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

Wasteland Ghost said:
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.

Seems nice. Only "weapons" instead of "weapon,". :)

By the way, have you considered my proposal regarding the red colored friendly greetings?

Where can I get a hold of 1.3.4?

EDIT: Wait a minute...there is just one dialogue fix. What two are you talking about?
 
Thanks.
Seems nice. Only "weapons" instead of "weapon,".
Can't believe there is no mistakes with "the/a" and "do/does". :)
By the way, have you considered my proposal regarding the red colored friendly greetings?
I'll look into this.
Where can I get a hold of 1.3.4?
Right now -- nowhere. But it is almost ready. ;)
Wait a minute...there is just one dialogue fix. What two are you talking about?
There are two different dialogue fixes by Nimrod: one for the patch and one for the NPC Mod. If you have NPC Mod installed and applying dialogue fix for patch, of course, you'll see a bunch of "error" messages.

-- update --

Done. ;)

Shady Sands:
- Fixed "bad" colors in "good" floating messages for guards.
 
Here it is: Fallout v.1.3.4 patch. Sorry for russian site interface only.

List of changes since v.1.3.3:

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 weapons, 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.
- Fixed "bad" colors in "good" floating messages for guards.

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 you 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.

If you are using NPC Mod, you should update it too: http://teamx.mhost.ru/node/294.

Note: Nimrod dialog fixes are incompatible with v.1.3.4 patch and NPC Mod v.3.4! We're working on including this fixes in patch and mod archives, but due to lack of time we decided to release new versions without them.
 
There is something impressive about a game that is still getting improved more than 10 years after its release. I wonder if the same will happen for Fallout 3.
 
Fallout v.1.3.4 patch from TeamX

Found a mistake. OBJ_DUDE.MSG is placed into "game" folder instead of "dialog" folder.
 
Wasteland Ghost said:
Note: Nimrod dialog fixes are incompatible with v.1.3.4 patch and NPC Mod v.3.4! We're working on including this fixes in patch and mod archives, but due to lack of time we decided to release new versions without them.

Hi Wasteland Ghost,

From a few versions back I am working on Czech and English version of installer for TeamX patch for our Vault. There are options to install the patch with and without NPC mod and Timeslip's sfall. Nimrod's text fixes are included.


f1v.1.3.4_patch.png


http://www.madbrahmin.cz/download/fallout/patch/f1v.1.3.4_patch.exe
 
Wasteland Ghost said:
Nimrod's text fixes are included.
And? Have you made proper adjustments to Nimrod Fixes? Because they really are incompatible with 1.3.4 patch...
Yes I have. Can you make a random check please?
 
Wasteland Ghost said:
JaW, I don't like the installers. :) Can you, please, send me all modified *.msg files?
Ok, I will but first I have to survive this f*ucking busy day at work :?

P.S. As I know Nimrod fixes have been compatible with 1.3.3 version, so it was not big deal to apply your changes into the Nimrod's version. Actually I was surprised you are still continue in modifying of the old version of msg files.
 
Wasteland Ghost said:
BOS:
- Now you can't enter BOS bunker by picking up it's door with the electronic lockpick.

Sorry, but what does this mean? Picking up door? are you saying you could literaly put the door in your invintory? Or are you saying you can no longer lockpick the door? If you are saying we can't lockpick the door now, i see no reason for this.
 
Yes, you can't pick the lock, of course. :) Little grammatical error. :)

You see, you can't open the door or pick up it's look without guards getting angry. But if you use electronic lockpick instead of usual one you'll get no warning from them and will be able to enter bunker. But all BOS members will address you as Initiate, as if you solved the quest. It is definitely a bug.
 
okay, I see your point. hmm. I wonder if it is possible to change the script a little so that even if you use the electronic lock pick the gaurds attack. I mean, That would initially solve the bug woulden't it? Is you some how manage to kill the guards, you can lock pick the door and go to the lower lvl, and if my memory severs me well, everyone is hostile. Is that possible? (sorry, I have a horrible habbit of making rombas angry and having him kick me out, i need a way back in, even if it does mean it has a lot of gun fire to go with it.) :wink:
 
If you kill the two guards with super stimpacks, it probably won't turn anyone hostile.
Ha. :) Cheaters everywhere. :) My point is, there is no "official" way to enter BOS bunker without completing Initiate quest first. And BOS members do not recognize you as an intruder, because there is no code in their scripts or text in their dialogues related to this situation. So the simpliest way to fix this inconsistence is to close all the "cheaters" ways. ;)
okay, I see your point. hmm. I wonder if it is possible to change the script a little so that even if you use the electronic lock pick the gaurds attack. I mean, That would initially solve the bug woulden't it? Is you some how manage to kill the guards, you can lock pick the door and go to the lower lvl, and if my memory severs me well, everyone is hostile. Is that possible?
It's done already. ;) Their behaviour is same as for regular lockpick.
 
This reminds me of Vault City's vault, in that access is restricted but you can barge in in combat. Killap fixed that by putting some kind of invisible blocker in place, which are removed once you have permission to enter the vault. Maybe you could do something similar here.
 
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