Any stuff related to unofficial F2 patches goes in here!

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1.) Klamath appears on the worldmap without The Elder mentioning where it is. She does have a line about its location- but it shows up without the player hearing it.

2.) Torr is missing a period in his opening line and some capitliztion in his last.

3.) Cameron doesn't actually unlock the doors in the temple. Not a bug but could be a nice feature in the expansion pack.

4.) Klamath dog needs periods in floats.

5.) Actions within dialog are inconsisent across the game. in Klamath some have capatlization and some not. They should at least be consistent within the same town. Ardin, the dog and Sajag are affected in Klamath.

6.) You can call John Sullivan bynme even if he never tells it to you.

7.) John Sullivan- "land of fairies" should have a "the" in there.

8) Maida has an oddly placed ; in her dilaog about freeing Sulik.

10.) In Sulik's dialog after being freed there was one line with about three un-needed commas.

11.) Bar Patron in Moms (The Den): "They like to be pet like a dog does." - that should be "petted".

12.) You can't get the quest to recover the locket unless you follow a specific dialog path with the ghost. However, before you get to the right node she mentions she lost something. You can then exit dialog and go talk to Mom about who mentions Joey selling jewelry- but since you don't have the quest you can't talk to Joey about it. Perhaps not a bug- but assuredly an annoyance.

13.) Get permission from Metzger for gang war- should have a "the" in there.

14.) You talk to the various Slavers about Vic despite not knowing that he is a slave.

15.) Slaver: "He broke something of my boss's." - It should be "boss'".

16.) When you're selling NPCs to Metzger the names don't have periods after them. This might also be the case in other areas where you can sell NPCs.

17.) While talking to Tyler about the party his last line needs a period.

18.) Dr. Troy: "You mentioned you were something of a doctor." -even though you've never talked to him before. The issue isn't knowing he's a doctor but that you refer to a past conversation that never took place. Perhaps: "You look like a doctor- I'm something of a doctor myself".

19.) You can hear about the Jet problem from Tubby but not inform McClure of it in Vault City.

20.) When talking to Lenny about joining your party with the Empathy perk you have three options: blue, red, green. The red and the green are mixed up.

21.) Your character knows Lumpy's name in Gecko without being told.

22.) Lumpy: "But everyone here just call me Lumpy." - should be "calls".

23.) You can ask Lumpy who is Skeeter is whithout hearing about him.

24.) When you ask Gordon who his source is: "Its figures all check out." - should be "It's".

25.) Gecko computer: "This service no longer in memory." -needs an "is" in there.

26.) The Den is listed as "Den" on the worldmap and "The Den" on the list on the right.

27.) Apparently Hakunin's visions don't have subtitles. I'm pretty sure I saw text files containing the text but I could be mistaken. Not sure what can be done about this one.

-Ryan P. Fialcowitz
 
1.) Which mod you talking about here, friend?

2.) Grammar mistakes happen, most of the guys making Fallout mods are from Europe (though they do a damn fine job as it is on translation, it's not usually hackjobs from what I see)
 
1.) Might be mistaken about this one but I don't think I was able to discuss combat implants with Doctor Troy until I had need of his medical expertise in other areas.

2.) Vault City Computer: "Insert Gecko powerplant disk" -debatable, but might need a "the".

3.) In The Unwashed Villager encounter a couple of the villagers weren't dressed in leather as everyone else was. One of them looked like a peasant in fact.

-Ryan P. Fialcowitz
 
1.) Lil Jesus: "Head of whole Mordino family." - needs a "the".

2.) When Myron is impersonating Mordino it needs some capatilization and later on when he's saying what "The Mordinos" told him.

3.) Probably futile but you can wipe out Arthur and his knights and get the second encounter.

4.) One of the knights in the second encounter needs periods in his combat floats. It's the same "I'm gonna feed you to my iguana." line as before.

5.) When you rescue Smiley The Trapper he gives you a skill boost. If that skill is too high his dialog changes but your responses don't. Originally he mentions Gecko Milk but not if your skill is too high. Thus, your response which refrences the gecko milk makes no sense.

6.) Corsican Brother: "Do as the man directs." - should be "(Do as the man directs.)" or "::Do as the man directs.::" like all other actions that are described in dialog.

7.) Corsican Brother: "Get down to buisness." -same deal as above.

8.) Boxers are missing periods in their combat floats.

9.) If you kill all the boxers up to The Masticator and then kill The Masticator with a kick and then convince Stuart to let you fight one more match you end of fighting someone you already killed. I heard you created a new character for Modoc under somewhat similiar conditions. . .

10.) When you become the champion under the above conditions the Pipboy displays: Error.

11.) Mason knows you're name without being told, or at least when you're a Porn Star.

