Fallout: A Post-Nuclear War role-playing game bugs

killap said:
Is the issue that there is no "if self_obj_sees_dude_obj" condition check?

I think it's the same thing as the Navarro turrets, yes. They just go "IF hostile THEN combat".
 
My brother was one of the people who said it was possible, and he played the same game as I, 1.2 straight out of the box.
I did it myself in v1.0.
Is there any chance you could post the relevant part of the 1.0 script here?
The scripts are identical. I believe it is the engine. Now it doesn't generate criticals. Or may be it is too fast processors :). I'm not an expert in this area.
I removed is_critical check in my fix, but I don't know if it is the right thing to do. I can't fix the engine, so it seemed to me as only possible way.
Considering they can, I'd say the script's defaulting to smart dialogue is "odd".
They can't without cheating ;). "I have no patience for jokes. If you do not leave this area now I will shoot you!" -- this is the only possible answer for stupid character.
* You brought Tandi home, so why didn't you get the xp already?
You didn't brought her to her father ;).
* Why doesn't she help the villagers even though she would before she was kidnapped? Why does she keep following you?
It is fixed in 1.3.2 patch.
* If you antagonize her and her entire community, is the quest valid any more? If you accept the quest, then kill everyone in Shady Sands, then go and bring Tandi back, should that count?
If you do this in 1.3.2 patch she will attack you, so you will be forced to kill her and will not get your XP.
The bug is the difference in his behaviour depending on whether you stay on the map ("Die raider scum!!!") or escape by running into the town ("He made it around the corner! Well maybe I was being too harsh and he belongs here anyway"). It's like the vault guards in Vault City in Fo2. I would have no problem with the reaction if you ran out into the desert.
Sorry, I didn't read text carefully. Yes, of course, this is bug.
Not a real bug, no. But it sort of renders Katja's contribution meaningless.
You can disarm trap yourself and then try to ask Katja's help.
That you like the result doesn't make it any less of a bug.
This is not about me. We really don't know what developers meant. May be they created this situation deliberately.
Is the bug then that it doesn't work the same way in all other Fo1 and Fo2 communities except for Navarro? How are the cops "trying to catch you" if you're so dangerous all they do is run away once combat starts?
Yeah :). I don't know. May be this is bug after all. But... if this is really bug why every critter in FO1 has it? Yes, I know it will be more logical to put "if self_obj_sees_dude_obj" condition check there, but if we do so, why don't do this with the rest of the scripts? It is like famous "reach people bug". Developers didn't put is_loadgame check and you can generate infinite money by robbing them, save/loading and robbing them again and again. We tried to fix this, but too many players started to say "this changes are not for the patch". Now we believe that unofficial patches can't touch game balance. Such fixes may be included in mod, but not in patch.
Why would a stupid character not deserve xp for performing the same task and having it acknowledged?
I don't know, ask the designers ;). There is no bugs in the script. There simply aren't dialogue branches for stupid character. Only "Get outta here" thing.
It's a blatant bug. The emitter magically disappearing is permanent and looking at the script it's obvious it was not deliberate.
Hell, I'm blind :). Never do scripting at night after long workday :). Of course, there is a bug: set_obj_visibility(self_obj, 1) instead of set_obj_visibility(Field_Ptr, 1).

Here it is. This little fix is not cumulative, you'll still need the previous one.

Fixes:

If you come here at night, you get one chance to ask nicely to be let in (IN 5 and a Speech check), or you'll have to wait until morning. If you step inside without permission Kalnor will come running to attack, but if you just run to the northern exit grid he won't be hostile when you return (this will not work if Ian is with you).
Fixed.

Using explosives to damage the Military Base forcefields only turns them off if you make a Traps roll. However, failing the roll instead turns the emitter invisible so that you can pass beside the field.
Fixed.

Another one little fix: now it is possible to get 12 ga ammo from Mike (10th line was off-screen before, now this branch is splitted to two branches).

