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

The first part isn't a bug, though. It's how the reaction system works.
 
it doesnt make any sense though realistically and that is the goal though isnt it not just copy mistakes?? the options just make no sense: she says she is meditating, you say I see, sorry I'll come back later, then next time you talk to her the only option is to apologise (when you already did that and said y ou would come back later which I did!)

doesnt matter that much to me now i completed the game anyway but i still thought it was stupid
 
The first part isn't a bug, though.
Yes, I thought so myself the first time I read it. But after 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...
I decided to look deeper into this character. :)

May be I should say "we'll look into this" instead of "we'll fix this". Sorry for my english. :)
 
Fallout 9 November 1999 Version 1.1

v.1.2 patch 09/28/2005

v.1.3.3 patch by TeamX 01/05/08

Fallout 1 NPC Mod v3.3 1/06/08

And running Sfall if it matters.

Anyway in The Hub, i get the quest "Dispose of merchant." where i have to kill Hightower and his wife, I do this by planting dynomite on them since they only have 10hp, i leave the map and come back, there both dead, but when i go and talk to kane he thinks there still alive.
 
Cheater. ;)

This may be the engine bug. There is this code in both Hightower and his wife scripts:
set_map_var(0, map_var(0) + 1);
if (map_var(0) > 1) then begin
set_global_var(111, 2);
end
So if you'll kill them one by one map_var(0) will be set to 2 and since 2 > 1 global_var(111) will be set to 2 too. I don't know what happened when they both were killed on map_enter event. May be destroy_p_proc was never called and code was never executed. Anyway, it's engine-related.
 
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.]
This same thing happens to me every time. I tried everything I could to get around kane being hostile, but nothing worked. I even tried loading the game from when I was in Junktown and go from there!

Also, after I kill the Hightowers, Kane still gets hostile with me, and nobody gives me my money!

Windows XP
Version 1.2

The package I got was one disk with Fallout, Fallout 2, and Fallout Tactics. All in a GSP 'white label' dvd case

If you would like I have a saved game I can send you just before I go in and talk to Kane.
Email me at ash630@aemail4u.com with the subject of Fallout and I will foreward the save to you.
 
Also I ran into a few of the quests at vault 13 that I was unable to do, and the part where you help with the relationship in Junktown. This is my first time playing the game btw. Everything else seems to run smoothly
 
I recently played through with the following setup:
Code:
FALLOUT Version 1.0 (29 Sep 1997) [US]

Fallout v.1.2 patch (semi-official)
Fallout v.1.3.3 patch (unofficial) with Dialog Fixes by Nimrod

"Fallout NPC Mod" v.3.3 (TeamX) with NPC dialog fixes by Nimrod

I noticed a few bugs:

I was unable to initiate the Vault 13 mission for calming the rebel faction, no matter what time I talked to every single NPC in the vault.

In Junktown, after spending the night at the hotel, I ran directly into the prostitute's room immediately after waking up the next morning, when the prostitute was being held hostage. The hotel owner's dialog was never initiated, when when I tried to talk to the hostage taker (I forget his name), the lower-left corner status screen went into an infinite loop that kept saying that the hostage taker didn't want to talk right now.

Even after killing Gizmo, the dialog options and the NPC dialog for many people in Junktown acts as though Gizmo is still alive.
 
In Junktown, after spending the night at the hotel, I ran directly into the prostitute's room immediately after waking up the next morning, when the prostitute was being held hostage. The hotel owner's dialog was never initiated, when when I tried to talk to the hostage taker (I forget his name), the lower-left corner status screen went into an infinite loop that kept saying that the hostage taker didn't want to talk right now.
Yes, this bug was already reported in russian forums. Bug appears when you ignore Marcelles and use room by yourself. For example, talk to her and save/load. Or read a book.
 
I am still remembering a few bugs that I encountered on my recent play from beginning to end. Three other bugs come to mind:

(1) The first Stealth Boy that I got was the one found in The Glow. The bug is that if it is included in a barter, the NPC will refuse to accept the deal. However, the other Stealth Boys that I've obtained can be bartered, which is strange, because the Stealth Boy that can't be bartered has the same value as the ones that can be bartered: 1800 caps.

