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

Wasteland Ghost said:
As far as I can tell from his script MacRae is supposed to give you +1 Melee Damage and +5% Damage Resistance. Don't see any particular reason why it shouldn't work, but it doesn't; presumably the engine just doesn't allow for these stats to be raised this way. Interestingly enough, virtually every other walkthrough states you can get an Unarmed and/or Melee Weapons bonus if your skill level is below 91%. Apparently not one of them bothered to actually check this.

Engine bug. Engine disallows to modify derived stats from scripts.

This might be impossible (or clunky), but perhaps having MacRae use an item on the player could solve this problem? I dunno.

Also, regarding the non-completable quest to find the spy among the Followers. I know this was fixed in the 1.2.5 update, but perhaps should be fixed in an official patch by either replacing the missing characters to allow the quest to be completed, or just removing it entirely which would be more appropriate for a patch rather than a mod.

Completely inconsequential bug regarding Sarah(?), the prisoner in the Military Base. After you talk to her once, her floating dialog is "Do you mind, we're talking here", even though there is no one else present. I think this line was used for one of the prostitutes in the Maltese Falcon.
 
This might be impossible (or clunky), but perhaps having MacRae use an item on the player could solve this problem? I dunno.
May be. But it will cause another bug, like bug with Cat's Paw prostitutes in FO2.
Also, regarding the non-completable quest to find the spy among the Followers. I know this was fixed in the 1.2.5 update, but perhaps should be fixed in an official patch by either replacing the missing characters to allow the quest to be completed, or just removing it entirely which would be more appropriate for a patch rather than a mod.
It is not bug, it is missing storyline, which will be restored in FO1 Restoration Mod ;).
 
It is not bug, it is missing storyline, which will be restored in FO1 Restoration Mod ;).

Looking damn forward to that one, lemme tellya. :)

And yes, it's a missing storyline. What I was trying to get across was that in a patch rather than a mod, it may be appropriate to get rid of the remnants of it so it doesn't get assigned with no way to complete it.

May be. But it will cause another bug, like bug with Cat's Paw prostitutes in FO2.

Yeah, I can definitely see that happening. Maybe he should be adjusted so he trains in Unarmed instead. Not what the devs intended, so not really a bugfix, but IMHO it beats him doing nothing at all.
 
One more (working from memory), but I dug out and checked the script so I know this is accurate. In Loxley's quest to steal Hightower's necklace, the thieves give you lockpicks to help you complete the job. However, the footlocker you need to open has an electronic lock on it. Guess it could be considered not to be a bug, but it seems out of place all things considered.

Also - aren't there two movies in the endgame depending on if you destroyed the Master or the Vats first? ("The destruction of the Master was the first step in..." or "The destruction of the Vats was the first step in...") If I'm right about this, these are set up backwards.

EDIT: Regarding Sarah's "we're talking here" dialog: Apparently she's supposed to be talking to Flip, who I believe to be the supermutant guarding the hallway. This just really isn't apparent in-game.

In addition - I don't know for sure if it's a bug or something for a mod, but looking through the Sinthia/Crazed Raider scripts and messages, there's supposed to be a third way to solve the problem, which is to knock him unconscious whereupon the Junktown guards lock him up. As it is, knocking him out does nothing and Sinthia still uses the "Help me" float dialogue until you kill him.

EDIT2: Speaking of Junktown, I ran into an odd bug. This is with the 1.3.2 patch and the two fixes posted in this thread. After you watch the Neal kill the Skul in the Skum Pitt, if you go to Vinnie in the crash house, his dialogue is "Did you get it yet" even though you haven't accepted the quest to join the gang or steal Neal's urn. Replicated it twice until I reloaded from an earlier save before I entered the town. Not sure what caused it.
 
Nimrod said:
In addition - I don't know for sure if it's a bug or something for a mod, but looking through the Sinthia/Crazed Raider scripts and messages, there's supposed to be a third way to solve the problem, which is to knock him unconscious whereupon the Junktown guards lock him up. As it is, knocking him out does nothing and Sinthia still uses the "Help me" float dialogue until you kill him.

