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

Killian issue

I've run into one nasty issue with the TeamX 1.3.2 patch. Killian's dialog is extremely messed up with several blanks, he's always angry with you (or at least looks like it) and the "Tell Me About" button doesn't work at all (beats me how that came about). I solve the problem by replacing the 1.3.2 KILLIAN.INT with the older 1.1/1.2 one.

This may have been addressed ages ago, or it may just be lucky ol' me since I have a lifelong habit of hitting bugs nobody else does. Dunno, but I thought I'd report it.

~N

EDIT: US Version 1.0 -> 1.1 -> semi official 1.2 -> 1.3.2 -> NPC Mod 3.2 is the install order. And I have the savegame backed up.
 
Potential game stopper

US Version 1.0 -> 1.1 -> semi official 1.2 -> 1.3.2 -> NPC Mod 3.2.

Hit this one yesterday and was able to replicate it three times. In the Military Base if you get captured, when you talk to the lieutenant and get put into your cell, the intruder alarms go off immediately. So basically you're stuck behind a lot of yellow force fields and facing down angry mutants with the vault jumpsuit, the 10mm pistol, and 3 stimpacks. This is a wee bit of a problem.

Easy enough to avoid the situation, but LT has some fun dialogue. It does seem that the problem resides in the v1.3.2 'LT.INT' script. After deleting it, the problem went away.

Again, may have been addressed already, but...
 
As I said "There are too many Fallout1 releases, that's the problem." So post here your exact version (number and release date from readme) and source of distributive. Some versions are not compatible with 1.3.2 patch, as we recently realized.

2All Please, when you post your bugreports here, include whole information about your Fallout version and distributive.
 
Re: Potential game stopper

US Version 1.0
-> 1.1
-> semi official 1.2 (readme says 09/05)
-> 1.3.2 (10/06)
-> NPC Mod 3.2 (05/07)
All non-official patches downloaded from TeamX site.

A couple smaller bug reports, again apologizing profusely for any repititions:

1) The caravan runs still don't want to work properly. As an example, going from the Hub to Junktown took 3 days, returning with the caravan took over two weeks.

2) After saving Sinthia at Junktown from the raider, her dialogue resets after a save/load or re-entering the map. Same with Marcelles the owner of the Crash House. i.e. She always says "Thanks, nobody's taken care of me like that before" so you can ask "Who's your Boss" and get a 'freebie', and Marcelles will give you a free room over and over. In the same fashion, each time you re-enter the Crash House map you get the "Sinthia might like some company" messages.

A related bug: If an NPC party member strikes the killing shot on the crazed raider, Sinthia reacts as if you resolved the situation peacefully.

3) Vance (the drug dealer at the Hub) never seems to have his money respawn.

~N

EDIT: I would like to state for the record that aside from the Killian and Military Base issues I've hit, the TeamX contributions are pure gold. :clap:
 
US Version 1.0
There are at least two (presumably three) US specific releases with the version number 1.0. What date does have you Fallout distribution accordinly to the original readme file from the CD-ROM?
 
1) The caravan runs still don't want to work properly. As an example, going from the Hub to Junktown took 3 days, returning with the caravan took over two weeks.
Engine bug, as I said before.
2) After saving Sinthia at Junktown from the raider, her dialogue resets after a save/load or re-entering the map. Same with Marcelles the owner of the Crash House
...
A related bug: If an NPC party member strikes the killing shot on the crazed raider, Sinthia reacts as if you resolved the situation peacefully.
3) Vance (the drug dealer at the Hub) never seems to have his money respawn.
Thanks, I'll check this out.
Hit this one yesterday and was able to replicate it three times. In the Military Base if you get captured, when you talk to the lieutenant and get put into your cell, the intruder alarms go off immediately. So basically you're stuck behind a lot of yellow force fields and facing down angry mutants with the vault jumpsuit, the 10mm pistol, and 3 stimpacks. This is a wee bit of a problem.
Yes, this is my fault. Appeared after fixing some bugs (see readme) with Lt.

All text issues appear to be caused by corrupted data or incompatible game version. Please, e-mail me your savegame (in rar archive) with those bugs and detailed description of your actions. My e-mail is in readme file.
 
Alchemist said:
US Version 1.0
There are at least two (presumably three) US specific releases with the version number 1.0. What date does have you Fallout distribution accordinly to the original readme file from the CD-ROM?

Sorry about that.
v1.0 - 09/29/97
v1.1 - 10/31/97

Wasteland Ghost said:
Engine bug, as I said before.

My bad. It said in the 1.3.2 readme that bugs had been fixed with the caravan runs, just didn't say which ones. :)

Wasteland Ghost said:
All text issues appear to be caused by corrupted data or incompatible game version. Please, e-mail me your savegame (in rar archive) with those bugs and detailed description of your actions. My e-mail is in readme file.

Emailed you the savegame re: the Killian bug. Played around with it and narrowed down the problem. It seems to depend on what you say during your initial conversation before the assassin shows up. If you ask "Who are you", then tell him you come from up north and ask if there's anything else up there, that's where it goes bad. If you skip that option he seems to work okay. Otherwise, he's always angry, the Tell Me About button doesn't work, and there is some generally messed up dialogue.

Hope this proves helpful.
~N
 
Couple more

I doubt I would have even noticed these without Per Jorner's Ultimate Guides (bravo to ye, fine sir). Anyway, if these have been addressed, discussed, debated, fixed, etc etc etc, I apologize, grovel, beg forgiveness, debase myself before you, etc etc etc. :)

Armor piercing ammo is messed up by design, but there is a discrepancy with the 5mm. Normally AP has a negative DR modifier and JHP has a positive, but with the 5mm ammos this is reversed. I believe this is fixed in Fallout 2, and so I would think counts as a bug.