No "official" release from TeamX will follow untill all fixes will be checked out and confirmed. We really have a problem here: Fallout1 isn't as much pupular in Russia as Fallout2, so there are no testers to check out new fixes. And I personally don't have time to play and check everything out. I'm checking only obvious things to exclude "stupid" bugs in my own fixes. So... help us make Fallout better by playing it with all fixes ;). And without any other mods! Only patches and new fixes. And only new game, not saved one.

And please, if you'll find a bug -- send me an e-mail (my e-mail adress is included in 1.3.2 patch readme). Don't touch your save with the bug! Backup it to the different folder, we may need it to fix the bug.

PS Please, include all information about your Fallout version in the bugreports: full version number, release date from readme file, installed patches and mods and source of your distributive.
 
Wasteland Ghost said:
The scripts are identical. I believe it is the engine. Now it doesn't generate criticals.

Hmm. Very odd.

I removed is_critical check in my fix, but I don't know if it is the right thing to do. I can't fix the engine, so it seemed to me as only possible way.

Might make it a little too easy, though? Zax is supposed to be aces at chess. Maybe put a big negative modifier on the check, like -4, and then require two successes?

They can't without cheating ;).

They can. Just cross the "hole" in the moat.

* You brought Tandi home, so why didn't you get the xp already?
You didn't brought her to her father ;).

But "in-game" you'd have had to pass through the outer map to reach the inner map, and entering the outer map immediately gives you the xp. It's just silly that she doesn't consider herself rescued (but she should still follow you so that she can be dropped off on the right map).

You can disarm trap yourself and then try to ask Katja's help.

This still requires you to know the locker is trapped, to get your hands dirty, you can't just tell your thief NPC to handle the matter. The chance that a character would have Lockpick but not Traps is much, much greater than the chance of someone having Traps but not Lockpick. It's just that the whole thing is so obscure and unlikely - who'd have Katja with them when they find the locker for the first time, who'd think of checking to see if she gets a new dialogue option in that room of all places in the game - that I just find it frustrating that it still is of such infinitesimal use.

This is not about me. We really don't know what developers meant.

In the absence of such knowledge I will happily assume that a resetting variable is unintended.

Is the bug then that it doesn't work the same way in all other Fo1 and Fo2 communities except for Navarro? How are the cops "trying to catch you" if you're so dangerous all they do is run away once combat starts?
Yeah :). I don't know. May be this is bug after all. But... if this is really bug why every critter in FO1 has it?

I thought only the Hubcops had it. No need to change any other scripts.

Why would a stupid character not deserve xp for performing the same task and having it acknowledged?
I don't know, ask the designers ;). There is no bugs in the script. There simply aren't dialogue branches for stupid character. Only "Get outta here" thing.

But it seems illogical that after you rescue the initiate and talk to Talus and he thanks you for it, the remainder of the dialogue should be what determines whether you get xp or not. It's perfectly reasonable that he won't issue extra ammo to a "chem user", but you should get the xp in node 49, or so I think.
 
I thought only the Hubcops had it. No need to change any other scripts.
I saw many scripts during my bugfixes. They all are written in "if hostile then attack" manner.
They can. Just cross the "hole" in the moat.
Heh :). I've forgotten about this hole. May be designers have forgotten about it too :). There isn't a single line for stupid character in Gabriel's or Zack's dialogue. No reaction on stupid character. Those lines may be written, of course, but not in the patch. May be in the Restoration Mod.
Might make it a little too easy, though? Zax is supposed to be aces at chess. Maybe put a big negative modifier on the check, like -4, and then require two successes?
May be. Or may be we should leave this "fix" for mod.
But "in-game" you'd have had to pass through the outer map to reach the inner map, and entering the outer map immediately gives you the xp. It's just silly that she doesn't consider herself rescued (but she should still follow you so that she can be dropped off on the right map).
Have you played FO1 with 1.3.2 patch? If you'll enter the inner map first, she'll run to the exit grid and disappear. But technically she must stay in player's party, there is no other way to bring her to the right map. So there has to be some stimulus for player to visit the west side eventually.
It's just that the whole thing is so obscure and unlikely - who'd have Katja with them when they find the locker for the first time, who'd think of checking to see if she gets a new dialogue option in that room of all places in the game - that I just find it frustrating that it still is of such infinitesimal use.
Yes, you may be right. But, again, this change is not for patch.
In the absence of such knowledge I will happily assume that a resetting variable is unintended.
I'll think about it ;).
But it seems illogical that after you rescue the initiate and talk to Talus and he thanks you for it, the remainder of the dialogue should be what determines whether you get xp or not. It's perfectly reasonable that he won't issue extra ammo to a "chem user", but you should get the xp in node 49, or so I think.
May be, but for some reason designers didn't make it. Script and dialogue don't give me any reason to believe that this is bug.
 
