Any stuff related to unofficial F2 patches goes in here!

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Yes and no. What you need to do is install version A of my patch but don't copy over the .exe file. Download the official 1.02 UK patch and then copy over its .exe file. This should correct the problem you have.

For my next release, I am going to have a separate download for the UK version (which will include the children patch as well) and the US version.
 
I've noticed with killap patch that there is no aiming for weapons in the combat control (eyes, head, ect) is this just a bug or was it designed like that?

sorry if this is a repost, its hard to read all 88 pages

btw -thanks for your hard work killap, it shows.
 
Killap's corrections said:
Corrected all scripting issues with the Pariah random encounter.
Can you explain the correct behavior of this encounter? Will there be any net change in luck after the dog is dead, or will I return to my base luck in all possible outcomes of the pariah dog encounter?

Just trying to get an idea of how I should plan my character ^_^


Automattic said:
I've noticed with killap patch that there is no aiming for weapons in the combat control (eyes, head, ect) is this just a bug or was it designed like that?

sorry if this is a repost, its hard to read all 88 pages

btw -thanks for your hard work killap, it shows.
Did you take the "fast shot" trait when you generated your character? This would disable all aiming, if you took it, but makes shooting cost one less AP.
 
Hi, killap! Will you make or include to your great patch some kind of ammo mod/patch to make AP bullets useful? Without changing weapon stats. Yes, this looks like the modification and will change game balance, but in game there are few npc's which guns loaded with that kind of ammunition. What you think about this? Thanx.

PS: sorry for my bad english, i'm really trying to get better :)
 
ceptor said:
Hi, killap! Will you make or include to your great patch some kind of ammo mod/patch to make AP bullets useful? Without changing weapon stats. Yes, this looks like the modification and will change game balance, but in game there are few npc's which guns loaded with that kind of ammunition. What you think about this? Thanx.

PS: sorry for my bad english, i'm really trying to get better :)
I won't claim to speak for Killap, but I believe his patch is in a fairly final state right now. The main purpose of the patch was to fix remaining bugs, misspellings, inconcistencies, and loose ends in 1.02 - not to fuss with weapons. I too asked this question a long time ago :)

While some people view the AP ammo uselessness as a bug, nobody is in agreement on how to fix it. If you look in the NMA files, you'll find several weapon/ammo mods that attempt to fix the AP problem, by changing differing degrees of weapon/ammo/armor stats.

I personally like the way Killap's patch is right now - it fixes the critical gameplay bugs, and lets individual users pick whatever weapon/ammo mod suits them.
 
Hey everyone.

Finals are now over and I am going to get back into the swing of things with Fallout. I will be releasing another update to the patch in about a week to address all the issues that have been posted since the last release. I appreciate everyone who posted bugs and I shall address each one as best as I can.

Since I have some more free time now (with the semester being over and all), I hope to also get back to work on the expansion pack. Much progress was made on that months ago and I hate to leave it unfinished.


@Uaine and ceptor

Yeah, Uaine is pretty much right here. I don't really plan on addressing the ammo problem. I personally don't know what values they should be and the fact that several people have come up with varying algorithms makes me not really wanting to mess with the issue. All the ammo fixes on NMA are fully compatable (no reason they shouldn't be) with my patch so I leave it up to the user to make a choice there.
 
YAY

can't wait :-)


also i think this might be an error


when talking to the doctor in SF about the liver you make the farva beans comment... i think he worded it wrong saying something like "you don't drink wine with liver you drink wine with liver".... it looks weird... i dunno... maybe i was just up late... lol
 
'ey!
A bug spotted! Stuart Little, the boxing agent disappeared, and now I can't become a prizefighter. :(
It went something like this: I talked to Stuart and we agreed for the 50/50 deal, so then I fought all the the way to the last opponent, Masticator. (with resting between the opponents.)
Then I lost to Masticator, begged for another chance from Stuart but I said I needed to rest because I was all beaten up. After resting I decided to go and do Salvatore's second mission, and when I return to Stuart to box again, he's disappeared!!
 
ceptor said:
In the random encounter VPAT_Strong_Slavers raider that using leather-jacket-blue-pants anim (like Ian in FO1) has in inventory H&K CAWS which he can't use in battle. So in the beginning of game you can easily get expensive and powerful weapon. Maybe it is better to change CAWS to 10mm SMG or Desert Eagle? Keeng Ra'at (Pinky) has 50/60 hps instead of 60/60.

