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

- Fixed team-mates NPC multiplication bugs.
- It's no longer possible to collect experience infinitely through multiple Deathclaw cavern visits.

These are fixed in 1.2 already.

* makes strength improvement operation correctly even if the player wears armour;

I'm fairly sure this is fixed in 1.2 if it was a bug before that. My game has a command to remove armour before the operation, and it works.

- Fixed major bugs during Cathedral assault with Paladins and minor bugs during assault at the Military Base.

Should mention that this is an addition in the first place. 1.2 doesn't allow paladins at the Cathedral.

- Fixed the infinite money bug with all critters.
- Fixed instant money respawn for Beth, Mitch and Jake.
- Mrs. Stapleton no longer has infinite money.
- Fixed infinite money bug with Caleb.
- Zack's bottle caps now only update once a day, not after every dialogue start.

One day for the others as well? Why one day specifically?

- You can't get free healing from Child of Cathedral by dropping all your money
and agreeing to "donate all you can". Also Child correctly goes sleep at night.

What is the minimum pay, then? Or just disallowed completely?

- Now the effect of security system parameters changing is visible not just in
combat.

What does this mean?

- Experience gain is reported for beating Zax at chess.

Should mention that the possibility of beating him did not exist in 1.2.

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

I think this can be removed. The trait seems to work like it should.

- Playing chess with Zack (checks don't generate criticals).

You just said it was fixed?

Talus
doesn't tolerate "chem users", his script and dialogue clearly state it.

Talus isn't God and shouldn't get to say when xp is awarded based on his dislike of chem users.
 
A new version (3.3) of Fallout NPC Mod is avaliable in our downloads section. Now mod is fully compatible with the Fallout v.1.3.3 patch by TeamX.

These are fixed in 1.2 already.
Here is the complete list of 1.2 fixes:
glowgen.int - added message "you get 1000 XP" displayed after generator
repaired
inblade.int - script refers to blade.msg (279) instead of inexistent
inblade.msg (926) now, as a result there are no "Error's"
when player tries to chat with Blades after Adytum invasion.
rndmtn.int - there is a wooden box, not a freezing chamber :) near
Patrick The Celt
razor.int - one fix related to msg changes (details below).
Should mention that this is an addition in the first place. 1.2 doesn't allow paladins at the Cathedral.
It does. I saw them myself. After that I've looked into all related scripts and found a bug which prevented dialogue options and mixed variables which caused a bug with paladins appearing "randomly" at the Cathedral.
One day for the others as well? Why one day specifically?
For the others I used original time. There was a money respawn in the scripts, but this was prevented by bad scripting.
What is the minimum pay, then? Or just disallowed completely?
Disallowed free healing. If you have at least 1 bottle cap he will heal you.
What does this mean?
It means, that if the robots are "blind" they will not start combat if you are walking near them.
Should mention that the possibility of beating him did not exist in 1.2.
See "engine bugs" section of the readme.
You just said it was fixed?
It was not fixed. My little fix wasn't completely included in v1.3.3 patch.
Talus isn't God and shouldn't get to say when xp is awarded based on his dislike of chem users.
Forgive me, but you are not God too. Any award (xp, karma, money) depends on NPC actions only. Are you saying, that if you solved some quest, but killed the NPC which gave you this quest you should get the reward? I don't believe so.
 
Wasteland Ghost said:
Forgive me, but you are not God too. Any award (xp, karma, money) depends on NPC actions only. Are you saying, that if you solved some quest, but killed the NPC which gave you this quest you should get the reward? I don't believe so.

I think I have to go with Per on this one. Money/equipment/etc awards can be withheld if the NPC doesn't like the character, but experience rewards are something different. They're just experience for things you've done, not how many drugs you were on when you did them. Killing the NPC in question, that's different.
 
Wasteland Ghost said:
These are fixed in 1.2 already.
Here is the complete list of 1.2 fixes:

I'm not sure what you mean. I'm talking about the actual version 1.2 on the CD. If your 1.2 is different then it's kind of awkward to name it 1.2 instead of 1.2b or 1.3 or something.

It does. I saw them myself. After that I've looked into all related scripts and found a bug which prevented dialogue options and mixed variables which caused a bug with paladins appearing "randomly" at the Cathedral.

I'd be interested in how to trigger this.

