FO2 restoration project seems to have some old bugs that arent fixed...

Im also having a problem getting trader bill to recognise that I have marcus in my party. Telling marcus to wait and re-hiring him does nothing...Node006 seems to lead to the option where you can ask bill about old things, but i never get that option. Im not sure what local_var 7 refers to either...
Huh? I tested your save without any problems. That line about old equipment comes up even if you don't have Marcus in your party, he just says he doesn't have anything for you. Local_var 7 is used so you can't ask about old equipment once you have gotten the armor.

And after leveling Dogmeat for a while, he is now back to his base 128 hp. Not sure when that happened exactly.
That is not his base hp, he gets that after he has levelled up 3 time.
 
Thats very strange, I loaded the save multiple times and I only got the option to ask bill about the abbey/their leader, barter and goodbye.

According to the critter editor, dogmeat proto 342 has 128 hp. I edited dogmeat to have much higher hp as he level sup so the 128 hp was confusing. All the critter files are supposed to be in data/proto/critters right?
 
Oh I see. That monk in front of the abbey is not trader Bill. You can find him in the shack to the south of the map.

About Dogmeat... Protos are in the master.dat file and edited protos go into the ...data\proto\critters.
The edited protos needs to be write protected or the game will delete them when you start the game.
Also, don't put the base proto (first proto of a critter that can level up) into the ...data\proto\critters folder, because if it is write protected it will make the proto version that is in your save game write protected too (so then the critter wont save when it has leveled up).
 
Huh, i never realised there was another trader to the south. Thanks, I will check that out.

I guess the reason why my changes werent taking effect properly was because they werent set to read only by the critter editor...thanks. Do you know how to edit the RP specific critters btw? The critter editor cant display them properly (Kitsune, etc).
 
Huh, i never realised there was another trader to the south. Thanks, I will check that out.

I guess the reason why my changes werent taking effect properly was because they werent set to read only by the critter editor...thanks. Do you know how to edit the RP specific critters btw? The critter editor cant display them properly (Kitsune, etc).

Use XVI32 to edit their proto files directly. And yes, don't put the base critter protos anywhere in that folder.

As for your earlier question if there's a way to change critter armor easily: No, there isn't. You need to give it a different proto that has the stats and graphics for that armor (and any weapons you want the critter to use, since not all of them have all weapon graphics).

Also, the reason why I provide 2 maps in my fix is that there is no "default ammo" settings for weapons in town maps, they will have whatever ammo you loaded them with in the mapper. Since AP ammo does vanishingly little damage in the unmodded game, giving those HK P90C guards AP ammo will still make them easy if people don't use a weapon mod.
 
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For some reason, i had base proto files in the critter folder. I removed them, and now my savegames wont load...i dont understand why? The savegame should be referring to the master.dat files right?

Also is it normal for the base versions of NPCs to have different stats from their stage 1 versions? Sulik (proto 97) has 134 hp which strikes me as pretty strange. That was how much HP he had when i first recruited him as well.

Edit : I cant save any games anymore as well, even in blank slots. When i try, i just get an "error saving game" message.

Edit 2 : Okay i figured out why. The RP installs base protos into the critters folders as well, probably as part of the NPC armor mod. But if the RP is putting base protos into the critters folders, doesnt that cause problems with them not leveling up properly? Not to mention that the base proto files seem to have different stats from the stage 1 versions for some reason...
 
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The RP does not install base protos into that folder!

When you load a save, the game reads the NPC follower's proto that is in the save slot. Then it puts that proto temporarily in the ...data/proto/critters folder (to be able to update it when needed without having everything in memory).

When you save the game, that "work" version of the proto replaces the out of date version on your save slot. Deleting the protos while the game is running probably makes you unable to save.

Then when you close the game the temp protos are removed again, unless the game crashes on you (but should be replaced when you start/load a new game. If Sulik had 134 HP when you recruited him, it's because you had an old temp proto version from an earlier save where he had leveled up a few times, that the game for whatever reason failed to remove/replace.
 
The RP does not install base protos into that folder!

When you load a save, the game reads the NPC follower's proto that is in the save slot. Then it puts that proto temporarily in the ...data/proto/critters folder (to be able to update it when needed without having everything in memory).

When you save the game, that "work" version of the proto replaces the out of date version on your save slot. Deleting the protos while the game is running probably makes you unable to save.

