can't get ghost farm quest

sublim21

First time out of the vault
The merchant Jo in the den won't give me the dialogue options for the ghost farm quest.

According to the thread listed below, its possible to edit your save games such that you can get the dialogue options again. Where can i get this save game editor and what values should i edit in the game?

http://nma-fallout.com/forum/viewtopic.php?p=420273

running game with killaps restoration project v1.1

thanks alot in advance
 
From looking at the script I believe it's Global Variable 119 (to set to "1") but I'm not sure. Can you try that out for me?

This should tell the game that Karl has told you his story, so you can tell Jo where he is, then tell Karl he can go back. It won't give the dialog back - he won't tell you his story if you talk to him again.
 
For some reason it doesn't change anything though it should.

Only other things I can see are:

Global variable 402 = you can tell Karl it's safe to go back (but this is not what we want)
Local variable 4 = seems to be changed the first time you talk to him but I don't think local variables can be modified... or else they must be stored in some global variable but it doesn't seem like it

And there's a Global 631 ("Modoc Ghost Seed Pip" - quest updating in Pipboy?) sort of connected to Jo's dialog but I don't want to start messing with that.

edit:
I've never edited variables before, is there something else to do? I reload the saves and they have the right values which logically should lead to the dialog choices I want. It's as if it's not being 'updated'.

I'm using the Fallout 2 Cracker which is in the files/editors section of this site, I think it must be by a Russian author.

According to the scripts you need both Global variable 119 and 120 >= 1, which are checked in that order, when you deliver the Slag message, to say Karl wasn't killed and then that the bodies were fake.
 
Sublim is having trouble getting the quest, not finishing it. If you've already been down the "looking for a certain item..." path and offended Jo, it will be faster and easier to load an earlier savegame than to try hacking it.

I believe the relevant variable is a local map or script variable, which means it's in a .SAV file, not SAVE.DAT . .SAV files are gzip'ed .MAP files, so you'd have to expand it, then recompress properly when you're done. In the .MAP file, the list of map variables starts at offset 0xEC; the number of them is given at 0x30. Script variables come right after the map variables, and their count is at 0x20. While map variables are described in corresponding .GAM files, script variables are only described in their script. You'd have to find what scripts are active on that map, then find what order their variables are stored in.

Another option is replacing the .SAV file with one from a game in which you haven't talked to Jo yet. (e.g. make a new game and run straight to Modoc). Simply deleting it will probably cause a crash, as SAVE.DAT keeps track of which .SAV files exist.
 
Kanhef said:
Sublim is having trouble getting the quest, not finishing it. If you've already been down the "looking for a certain item..." path and offended Jo, it will be faster and easier to load an earlier savegame than to try hacking it.
You're right, I assumed that his problem was the same as mine (he mentioned The Den), that Jo wouldn't let you complete the "Modoc-Ghost Farm relations" quest.

I believe the relevant variable is a local map or script variable, which means it's in a .SAV file, not SAVE.DAT . .SAV files are gzip'ed .MAP files, so you'd have to expand it, then recompress properly when you're done. In the .MAP file, the list of map variables starts at offset 0xEC; the number of them is given at 0x30. Script variables come right after the map variables, and their count is at 0x20. While map variables are described in corresponding .GAM files, script variables are only described in their script. You'd have to find what scripts are active on that map, then find what order their variables are stored in.
Does this apply for getting the quest to start or to end (the bug with Karl), or both? Also wouldn't the Fallout Cracker program edit all of these files (all the files that are included in a SLOTX folder in the DATA/SAVEGAME directory)?
 
Sorry, but I don't know what any of the variables are; looking at the scripts with an editor might help. I haven't used Fallout Cracker, so I don't know how that works either.
 
This has already been mentioned in the expansion thread. I am looking into the issue.
 
thanks for the responses guys.

The problem is, Jo won't give me the dialogue option for the ghost farm now. If i reload a game prior to talking to him, the option does exist, so i probably chose a dialogue option that closed it.

Since talking to Jo, i've played about 5-7 hours farther into the game, so i don't have any intention reloading the game. Besides, with Killaps mod, there are plenty of other things to explore :-D

If there was an easy way to open the ghost farm quest i'd be very happy.

Thanks,
 
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