuck, otherwise there shouldn't be any reason to be mad at me.

That does sound a bit buggish.
 
Per said:
MIB88 said:
Per said:
I think this is because they have slaver scripts.

Do you know what this is supposed to be? I mean, are Den caravans supposed to take slaves? Or are they supposed to have the regular ecguard script?

Whether ecguard would work depends on what teams are being assigned. Maybe a simpler fix would be to make sure the slavers and Den merchant use the same team. Or should we assume they didn't mean for Den caravan guards to always try to attack everyone they meet?

That is what I was curious about. Changing the scripts is easy enough. I got into the habit of thinking that is what a Den caravan really was: a group of people going out on a slaver run, and they just happened to have a merchant with them (maybe someone who held all the loot?). That is why I always avoided them when playing unless I was itching for a fight. Ecguard should work fine if that is not supposed to be the case. After all, that script automatically triggers combat if you stay around them with drawn weapons.
 
F2 US 1.0 version with killap's A. When you put Anna's bones to her grave in den, character runs to an opposite side grave to lay down the bones, but they still seem to go to right grave and i get 600 exp after i use shovel again to dig it closed, like supposed. Weird bug huh?
 
2 things:

* Lumpy and the dogs in Gecko lack the piece of code to evacuate the place after the reactor blows.

* Marcus should work the same as Sulik and Lenny with respect to town hostility, i.e. he should 1) not turn hostile on a non-BH map if you're an enemy of BH and 2) not turn BH hostile if attacked on a non-BH map.
 
This patch is stupenduously amazing, Killap. I'm sure this is starting to sound like a broken record, but your dedication, talents, and your keen decisions on what should and should not be in a "bugs-only" patch are very appreciated.

I just spent most of yesterday, first, reading through the 80+ pages of this post, and, then, trying to find any slight exploits that might have been openned up with the new dialogues you found in the scripts. After running through about 20 variations of the "Gaurd/Rustle the Brahmin" quest(s), I have yet to find one.
Great job on all of it.
[The only minor things I noticed were (a) if you take the Dunton's offer to rustle the brahmin, then convince them they're being watched, you get 250 exp and 50 karma. If you, instead, find the bug parts and confront them on it, you get 250 exp and no karma - but you do get a new dialogue option with Miara, informing her that the Dunton's are rustling her cattle, for 50 exp and 25 karma, so that makes up for the no karma from before (I tried a bunch of different variations, and there's no way to get both karma rewards) and isn't really a problem - and (b) for the super-duper Killap Add-On, the dialogue option to confront them about the parts should be an Intelligence check, not a speech check. To use the option should be a speech check, as it is, but not just to get it. This tends to be a general theme in the game - namely that ability scores give you speech options (like perception giving you the chance to get a sharpened spear or talk about the Duttons' funny-branded brahmin), and speech checks are used to succeed with those options. Just a thought - you've already made some hard decisions under alot of community pressure about certain things, and, personally, I think you've made the right choices all the way through.]

*EDIT*
A couple of minor things -
In Vault City, Councilors Section, a couple of the "servants" still have floaters at night, when the buildings are empty. I noticed it specifically in the Council building.
One gaurd at the Vault City gate also addressed me as Citizen instead of Captain (when I was a Captain, obviously), but it was (a) unforced - I didn't 'talk' to him, and (b) completely random - it's never happened again. Probably a fluke, or I could be crazy.

In NCR, when Merk walks off the bazaar map (in the morning), he gets two hexes away from the NCR gates and blinks away (most NPCs either walk completely off-screen or blink out on the green travelling hexes).

I now know why the designers didn't have the ladder up from Vault 15 put you in the shack in the Squat - if you have four party members (in this case, I had Sulik, Vic, Cassidy, and Dogmeat), there's a good chance it'll be impossible to push your way through to the door. Your only option is to go back down and exit through the elavator.

In San Fransisco, you can upgrade all the power armor you want by leaving the Dr. Jing quest open - just never give him a set, and he'll keep reactivating the dialogue option with Crocket.
 
When first talking to Doctor Troy I had only two dialog options one went something like: "You mentioned before that you were a doctor." Having never met him before this would seem to need fixing. The only other option was to leave dialog.

-Ryan P. Fialcowitz
 
Ummmm.... yeah.

some issues with killap's patch:

1. If you happen to get the jet antidote before seeing Dr. Troy and deliver it to Redding, talking with Dr. Johnson will still produce sth like "I got the antidote from Dr. Troy".

2. Fixing the vault generator in V15 activates one bloody force field. You can repair it and yes, you get the "the force field is disabled for 15 seconds" message, but it actually doesn't happen. I only managed to get through because of some erroneous flickers of the force field which turn it off for far less than a second.

3. I don't know if it's really a bug or not, but (don't fish-slap me if it isn't). If you have the radscorpion limbs and talk to Duntons, if you choose to fight them, the whole town turns against you. ... maybe it was meant to be this way, it needs verification.

4. Cornelius' watch doesn't disappear after you finish the quest.

More to come ;)
 
1.) When exposing the Duntons with the rad scorpion limbs your character mentions seeing them rather then having them. Perhaps two different lines are needed depending on whether you have them or not?

2.) How about making certain critters lootable? Horrigan comes to mind.

3.) How about giving Davin/Miria the ability to levelup and such? Or at least making existing mods compatible with the patch?