(2) At random points throughout the game, the red Skilldex button would go missing and would be unclickable... it would instead be displayed as a black square. The Skilldex could be accessed and used through the other standard ways.

(3) The game locked up in the Boneyard, when traveling from the Deathclaw area to the Blade area. No matter how many times I rebooted, the lock up would always occur. Luckily I had other save files to start back from.
 
Jagasian said:
(2) At random points throughout the game, the red Skilldex button would go missing and would be unclickable... it would instead be displayed as a black square. The Skilldex could be accessed and used through the other standard ways.

(3) The game locked up in the Boneyard, when traveling from the Deathclaw area to the Blade area. No matter how many times I rebooted, the lock up would always occur. Luckily I had other save files to start back from.

Did you have your NPCs carry insane amounts of different objects? I've heard of the black button bug in Fo1 before, but not the map freeze bug.
 
The bug is that if it is included in a barter, the NPC will refuse to accept the deal.
Turn it off. ;)

I've heard of the black button bug in Fo1 before, but not the map freeze bug.
Sometimes map freeze occurs because of bad or corrupted data. In fact, FO1 is most sensitive to bad data than FO2.
 
Wasteland Ghost said:
The bug is that if it is included in a barter, the NPC will refuse to accept the deal.
Turn it off. ;)

I've heard of the black button bug in Fo1 before, but not the map freeze bug.
Sometimes map freeze occurs because of bad or corrupted data. In fact, FO1 is most sensitive to bad data than FO2.

I tried bartering my Stealth Boy with it turned off and with it turned on. Neither worked. All of my teammates refuse to accept it in a barter, while they do accept the other Stealth Boys.

The only way to remove it from my inventory is to drop it on the ground.
 
I tried bartering my Stealth Boy with it turned off and with it turned on. Neither worked. All of my teammates refuse to accept it in a barter, while they do accept the other Stealth Boys.
The only way to remove it from my inventory is to drop it on the ground.
It's old engine bug (or feature). NPCs refuse to accept "active" item. Sometimes turning active item off will help, sometimes -- not.
 
Done?

Someone wrote that someone called Alchemist is looking into and systemizing all the patches for Fallout.

I can catch up with the threads, so could anyone fill me in if he perhaps did that?
 
2 bugs

2 bugs I've discovered:

1. Ian's guards in Shady Sands have red floating texts, instead of ordinary

2. In Ian's conversation there is an "Error" choice, leading to 4 "Error" dialogue choices. This is introduced by the NPC mod.
 
Someone wrote that someone called Alchemist is looking into and systemizing all the patches for Fallout.
I can catch up with the threads, so could anyone fill me in if he perhaps did that?
Not exactly all... After finding out about early Fallout releases, we decided to make a new "universal" 1.2 patch. Alchemist gathered all possible data and compiled beta of 1.2.1 patch. But he's been overwhelmed by work (real, not virtual :) ) and doesn't had time to test it. So did I.

1. Ian's guards in Shady Sands have red floating texts, instead of ordinary
Not bug. But their emotions. :)

2. In Ian's conversation there is an "Error" choice, leading to 4 "Error" dialogue choices. This is introduced by the NPC mod.
Where? It is almost impossible, because no one ever seen it. May be you haven't installed mod correctly.
 
deathkitty said:
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 just ended up happily doing the same and... she is dead. :) Dead as a dead body ever can be. :) You can't kill anyone but her, because she attacks you if you've killed any BOS member. And you definitely can't talk to her after she's dead. Checked in the game, checked in the scripts.

ASH630 said:
I tried everything I could to get around kane being hostile, but nothing worked. I even tried loading the game from when I was in Junktown and go from there!
I've looked into your save. You've killed Lorenzo, that's your mistake. First you kill someone from Underground, second you wanna work with them. Bad idea. :) I agree though Kane must send you off from the first step, not after you talked to Decker.
 
Wasteland Ghost said:
Someone wrote that someone called Alchemist is looking into and systemizing all the patches for Fallout.
I can catch up with the threads, so could anyone fill me in if he perhaps did that?
Not exactly all... After finding out about early Fallout releases, we decided to make a new "universal" 1.2 patch. Alchemist gathered all possible data and compiled beta of 1.2.1 patch. But he's been overwhelmed by work (real, not virtual :) ) and doesn't had time to test it. So did I.