Then when you close the game the temp protos are removed again, unless the game crashes on you (but should be replaced when you start/load a new game. If Sulik had 134 HP when you recruited him, it's because you had an old temp proto version from an earlier save where he had leveled up a few times, that the game for whatever reason failed to remove/replace.

Oh, that explains it. So if i close the game and delete the base proto files in that folder, it should be fine?
 
Oh, that explains it. So if i close the game and delete the base proto files in that folder, it should be fine?
Yeah, as long as you are sure they are base protos from NPCs that can level up. Davin/Miria and all but the best version of Skynet don't level up, so don't remove those.

I would also assume that you would have to start a new game for any effect.
 
Thanks, i think it will take effect as long as you have not entered the map with the NPC yet. Either way, leveling them up will fix their stats.

Some other bugs I ran into :

-NCR->Redding brahmin drive no longer counts as completed when you do it, so you can never ask Duppo about other money making opportunities.

-If you agree to wipe out the ranger safehouses for vortis and convince him to send help with you, and then choose the dialogue option to betray the slavers, the two slavers will be unarmed for some reason. They only have their hunting rifles if you attack the rangers.

-I have save here where challenging either the dragon or lo pan to a "test of skills" will put you in the ring, but combat doesnt start after the "FIGHT!" message appears. If you start combat and kill the other guy, combat never ends and you cant get out of the ring. https://www.mediafire.com/?8k9322jbuxrqjlj

-If you sell uranium ore to the broken hills refinery, the ghoul says he only buys one, but he actually removes all the ore from your inventory. But you can only sell the ore once, so i guess its an issue with the text not being clear. https://www.mediafire.com/?4h80sc4e184v7rc

-Im getting some really weird issues with my damage resistances...sometimes i end up with negative resistances or more resistances than i should have (e.g. 15% plasma resistances when not wearing armor). Im not sure whats causing it...maybe when i get the stat upgrades at the brotherhood bunker in san francisco. Its definatley not from the new reno boxinng thinng or combat implants because i checked those.

Edit : Huge bug with killing badger for the hubologists...if you kill him before you get the quest, AHS-7 refuses to recognise that badger is dead and then you get stuck. I checked with the f12se editor and the gvar for badger was set to "16". I had to change it to 2 (for the shi killing badger) to get AHS-7 to recognise that badger was dead.

Another huge bug : if you transfer the fuel to the hubologists via the shi mainframe, the hubologists still say you need to get them fuel. If you then format the emperor, you have no way of getting the fuel since badger is dead, the hubologists think they dont have the fuel and the emperor is dead too. https://www.mediafire.com/?d5dvvcapn6bids6
 
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Cult of personality seems quite buggy...if you have the perk and talk to the duntons in the klamath grazing area, they will offer you a job, then tell you to get out of there. Not likely to happen because nobody takes the perk normally anyway.
 
Cult of personality seems quite buggy...if you have the perk and talk to the duntons in the klamath grazing area, they will offer you a job, then tell you to get out of there. Not likely to happen because nobody takes the perk normally anyway.
This happens without the perk too. I think it's a Speech check, you get one chance with each Dunton so two in total.

Cult of Personality actually lets you become a Slaver without pissing off Sulik, came across it in his script the other day. If it works like that with all Slaver-haters then that's a pretty cool perk, since being a Slaver does earn you tons of cash.
 
Cult of personality seems quite buggy...if you have the perk and talk to the duntons in the klamath grazing area, they will offer you a job, then tell you to get out of there. Not likely to happen because nobody takes the perk normally anyway.
Nothing to to with the cult of personality perk. If your town reputation is too high, they won't give you any work. It's just that that check comes after they ask you if you wanna work for them. This has been pointed out several times before, but killap never changed it (I think his reasoning were that it's not really broken, and if he fixes this, there are several others like this that should be fixed too).

-I have save here where challenging either the dragon or lo pan to a "test of skills" will put you in the ring, but combat doesnt start after the "FIGHT!" message appears. If you start combat and kill the other guy, combat never ends and you cant get out of the ring..
Isn't this about the staged fight that occurs the first time you enter San fran, if it breaks (ie gets interrupted/never finishes) the boxing won't start later. Not really sure how that fight works (what script are involved etc.) and my computer setup is not very good for finding out and working with scripts at the moment
 
Nothing to to with the cult of personality perk. If your town reputation is too high, they won't give you any work. It's just that that check comes after they ask you if you wanna work for them. This has been pointed out several times before, but killap never changed it (I think his reasoning were that it's not really broken, and if he fixes this, there are several others like this that should be fixed too).


