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

So if I understand well I have to install NPC mod first and if I don't want to my NPC change armor, have to install this.
Yes.
Those protos are original files?
There are no original files, because there are no NPC levels in FO1.
Is it not better to make two files like NPC mod with armor and NPC mod without armor?
No. No armor option contains only pro-files (FO1 and FO2 algorithms for changing NPC appearances are not the same, in fact, they are totally different). I don't think there will be changes in armor parameters in the nearest future, so I don't think those pro-files will change in any upcoming version of the mod. On the other hand, NPC scripts are changing with each new release of mod (and patch). So we have one dynamic full mod version and one static group of files for those, who don't like to command an army of clones. Less problems with keeping version track and so on.
 
Thanks for the explanation
thumbsup.gif
 
Thanks a lot for the update. Your continued work on the often neglected Fallout 1 is greatly appreciated.
 
Almost forgotten... :) It's about Radio (and now Field Switch) not working properly, when used from an open inventory window. There is nothing wrong with the scripts. There is a problem with an open inventory in FO2: almost none stadard procedures and function calls work there. It seems, only forced dialog mode call is working properly. Now I see the same problem with FO1. When you use radio for communication everything is working normally (because there is a forced dialog mode call). But when you link it with the field controls, the problem emerges. When you use Radio (or Field Switch) from an active hand, it works fine.
 
Here is a brand-new v.1.3.5 realease of Fallout1 unofficial patch by TeamX. No bugreports from players, so I tested it myself. At least I tried to. :)

Changes since v.1.3.4 (3 new fixes since 1.3.4 to 1.3.5 diff-pack):

Vault 13
* Water thief's animation sequince no longer resets after save/load.

Shady Sands
* Now Aradesh correctly reacts to player's apologies (his dialogue reaction goes up).
* Restored the original developers idea of Aradesh reaction to pickpocketing: now he doesn't attack player, only warns him and lowers his dialogue reaction.
* Removed a confusing option "I need more supplies before I can tackle those guys." in Seth' dialog. (May be he was intended to actually give you some stuff, but he doesn't.)


Junktown
* Tycho no longer "forgets" character's name.
* Now Neal correctly opens Skum Pitt door.
* Now Neal reacts if player tries to mess with the Skum Pitt door.
* Option "Actually, can I ask you some questions?" in Trish dialog removed for characters with IN lesser than 6, because all of the next options require IN more or equal than 6.
* Trish no longer asks player to get out of her room while she is in Skum Pitt.

Hub
* Now cops correctly address male and female characters.

Necropolis
* Now you correctly receive 25XP for picking the lock to room with imprisoned ghoul in Watershed.

Military Base
* Now you can provoke Abel to lover the force fields.
* Abel now has correctly working Field Switch in his inventory.
* Mutants no longer attack unprovoked after save/load.
* IN<=5: if you ask Zax "Who programmed you?" dialog will no longer exit unexpectedly.

BOS
* Young Initiate Jerry now displays a correct reply after payer says "I haven't decided" (during the conversation about who the player wants to become: a Knight or a Scribe).

Raiders
* Fixed "random" exit from Tolya's dialog when asking him about Shady Sands and/or Junktown.

Random Encounters
* Now Patrick the Celt correctly marks Hub on map.

General
* Now you can't pick the locks of certain doors for infinite XP.

As always, here is a new version of NPC Mod for new version of a patch.

And another one news. Here you may find a 3rd release candidate of unified 1.2.1 patch:
fallup-1.2.1-EN-RC.rar -- release candidate, for english version only! Attempts to unify all english (US, UK, EU) releases and fix problems with an earlier v.1.0 releases. If you have any strange issues with the game after installing 1.2 and/or 1.3.x TeamX patches, try to install this patch. Do not install 1.2 patch if you're using this (1.2.1) version! See readme for the details.