1. Ian's guards in Shady Sands have red floating texts, instead of ordinary
Not bug. But their emotions. :)

2. In Ian's conversation there is an "Error" choice, leading to 4 "Error" dialogue choices. This is introduced by the NPC mod.
Where? It is almost impossible, because no one ever seen it. May be you haven't installed mod correctly.

Does that mean that the game is actually mostly bug free, like Fallout 2 already?

Their emotions are to be friendly to the Vault Dweller and talk nice about him in an angry tone?

Just played through with several other characters, it's still occurring.

This is my installation order, I've done it correctly, but maybe the problem is in the order itself (or..?):

1. 1.2 semi-official patch

2. 1.3 unofficial patch

3. 1.3 NPC mod

4. dialogue fixes

Is there anything wrong?[/img]
 
Have you replaced files in DATA folder with the files from NPC mod archive? Have you tried not to install dialogue fixes?
Correct order:
1. Patch 1.2
2. Patch 1.3
3. Patch 1.3 dialogue fixes
4. NPC Mod
5. NPC Mod dialogue fixes.

And... Here is the list of new bugfixes for 1.3.4 patch. Can someone proofread this? I'm not sure about my english. :)

Generic bugs:
- Fixed duplicated string numbers in obj_dude.msg, combatai.msg, pipboy.msg (tell-me-about, combat taunts, holodiscs data).
- Fixed broken NPC's comments in 1.3.3 patch.
- "Mr. Handy" robots now correctly use their guns (fixed wrong "Body Type" parameter).

Random encounters:
- Killing a child in the random encounter will affect your karma and Childkiller status now.
- Enemies in random encounters now don't carry weapon, they can't use.

Vault-13:
- Fixed infinite loop in Overseer's dialogue after "stupid" Dude became an enemy of the Vault.

Shady Sands:
- Katrina's reply to "stupid" Dude is now displayed in dialogue window instead of message window.

Raiders:
- Diana won't show sequentially two branches of her dialog during the conversation. If you are a Garl's freind already you'll see "friend's" part only. "Stranger's" part will be hidden.
- Removed "smart" option for "stupid" Dude in Gwen's dialogue.

Junktown:
- Killian:
* fixed infinite money bug;
* it is possible now for "stupid" Dude to take a "Stop Gizmo" quest (there are options for "stupid" ones allover the dialogue, but only one time in one neutral option "[More]" IQ requirements were too high).
- Dr. Morbid:
* his dialogue with the "stupid" Dude no longer ends unexpectedly when Morbid asks about examination payment (added "stupid" options);
* he no longer starts examination after choosing an option "Nothing, just making small talk."
- Now ypu can't steal armor from Killian's guard (left from shop's door).
- Ring guard's ammo are now consistent with his weapon (10mm JHP).
- Marcelle no longer falls asleep during "Save Sinthia" quest.

Hub:
- Fixed rare "error" message in Cleo's dialogue.
- Kane now sends Dude off immediately, if he became an enemy of Underground, not after his dialogue with Decker (which should never be possible in this case).

Boneyard:
- Zimmerman's guard now attacks Dude if he tries to use something on him (like he does if Dude tries to steal something from him).
- Fixed infinite money bug with Smitty and Nicole.

The Cathedral:
- Morpheuses ammo are now consistent with his weapon (5mm).
- Zark, Cathedral Thug, and Slummer, Brainwashed member of the Children, no longer mixed up.

BOS:
- Now you can't enter BOS bunker by picking up it's door with the electronic lockpick.
- Returned bad reaction check in Kyle's dialogue which was lost in 1.3.3 patch.

Military Base:
- Sarah no longer says "Can you excuse us, we're talking here!", if Flip is not near her holding cell.
- Sarah no longer says "No thanks, I already have a boyfriend." to female player.

Removed incorrect fixes:

Random encounters:
- Lance the scout for Shady Shads can be encountered as an alive character. Not as a dead body only.
 
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