Fallout 2 mod Fallout 2 Restoration Project 2.2 (Unofficial Expansion)

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Re: Vault Village quest bug

Darek said:
kungfujoe said:
Shit, don't mention him, your gonna make the Bear Dude sad. :naughty:
Heh, man I hate that script. Even the devs had left a comment in that script before I got to it that went along the lines of: "Ugh, Brain hurts brain".

@everyone: I'm back from all my work trips and will be tackling the bugs on the wiki. Maybe I can get it done with the long weekend here in the US.
 
Re: Vault Village quest bug

killap said:
Heh, man I hate that script. Even the devs had left a comment in that script before I got to it that went along the lines of: "Ugh, Brain hurts brain".

@everyone: I'm back from all my work trips and will be tackling the bugs on the wiki. Maybe I can get it done with the long weekend here in the US.

I always thought you had to decompile the script, how did you get to see the comments?
 
Re: Vault Village quest bug

Oppen said:
I always thought you had to decompile the script, how did you get to see the comments?
The official mapper scripts contain original comments in them. They are sparse, but there are definitely comments from the original devs.

@everyone: Continuing to trudge through the wiki.
 
ETPC1 said:
Did you get a chance to look at my save to see if it's a problem?
The Melchior problem, right? I couldn't get any crashing with that save game. Even tried multiple times with different weapons. Also turned high res patch on/off.
 
Some general advise to players of Fallout 2 - this game can bug up for completely inexplainable reasons...therefore save often, and save in different slots.

My method is very simple, every town gets a new save, in a free slot just outside the actual town (on the desert map), that way if you fuck up and accidentally kill someone you're not meant to and the town goes crazy, you can always load the clean save. Now while running around the towns themselves I use a quick-save slot, usually slot 10 (which is conveniently named QUICKSAVE :P ).

Remember never save in a combat situation, there is a small chance the game will break when you do this. So if you fail horribly in combat and all your lovely NPC get killed, either suck it up and play on, or load your previous quick-save.

One trick when you encounter a random encounter - as soon as the map loads push the "a" key on the keyboard and initiate combat...you will get the first attack, but also you can run from your opponents if you wish to...if you run far enough and keep pushing the "a" key you can basically run off the map.

Now critters will engage you when their perception is high enough to see you (just you the player, NPC don't count), so running away sometimes is enough to escape. Things like scorpions have a perception of 2, while Deathclaws have a perception of 6. People generally have a perception between 5 and 7, while robots have perceptions of 8+ (Floating Eye Bot has 10).

IIRC the higher perception (the player), the greater the distance from you opponents, when combat initiates in a random encounter (combat distance modifiers).

And even when you take all the precautions the game can still occasionally break, especially if you use an editor and mess around with your stats and items. So save often and save in different slots. Remember the RP allows you to save 1000s of separate games slots, so there's no excuses using the one save slot and saving over it continuously. :roll:
 
Thank you Killap and co. for all the efforts of making this great game even greater! I really appreciate it! We are so lucky to have you as a modding member of Fallout 2. Thank god.
 
I’ve reported a few typo’s to the bug-wiki, but since I don’t want to clutter it with false reports I wanted to ask here about an issue I’ve had in the SAD first.

I’ve killed all the robots on level 3 in the Sierra Army depot except those three in their sneaky little storage (they were walking around but didn’t come out). After returning to level 3 all robots have respawned. No significant amount of time past in between, a couple of minutes at best. I did disable the auto-repairbay on level 2, but even so, if they’re killed they shouldn’t be able to reach a repair bay.

Is this a bug or just as it should be?

If necessary I can provide a savegame.
 
Brunzer said:
I’ve reported a few typo’s to the bug-wiki, but since I don’t want to clutter it with false reports I wanted to ask here about an issue I’ve had in the SAD first.

I’ve killed all the robots on level 3 in the Sierra Army depot except those three in their sneaky little storage (they were walking around but didn’t come out). After returning to level 3 all robots have respawned. No significant amount of time past in between, a couple of minutes at best. I did disable the auto-repairbay on level 2, but even so, if they’re killed they shouldn’t be able to reach a repair bay.

Is this a bug or just as it should be?

If necessary I can provide a savegame.

Yeah, I've reported similar case with robots from level 1. Interestingly enough, respawned brainbots were missing their motivators.
 
Brunzer said:
If necessary I can provide a savegame.
Yes, please upload it. There was something strange with Mirak's save game and I'm curious if the same is with yours.
 
Mirak said:
Yeah, I've reported similar case with robots from level 1. Interestingly enough, respawned brainbots were missing their motivators.

Just tested this and I had the same thing.
Killap said:
Yes, please upload it. There was something strange with Mirak's save game and I'm curious if the same is with yours.
Sure I’ve uploaded 2 savegames. One where I was just about to return to level 3 where all the robots have respawned. And one where I killed them again. Unfortunatly I've no savegame prior to entering the SAD.
I noticed that after the second time they don’t respawn anymore. Also, some of the eyebots seemed to have spawned outside of the level.

Here are the savegames

edit: I killed the robots before I had the conversation with Skynet where he resetted the security systems
 
Yay Beardude! :clap: Final version and I finally downloaded it! I'm running through it now and I'm in Modoc. I found an apparent problem with the "NPC Criplled" tag (besides the spelling). I posted it on the wiki in the Misc. Bugs section with a game save.

BIG EDIT: My mistake, I forgot to check the dog. Laddie had crippled limbs too. When I healed him, the tag disappeared. I removed my report from the Wiki.
 
Richwizard said:
Yay Beardude! :clap: Final version and I finally downloaded it
Well, heh, it's never truly final with me. Another update soon to address installer problems and the plethora of reports from Mirak. Then longer down the road will be translations. But yeah, enjoy and know that I'm still polishing away in the shadows. But I won't be doing it forever.

@Brunzer: I found the cause of the issue. Both your report and Mirak's report are the result of the same bug. Fixed.
 
Hi Killap,

I'm reading the forum since years, but I just registered to say thank you!

Also, I wanted to make sure, that you considered the bugs of hiperborejai (page 14 of this thread - yeah, you said you were going to bookmark his message, but I think a friendly reminder can't hurt javascript:emoticon(':wink:') ) and Darek's corresponding proposals/comments on page 15.

I think these bugs are not on the wiki...
 
killap said:
Then longer down the road will be translations. But yeah, enjoy and know that I'm still polishing away in the shadows. But I won't be doing it forever.
:D What about talking heads? I seem to recall you saying something about a goal/wish to give every major character a talking head. Even though F2 has a larger game world it has fewer talking heads than F1. I'm looking forward to meeting Cassidy in the RP.
 
Lockpicks and expanded lockpick sets can't be used on safes at 3rd floor of Hubologist Stash, is it bug or it's intended to be that way?
 
Trephs said:
Lockpicks and expanded lockpick sets can't be used on safes at 3rd floor of Hubologist Stash, is it bug or it's intended to be that way?

I think they're pickable with electronic lockpicks only.
 
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