-Ryan P. Fialcowitz
 
RyanFialcowitz said:
24.) When you ask Gordon who his source is: "Its figures all check out." - should be "It's".

Actually, "Its" is correct. It would only be "It's" if it was meant to be a contraction of "It is" or "It has", which wouldn't make sense.
 
Not technically, "It's" in this case is meant to infer ownership of said idea. For examble: "It's new computer was really cool." -in the example I posted earlier "It" is refering to the Mole Rat trying to take over the world under Gecko. Gordon was refering to his idea- it is gramarically correct.

1.) I've noticed that when it comes to actions within dialog (Insert action here.) is the most common format and, I think, looks the best. Like the endings it would be nice to get all these standardized but the downside of course is that there are lot more of these then the endings I'm already working on. What are you're thoughts?

2.) Jagged Jimmy Jay: "What is it that can Jagged Jimmy Jay do for you?" - that "can" needs to be moved or else the sentance doesn't make sense.

3.) When Jagged Jimmy is telling the story of his scar "Cancelled" is capatilized for no reason.

4.) Later in that same dialog when he's finishing up the story there's a sentance that seems like it was meant to be in quotation marks but has ' instead and is lacking in punctuation.

5.) The band on the street needs periods in their floats.

6.) When Salvatore tells you to go see Renesco one of the goodbye lines where you address him politely should probably be in blue.

7.) When collecting the tribute from Renesco one of his lines has a lot of un-needed periods.

8.) If you have both the tribute quest and the Richard Wright quest you can only talk to Renesco about the tribute one at first.

9.) Mason: "Follow him and the other Salvatores into the desert." - needs to be formatted like all other actions in dialog.

-Ryan P. Fialcowitz
 
RyanFialcowitz said:
With regards to the Jet Antidote, if you can buy it in a store even if it may be more realistic it makes the whole quest associated with it meaningless. When you talk to Myron about it he seems to think it's impossible until you point him in the right direction. I have no problem with it being sold after the quest is completed- especially once you give it to Doc Johnson in Redding. But if it's available from, literally, the start of the game why would Dr. Troy need to give you the quest if he could simply go buy it or have someone buy it for him. It would make no sense.

In terms of gameplay, I think why the developers placed the Jet Antidote with the Tanker Vagrants is for balance purposes in the event that the player accidentally turned Vault City hostile or got himself/herself banned from Vault City (and we all know how easy it is to piss off the First Citizen, the Sergeant, etc. etc.!).

If this happens, then the player can no longer to go Dr. Troy for the cure. On top of that, the player would have no way of knowing the Jet addiction is permanent until they have spoken to Myron. Given all these factors, a player (esp. first timers) can easily get addicted to Jet before figuring out it's permanent, and stuck with no cure.

So, the developers chose to be fair. On the one hand, the player should suffer the consequences of his/her action, and given that San Francisco is properly the last major place the player will visit, this penalizes the player for most of the game. On the other hand, the developers also allowed the player a "way out" close to the endgame. I imagine this be critical to players that are forced to fight Frank Horrigan (i.e. they are not playing a diplomat or science boy/girl.)

So I still think the Jet Antidote should be there (or if we want to be more "realistic", give it to one of the Shi shopkeepers). We have to remember that this patch is not only for us old-timers, but there conceivably could be first time players, or casual players using this patch, and they won't know all the traps and gotchas of the game.

Having said all that, I definitely do see your point. Your approach would definitely be more realistic, so I would definitely not object if this is killap's final decision. I guess in the end, both our positions have its pros and cons.

RyanFialcowitz said:
With regards to The Shi having Power Armor- in one of the endings for Fallout The Brotherhood Of Steel become a research and development house and slowly reintroduce their technology into the wasteland. This is one of the reasons there is so much more advanced technology in the second game.

I believe it also said in Fallout 1 that Power Armour is one of those technologies that is most zealously guarded by the Brotherhood. Given that, I don't think it reasonable that they would release this particular bit of technology to the general masses (though of course other technologies would probably be OK for them to share). Heck, even Matt says that the Brotherhood considered themselves to be "technology police" and only "doled [the technology] out in small parcels". You really think the secret to the Power Armour would be on this short list? :D

Speaking of the Jet Antidote and it being sold in a shop, I have a more general comment to make about shops directed to killap:

While shopkeepers do replenish their supply, I've noticed that they do not purge the "junk" in their inventory.

What I mean is this: Maida in Klamath normally carries up to 3 Stimpaks for sale. If you happen to sell her more than 3 Stimpaks, or her stock dips below 3, then the restocking script will, all things being equal, eventually replenish (or diminish) her supply of Stimpaks back to three.

However, there is no such check for items that Maida normally would NOT carry. So suppose you sold her your 7 Radscorpion tails you acquired from the Temple of Trials. Unless you eventually buy them from her some time in the future, those 7 tails will stick with her for all eternity!