4.) The orphans in The Den don't seem to have death animations or corpses. The bodies, even when dead, are still standing.

5.) The Mysterious Stranger runs away after combat. Isn't he/she supposed to hang around so you can talk to him/her?

-Ryan P. Fialcowitz
 
Treupp said:
2. Fixing the vault generator in V15 activates one bloody force field. You can repair it and yes, you get the "the force field is disabled for 15 seconds" message, but it actually doesn't happen. I only managed to get through because of some erroneous flickers of the force field which turn it off for far less than a second.

You can disable the forcefield by using one of the computers in level 3 of the vault 15.

But yes, there definetly seems to be a bug with repairing the forcefield.
 
RyanFialcowitz said:
5.) The Mysterious Stranger runs away after combat. Isn't he/she supposed to hang around so you can talk to him/her?

If you were able to talk to him, would he still be considered "mysterious"? ;)
 
1.) When handing over the toolkit to Skeeter he one of your replies is: No right now. Should be "Not right now" I think.

2.) If you kill Cassidy, rather then recruit him, the bar never gets the closed sign and continues to operate despite the bartender being a corpse.

3.) When you return the plasma transformer to Skeeter he calls it a "plasma regulator".

5.) When sleeping with Mrs. Bishop the line "Go to it" should be <Go> like all the other actions.

6.) When boxing in New Reno you can kill the first three boxers and then throw the last fight. If you then ask Stuart for another chance you end of fighting a boxer you already killed. It would make more sense to fight the one boxer you didn't fight, no? When you win the fight against the already dead boxer you recieve a message saying you beat The Masticator- whom you didn't beat at all.

7.) The player character's floating text colour is different when Vic and Valarie are talking then it is when exploring Richard Wright's room.

8.) Digging up Sam Pritchard's grave yields text saying you found the map but you don't get the actual map.

9.) After talking about the Mordino stash Myron promises to carry more stuff, was this corrected or no?

10.) The Lone Traveler Encounter: She has floating text to the effect of she is asking for directions. When you speak to her you can ask the same thing she just did in her floating text and she points out the Den and NCR. Doesn't make much sense that she would be asking for directions if she already knows where she's going.

11.) Telling Mason you solved the Lloyd situation before talking to Lloyd prevents you from telling Lloyd that Salvatore sent you when you do talk to him.

12.) NPCs don't appear to follow you done Lloyd's hole.

13.) When digging up the ghoul on Gologotha, there is some grey text which goes by too quickly to read.

14.) You can't loot Pritchard's grave- all you get it text in the window. But you can loot Richards. . . seems odd.

15.) Myron's floating text changes colour in the cave area of the raider's map.

16.) When showing the account book and the holodisk to Lynette when you tell her about the disk the "HE" is in all caps.

17.) When accepting Lynette's quest to go see Westin the text doesn't match what she says.

18.) How does the autodoc raised/lowered hit points work? I was able to get both? Not sure if this a bug. . .

19.) Doofus in NCR is named Skeeter when you hit the review botton.

20.) Skeeter/Doofus: "That's fine transport man." Should be an "a" in there me thinks.

21.) Does the Vault 13 holodisk do the same thing as buying the map from Merk? If not it doesn't seem to do anything.

22.) If you release one of the virus' in the SAD the game says you have 4 minutes, I think, to evacute. The game kills you after only 1 minute.

23.) The Raider's account book isn't removed from your inventory after you show it to Lynette in Vault City.

24.) Got all four combat implants, but only two of the perks show up. Not sure if that's the way it's supposed to work or not.

25.) Arthur, first Holy Hand Grenande encounter, says "Hail travelers" even when you have no NPCs with you.

26.) Apparently, Chris in Navarro mentions San Fransisco and The Military Base but puts neither on your map. . .

27.) Guarding the bramhin for Westin and meeting the deathclaws puts Vault 13 on the map even if you didn't follow them. Not totally sure on this one but I can't think of any other reason Vault 13 popped up on the map.

28.) If you Super Stim the Navarro Commander to death and then tell the guard outside you're there to clean the commander's room the guard speaks to the dead commander to inform him of this.

29.) When telling Raul that you need the parts to fix the Doc's dog the message "You retrieved the K-9 motivater." appears even though you haven't retrieved it yet.

30,) Fixing K-9 as an evil character caused two floating text lines to appear right on top of each other after dialog ended, making both impossible to read.

31.) After you kill Xarn the blue pass key won't open the door if used from the action menu thing, but only when put into an inventory slot.

32.) Used the Fallout 2 Hintbook to set all my stats at 10. Then got all four combat implants, lowering my Charisma to 8. Then I tried to raise my charisma back up by using the charisma module at the Brotherhood Of Steel bunker in San Fransisco which DIDN'T raise my charisma at all.

33.) Left the car in Vault City, proceeded to Modoc on foot- saved and went back to Vault City- the back end of the car was missing.

-Ryan P. Fialcowitz
 
Thank You. Keep me posted on the expansion pack. Are there any other mods you would recomend with this patch?
 
No other mods are compatible with my patch. If you want to have new locations/content and still use the fixes in my patch I would check out the MegaMod thread. Until the release of my expansion pack, that mod is your best bet on playing new locations with the inclusion of vanilla Fallout 2 fixes.
 
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