Killap's Fallout 2 unofficial patch - final version

killap said:
Well, it makes sense for the expansion items to be removed since they are not bug fixes.
Agreed. Particularly since, one expects, they'll all be reimplemented once the expansion is ready. Yes, I'll miss them in the meantime, but given the intent of the patch is to fix, not to add-back, this seems the cleaner, more logical way to go.

killap said:
As for the shopkeepers, yes, I realize there is a concern about this. Sadly no real comments were made about this when this was initially discussed in the patch thread. In any case, since you are the second to speak out about it and in addition to the potential of others losing items, I think I shall go back and modify it so you cannot lose game critical items.
Sorry I didn't speak up sooner. Life had me very busy and traveling a lot the last few months, so I wasn't around until the past week. Fortunate for me, just in time for a great new patch release, but unfortunate that I wasn't able to chime in earlier and possibly help save you some redundant work. :(

killap said:
As for the Doc Johnson issue, what exactly is wrong? If the problem is that you should be losing more than 30,000 for the implants (such as 48,000) well, that was already in place. What the script had was a check for 48,000 and then it removed 30,000. Thus me making changing the checks to 30,000 is essentially irrelevant. I cannot remember what the dialog originally said since mine said 30,000 but I might have changed this in past patches. If this is indeed the case, then I will change it so you lose 48,000 since the 30,000 would only have been mentioned once whereas 48,000 would be mentioned twice in the script and once in the dialog file.
Actually, I just loaded a save game to look (save was made under your June patch release, and loaded under this new version, just for the record) and Doc Johnson said "...it will cost you 30,000...", which it in fact did (obviously).

Looking at Per's guide however, I noticed that in all cases *except* the phoenix upgrade, Doc Johnson asks you for the price you *would* get from Andrew in the VC courtyard if you pass the barter check and talk him down.

That is:
Andrew in VC Courtyard-
Dermal: $7000 ($5000)
Phoenix: $10,000 ($8000)
Dermal Upgrade: $40,000 ($30,000)
Phoenix Upgrade: $50,000 ($40,000)

Johnson:
Dermal: $5000
Phoenix: $8000
Dermal Upgrade: $30,000
Phoenix Upgrade: $30,000 (asks for $48,000)

I'm not sure how anyone else would feel on the issue, but just looking at the numbers, it would seem that someone originally dropped the ball where communication goes, and the intent would have likely been to have Doc Johnson ask for $40,000, which would be the same "level of discount" for using him rather than Andrew for all other types.

Dr. Fung is something of an oddity in all of this, asking for:
Dermal: $5500
Phoenix: $8500
Dermal Upgrade: $33,000
Phoenix Upgrade: $48,000

In each case, he's cheaper than Andrew's normal price, but a bit more than Andrew's "discount" or Johnson's base price. Looking at HIS numbers would suggest $42,000 for Johnson to be more "in line", but at the same time, there's a certain circular logic that even if you were to set Johnson to $40,000, Fung wanting $48,000 wouldn't really be totally off-base, and this would also prevent the oddity of Andrew potentially doing one (but only one) of the operations actually *cheaper* than Johnson --provided the PC can get the discount of course.

Meh, I'm starting to lose cohesion of my thoughts here. I know what I'm trying to say, and I hope it's sufficiently clear, but I'll stop babbling now to avoid making things sound any more convoluted than they already are. :P

-Wraith
 
killap said:
I think I shall go back and modify it so you cannot lose game critical items.
This would be A+.

killap said:
I cannot remember what the dialog originally said since mine said 30,000 but I might have changed this in past patches. If this is indeed the case, then I will change it so you lose 48,000 since the 30,000 would only have been mentioned once whereas 48,000 would be mentioned twice in the script and once in the dialog file.
Per's guide says:
  • Dermal Impact Asslt. Enhance.: $30,000, 5 days, CH -1.
  • Phoenix Assault Enhancement: $30,000 (though he says $48,000), 6 days, CH -1.
 
I think it's fairly apparent that Doc Johnson was supposed to charge $48000, and that $30000 was a typo. Doesn't make sense that he'd charge exactly the same for the Phoenix as he does for the Dermal. It'd also be more in line with what the other two Doctors charge.
 
Kyuu said:
I think it's fairly apparent that Doc Johnson was supposed to charge $48000, and that $30000 was a typo. Doesn't make sense that he'd charge exactly the same for the Phoenix as he does for the Dermal. It'd also be more in line with what the other two Doctors charge.
Yeah, I went back and checked. The original text did say 48,000 and the two condition checks in the script are for 48,000. The only place there is a 30,000 is in the money removal call. Seems to be typo. I change have to change this.
 
I was lurking for a pretty long time here and now I finally registered because i have question :)

killap i installed your patch and i'm getting random encounters every millimeter when traveling on map, is it normal?

(sry if i made some grammar mistakes, english is not my native language)
 
This is great! Excellent reason to fire up that good ol' FO2 once again.

With the previous patch i also had similar problems, that i ran into fights almost 3-4 times on EVERY grid and after awhile i just went nuts about it. Anyways, atleast in the previous patch it was like so that if you replaced the fallout2.exe with the original patched exe (1.02) then things got back to normal. Is it still like that? And more importantly, was it intended to have some many combat situations so often? Or something went wrong with the way i patched?

Perhaps the most noticable thing what i remember is Sulik with grenades! Aaah, that was great. Anyways, i gotta give that a try as soon as possible. It's the radiation which made me do it!

Good work there Killap. Highly HIGHLY appreciated!
 