Update on this (goddamn, Junktown's a buggy place). The third way to resolve the Sinthia/Crazed Raider quest works, kinda. You can't talk to him first. You have to sneak all the way up, hit him with an unarmed attack (doesn't have to be aimed), and look for a dialogue message that says "Your well-aimed blow knocks him unconscious...". You might well kill him before you get it. Now the problems are:

1) If you manage to knock him out legitimately, (i.e. with a critical to the head), this doesn't work. If you wait for him to wake up, you can try again.

2) When knocked out (quest style) he falls down maybe half the time or less. Usually he just stands there frozen.

3) If you knock him out quest style, then exit sneak mode before talking to Sinthia, the combat starts up again, and you'll be forced to kill him.

4) Sometimes he fights back, and sometimes he just stands there while you pound on him. Maybe it's because you're sneaking and he can't figure out who's beating the crap out of him, I dunno.


One more Junktown bug, this time relating to the Gizmo/Izo reward fix posted in this thread (fix290807 is the file name). This introduces a bug where if you talk to Izo before talking to Gizmo the first time, he immediately gives you the reward money.
 
Amidst some graphical work, checking out Killap's patch, and other odds and bits, I'm still trying to offer my modest assistance in someday having a bug-free F1 (I got too many damn projects going on...). I have a couple questions here, because I'm drawing blanks.

First: Back to ye olde Junktown (starting to hate this place). IMHO it's complete bunk that if you arrive at night and don't sweet talk Kalnor, you can proceed to save Killian's life, kill Gizmo, bust the Skulz, save Sinthia, and generally be the best thing that ever happened to that hole, and he'll STILL try to shoot you if you attempt to leave by the front gates at night. Anyway, it would be a sloppy fix, but maybe setting his local "you made a Speech check so you may pass" variable if you've visited either of the other two Junktown maps could amend this. One would assume that the player would be doing something in town so as not to be a "stranger" and I don't think this would affect him turning hostile if you actually deserve it. Thoughts?

Second: Regarding the endgame slideshow, does anyone know if this is hardcoded? Because maybe I'm an idiot but I can't find a single script or resource that manages it, and the game has it backwards whether you destroyed the Vats or the Master first. I know that the nar_10 and nar_11 .acm and .txt files deal with this part of the endgame, so another sloppy fix might be to extract them and swap the filenames. I'm just wondering if there might be a cleaner method.

Thanks!
 
Setting the 'allowed to pass' variable once you're somewhere past the gate is the easiest way to deal with that issue, I think. Perhaps set it the first time you talk to Lars, Killian, or Gizmo? Harder to implement, but more realistic, would be to have him ignore you if you're coming from inside the town. Even if he doesn't trust you enough to let you in at night, he shouldn't object to you leaving.
 
Kanhef said:
Harder to implement, but more realistic, would be to have him ignore you if you're coming from inside the town. Even if he doesn't trust you enough to let you in at night, he shouldn't object to you leaving.

That would be the most realistic option and the one I'd prefer, no doubt. The problem would be how the hell to implement it? As I understand it, he attacks you if you're inside a certain area when you're not supposed to be there, but I can't think of a method to define from which direction you entered it. Maybe one of the scripting gurus could figure it out, but I wouldn't even know where to start.

In any event, I'd say it's an official bug if you've done all the good guy quests and the gate guard is still trying to blow your balls off if you step on the wrong tile at 5:59 am. :) I believe he should be a one-time obstruction IF you show up the first time at night and get deactivated immediately afterward in one method or another. Not great, but I don't think there's a realistic way to handle him without a major overhaul.
 
Perhaps he could stop you every time you try to enter until he lets you in (i.e. it's daytime or you convince him to let you pass), and not initiate dialog afterward. That would probably be vulnerable to the tactic for entering VC's vault: running by in combat mode. There isn't any good reason to, though, so it's not really a problem.
 
