Fallout 2 Sulik Armor Bug

Barlessi

First time out of the vault
Playing FO2 RP 2.3.2

Alert: there might be spoilers

I apologize in advance if this has already been mentioned, I tried using the search tool but it didn't show up anything similar.


So, after not saving in a new slot for a couple of days, Today I've founf myself in a situation where I don't know what to do.
I was in San Francisco, wanting to take sulik's power armor from him, and instead of telling him to remove the armor he was wearing, I automatically went to the trade option, somehow even though he was wearing power armor, it still showed in the trade menu, without thinking, I took it and closed the conversation only to see that he still has a power armor sprite on him

So I clicked back on sulik and entered a conversation, went to combat control only to see that it still says he's somehow magically wearing power armor, so I went and told him to remove the armor he is wearing, and then went to trade menu with him, and there it was.. another suit of power armor;
I couldn't take it due to me being at the carry weight limit, so I told him to re-equip the armor back and went to the grid(map) where hubologists are;
then, stupid me automatically save the game cause I quicksave before anything I do..
and then I was afraid something might be worng with the game, cause of the 2 suits of power armor that magically appeared so I went to test something;
both Vic and Sulik were in power armor, I shot vic 3 times with YK32 Pulse pistol and every time I did 24-25 damage, then I shot Sulik, and did 43-45 damage, and then I realised that even though it says he's wearing armor, he actually isn't, nor does he have the additional carry weight capacity from power armor, and if I actually remove the "magical" suit that he somehow has, he only has 75 Carry Weight limit...
so Something went terribly wrong, and I am left without a savegame, with him being already leveled high, and I don't wanna change him for a new Companion just cause of that.. he's leveled...

Any help? Suggestion or something? Did this ever happen to anyone else? :S

Any help is really apreciated

And Sorry for grammar errors
 
Sorry for no one replying yet, usually on this forum people (even me sometimes) have the bad habbit of not replying if they don't know, which leaves those seeking for help wondering what happened of feeling ignored.

I specifically have never had this happen therefore never had to deal with it, but the best person who you can talk to about that is the Man himself, Killap. You can look up his name under our members directory and then private message him. He's a busy man but he's also on here usually at least once a day often so he should respond soon.
 
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Well, I can understand of nobody replying if the solution is unknown, but you replied with a suggestion :razz:

So thank you, it would be a shame if I had to leave sulik for another companion since he's max level, so I will try what you said and contact Killap, I'd gladly give him my save file too so he can see what I'm talking about ^^
 
Just made an account to say that i have the same bug, its triggering me on so many levels to have a crippled Sulik.
 
Upload your save game and I'll take a look. It would also be good if you could say what mods/patches you are using.
 
The bug happens when a party member has multiple sets of the same armor he's currently wearing and gets leveled up.
Or you give a party member several sets of the same armor and tell him/her to equip the armor.
You can tell the party member to remove the armor several times in dialogue, and it will cause his related stats (AC, DT, DR, etc.) getting dropped below the values they should be.

It's more or less like the equivalent bug as the "unlimited ammo" exploit that a party member equips/reloads a stack of weapons, only has 0 benefit. It's fixed in sfall 3.7:
>Added a fix for the original engine issue that caused party members to be able to unequip multiple of the same armor and reduce their stats to below the proper values
 
The bug happens when a party member has multiple sets of the same armor he's currently wearing and gets leveled up.
Or you give a party member several sets of the same armor and tell him/her to equip the armor.
You can tell the party member to remove the armor several times in dialogue, and it will cause his related stats (AC, DT, DR, etc.) getting dropped below the values they should be.

It's more or less like the equivalent bug as the "unlimited ammo" exploit that a party member equips/reloads a stack of weapons, only has 0 benefit. It's fixed in sfall 3.7:
Ah OK. In all my playthroughs I can't recall ever seeing that. Anyway, you should be able to 'restore' Sulik by using the "edit critter" function in the Fallout 2 savegame editor, right?

Also, looking through the sfall changelog I saw something about a "TooManyItemsBug" fix. How does that work, and does it mean that we now can add as many scripted items as we want with no worries?
 
Also, looking through the sfall changelog I saw something about a "TooManyItemsBug" fix. How does that work, and does it mean that we now can add as many scripted items as we want with no worries?
It corrects saving script blocks (to *.sav file) by properly accounting for actual number of scripts to be saved. It can only prevent the bug from happening. Players still need to use vad's tool to fix already corrupted .sav files.
Even though I've verified the fix in the official 1.02d game with giving myself a copy of all script-attached items at the temple, I wouldn't say "can add as many scripted items as we want with no worries".
 
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Ah OK. In all my playthroughs I can't recall ever seeing that. Anyway, you should be able to 'restore' Sulik by using the "edit critter" function in the Fallout 2 savegame editor, right?

Also, looking through the sfall changelog I saw something about a "TooManyItemsBug" fix. How does that work, and does it mean that we now can add as many scripted items as we want with no worries?


Oh thank you, Fallout 2 Save game editor make things more simple here take my like.
 
Oh thank you, Fallout 2 Save game editor make things more simple here take my like.
You are welcome. :)

...I wouldn't say "can add as many scripted items as we want with no worries".
Thanks @NovaRain. I didn't mean that literally, just exaggerated a bit to see how confident you were with the fix. :)
As I recall the crash happened because the number of scripts recorded in the beginning of the save file didn't match the actual number of scripts in the blocks. Right? So the fix doesn't touch the item blocks themselves, but only changes/corrects the script count? I always thought there were some issues with the blocks too (even though that wasn't the final reason for the crash), but maybe I just never understood it well enough. So even if that would be enough, I'm just not sure I would trust it 100%. :shrug:
Anyway, the reason I'm wondering is if it would be recommended for the RP to move the item scripts in the dude script back to their respective items.
 
Anyway, the reason I'm wondering is if it would be recommended for the RP to move the item scripts in the dude script back to their respective items.
I'd say just keeping the current way of reduced script-attached items (only a few remain AFAIR, like magic 8-ball and hintbook) for UP/RP, to save the work going back to fix those item scripts. :P
Not sure if moving them back to items makes life easier for killap and other modders, probably easier to manage some short scripts instead of a long obj_dude script.
 
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