I only get to like in one fight in each square... Of course there is supposed to be more fights compared to the original latest patch, where you move with a goddamn super-speed and don't get to very many fights at all.

You can always improve your outdoorsman -skill to avoid some of the fights. :D
 
Great work killap i will be playing fallout2 once again and eagerly awaiting your expansion.
 
hi "killap" don't know if you remember me from the beth forums (were I was later banned) but i see you have fixed the tanker fuel bug now that I had a big problem with. Thx for that.
 
nerka said:
I was lurking for a pretty long time here and now I finally registered because i have question :)

killap i installed your patch and i'm getting random encounters every millimeter when traveling on map, is it normal?

(sry if i made some grammar mistakes, english is not my native language)
Please read the readme that comes with the patch. I tell you what to do if the worldmap speeds are too slow and encounters too numerous.

Riviner said:
With the previous patch i also had similar problems, that i ran into fights almost 3-4 times on EVERY grid and after awhile i just went nuts about it. Anyways, atleast in the previous patch it was like so that if you replaced the fallout2.exe with the original patched exe (1.02) then things got back to normal. Is it still like that?
It is no longer possible to just copy over the official 1.02 patch exe. Again, please read the updated readme file that comes with the patch.
 
Hello!

I download the new Killap patch. And i have a problem. It doesn't work !! :(

I'm working at Windows XP 64bit SP2. My Fallout 2 is 1.01 version(UK). I install unofficialFO2patch.exe and everything is ok. But when i click at fallout2.exe the game starts running, sreen become black, and then it come back to windows.

Can you help me killap !? I would like to play Fallout 2 with your patch :) I really do...
 
Vegger said:
Hello!

I download the new Killap patch. And i have a problem. It doesn't work !! :(

I'm working at Windows XP 64bit SP2. My Fallout 2 is 1.01 version(UK). I install unofficialFO2patch.exe and everything is ok. But when i click at fallout2.exe the game starts running, sreen become black, and then it come back to windows.

Can you help me killap !? I would like to play Fallout 2 with your patch :) I really do...
Go to your fallout 2 directory. Is there a file called ddraw.dll (not sfall.dll) and ddraw.ini?

Also I don't run 64bit, but has it been confirmed that Fallout works under it?
 
Go to your fallout 2 directory. Is there a file called ddraw.dll (not sfall.dll) and ddraw.ini?

Yes off curse, this files are there. I read readme.txt very carrefully.
I also installed manually your patch and still it don't work.

Also I don't run 64bit, but has it been confirmed that Fallout works under it?

If you asking about normal game(without any mods etc) - yes it works, win xp 64bit has something called WoW (its not world of worcraft :) ) and this program runs apllications and games in 32bit mode.
I was playing with many modes in Fallout 2, and i think, most of them worked.(wasteland merc 2 mode or fallout2 survivor mod works perfect!). But sometimes some of them don't work.
It never happend to me with patching the game.
When i played fallout 2(without any mods) i had it pathed to 1.02d US, later to 1.03b, and at the end i patched game with 1.05 PL.(I'm Polish by the way...).

So, have you any idea what can be wrong ??

Update: Fallout 2 was patched to 1.02d(English lang) when I was installing your patch.
 
Vegger said:
So, have you any idea what can be wrong ??
Hmm, not really. Try this though. Remove the ddraw.dll and ddraw.ini files from your Fallout 2 directory. Then try and run the game.
 
Vegger said:
Its working!!

Thanks killap for help :) You are the best...
Hmm, well that's not good though. Does anyone else with 64bit have this issue with my patch? The problem is that my patch requires Timeslip's tweaks (which is what I just told you to remove) for several fixes and thus when you get to those parts of the game you will experience a crash if the tweaks are not enabled. Does this mean his tweaks don't work under 64bit?
 
killap said:
Vegger said:
Its working!!

Thanks killap for help :) You are the best...
Hmm, well that's not good though. Does anyone else with 64bit have this issue with my patch? The problem is that my patch requires Timeslip's tweaks (which is what I just told you to remove) for several fixes and thus when you get to those parts of the game you will experience a crash. Does this mean his tweaks don't work under 64bit?
I doubt my saying it works fine here is any help really, since while my box *is* 64 bit, I'm using Vista 32 bit. Don't really see a point in paying for an OS upgrade until more software (games, mainly) are actually written as 64 bit code in order that they'll actually take any significant advantage of it.

-Wraith
 
Small update everyone. From the unofficial patch thread:

Small patch update ready.

Version 1.02.21 of my patch includes:
Code:
• Having an NPC (who is not able to have sex) when talking with Miss Kitty would bring up dialogue options about NPCs having sex leading to a dead end in the dialog tree since these NPCs are not able to have sex.
• Becoming a Prizefighter now correctly raises your damage resistance by 5. This was broken before but now works thanks to Timeslip's engine tweaks.
• Doc Johnson in Redding now correctly asks for 48,000 for the phoenix implants and correctly removes 48,000 when you choose to get them.
• Kept the addition of shopkeepers wiping their inventory but now game critical items (FOB, etc) and quest items (such as keys, etc) are not wiped from the invetory and can be bought back like usual.
• Altered the WorldMap table so that encounters are not so frequent like they were in my previous patches. Still, it is much better for those who complained that encounters are too rare with faster systems.

Installer Version (recommended): download
Manual Version ("advanced users"): download
Mac Version: download

The main reason for this update is the change how I made shopkeepers wipe their inventory. They still do this, but now game critical items are not removed. Again, this change to shopkeepers was done to slow down the onset of the "too many items" bug.
 
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