What about this? In NCR_Marauders encounter "Ians" also equipped with CAWS.
 
ceptor said:
ceptor said:
In the random encounter VPAT_Strong_Slavers raider that using leather-jacket-blue-pants anim (like Ian in FO1) has in inventory H&K CAWS which he can't use in battle. So in the beginning of game you can easily get expensive and powerful weapon. Maybe it is better to change CAWS to 10mm SMG or Desert Eagle? Keeng Ra'at (Pinky) has 50/60 hps instead of 60/60.

What about this? In NCR_Marauders encounter "Ians" also equipped with CAWS.

Well... if they have these weapons, they have them for purpose. So the thing is not to change the weapons, but to change their "appearence" from "Ians" to "Cassidys", so they can use them against player.
 
[devilfish said:
]'ey!
A bug spotted! Stuart Little, the boxing agent disappeared, and now I can't become a prizefighter. :(
It went something like this: I talked to Stuart and we agreed for the 50/50 deal, so then I fought all the the way to the last opponent, Masticator. (with resting between the opponents.)
Then I lost to Masticator, begged for another chance from Stuart but I said I needed to rest because I was all beaten up. After resting I decided to go and do Salvatore's second mission, and when I return to Stuart to box again, he's disappeared!!

Reproduced and fixed. Thanks!

Not just thanks to you though, but everyone else who posted. Even if I don't say anything it doesn't mean your issue is getting ignored.

I am still trudging through the list of bugs posted. RyanFialcowitz reported a plethora of them and I am still trying to track them down and/or reproduce them. Hopefully I will be done with all of them in a few days.
 
Well, I just hope that my input helps the game as a whole.

A thought did occur to me about the bug regarding very long responses in dialog having the last line distorted/scrunched up. I understand that there is no way to make the line appear normally- but perhaps the line could be re-written to be slightly shorter and therefore display correctly. Obviously, this is not the greatest solution but it would make the game more asethetically pleasing.

-Ryan P. Fialcowitz
 
RyanFialcowitz said:
Well, I just hope that my input helps the game as a whole.

Oh it does and it is well appreciated. Your big ol' list reminds me of Unkillable Cat's huge list from awhile back (it too took some time to get through but resulted in numerous well needed fixes).

A report on my current work:

I finally perfected merk and his two body guards. I spent two days on their scripts and I finally worked out the kinks in them. I now understand why the original devs had this as a comment in merk's script: "Description: Merk he likes to be a pain in the ass to script." In my previous fixes with Merk I thought I got him to always appear when he needed as well as have his body guards present when he was. After some recent testing on other bugs I found cases when his body guards would not be present as well as times when he would not travel to his destinations correctly. Actually, before my most recent work Merk was not able to walk out of Carlson's place to leave the council map (when he should no longer be on the map) or enter Carlson's place when he should be in his personal room or in the main room. Instead of trying some more hacks like I did in the past I chose to just rewrite Merk's travel code (good God was this a pain to do.) After all this I am happy to report that Merk now travel's when he should and his guards are ALWAYS present when he is. Though this is something very few of you will probably notice in the game (and thus don't really care), I feel it adds to the atmosphere to see critters move about their lives and in addition his script was broken and thus it was Bear Dude's sworn duty to fix it. :D Now that these issues are finally laid to rest I am finishing up the rest of the list of glitches. Many seem to be minor and it really feels like perfection in Fallout 2 will be reached.

I know that you guys also want more than just this patch and want to see new content. Don't fret though since my expansion pack will see the light of day. I'm a slow worker but in the end I get the job done. 8)
 
A report on my current work:
...

That's great, looking forward to the expansion. Should be a blast! :)

But anyways, about the bug I'm about to report now, I'm not sure if it is a bug of your patch, but might be worth cheking out. (I have your latest patch installed properly + your armor mod for it. And some own tinkering of mine; mainly on the worldmap.txt and item protos.)
So the bug is as follows: When my NPCs gain a level -- be it Cassidy or Sulik etc -- the effects of their level-up disappear after a brief time. I think after ending battle or something, I'm not too sure. For example, when Cassidy gained a level, I went to check his new maximum HP, it was 93/93 if I remember correctly. Then I went to check again after some time, it was 93/80... :(

What might be wrong?
 
[devilfish said:
]
But anyways, about the bug I'm about to report now, I'm not sure if it is a bug of your patch, but might be worth cheking out. (I have your latest patch installed properly + your armor mod for it. And some own tinkering of mine; mainly on the worldmap.txt and item protos.)
So the bug is as follows: When my NPCs gain a level -- be it Cassidy or Sulik etc -- the effects of their level-up disappear after a brief time. I think after ending battle or something, I'm not too sure. For example, when Cassidy gained a level, I went to check his new maximum HP, it was 93/93 if I remember correctly. Then I went to check again after some time, it was 93/80... :(

What might be wrong?