Should mention that the possibility of beating him did not exist in 1.2.
See "engine bugs" section of the readme.
You just said it was fixed?
It was not fixed. My little fix wasn't completely included in v1.3.3 patch.

Well, then, if it wasn't fixed, why is it mentioned among the fixes?

Forgive me, but you are not God too.

:question:

Any award (xp, karma, money) depends on NPC actions only.

No, NPCs don't know what xp is. They don't know they're living in a game and have no control over the game if they do (unless you want to break the fourth wall and have Talus explicitly explain that you're not getting any xp because he doesn't like stupid people, even though he apparently appreciates what you've done just as much). If the condition for completing the quest is freeing the initiate and reporting back to Talus, then the player should get the xp. Talus can withhold the material reward, but any metagame factors should be consistent between stupid and non-stupid characters.
 
I'm not sure what you mean. I'm talking about the actual version 1.2 on the CD. If your 1.2 is different then it's kind of awkward to name it 1.2 instead of 1.2b or 1.3 or something.
I'm talking about actual changes between 1.1 and 1.2 versions. Besides, if players are experiencing those bugs, I'd say they are still present and should be fixed.
Well, then, if it wasn't fixed, why is it mentioned among the fixes?
Only message about getting xp was added. No changes about skill check was made. If someone someday will fix the engine, there will be no issueswith this.
I think I have to go with Per on this one. Money/equipment/etc awards can be withheld if the NPC doesn't like the character, but experience rewards are something different. They're just experience for things you've done, not how many drugs you were on when you did them. Killing the NPC in question, that's different.
If you have solved the quest, you will get your xp and reward. Since Talus don't want to speak with you, you can't solve the quest and can't get your xp for doing this. You wanna change Talus behaviour and this is not for patch. How will it look like? Before reward: "Good dog, here is your xp." After: "Get out chem user!" Looks strange to me. Or I can remove "chem user" thing at all. It will be the wrongest change for patch.
Done and mailed.
Thanks.
 
Wasteland Ghost said:
I'm talking about actual changes between 1.1 and 1.2 versions.

I just don't get why these notes should mention fixes that were already part of a previous version.

Only message about getting xp was added. No changes about skill check was made. If someone someday will fix the engine, there will be no issueswith this.

You don't think if it says "it now says you get xp for winning the chess game" that someone could draw the conclusion that winning the chess game is possible?

Since Talus don't want to speak with you, you can't solve the quest and can't get your xp for doing this. You wanna change Talus behaviour and this is not for patch.

He does speak with you. He thanks you just the same as for a non-stupid character. Didn't you check this up the first time we talked about this?
 
I'd be interested in how to trigger this.
You need to talk Elders into helping you to attack MB, but go to Cathedral instead.
I just don't get why these notes should mention fixes that were already part of a previous version.
So do I. But you said it was fixed in 1.2 and I know it wasn't fixed in 1.1, so I thought you are referring to 1.2 version specifically.
You don't think if it says "it now says you get xp for winning the chess game" that someone could draw the conclusion that winning the chess game is possible?
May be.
He does speak with you. He thanks you just the same as for a non-stupid character. Didn't you check this up the first time we talked about this?
Yes, I've checked his script and his msg. Only possible official dialogue option with stupid dude leads to "get out chem user".

Readme file on TeamX site and in patch archive have been updated. Thanks, Nimrod.
 
Bug with Loxley dialog in the Thieves' Circle

I think I can post my bug report here? When I entered the underground Thieves' Circle in the Hub, lockpicked the doors and suffered some damaged from the traps, and finally met their boss Loxley, he told me that I finished the first test (lockpick and traps). But when I asked him about the second test (yeah I know he was supposed to give the quest to retrieve the necklace), I clicked the dialog option and the game crashed. A message box popped up saying something like memory can't be read. BTW I use WIN2000.

My installation is like this:
Humungous Install (copying files from disk)
Applying the 1.2 patch
Applying the Unofficial 1.3.3 patch by TeamX
Applying the NPC Mod by TeamX
And finally the Children Patch (it doesn't hurt right?)

I searched a bit but could not find anyone having the same problem. Maybe I'm the unlucky one (luck = 1)? It just feels bad that I could not complete part of the game just because of a bug. Can anyone help?
 
loxleyliang:
As usual we need to know exact version and date of your game distribution. Check readme from the CD for those. And we need your saved game as well. Preferably at the moment BEFORE the bug occures.
 