Isn't this about the staged fight that occurs the first time you enter San fran, if it breaks (ie gets interrupted/never finishes) the boxing won't start later. Not really sure how that fight works (what script are involved etc.) and my computer setup is not very good for finding out and working with scripts at the moment

The problem is that the moment i removed the cult of personality perk from my character using the f12se save editor, i was able to talk to them and get the quest. It cant be the town reputation because the brahmin rustling quest is the first one i do in klamath, and so i have neutral reputation at the time.

The san francisco thing is when i try to challenge either lo pan or dragon to a test of skills. I end up in the ring, but my opponent never starts combat after the "FIGHT!" message appears. I cant remember if the initial fight got interrupted when i went into san francisco...i guess thats something i will have to keep an eye on in the future.

This happens without the perk too. I think it's a Speech check, you get one chance with each Dunton so two in total.

Would be pretty coincidental if it was a speech check, i tried 5+ times with the cult of personality perk before i tried removig it via the save editor and i instantly got the quest after. It would be quite weird if it was a speech check because the duntons actually say they have a job for me...and when i ask about it, he immediately tells me to "Get out of here".
 
Upon further inspection it looks like our boy here is actually right about the Cult of Personality issue! I looked at the Duntons' script, and the way it treats that perk means they will always act as if you're Idolized in Klamath if you have it. So you can't armwrestle them or take the job.

Obviously this ought to be changed so that they always treat you like a rotten scallywag and a ne'er-do-well if you have the perk, no matter your town rep.
 
Bug with the rescue johnny quest in modoc : If you meet johnny without getting the quest from balthas, you only get the option to ask Jonny his name. When you go back to Balthas and ask him why he's preoccupied, you can tell him you met Jonny at the ghost farm, but when you go back there is no option to tell Jonny Balthas sent you (as you have already asked for his name, and you need to tell Jonny that right after you ask for his name). Because you never get to tell Jonny that Baltahs sent you, you can't ask Vegeir to let you bring Jonny back to his parents and the quest gets permanently stuck.

The problem seems to be that when you tell Balthas that you know where Johnny is, it doesnt increase GVAR 693 : GVAR_MODOC_JONNY_PIP. Increasing it to 1 via f12se let me tell Johnny that Balthas sent me and finish the quest normally.
 
Bug with the rescue johnny quest in modoc : If you meet johnny without getting the quest from balthas, you only get the option to ask Jonny his name. When you go back to Balthas and ask him why he's preoccupied, you can tell him you met Jonny at the ghost farm, but when you go back there is no option to tell Jonny Balthas sent you (as you have already asked for his name, and you need to tell Jonny that right after you ask for his name). Because you never get to tell Jonny that Baltahs sent you, you can't ask Vegeir to let you bring Jonny back to his parents and the quest gets permanently stuck.

The problem seems to be that when you tell Balthas that you know where Johnny is, it doesnt increase GVAR 693 : GVAR_MODOC_JONNY_PIP. Increasing it to 1 via f12se let me tell Johnny that Balthas sent me and finish the quest normally.
Have you tried finishing the rest of the Slag quests and seen if there's an option to tell Vegeir about Johnny as you go back to Modoc? I seem to recall the RP/UP included one such option for convenience.
 
Have you tried finishing the rest of the Slag quests and seen if there's an option to tell Vegeir about Johnny as you go back to Modoc? I seem to recall the RP/UP included one such option for convenience.

Rest of the slag quests? I thought there was only one slag quest, the one to bring the slag message to modoc and convince Jo to trade with them?

I finished that, went back to Vegeir, Vegeir gave me the assault rifle, but there was no option to ask to bring Jonny back because you never told Jonny that Balthas sent you.

I think gvar 693 only gets set to 1 when you tell Balthas that you will try to find Jonny. If you skip ahead and tell him the slags have Jonny, it never gets changed to 1 because the devs assumed you would do it in the precise order.
 
So yeah I figured out why the San Fran fight doesn't work for you (not sure it's the same problem others have had before, but I would assume so). It's quite funny actually.