Might be something with the B-Team mod. I will add it to the list of things to look into though.


Going through the list of bugs posted I have some questions. More to come as I continue through the list. Anyone (such as the original bug poster, Per, etc) is free to answer.


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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.

Thoughts on this? Is this the original intent of the developers?

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

I actually don't know the original intent. I guess it doesn't really make sense to be able to get both...

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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.

Hmm. I guess since each level (the regular and the enhanced) both give +5 to damage it makes sense to have both. However, the original 1.02 scripts (as well as mine) choose to remove the base level perk before adding the enhanced one. Is this because the enhanced perk is actually a +10 and thus includes the base level bonus? Can anyone confirm this?

I shall post more if I run into anything else.

EDIT:
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7.) Angela Bishop won't talk to you if you're wearing any type of Power Armor.

She gives a float when you click on her. This check for power armor also occurs in her timer procedure (ie she will give a float if you walk near her) I am guessing this check should only be in the timer procedure and not in the dialog procedure as well. As it is right now you can never talk to her if you are wearing power armor... Thoughts?

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Cannot complete spleen quest in San Fran if you become a Hubbologist

Dr. Fung will not talk to you if you are a Hubbologist and thus you can never have the spleen put back in. I feel this is an oversight on the part of the original designers. Again, thoughts?
 
First of all, I want to thank killap and all other modders for adressing these kind of bugs.
I think game developers should be looking to hire guys like you - quality is not an accident!
killap said:
Finals are now over and I am going to get back into the swing of things with Fallout.
How did your finals turn out, if you don't mind me asking?

Anyway, going ontopic:

Brother None posted that killap said:
I still have aspirations to make an addon pack that unlocks all the unused characters, quests, etc and I will probably still follow through with it -- it will just take a long time.
This was taken from this post in news, in Nov '05.

Maybe I'm lost in ancient posts, or suffering from chem use drawbacks, but I cannot find an update to this.
Did you make some tool to unlock these unused/-finished things?

I currently have a fix (at home, can't see which) that adresses a lot - e.g., I can have the Monty Python quest (Arthur & holy hand grenade). With vorpal rat. Maybe this is a sign that things worked out :)

After about 3 to 4 years of absence from this site, I find it rather hard to look these kind of things up. Would it be possible to add killap's patch topic to the "Patches: Fallout2" section in the thread overview (http://modguide.nma-fallout.com/archive/)?

*edit* possibly I overlooked it. I'm sorry, but after an hour of wandering through this forum wasteland, I am reduced to a sterile heap of waste, incapable of uttering more than "err" and "ugh.".
*edit2* I think the last page of this thread is bugged... ?
 
killap said:
Code:
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.

Thoughts on this? Is this the original intent of the developers?

Dunno about intent, but a fair solution would be to let all paths toward Sulik's freedom yield xp, but of variable amounts.
 
boer_kameel said:
killap said:
Finals are now over and I am going to get back into the swing of things with Fallout.
How did your finals turn out, if you don't mind me asking?
Quite fine. I appreciate the concern. :D

boer_kameel said:
Brother None posted that killap said:
I still have aspirations to make an addon pack that unlocks all the unused characters, quests, etc and I will probably still follow through with it -- it will just take a long time.
This was taken from this post in news, in Nov '05.

Maybe I'm lost in ancient posts, or suffering from chem use drawbacks, but I cannot find an update to this.
Did you make some tool to unlock these unused/-finished things?

Wow, that original comment was made in 05? Damn....time flies. Well, I had created a thread about this project. It is on page two of the forum. Here is a link.

Progress has been made on it but everytime I really get anywhere University starts up again or I have to focus more time to "the real world." Then when I do find some time again I find more issues are needed to be addressed to my patch. Thus it's a vicious cycle. ;)



boer_kameel said:
I currently have a fix (at home, can't see which) that adresses a lot - e.g., I can have the Monty Python quest (Arthur & holy hand grenade). With vorpal rat. Maybe this is a sign that things worked out :)
What do you mean by you "currently have a fix." Are you referring to a release of my patch?


boer_kameel said:
After about 3 to 4 years of absence from this site, I find it rather hard to look these kind of things up. Would it be possible to add killap's patch topic to the "Patches: Fallout2" section in the thread overview (http://modguide.nma-fallout.com/archive/)?

Well, the latest patch can be found in the files section of this site. There is also info on the first page of the unofficial patch thread about my work. Latest info can be found at the end of the patch thread - with each new post I make. Other places to include info about my work is up to admins.
 
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