Second off, Dane the crazy guy in the Cathedral tower needs some serious help (and not just in game terms). During his ravings he has several lines, but you only see the last ones. If you hit the Review button you can see them all.

And Wasteland Ghost, I just emailed you another savegame with a screwy dialogue situation.

~N
 
Armor piercing ammo is messed up by design, but there is a discrepancy with the 5mm. Normally AP has a negative DR modifier and JHP has a positive, but with the 5mm ammos this is reversed. I believe this is fixed in Fallout 2, and so I would think counts as a bug.
We are informed on that. And no, it is not fixed in the Fallout 2. So it can not be considered a bug so clearly. Improper design, yes indeed. We have had a hot conversation on this subject some time ago and as a result it has been decided to move such things out of the scope of our patch. People who still want to adjust the ammo balance of the game could install a separate mod package.
Let me explain my point of view. There are many different things among those reported as a bugs. There are script level errors, engine level errors, major and minor exploits, linked exploits (that work in combination only), various cases of an improper design, 'dead' features (implemented but unreachable), logical mistakes (story level) and NOT a bugs but person's own misunderstandings. Script level errors and engine level errors (if they can be fixed) are only subjects of a fan-made patch. It's a base for every mod which will be developed on top of the patch and must not contain any questionable features. As well as it's extreamly undesirable to have a zoo of a controversible patches like we had for Fallout 2 for example.
 
Emailed you the savegame re: the Killian bug. Played around with it and narrowed down the problem. It seems to depend on what you say during your initial conversation before the assassin shows up. If you ask "Who are you", then tell him you come from up north and ask if there's anything else up there, that's where it goes bad. If you skip that option he seems to work okay. Otherwise, he's always angry, the Tell Me About button doesn't work, and there is some generally messed up dialogue.
Thanks a lot, I'll check this out.
Second off, Dane the crazy guy in the Cathedral tower needs some serious help (and not just in game terms). During his ravings he has several lines, but you only see the last ones. If you hit the Review button you can see them all.
Hmm... I believe, I fixed this bug. I've checked this out myself after fixing his script, and everythig was perfect. Do you have a new fixes (can be found in this topic) installed?
I don't know if it's "fixed", but it's certainly changed.
This "bug" was "fixed" in Update Mod, not in 1.3.2 patch.
 
Wasteland Ghost said:
Second off, Dane the crazy guy in the Cathedral tower needs some serious help (and not just in game terms). During his ravings he has several lines, but you only see the last ones. If you hit the Review button you can see them all.
Hmm... I believe, I fixed this bug. I've checked this out myself after fixing his script, and everythig was perfect. Do you have a new fixes (can be found in this topic) installed?

I have up to the 1.3.2 patch installed, and looking at the contents I can't spot any updated script for Dane. But looking back in the thread I see you have addressed this already, I just hadn't installed those fixes since you had said they weren't part of an official patch yet. So my goof.

And for the 5mm ammo thing, it wasn't a general "AP ammo sucks" declaration, I was just noting that the modifiers are backwards when compared to all the other AP vs JHP ammos, and F2 had switched them around. Wasn't trying to start up an old discussion again. So that's the last I'll say of it. :)

~N
 
I spotted three bugs just browsing part of the Hub section of my guide:

1. Talking to caravan people at the entrance to the Hub puts the Glow on the world map even though they don't mention it.
2. Caravan brahmin use the talking cow script, should probably be scriptless unless there is a dedicated script.
3. Quest xp for solving Irwin's quest doesn't have a text message.
 
Wasteland Ghost said:
Thanks, Per.

2. I've noticed, that all brahmins (or almost all) use this script. May be this was a designer's joke :).

I recently forced my girlfriend to play through Fallout (with the latest team x patch), and when she got the special encounter with the talking brahmins, she had no idea what made it a special encounter as most of the brahmins in the game have the talking script.

Just thought I'd point out how it kind of destroys the purpose of the talking brahmin encounter.
 
Yes, I've been thinking about it too. But this change is not for patch. "We don't know what developers wanted", as I said before ;). May be we will include all "fixes" like this in separate mod.
 
Wasteland Ghost said:
Yes, I've been thinking about it too. But this change is not for patch. "We don't know what developers wanted", as I said before ;). May be we will include all "fixes" like this in separate mod.
While obviously my opinion is just that, and I'm certainly no authority, I'm of the mind that the caravan brahmin got that script entirely by mistake. If not, making a specific talking cow encounter seems pretty redundant and pointless.

I haven't looked at the scripts personally, but I'd be willing to bet it's either a case of a misused or wrongly set variable which would otherwise prevent them from saying anything "unusual", or simply someone on the development team got confused, and tied them to the wrong script entirely, not realizing it was meant for special circumstances.

Again though, that's just my thoughts. Your patch, your decision and all that. :)

Once I get done bug testing FO2 (which I'm doing currently), I'll dust off FO1 and install you guys' latest build and dig in there a while. I can't remember for sure if I ever played it with anything other than official patches, but I do remember that whatever version I last played, it still had plenty of bugs.

My thinking is, maybe if the community can help you guys and killap with the patches / mods to bring FO1 and FO2 more in line with their intended, original visions, it will give us old die-hard fans something fun to play while the console kiddie world is busy drooling over the release of FO3. ;D

-Wraith
 
I haven't looked at the scripts personally, but I'd be willing to bet it's either a case of a misused or wrongly set variable which would otherwise prevent them from saying anything "unusual", or simply someone on the development team got confused, and tied them to the wrong script entirely, not realizing it was meant for special circumstances.
Generic cow script uses generic line from generic cow msg :). "Moo, moo, I say!" :).
 
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