Simplified the fight works something like this:
Check what opponent you should have, create him and save his pointer as a local variable, then using that variable to tell the opponent to start the fight. Easy enough, right. Except the fight didn't start.
Figured something must be wrong with the pointer, so I looked some more into how it works. Apparently there is another check later where the script scans the hexes of the ring you fight in, looking for critters to set as your opponent pointer. In this case it changed the pointer you first had, so it now points to someone else.
But to whom does it point to, you may ask yourself, as you look at the the ring that is empty but for you and the other fighter.
Well, lets use that pointer and turn invisibility off so we can find out if someone else is there, shall we?

So who do you think pops up?

Ah you guessed it. Of course it's your most trusted companion. Yes it's Bess, your favorite two-headed cow.


So seriously, what the fuck is Bess doing there, and why inside the ring? I haven't looked into how she works, if she follows you around on all maps (invisible). I seem to recall seeing her walking around Bishops family area a long time ago. If anyone are more familiar with how she works, feel free to chime in.

Anyway, to fix it just make the script exclude Bess when creating opponent pointer, like it already does with the player.
In fcdragon.ssl and fclopan.ssl, look at "procedure checkTestObj" and change:

"if (LVar3 == dude_obj) then begin"
to
"if ((LVar3 == dude_obj) or (LVar3 == party_member_obj(16777407))) then begin"


And one more thing...

About Balthas and johnny, @Question2 is correct. It's been on the bug wiki for a couple of years, with a fixed Balthas script to download and all:
Talking to Johnny before getting the quest to find him sets a variable that make it impossible to get the quest. To fix it download this script and put it "wherever you installed the game"\data\Scripts folder. You won't be able to get the dog, nor should you, as it doesn't fit in the dialog structure and you already know where Johnny is so you don't need him. -Darek)

@ killap, in procedure Node025 of mcBaltha.ssl, add the following at the top:


if (global_var(693) < 1) then begin

set_global_var(693, 1);

end


And another thing...

Upon further inspection it looks like our boy here is actually right about the Cult of Personality issue! I looked at the Duntons' script, and the way it treats that perk means they will always act as if you're Idolized in Klamath if you have it. So you can't armwrestle them or take the job.

Obviously this ought to be changed so that they always treat you like a rotten scallywag and a ne'er-do-well if you have the perk, no matter your town rep.
Agreed, but that is not how I interpreted his initial bug report. That they ask if you want a job and then tell you to get lost right after, that can happen without the CoP perk too. Just saying... and I think that should get fixed too.
@Question2, it's not town rep in itself, but the Duntons have a personal reaction counter, that is based on town rep among other factors. Having a neutral Klamath rep can be enough for them to not like you iirc.

EDIT: I remembered wrong. The Duntons only check for town rep and the cult of personality perk when offering you a job. Their reaction system is used for something else.
 
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Darek : Thanks for the script, weird that it was never included in the RP though. Are there any other bug fix scripts that I should know about?

I guess what happens is that when the player leaves modoc, bess is still following him except invisibily, and it breaks the san francisco fight. Is there any reason why they make companions invisible instead of simply removing them entirely? I think Goris still follows you invisibly too when going back to vault 13, not sure if that would break the san francisco fight too.

I had a look at the KCDUNTON.SSL script :

procedure Node003 begin
if (from_18) then
Reply(132);
else begin
if (TOWN_REPUTATION < 5 and not(has_trait(TRAIT_PERK, dude_obj, PERK_cult_of_personality))) then // edit by killap - added not(has_trait(TRAIT_PERK, dude_obj, PERK_cult_of_personality))
Reply(130);
else
Reply(131);
end

Not sure what text goes where though.

Im pretty sure that part is wrong because it should be a "or" instead of "and not".

So i changed it to : if (TOWN_REPUTATION < 5 or (has_trait(TRAIT_PERK, dude_obj, PERK_cult_of_personality)))

And i did something similar with the other cult of personality checks : if ( (TOWN_REPUTATION > 4 and not (has_trait(TRAIT_PERK, dude_obj, PERK_cult_of_personality))) and (area == PASTURE) )

But i dont know which part is the one where they ask you if you want a job and tell you to get lost right after.

Edit : Darek, im looking at FCDRAGON.SSL and i dont see a LVAR3 anywhere...
 
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