Wasteland Ghost said:
Might make it a little too easy, though? Zax is supposed to be aces at chess. Maybe put a big negative modifier on the check, like -4, and then require two successes?
May be. Or may be we should leave this "fix" for mod.

Yeah.

Edit: However, if you do leave this fix for the mod, then you should omit the present change from the patch. It is not a conservative fix to substitute a normal success for a critical one.

Have you played FO1 with 1.3.2 patch?

No, I'm just talking about bugs in the original game and how I think they "should" work instead, sorry if that was not clear.

May be, but for some reason designers didn't make it. Script and dialogue don't give me any reason to believe that this is bug.

I believe this is along the lines of fixing Gunther in Fo2 so that stupid characters can get xp from him. But since it's your patch, you get to make the calls.
 
Edit: However, if you do leave this fix for the mod, then you should omit the present change from the patch. It is not a conservative fix to substitute a normal success for a critical one.
Of course. As I said before, this fixes can not be considered as "official release", so we may not include all of them in the next patch version.
 
Wasteland Ghost said:
Edit: However, if you do leave this fix for the mod, then you should omit the present change from the patch. It is not a conservative fix to substitute a normal success for a critical one.
Of course. As I said before, this fixes can not be considered as "official release", so we may not include all of them in the next patch version.

Wasteland I now see that I have greatly underestimated and I ask you to forgive me. That was very immature from my part...

I'm willing to help you. Give me anything that needs testing, and here's another bug: when I started a game each and every single time someone/thing is injured in combat, it shows every single time that it's been hit for 500,000> Hit Points!

To whom should I e-mail a savegame file?
 
SorgFall said:
Wasteland Ghost said:
Edit: However, if you do leave this fix for the mod, then you should omit the present change from the patch. It is not a conservative fix to substitute a normal success for a critical one.
Of course. As I said before, this fixes can not be considered as "official release", so we may not include all of them in the next patch version.

Wasteland I now see that I have greatly underestimated and I ask you to forgive me. That was very immature from my part...

I'm willing to help you. Give me anything that needs testing, and here's another bug: when I started a game each and every single time someone/thing is injured in combat, it shows every single time that it's been hit for 500,000> Hit Points!

To whom should I e-mail a savegame file?

EDIT: OK, this is the bug. I create a character called "Igor", 20 years old (male), with the following characteristics (up to down): ST 6, PE 6, EN 5, CH 4, IN 7, AG 7, LK 5 and with Speech, Lockpick and Small Guns tagged. This bug ALWAYS repeats itself. I've tried out several times. To introduce a change I tagged the Gifted perk, and the same thing occurs. I am using the English version of Fallout, patched by the semi-official 1.2 and unofficial TeamX's 1.3.2 patch.

Could someone please roll in their Fallout and try this on their own computer? Thanks!
 
Was there a reply to my question what makes the 1.2 patch "semi-official" that I missed? It's the version number of the UK game right off the retail CD. If you are speaking of something else then you perhaps shouldn't use two different custom patches at the same time.
 
Per said:
Was there a reply to my question what makes the 1.2 patch "semi-official" that I missed? It's the version number of the UK game right off the retail CD. If you are speaking of something else then you perhaps shouldn't use two different custom patches at the same time.

TeamX calls it "semi-official". I suppose that's because it's Interplay's, but just touched by TeamX. 1.3.2 unofficial cannot be used without the semi-official 1.2.
 
The only fix that doesn't make sense in 1.3.2 patch is:


"Necropolis:

- Now you can talk about the quest with Set at any time."

