Made it through the entire thread and my inbox here. A long day of Fallout modding indeed... Here are my responses to acknowledge that I fixed your bug. If I passed one, do tell.
valcik said:
As I see, this version is distributed with a default graphics mode + default 8-bit colour depth settings. Also, the screen resolution is set to 1024x768 px, I guess you'll want to change it for a final public release.
The RP now correctly defaults to 640x480 (the vanilla resolution of the game)
ziemeck said:
I had to download the following DLL files to run sfall:
d3dx9_25.dll
d3dx9_31.dll
d3dx9_42.dll
d3dx9_43.dll
I now include d3dx9_31.dll, since Timeslip said this was needed for the high-res patch. I'm not including d3dx9_25.dll or d3dx9_23.dll. I am curious why you needed it though. Also, the RP already came with d3dx9_30.dll. Was this needed way back for sfall or the high res-patch? Or I was just including it because of stabbing in the dark?
ziemeck said:
EDIT2
MOBSTERS can be located in such a way that they block the highwayman's door - the only way to travel further is to kill them, since you cannot push them.
Link: zcnet.22web.org/fo2/SLOT02.zip (note - you must copy and paste the link, or you get redirected to commercials)
I've since moved the starting position of the car on that map.
mercurio101 said:
Found one bug (?)
My character is female, so I used her female abilities to cut the price for freeing the Vic in two (long story short, to get her sleep with Metzger). The problem is - door to the room locks after they taking their time in it. You still can easily unlock it (with 40% lockpicking ability), but it still seems strange that you have to unlock it as if you are a prisoner.
P.S.
Sorry for my poor English though
Oops, this is a bug on my part. I had locked the door in the RP, since why would Metzger just let you waltz in here. However, it would not unlock in the situation you described. And in fact, Metzger is also stuck in there with you until you actually unlock the door to get out.
archerengelo said:
yes finding a website to link my save games ..in a minute
edit: here you go
http://www.filedropper.com/slot03
oh, lara's dead in shootout at church(east of den)...and i have no idea what happened to tyler...he was not there at the house(residential area) when we arrived.
Link dead. And other filedropper links in this thread are dead too. Apparently they don't last very long, please use other hosters in the future.
mercurio101 said:
1: Why does the very first triber (before the trial building) say very different thing than before?
And fixed per the discussion with Darek. I still wonder what is going on with the high-res patch though...
Foede said:
I have a save game, inside the EPA building, meaning I'm missing skynet, since I left him at the ground level when I went down the elevator shaft.
I installed the 2.2, and went outside, but the robot is nowhere to be found.
The problem is that the save was done on version 2.1.2?
save game file:
http://www.mediafire.com/?j3dtsp8dn59d3a9
Testing your save game, I can confirm what you said. I'm curious if others are still running into this problem. But of course only if they are doing a fresh install of this beta. In any event, Skynet is still there but just hidden. The new fix handles this differently and thus won't help previous saves games. Sorry.
gvx said:
Error loading message file text\english\game\pro_item.msg at offset 11d56.
{58101}{}{This person has died a horrible death on the medical table...}
{58201}{}{This person has died a horrible death on the medical table...}
{58401}{}{This person has died a horrible death on the medical table...}
{58501}{}{This person has died a horrible death on the medical table...}
{58601}{}{This person has died a horrible death on the medical table...}
{58701}{}{This person has died a horrible death on the medical table...}
"." 16-bit 85 modify 2E
Ah, good catch. Those periods were not in the proper encoding.
valcik said:
There's a typo in dcMom.msg file:
{802}{}{There's gotta be something we can do about this. From what I hear, you seem the be the only person around that actually gives a damn about those kids.}
Fixed. Thanks for spotting that.
Tony Brasco said:
I noticed a change in the readme that said:
Code:
"Lucas now gives you a text float when he has no more to teach you, rather than running through the same dialogue again only to learn that he has nothing more to offer. This is now consistent with the other warriors who teach you at your tribe. "
But Lucas has healing powder, which you can barter if you want to, so this change also means that you can not barter it anymore, if you don't do it initially, before training. I don't know if this is a problem.
Hmm, I didn't think of this. Good point. I'll think about how I want to do this. Or I'll just revert it back.
EDIT: I looked over this again. In the vanilla game he does only give a float once he teaches you, like with Jordan. So at that point you would lose the ability to barter. However, if you are already skilled and ask Lucas for help, he'll say you already know enough. At this point you can just keep going through the same dialogue tree over and over.