All fixes from this version are already included in 1.3.5 unofficial patch, so if you own an US release, you probably will not want to install this patch. Use 1.2 semi-official version (I recommend it for all US version owners). But if you experiencing problems with TeamX patches, I strongly recommend to download and test 1.2.1 release candidate. It seems, all tested non-US versions (see readme for the details) are much stable with this one.

And for the record. :) I started working on FO1 restoration. First I'll work on a correct mutants invasion in all cities (doing it right now), then I'll work on caravans and random encounters and then I'll start location-by-location restoration. I will upload restored parts in named sequence for testing when they're ready. If anyone is still interested. :)
 
Wasteland Ghost, thanks for your hard work. :)
It just so happened I reinstalled FO1 yesterday, now I can use the newest patch!
About the unified 1.2.1 RC, does it equal to 1.2 + 1.3.5? Are you going to replace the current 1.2 with this unified one?
 
About the unified 1.2.1 RC, does it equal to 1.2 + 1.3.5?
No, it doesn't. There are several different 1.2 releases with the very different bugs: unfixed or even introduced by localizers. 1.2.1 patch attempts to unify all those releases to one version with one engine and one resource base. In other words, after 1.2.1 patch all Fallout releases will look the same. It will eliminate some "random" bugs some people reported. There also are some additional official BIS fixes, included in 1.2.1. We never knew about them, so we fixed those bugs too in 1.3.x. :)
Are you going to replace the current 1.2 with this unified one?
Yes. After very hard testing we plan on releasing a unified patch, which will contain only official fixes and bring all releases to common base. We're not planning of merging 1.3 and 1.2 into one patch. We still stick to the old plan: one patch with the official engine and fixes only and one fan-made patch. If you don't like fan-made changes, you may install 1.2 (in the future --1.2.1) patch. And if you do -- install both.
 
Wasteland Ghost said:
We're not planning of merging 1.3 and 1.2 into one patch. We still stick to the old plan: one patch with the official engine and fixes only and one fan-made patch. If you don't like fan-made changes, you may install 1.2 (in the future --1.2.1) patch. And if you do -- install both.

I believe NovaRain was asking the same thing I was - why not make 1.3 include already 1.2.1, so that one needs install only one patch rather than two?

Wasteland Ghost said:
* Removed a confusing option "I need more supplies before I can tackle those guys." in Seth' dialog. (May be he was intended to actually give you some stuff, but he doesn't.)


Are you sure this is the best move to do? I don't think outright removal of something which is apparently Seth's dialogue is fixing a bug, it's probably that was supposed to be there in the first place.
 
Wasteland Ghost said:
* Removed a confusing option "I need more supplies before I can tackle those guys." in Seth' dialog. (May be he was intended to actually give you some stuff, but he doesn't.)

Is this dialog option available after you have killed the master and you ask location of Military Base from Seth?

If yes, then it should work (Garret gives you supplies).
 
Is this dialog option available after you have killed the master and you ask location of Military Base from Seth?
If yes, then it should work (Garret gives you supplies).
There is Seth (from Shady Sands) and there is Set (from Necropolis). ;) It is about Seth from Shady Sands and Save Tandi quest. He doesn't give you anything and he has other option with the same effect (dialog exit): "I'm working on it." Making up some supplies is not the best thing for a patch, so I simply removed this option. It useless anyway.
I believe NovaRain was asking the same thing I was - why not make 1.3 include already 1.2.1, so that one needs install only one patch rather than two?
I believe Alchemist and I explained this to you here and on TeamX forum long ago. So stop asking. I'm tired of repeating the same words again and again. Read this topic, in case you have forgotten.
If you don't like fan-made changes, you may install 1.2 (in the future --1.2.1) patch. And if you do -- install both.
In simple words: we don't want to mix original and fan-made fixes. It is our policy.
 
Wasteland Ghost said:
It is about Seth from Shady Sands and Save Tandi quest. He doesn't give you anything and he has other option with the same effect (dialog exit): "I'm working on it." Making up some supplies is not the best thing for a patch, so I simply removed this option. It useless anyway.