Luckily this seems to be only fix with Set script, so deleting the script file won't nullify other possible fixes(?)


Care to comment Wasteland Ghost?
 
I'm willing to help you. Give me anything that needs testing, and here's another bug: when I started a game each and every single time someone/thing is injured in combat, it shows every single time that it's been hit for 500,000> Hit Points!
Old bug again. Your exact version (number and release date from readme) and source of distributive, please.
Was there a reply to my question what makes the 1.2 patch "semi-official" that I missed? It's the version number of the UK game right off the retail CD. If you are speaking of something else then you perhaps shouldn't use two different custom patches at the same time.
It is called semi-official, because Interplay never released such patch. This patch contains original resources, which were taken from 1.2 release and composed into a patch by TeamX. So, we can't say it's official and we can't say it's fan-made :).
- Now you can talk about the quest with Set at any time."
Yes, it doesn't make sense. We plan to remove this "fix" from future releases. As I recall, it is only one fix with Set, so you can delete his script, if you don't like this.
 
Wasteland Ghost said:
I'm willing to help you. Give me anything that needs testing, and here's another bug: when I started a game each and every single time someone/thing is injured in combat, it shows every single time that it's been hit for 500,000> Hit Points!
Old bug again. Your exact version (number and release date from readme) and source of distributive, please.
Was there a reply to my question what makes the 1.2 patch "semi-official" that I missed? It's the version number of the UK game right off the retail CD. If you are speaking of something else then you perhaps shouldn't use two different custom patches at the same time.
It is called semi-official, because Interplay never released such patch. This patch contains original resources, which were taken from 1.2 release and composed into a patch by TeamX. So, we can't say it's official and we can't say it's fan-made :).
- Now you can talk about the quest with Set at any time."
Yes, it doesn't make sense. We plan to remove this "fix" from future releases. As I recall, it is only one fix with Set, so you can delete his script, if you don't like this.

Version 1.2 (I applied your 1.3.2 on it), Release date: 19 November 1997. It was so long time ago I don't remember anymore who's the distrubuter (if memory serves me well, my brother got that as a present).
 
Version 1.2 (I applied your 1.3.2 on it), Release date: 19 November 1997.
1.2US or 1.2UK?
It was so long time ago I don't remember anymore who's the distrubuter (if memory serves me well, my brother got that as a present).
It only matters was it original CD or not.

Try to install 1.2 patch from TX before applying 1.3.2 patch. Your problem is caused by incompatibility of combat.msg and the engine.
 
Wasteland Ghost said:
Version 1.2 (I applied your 1.3.2 on it), Release date: 19 November 1997.
1.2US or 1.2UK?
It was so long time ago I don't remember anymore who's the distrubuter (if memory serves me well, my brother got that as a present).
It only matters was it original CD or not.

Try to install 1.2 patch from TX before applying 1.3.2 patch. Your problem is caused by incompatibility of combat.msg and the engine.

I think I got the problem. I installed the official 1.1 patch, then your semi-official 1.2 patch and then your unofficial 1.3.2 patch. However, when I just installed your 1.2 and then 1.3.2 patch, no problem occurs... very strange, what might be the reason?
 
There are too many Fallout1 releases, that's the problem. Now Alchemist is trying to find and compare them all, so we could make a new 1.2 patch, which will update any Fallout1 version to latest v.1.2.
 
Bug report:

-Thieves Circle. Some dialog paths with Jasmine (or possibly the woman next to him) will result error messages in answer and question box.

Sorry, I cannot remember the exact paths, because I haven't got Fallout 1 installed at the moment.
 
Sorry, I cannot remember the exact paths, because I haven't got Fallout 1 installed at the moment.
That's bad :(. Note, that almost all "Error" messages are caused by corrupted data file(s). Please, if this bug ever occurs to you, send us MD5 sum of all your data and exe files. And, of course, Fallout version + release date from readme.
 
Wasteland Ghost said:
There are too many Fallout1 releases, that's the problem. Now Alchemist is trying to find and compare them all, so we could make a new 1.2 patch, which will update any Fallout1 version to latest v.1.2.

Can I help somehow? Testing? Translating or somethin'?
 
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