Finally gave this Fallout patch a run through for the past couple of days. Good job on this TeamX!

I have not encountered any bugs or crashing at all. (As loxleyliang stated above, I had no problems with Loxey at all. Worked fine for me).

Just a question and wondering if you could fix a still lingering bugs:

What the hell do you need to do to get the XP from Curtis in Shady Sands? :D I assume it is now fixed in that you need to have a high Science skill?

Lingering Bug: In the Glow the "Disarm Traps for the Facility." quest is never crossed out. Can you fix that?

In Vault 13: The "Calm the rebel faction" quest is still bugged in that you can walk straight up to Theresa and solve the quest. (Instead of waiting for Theresa's room at 17:00 to talk to her). Can you fix this one as well?

Anyways thanks for the great work on this!
 
What the hell do you need to do to get the XP from Curtis in Shady Sands? Very Happy I assume it is now fixed in that you need to have a high Science skill?
Science >= 40
Lingering Bug: In the Glow the "Disarm Traps for the Facility." quest is never crossed out. Can you fix that?
Not bug (see posts in this topic).
In Vault 13: The "Calm the rebel faction" quest is still bugged in that you can walk straight up to Theresa and solve the quest. (Instead of waiting for Theresa's room at 17:00 to talk to her). Can you fix this one as well?
I'll look into this.
 
You can probably add a reversed karma check in Trent's script to your list of bugs.
Can't remember what were we talking about. :)

In Vault 13: The "Calm the rebel faction" quest is still bugged in that you can walk straight up to Theresa and solve the quest. (Instead of waiting for Theresa's room at 17:00 to talk to her). Can you fix this one as well?
Definitely not bug, according to the script and dialogue. Just one of the possible solutions.
 
Wasteland Ghost said:
You can probably add a reversed karma check in Trent's script to your list of bugs.
Can't remember what were we talking about. :)

I think I was wrong about that actually. I read in my guide that you can only tell him to give you his stuff if you have karma above -20, but the reason for this is simply that if it's lower, he'll run from you so you can't talk to him at all. I thought the karma check referred to some dialogue option.

Wasteland Ghost said:
In Vault 13: The "Calm the rebel faction" quest is still bugged in that you can walk straight up to Theresa and solve the quest. (Instead of waiting for Theresa's room at 17:00 to talk to her). Can you fix this one as well?
Definitely not bug, according to the script and dialogue. Just one of the possible solutions.

Is the problem that the dialogue assumes there's a crowd around ("Sorry, folks", "Welcome to our meeting")? I don't remember if it changes with time.
 
Is the problem that the dialogue assumes there's a crowd around ("Sorry, folks", "Welcome to our meeting")? I don't remember if it changes with time.

Oops... I'll check this out. According to the script and msg, Teresa has different dialogues for the different times. May be this part of her script is bugged.
 
Just checked this out. Theresa does have different dialogues for the different times. And at 17:00 citizens from the rooms nearby are starting to gather in Theresa's room. Theresa makes a speech and her dialogue changes to "welcome to our meeting". Meeting continues till 17:10. Can't see any bug here.
 
Wasteland Ghost said:
Vree won't talk to you if you get a bad reaction. Evil characters may be able to soften her up with Cult of Personality, which is about how useful that perk ever gets. You'd need to have the perk before talking to her for the very first time, though, and it's not available until level 12. Make sure she doesn't get blocked as she goes to the learning terminal, or you won't be able to use it.
Fixed.


fixed where? this thread is very confusing

I found this with google ( http://www.google.com/search?q="vree+won't+talk" ), but i've been on this website before to get the patches in the downloads section, i have the "Fallout v.1.3.3 patch by TeamX (unofficial)" installed and she does it in this

i just ended up happily liquidising her and the guards and her friends and taking the report from corpse.... she just kept saying Thank you for your apology in that annoying geek bitch voice... its a pity you cant feed corpses to dogmeat or something

i think has to be most hated character



oh and her assistant is fucked in the robotic head too because she says you are being rude to her even if you arent if you talk to her again after asking about history saying its really important to soften her up and getting the disk..
 
Sorry for misleading you, only second part is fixed:
Make sure she doesn't get blocked as she goes to the learning terminal, or you won't be able to use it.
We'll fix the first part in new patch version.

PS Readme file is less misleading. ;)
 
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