I can't see that there's anything wrong with it. This is how the conversation goes:

Seth: Where's Tandi? Why haven't you rescued her?

TVD: I need more supplies before I can tackle those guys.

Seth: Please hurry. Only the gods know what they are doing to her.

You're just explaining to him that you're not ready to tackle the raiders, same as if you pick the "working on it" option. There's no reason to interpret it as a request for items, and even if you do, it's still doesn't make the dialogue broken in any way, as Seth's answer and lack of item production are entirely logical.
 
Per is correct. Perhaps the confusion stems from English not being your first language? (pardon me if it is, but I'm under the impression that it's not). To most native English speakers, I don't think that line would make them believe they're supposed to be getting supplies from Seth.
 
My mistake. Not exit, but the same node as with "supplies" option. Here it is:
Seth: "Where's Tandi? Why haven't you rescued her?"
Dude: "I'm working on it."
Seth: "Please hurry. Only the gods know what they are doing to her."

Yes, english is not my first language, but I understand Seth perfectly. It's a game. And "I need more supplies" is that kind of an option, which usually leads to NPC giving you some stuff. I always expected smth. from Seth and he never gave me anything. Russian bugreports say the same: confusion. So I finally decided to remiove this option, because it gives absolutely nothing (same effect as "I'm working on it." option), but in many cases leads to a confusion.

Again, all node in question:
Seth: "Where's Tandi? Why haven't you rescued her?"
Dude: "I need more supplies before I can tackle those guys." -> 1
Dude: "I decided the little tramp wasn't worth the risk." -> 2
Dude: "I'm working on it." -> 1
1:
Seth: "Please hurry. Only the gods know what they are doing to her." -> exit
2:
Seth: "You bastard!" -> fight

As you can see, both "I need more supplies before I can tackle those guys." and "I'm working on it." options lead to the same "Please hurry. Only the gods know what they are doing to her." reply. So, by removing "I need more supplies..." one I've broken nothing, No inaccessible nodes or whatever else bad. But with that option I've removed often reported misunderstanding. It's the same like Talius and "find the Children's spy" quest: can't add new quests or supplies in the patch, so option removed.
 
"I need more supplies" could be equivalent to "I'm working on it, but need to prepare myself better". But I usually read it as an implicit request for more equipment, especially as there's another "I'm working on it" option. I'd expect a response along the lines of "We don't have much to offer here, try Junktown".
 
Kanhef said:
"I need more supplies" could be equivalent to "I'm working on it, but need to prepare myself better". But I usually read it as an implicit request for more equipment, especially as there's another "I'm working on it" option. I'd expect a response along the lines of "We don't have much to offer here, try Junktown".

This is unfinished business. Therefore, it should remain as unfinished business. Removing the sentence option does not constituate for a patch.

E.g. killap for instance did not remove all the apparent insinuation of unfinished content in his patch, only to be reintroduced in the expansion pack.

In my opinion this is definitely not a bug fix. What's everyone else's opinion on that?
 
This is unfinished business. Therefore, it should remain as unfinished business. Removing the sentence option does not constituate for a patch.
It is. Bugs, inconsistences caused by "unfinished bussiness" -- patch can be dealing will all this. Good example: there are inconsistences, which were deliberately deleted by BIS since v.1.0. For example, Junktown Merchant, imprisoned by Khans. He was present in v.1.0, but was too buggy and was deleted by 1.1 patch. Mike, Giude to Hub Old Town was deleted by 1.1 patch too. And so on.
 
I agree with Per and others who say this is not a bug. I would never thing that the sentence "I need more supplies before I can tackle those guys." means "Hey, give me some supplies and I will rescue her then". This is just player's excuse to Seth that he didn't start looking for her yet because he will need buy/get some supplies before he will go to rescue her.
 
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