While technically speaking not a bug, we all know about that nasty, nasty, engine bug that occurs when there are too many different objects at play in a different map. If we allow the shopkeepers to keep on collecting junk, maybe it will break that limit on the map and corrupt it permanently.

So I'd suggest junking them of all different items. The logic would be roughly as follows:
1) Move all items normally in shopkeeper's stock (i.e. the shopkeeper's container) to a temporary location.
2) Junk the rest of the items in the container.
3) Move items from temporary location back to the shopkeeper's stock.
4) Invoke the restocking command in the container.

Feel free to PM me if you need clarification. :D

-- Haenlomal
 
Killap- I had a thought. Rather then me playing through the game trying to spot these grammar mistakes and punctuation and what not- why don't I go through the msg files and just correct them as I will the endings and email them to you? All the actions in dialog need to be standardized anyway and you seem to be short on time. It is in the msg files or am I wrong?

Let me know what you think?

-Ryan P. Fialcowitz
 
RyanFialcowitz said:
Not technically, "It's" in this case is meant to infer ownership of said idea. For examble: "It's new computer was really cool." -in the example I posted earlier "It" is refering to the Mole Rat trying to take over the world under Gecko. Gordon was refering to his idea- it is gramarically correct.

Well, I know that in American English, "It's" is only used as a contraction of "It is" or "It has", while "Its" is used to denote ownership. I know it can be confusing, as in almost all other cases an apostrophe is used to denote ownership, but "Its" is the exception to that rule.
 
Dravean said:
RyanFialcowitz said:
Not technically, "It's" in this case is meant to infer ownership of said idea. For examble: "It's new computer was really cool." -in the example I posted earlier "It" is refering to the Mole Rat trying to take over the world under Gecko. Gordon was refering to his idea- it is gramarically correct.

Well, I know that in American English, "It's" is only used as a contraction of "It is" or "It has", while "Its" is used to denote ownership. I know it can be confusing, as in almost all other cases an apostrophe is used to denote ownership, but "Its" is the exception to that rule.
Dravean is correct here. It's is a contraction and Its is used for ownership. Gotta love the English language or at least English as spoken by Americans...

RyanFialcowitz said:
I had a thought. Rather then me playing through the game trying to spot these grammar mistakes and punctuation and what not- why don't I go through the msg files and just correct them as I will the endings and email them to you? All the actions in dialog need to be standardized anyway and you seem to be short on time. It is in the msg files or am I wrong?
All the things you would need to modify are indeed in the msg files. The only problem is that you would need my message files since I have updated the majority of them for typos, punctuation, etc. If you would be willing to go through all the msg files and standardize the command action, then hey, I won't object. 8-) I am more into the coding aspect and making simple textual changes gets boring to me after a while. I shall package up all my message files and post them on my sever for you the download and modify. I have corrected all your other textual mistakes and thus only the standardization of the command actions would need to be done.

Haenlomal said:
While shopkeepers do replenish their supply, I've noticed that they do not purge the "junk" in their inventory.
This is an interesting comment and may actually help in the fight against the too many item bug. There is one problem, however. What if a player sells a critical game item (or an item they didn't mean to sell) and then comes to get it back. Before, it would still be there. If I have the shops purge items they don't normally stock, then the player becomes stuck in this situation.
 
I just emailed you the corrected endings and now.

I will want to go through ALL the msg files so that once I do this it doesn't need to be done again. This will also allow me to fix spelling errors and such. My question is then are you posting all the files or just the ones you changed?

Oh and the msg files contain the floating text, no?

I trust you will email me when they are ready for download. Many thanks.

-Ryan P. Fialcowitz
 
RyanFialcowitz said:
I just emailed you the corrected endings and now.

I will want to go through ALL the msg files so that once I do this it doesn't need to be done again. This will also allow me to fix spelling errors and such. My question is then are you posting all the files or just the ones you changed?

Oh and the msg files contain the floating text, no?

I trust you will email me when they are ready for download. Many thanks.

-Ryan P. Fialcowitz
I will actually just post ALL the message files. They will include the ones I never modified as well as the ones I did. And yes, they include floating text as well. I should have the message files posted in the hour. Please make notes of the files you modify as you go through them.

I just got your e-mail about the endings and shall take a look at them.
 
RyanFialcowitz said:
Doofus in NCR is still listed as Skeeter in the review- I thought you got that one.

-Ryan P. Fialcowitz
Yeah, me too. I guess I forgot to include that fix. He will be updated for the next release.
 
killap said:
Haenlomal said:
While shopkeepers do replenish their supply, I've noticed that they do not purge the "junk" in their inventory.
This is an interesting comment and may actually help in the fight against the too many item bug. There is one problem, however. What if a player sells a critical game item (or an item they didn't mean to sell) and then comes to get it back. Before, it would still be there. If I have the shops purge items they don't normally stock, then the player becomes stuck in this situation.
I thought about that too way back when I was planning my own little patch. I have two separate trains of thougt about this.