I think that would be the way to go. His other glitches have been fixed by TeamX, and he's just not that huge of a game element, more of a bit of local color. And after you get past him that first time you can bypass the entrance map on later visits anyway.

Thinking about it, I guess this isn't a "bug" in the strictest sense of the term, but it definitely falls under the header of "gross oversight". Heh, might be one for a mod...

LARS: "Thanks for all your help. Here's 500 caps. You're always welcome in Junktown, friend."

PC: "Thanks. I really hate to ask, but could you go tell Kalnor that? I blew my Speech roll on the way in."

LARS: "Oh, for the love of..." {Walks out and beats the snot out of Kalnor}
 
Two (three) more bugs to report with fix290807:

Reported it earlier, but just to consolidate: The fix290807 Gizmo introduces a bug that makes Izo give you the reward for killing Killian if you haven't talked to Gizmo first.

Decker's quests are no longer crossed out if you kill him, unlike with the 1.3.2 patch.

Beating Zax at chess does not report an experience gain. It's done in the middle of a dialog, though, so it's a bit iffy.

---
Wasteland Ghost: If you're still doing patch work, I can send you a few fixes I've done as soon as they're finished testing as thoroughly as I can. (If you want 'em, that is.)

Lots of spelling errors in SCRNAME.MSG ("sergeant" is spelled "sargeant" or "sargent" repeatedly, there are a couple of "Nightkin Senrtys". And the word "refrigerator" does not have a "d" in it to my knowledge. :) Call me nitpicky if you must.

Fixed the endgame slideshow in the clunky method (extracting and renaming the Narrator files).

Experience gain reported for using Vault 13 learning computers.

Kalnor ceases checking if the character has "stranger" nighttime clearance if the character has visited either of the two interior maps. Not so much a bugfix as repairing what I consider a nasty oversight. If he's hostile because you barged in the gates without his permission, he stays that way. I figured since he could be bypassed anyway after getting past him once, he became more of an annoyance than anything else.

Marcelles' and Sinthia's dialog does not reset on save/load. You can also no longer ask Sinthia questions about Gizmo if he's dead.

After ALL this time, I've still run into the Lars replication bug. If you do the Gizmo quest first it doesn't seem to happen, but if you've done much of anything else (example: I tend to bust the Skulz first), the bug still wants to pop up. No idea why, unless it's a problem with his map_enter. I (hopefully) fixed this by adding a line to his critter_p_proc that destroys him if the proper conditions are met and it seems to FINALLY work. Fingers crossed.

Killian no longer gets angry at you if you ask what else is up north before the assassin attacks. The dialog isn't angry, so it seems to me that the big down reaction wasn't called for. Plus you can get the same dialog in another thread and he doesn't get angry. Your call on this one.

Hightower's chest now has a normal lock rather than an electronic one. I thought this was strange since the Thieves' circle gives you normal lockpicks to help with the quest. Again, your call.

Vance's money respawns. (I copied your code from the other Hub merchants, and it seems to work peachy.

Experience gain reported for solving the Irwin quest.

I got rid of the possibility of Talius giving you the quest to find the spy in the Followers (just got rid of one dialog line). For a patch rather than a restoration mod, it makes sense to me to ditch it entirely.

Back to Sinthia and the Crazed Raider. The third method of knocking him out so the guards can take him away is so horridly bugged I couldn't find a way to fix it. And ye gods, did I ever try.

EDIT: One more quick fix. As it stood, after restoring power to the Glow you could use science on any deactivated security robot over and over again for 100 (unreported) xp each time.
 
I'm playing a "stupid" game using the newest unofficial patch posted in this thread. Two things I've noticed so far, one minor, one major.

Minor Bug: In Shady Sands, you can talk to the cook and compliment her cooking as if you were of normal intelligence.