I'll just make it where after the first time he tells you that you already know enough, he'll give the float. Essentially just like if he had taught you.
Geras said:
A minor bug, probably still from vanilla:
Sajag, the owner of The Golden Gecko bar in Klamath after Smiley the trapper rescue still says that '...he hasn't come back and that was a while back, too.'
Yeah, many characters in the game don't update their dialogue properly once you complete a quest. I have since updated Sajag and Bob to gives proper text depending upon what quests you have completed in Klamath. Now it's more realistic.
Skynet said:
-This table spot can be walked on in Klamath:
http://imgur.com/uv8Gi
Huh, wasn't this fixed ages ago and multiple times? Regressions...
Skynet said:
-Stacy inside Mom's place in Den has a bug. Hover your mouse on her and description box says "You see Stacy.", but when you talk to her and then quit dialogue the description box says "You see bar patron." It should be other way around.
Great catch. Vanilla bug.
Skynet said:
Also, Tyler rarely initiates his dialog before combat in house party fight in Den's residental area (other npc's block sight to player?).
Yeah, good point. I've repositioned the player to now be directly in front of Tyler when you are teleported to the house party.
Darek said:
The +1 Ag syringe doesn't get removed after use (yay, free agility for everyone). I'm pretty sure we fixed this and the proto is good, so the version of the epasl map must have regressed (using the old syringe proto).
Oh regressions. Well, I just cleared the inventory and put it back in. Hopefully that's all it took to fix this.
Darek said:
The 'gender bender' still have error messages for females, when choosing long hair or bald. Women should probably not even have those dialog options.
Hmm, I guess I had added dialogue way back and then the text file didn't carry over. In any event, no more error dialogue lines.
Skynet said:
Bug in Modoc. With this latest RP i no longer can tell Balthas that Jonny is alive with slags or lie about him being kidnapped by them. I just get get floater "Please, bring my son back to me safely." from Balthas all the time.
And fixed. Good catch there Darek. I still don't think the devs were using the right variable combination there (if you look at how they are defined) but in any event, everything should work now.
Skynet said:
I also found out from Balthas msg-file that there is a dialog response of Balthas refusing to believe Jonny is dead when you return bb-gun from well. I have never ever gotten this response, but the crying dialog instead. Is this another bug?
Yeah, but I think this was later changed by them. There is no way both can be used, unless we assume that the player is more convincing with certain stats. In any case, nothing in the scripts point to this.
SaF said:
[*]When talking to Aldo, no matter which dialogue line you choose, you get only one response from him (the bad one).
Well, this is actually the same behavior a normal player has with Aldo. You can say you'll give money, even if you don't have enough. And if you don't, then you'll get that line from him.
SaF said:
[*]Considering Torr, there are two mutually exclusive options: first one is to accept his quest and get transferred to the pastures immediately (and Torr disappears after leaving them); and the second one is choosing to postpone the quest and getting into actual conversation with him, but this way you can't get his quest afterwards (although he still mentions it in "what's going on around here?" line). Save game from the first link can be used to test this.
[/list]
Yeah, seems like an oversight on the original devs. I've tweaked it so that you can still offer to help after the dialogue situation you described.
Darek said:
crippled code for message box to show up
Great stuff and hopefully this will prevent further invalid bug reports.
Magnus said:
Are you planning on releasing the source scripts for mod makers when it's done?
Yeah, probably.
.Pixote. said:
It seems no one ever noticed that the original Max leather critter in Fallout was wrong, the frame offsets didn't match the rest of the running critters. Anyway below is a fix to all the running black leather critters (Max) for the RP. I've updated the original post just in case people check that one first.
Very awesome! Added to my internal build.
parkhwan said:
and new lenny skin is too slow in town..
Then don't select him in the installer.
parkhwan said:
lenny is still lenny when used powerarmor
ps : miria is still always miria model too?
Well, I don't think Lenny really fits into those armors. As for Miria, there are no new models for her. And yes, no new one is needed for power armor, but then she'd be able to use all the weapons. Remember, she is a joke NPC. Want a better female character? Look to the EPA.
valcik said:
Also, funny thing happens in NCR. If you'll visit the Slaver's guild in the evening, Vortis appear to be walking on his bed. With shoes!
Moved him to the left side of the bed. I guess things were shifted around during map enhancements.