1) The player simply just screwed themselves over. Critical game components in Fallout 2 are usually clearly marked/labelled/emphasized/etc. as such, and if they decided to sell it, well, tough luck.

The same can be said of things they accidentally sold -- for this category of items, hopefully, there is another way for them to re-acquire the item, and they just have to go about the trouble of re-acquiring it again. To be nice to them, I thought about setting up the "dumping junk" script to every three restock cycles. So for example, Maida restocks her supplies every two days -- or more accurately, her inventory container does that. The junk script will run every six days. I never got around to doing that, but I think you might need another variable defined.

2) The other thought I have about this would be to, just prior to the "dumping junk" script, check for items considered game critical and move them to a different container. Since this is a short list (for example: the GECK, Vic's Water Flask, Vic's Radio FOB, NavCom Parts, Hydroelectric Part, Fuel Cell Controller, Vault 15 Computer Parts, etc., etc.), it shouldn't take that much time and effort to code. If you want, I can provide you with a list of critical items.

-- The Haen.
 
Haenlomal said:
1) The player simply just screwed themselves over. Critical game components in Fallout 2 are usually clearly marked/labelled/emphasized/etc. as such, and if they decided to sell it, well, tough luck.

The same can be said of things they accidentally sold -- for this category of items, hopefully, there is another way for them to re-acquire the item, and they just have to go about the trouble of re-acquiring it again. To be nice to them, I thought about setting up the "dumping junk" script to every three restock cycles. So for example, Maida restocks her supplies every two days -- or more accurately, her inventory container does that. The junk script will run every six days. I never got around to doing that, but I think you might need another variable defined.

2) The other thought I have about this would be to, just prior to the "dumping junk" script, check for items considered game critical and move them to a different container. Since this is a short list (for example: the GECK, Vic's Water Flask, Vic's Radio FOB, NavCom Parts, Hydroelectric Part, Fuel Cell Controller, Vault 15 Computer Parts, etc., etc.), it shouldn't take that much time and effort to code. If you want, I can provide you with a list of critical items.

-- The Haen.
Both would be very reasonable. I shall have to think about this more but I definitely plan on implementing it - anything to minimize the too many item bug. I may go with option 1, just for the sake of the importance of choice, but at the same time I can hear the complaints already of people losing important items...

Nice idea, Haenlomal. I appreciate you bringing it up.
 
I hope this goes here. I have read a lot and can't find any thread that seems more closely related.

I am only wondering/complaining why most of the files are hosted at that darn 3ddownloads site?

I have tried many times and waited hours for a file to even start downloading and none ever have, even when telling me only a 6 minute queue time. (I get this even when enabling cookies, java, all that crap I normally don't allow.)

Killap has his files hosted elsewhere so got those with no trouble at all.

Why not use filefront or some other host that is a bit friendlier?
 
I can't say I had any problem downloading, except for the obvious annoyance by the queue (ain't it damn 21st century?)

I bet you must have something wrongly set in browser or etc. ...
 
I only started noting bugs close to the end of my last playthrough, so my list isn't very big. But:

CO = Chosen One

Vault 13:

Talk to Matt on level 2. CO says: Are you a prisoner here. <- no question mark
Talk to Gruthar after fixing computer, GECK. is spelled 'geck' twice. I also think someone in Arroyo refers to the GECK as 'G.E.C.K.', you might want to choose one version and stick with it

The Enclave:

Conversation with president -
CO: the line "Before you get into that...I saw some of your vertibirds" has no space after the ellipsis ("...")
CO: "What about Vault 13? What was it's purpose?" <- should be its, not it's.
Conversation with doctor -
CO: "What!?! Are you insane? That's monstrous?" <- should be ! at the end instead of ? probably.
Doc: "I hadn't ever stopped to think about it that way...." <- should be three dots, not four, in an ellipsis.
CO: "Well now that you've thought about it. You should destroy the toxin." <- should be a comma joining the two sentences probably; it reads oddly the current way.
Doc: "That might.... No, that wouldn't work" <- four dots again, should be three.
Conversation with Sgt Granite -
"I'm not a mutant and...uh, what did he do?" <- needs a space

Misc:

Lenny's floats are red when you shove him out of your way. <- should be default yellowy colour like other NPCs
Sometimes you get 'you see: OBJECT', sometimes you get 'you see an OBJECT'. <- Maybe make this uniform if possible?
'Deathclaws' is usually spelled with a capital D at the start, but sometimes not.
 
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