Major Bug: I retrieved the water chip from Necropolis and brought it back to Vault 13. When I talk to the Overseer, he takes the chip from me and tells me to go to the library. After that, the screen goes back and I find myself standing in the library and have gained a bunch of experience. The game tells me I logged my adventure into the Vault 13 computer (maybe it should say someone helps you to log your report since your too stupid to make one yourself), however, when I go back and talk to the Overseer, he asks me if I've found the water chip yet.

I also noticed that the quest to find the water chip is not crossed out of my quest log. However, the water chip had been removed from my inventory after talking to the Overseer the first time.

So they take the water chip from me and I get the experience for completing the quest, but then the game is unable to tell that I've done it. I tried to reload my game and do this in various ways, but the outcome is always the same.

[Edit]

Alright, I finished with my "stupid" playthough (ran out of time due to the game not realizing that I already turned in the water chip) and I encountered a couple more minor bugs.

In Junktown:

- Izo gives me money ($1000) caps the first time I talk to him, even though I haven't done anything yet (aside from help Killian kill his would be assassin)

In Boneyard:

- I can talk to Greg (the paranoid dude in a house to the south west of the Blades building) as if I were of normal intelligence.

- I can also talk to the Irish dude that guards the Blade building, although the only option I can say is "Good seein ya.", which then ends dialog.

- Inside the Blade building, I can talk to Michael as if I were of normal intelligence.

- In the basement of the Followers of the Apocalypse building, when I talk to the ghoul, he seems sympathetic to my "dimwittedness". I choose a certain conversation path (all the "good" choices" and it ends with him telling me that he'll try to help my brain. Dialog closes, and then he automatically goes hostile and attacks me, in turn making the other Followers attack me as well. Not sure if this was a joke (as in he'll knock some sense into me) or if it's a bug.

- I can also talk to the Bounty Hunter as if I were of normal intelligence.

Children of the Cathedral:

- Outside of the Cathedral, when I talk to the robed guy called "Thug", I am able to give him a semi-witty response ("My feet."), which doesn't seem to fit with the other "dumb" dialog options.

- The Nightkin attack me on sight, even if I'm wearing a robe and a badge.
 
Decker's quests are no longer crossed out if you kill him, unlike with the 1.3.2 patch.
It is not bug. The problem is, peoples in Hub start to talk about killing Jane, because quest crossing means that you have killed her. So I decided to remove this "fix". Brrr... sorry for my english :).
Wasteland Ghost: If you're still doing patch work, I can send you a few fixes I've done as soon as they're finished testing as thoroughly as I can. (If you want 'em, that is.)
Yes, I'm working on this and any help would be appreciated. Right now I don't have time, because of some events in my "real life" :). But after NY "I'll be back" :).
If you'll start to fix bugs, please, comment every change you make! (use // in ssl and # in msg).
 
I have a question that's not directly related to the bugfixing project, but it's about an alleged Fo1 bug. In the Fallout FAQ, compiled within months of the game's initial release, it says:

The Skilled trait is supposed to give you 5 more skill points to spend when you go up a level. It doesn't.

However, the description in the game (v1.2) doesn't seem to support this. It just speaks of higher initial skills, which is what you get. In Fo2 they had redone the trait completely so that you didn't get the initial bonuses, but you did get 5 SKP/level. Was this change a reaction to how Fo1 players believed the trait "should" have worked? Or based on an earlier decision, knowledge of which the FAQ's accusation of bugginess was based on? Or was the description of the Fo1 trait different in 1.0, and changed in 1.2?

10 years later, does anyone know of any reason to believe that Fo1's Skilled should have given SKP/level in addition to, or instead of, its actual effect?
 
Wasteland Ghost said:
Yes, I'm working on this and any help would be appreciated. Right now I don't have time, because of some events in my "real life" :). But after NY "I'll be back" :).
If you'll start to fix bugs, please, comment every change you make! (use // in ssl and # in msg).

