@Darek
On the Bess issue I reported (she wouldn't stand up), you could be right. I've been noticing frozen/stalled animations in other places on occassion (although they don't seem to be in places one would expect, namely places with lots of animated tiles and scenery). For example I encountered a party of scavenger ghouls around Gecko, and when I killed one of them he remained in a "standing" animation even though he was quite dead and I looted his corpse; I don't believe I've ever seen that happen before on my many playthroughs of FO2 and various mod versions of FO2.
I see now what you're saying on the Balthas thing, I didn't notice that while looking at it myself. Thanks. I'm thinking of jumping back to before entering Modoc and replaying onward from there, so I'll make a change to RP 2.0 Balthas and see what happens.
@all
I went to Vault City and did many of the Vault City/Gecko quests, but haven't quite finished. The updated maps continue to impress me, and Vault City (all areas) had some particularly nice touches. I didn't encounter any major problems or bugs in either city (apart from the Brain, but what's a game of Fallout 2 without a bugged megalomanical rat?), but did notice a few minor issues as well as some old vanilla FO2 bugs:
--Vanilla FO2 bug: Lydia the bartender's "look" description says
You see a brown-haired woman dressed in brown fatigues and metal armor. She looks like the bartender.
Val (Vic's daughter) has the same description, yet Val is indeed wearing metal armor while Lydia uses the peasant outift sprite. Either Lydia's description or her sprite should be changed.
--In Gecko, in the cornfield right by the entrance to the town, a ghoul is "packed" too tightly in the corn. He can't move around, and the player can't talk to him.
--Line 122 of gclenny.msg
{122}{}{Can you provide healing.}
should end in a question mark.
--Vanilla FO2 bug: The guard at the front desk of the power plant, when asked about door access keycards, very clearly states (gcrdesk.msg, line 140)
I think Jeremy has a key. The guards at the security doors have keys, as do some of the people
that live here in the reactor.
yet only the last part is true and the player is forced to resort to that grand old ridiculous tradition of crpgs--randomly rummaging through shelves in other people's homes--to find the keys. Perhaps this shouldn't bother me so much, but I make it a point to not participate in the tradition and refuse to rummage around shelves in peoples homes while they stand idly by watching me unless there's no other way to get a required item (such as the colored keys at the plant). Unfortunately, though, neither Jeremy nor the guards at the doors (gcrguard.msg) have dialogue lines to facilitate a conversation about keys. On the issue of keys and doors in the plant, the door to the small "computer room" area on the way to the reactor is colored yellow but doesn't require a yellow key. Perhaps it should be switched to a regular sliding door.
--I found a small lockpick set somewhere along the line, but it doesn't work on the locked doors in the Vault City vault from the active item slot (i.e. click on the lockpicks, the cursor turns to a circle with a tiny dot, click on door, "That does nothing" appears in message box).
--Vanilla FO2 bug: Line 208 of gcharold.msg needs something...
{208}{}{Uh, well, I uh, that is. Goodbye.}
Either a "Uh, well, I uh, that is... Goodbye" or a "Uh, well, I uh, that's all. Goodbye." would do nicely here.
--While leaving Vault City at night I picked up the raider's trail and followed them on a lark. I didn't actually do anything after arriving at the Raider base as my party isn't strong enough to tackle them yet (I reloaded a save game and played on from Vault City), but I noticed that one of my party members seemed to spawn "in" the water truck at the cityscape entrance to the raider base and wasn't able to move. I tried it a second time (left Vault City at night, followed the raiders) and the same thing happened again. I tried going down the ladder and all the party members appeared with me, so it wasn't a permanent problem. However, perhaps the truck should be moved a few hexes south on the topside map. Although I said I wouldn't mention them anymore, the scroll blockers on the cityscape entrance map to the Raider base aren't set properly, but in an opposite way--they're too far out. If I can see lots of blank/black areas outside the tiled area without using the hi-res mod, then it probably looks like a sea of blackness with hi-res installed.
--Poor Brain. Instead of taking over the world, his true ambition seems to be to beat T-Ray in a contest to be the buggiest FO2 character ever. In my initial conversation with him he tersely mourned the loss of Keeng Rat and grew quiet to mourn as usual, and then when I clicked on him again the chat started as follows:
Brain: The actions I propose would benefit thousands of Vault City and Gecko's citizens. You may not care for me or my motives, but the results are still well worth working toward.
Chosen:
a) Why don't you tell me about whatever it is that you're proposing.
b) Aren't you the concerned citizen all of a sudden.
c) I think I've done more than enough. Goodbye.
I looked at his script and actually didn't see the problem Darek mentioned in talk_p_proc (it looks like all the procedure calls are carefully framed within open and close dialog commands), but I didn't follow all the dialogue nodes through to their respective ends so perhaps the problem is in those, or is something else.
--There's still the old issue with Lumpy saying "Skeeter's right here" when Lumpy is somewhere other than Skeeter's workshop.
--In the past there have always been issues about scripted items contributing to the "too many items bug" and so forth, but now that these problems are supposedly fixed--why not add a simple script with a timer to make a Vault City "Day Pass" live up to its name? I've always thought it's sort of silly that a single one-day pass allows one access to Vault City until the end of time. When the timer runs out at the end of the day the Day Pass item is destroyed and replaced with an "Expired Day Pass" item. The player would then be required to obtain a new valid Day Pass from the Customs Office. I guess whether this is a vanilla FO2 bug or a feature begging to be implemented is debatable.