agris
Look, Ma! Two Heads!
Hah, you're right - I didn't start a new game. I checked the save game folders and saw there was a PROTO folder, but inside it there's only a single item and it wasn't one that I edited so I assumed it was fine. The protos must be packed into individual .sav files then?After looking at it, I'm blindly assuming you did not start a new game when testing this, because for me it works ... except in your savegame.
Did you pick up the non-working weapons before or after you made the mod? Proto stuff is written into the savegame, which explains why it doesn't work.
Separately, I finished the game and have prepared my notes on (potential) bugs. Should each individual item be a new issue on GIT?
From unreleased GIT version, last updated 4-24-2020
- Shady Sands: (unsure if bug) guards in house w/ Ian: after skeptical greeting, close dialogue, instantly gives floater about "Hey, you didn't turn out to be such a bad person..."
- Shady Sands: (unsure if bug) Ian seems too nice, instantly gave up locations of junktown & hub, joined for share of action. CHA 3, Speech ~45%
- Shady Sands: (fixt) new trader should be removed; pipe rifle, cattle prod, brass knuckles, zip gun, outdoor mag,
- Shady Sands: (unsure if bug) Aradesh says things are more settled now, and that Razlo is working on cure to radscorp poison after clearing the scorps, but not providing the tail
- Junktown: (unsure if bug) Robodog joins as soon as you get near the house while wearing leather jacket
- Junktown: Gunther dialogue typo, "Sorry, no boxing today." first reply is "Uk, okay."
- Junktown: Saul dialogue is buggy, hostile player dialogue choices have no impact, but the player can still resolve issue with Trish
- Junktown: Shark hitting trish and getting killed by Neal is buggy, death animination for sharker was frozen into map and never cleared
- Junktown: doc morbid complains about CotC healer competition, but Morbid's price is lower ($78 vs $195)
- Junktown: children healer in junktown, the dialogue option to lower price is "195.00000" -> wrong parsing of script-generated price?
- BoS outside bunker: dialogue with brotherhood entrance talking head also kinda wacky, talking head is always angry/insulted after you exit dialogue, even if you chose polite options
- Hub: Lorenzo (FLC lender) regularly wanders out of building, hangs around outside / in the back 'alley' of the buildings
- Hub: (with optional restocking merchant script enabled) jacob in hub should sell sniper rifle given dialogue
- Hub: (with optional restocking merchant script enabled) jacob in hub should sell super sledge after talking to him 2nd time per Per's ultimate guide (that may be a bug itself)
- Hub: (unsure if bug) in vanilla FO1, when you first talk to Jacob, if you talk to him about his past and are sympathetic, I believe he gave you a discount on his items. That doesn't happen here.
- Hub: after Jacob dialogue saying he will mention you to Vance (drug dealer), this is not reflected in Vance's dialogue and you're kicked out. This occurs after I talked to the loser in downtown hub, and refused to pay to be introduced to Vance.
- Deahtclaw lair: (with satellite locations enabled) no deathclaw in deathclaw lair, checked walls by entering combat mode. Did fight a deathclaw in random encounter while traveling to lair, is this a re-work of the encounter?
- Necropolis: trapped wall passage behind Set does not have explosion graphics
- Cathedral 1st floor: doc Wu has his CoC red badge available for barter
- BoS level 1: during scripted BoS h2h training session, message log prints "you gain You gain 1 skill point in.." for both melee and unarmed. Melee skill is not improved.
- BoS level 2: locked doors to bunks are described as "wooden door"
- BoS levels 3 & 4: doors don't close behind you (auto closing doors was not enabled in config file, but these doors auto closing is vanilla behavior)
- Cathedral vault level 4: locked door outside bomb is "you see a wooden door.". Electronic lockpicks have no effect. "You see a sturdy door with an old, rusty lock." Is long description vanilla?
- Mariposa: Lieutenant doesn't have custom death animation, just falls over and dies
- The Master: plays custom death animation on critical w/ better criticals, despite not actually being dead. He is still targettable, and when he goes to attack his sprite is reverted to the correct one. This happened 5 - 10 times to me with a character with finesse trait, better criticals & sniper perks
- Worldmap: lots of stumble over rocks, break leg encounters. outdoors 40 - 65. feels too frequent, even with ~50 outdoormans. I don't recall vanilla fallout 1 having it happen this early. I had 3 broken legs due to this encounter by level 6 or so.
I've also attached all relevant configuration files. If a save would be helpful for any of these, I may have it. I only keep 5 save slots on rotation, but I certainly have one to see the Master death animation issue, for example.
edit: I should add, I really enjoyed this playthrough. It's impressive how close to Fallout 1 it is. I really wish that, with all the correct / vanilla config options, it was a 1:1 content copy though. That's the strongest foundation upon which to add mods/tweaks whatever, while providing people who want it the best way to play vanilla Fallout 1. It's almost there now, if some of these bugs are addressed and the shady sands merchant is made optional.
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