Okey dokey. Still double checking, don't want to cause more problems than solve them and I'm no master scripter. Found a couple more bugs. One with Zax: You get 100 points every time you access the mainframe, so you can log off and access it again for unlimited XP (tiny increments that they are). Another is with the robot control terminal in the vats having the "stupid" dialog option the second time you use it.

I'm also planning on going through some message files. I don't think I have the stones to change every incident of "Rad Scorpion" to "radscorpion", and I counted at least twice that the Far Go Traders are referred to as the Fargo Traders. But at least I can get the Followers to quit asking you to be "quite" because they're trying to study. :)
 
Dravean said:
The Nightkin attack me on sight, even if I'm wearing a robe and a badge.

Back to bugfixing, wasn't able to replicate this one. Did you have any NPCs with you? To infiltrate the Cathedral you have to be completely by yourself, if I remember right.
 
Nimrod said:
Dravean said:
The Nightkin attack me on sight, even if I'm wearing a robe and a badge.

Back to bugfixing, wasn't able to replicate this one. Did you have any NPCs with you? To infiltrate the Cathedral you have to be completely by yourself, if I remember right.

I didn't have any NPC's. I was a stupid character, and I never used mentats, so no NPCs would join me (aside from Dog Meat, who died long before I got that far).
 
Second: Regarding the endgame slideshow, does anyone know if this is hardcoded? Because maybe I'm an idiot but I can't find a single script or resource that manages it, and the game has it backwards whether you destroyed the Vats or the Master first. I know that the nar_10 and nar_11 .acm and .txt files deal with this part of the endgame, so another sloppy fix might be to extract them and swap the filenames. I'm just wondering if there might be a cleaner method.
Variables in master.int were swapped. Now this Big Bad Bug is fixed :).
 
Here it is. New patch version.

List of changes
Download Fallout v.1.3.3 patch (~388 Kb)

Install & play ;).

Please, start a new game and don't use any mods, including NPC Mod for 1.3 patch!

I hate Junktown. In fact, I believe it should be called Bugtown. Nimrod, I have redone most of your fixes for this buggy town and made a couple of new fixes myself. Now it should work smoothly. Fingers crossed.

There are several bugreports left:

Thieves Circle. Some dialog paths with Jasmine (or possibly the woman next to him) will result
error messages in answer and question box.
[Can't replicate this bug.]

Well, i'm at the hub, and when i talk to kane to go talk to decker. He gives me
the quest to go kill the hightowers and when i got on the first floor again i
try to talk with kane to give me the first 500 caps to start the quest and he
isn't available. After 3 tries he goes hostile.
[Can't replicate this bug.]

Completely inconsequential bug regarding Sarah(?), the prisoner in the Military Base. After you
talk to her once, her floating dialog is "Do you mind, we're talking here", even though there is
no one else present. I think this line was used for one of the prostitutes in the Maltese Falcon.
EDIT: Regarding Sarah's "we're talking here" dialog: Apparently she's supposed to be talking to
Flip, who I believe to be the supermutant guarding the hallway. This just really isn't apparent
in-game.
[Flip stays there at night. I don't know if this can be considered a bug...]

Speaking of Junktown, I ran into an odd bug. This is with the 1.3.2 patch and the two fixes
posted in this thread. After you watch the Neal kill the Skul in the Skum Pitt, if you go to Vinnie
in the crash house, his dialogue is "Did you get it yet" even though you haven't accepted the quest
to join the gang or steal Neal's urn. Replicated it twice until I reloaded from an earlier save
before I entered the town. Not sure what caused it.
[can't replicate this bug]

- INT<4: The Nightkin attack me on sight, even if I'm wearing a robe and a badge.
[Can't replicate this bug.]

If you will encounter one of those bugs, please e-mail me a savegame.

PS I would appreciate if someone will proofread the readme file.

PPS Nimrod, I will upload your dialogue fixes later, after I look into them.
 
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