QuantumApprentice
Look, Ma! Two Heads!

Took me a while to get there, but I managed to finish editing my Oblivion Lost playthrough and decided I wanted to make a patch of the mod so it doesn't crash as often, and so others can actually play it and get to the ending 
These two are download links to the patch:
https://www.moddb.com/mods/quantums-oblivion-lost-patch
And I posted all my changes to github in case anybody wants to review them:
https://github.com/QuantumApprentice/Quantums-Oblivion-Lost-Patch
Oblivion Lost v1.03 installer: https://www.mediafire.com/file/6swco6dlzcyothn/%5Bcon%5D_F2_Oblivion_Lost_HD_%5Bv1.03%5D.exe/file
I made this sucker for version 1.03 of Oblivion Lost,
it probably won't work for other versions,
but I have a link to the v1.03 installer above.
This patch should work with any older save files you have and prevent most crashes,
but I make no guarantees about broken quests.
I definitely would try installing this if town maps are crashing on you.
To install just copy the Patch002.dat file into the same folder as
patch000.dat and patch001.dat.
Right next to the Fallout 2 executable.
That's it, that's all you have to do.
Congratulations! Now you're updated to the most recent patch.
Hope you enjoy the game fixes!
I fixed 4 specific things in this patch:
1) Most of the crashes were caused by the "anomalies" scattered around the map.
After a few weeks, (randomly selected for each one when you first enter a map),
an anomaly will attempt to spawn an "Artifact" on the little glowing lines that
randomly pop up directly over an anomalies location,
(hint you need perception >=(rnd(6,8)) for this to happen).
The type of artifact spawned is based on the type of anomaly.
Patch001.dat had a version of the script that would attempt to spawn
an artifact into one of these objects even if that object wasn't actually there
(because the script is actually a spot on the ground) which causes a crash
on entering the map.
The anomaly itself only spawns if you've interacted with it with high perception.
Patch000.dat had a version that checked if the anomaly had spawned first...
...so that's the one I included in the patch.
2) Several scripts were incorrectly assigning karma,
which was causing the engine to access and stomp
memory more or less randomly.
I just fixed the assignment.
3) Several of the scripts on the CNPP end boss map
which don't trigger at the right time, and Strelok's
weird walking issue have also been fixed.
4) And finally, the one map that Warlockracy could not get to,
the one map preventing him from finishing this mod,
the Enclave Detention center, now expands to the end of the hall
where you can ride the elevator down to Mnemonics for the final quest.

These two are download links to the patch:
Code:
https://drive.google.com/file/d/1m4go4rBWrTsXuel1fhBFLCYIJo2AYqiv/view?usp=sharing
And I posted all my changes to github in case anybody wants to review them:
https://github.com/QuantumApprentice/Quantums-Oblivion-Lost-Patch
Oblivion Lost v1.03 installer: https://www.mediafire.com/file/6swco6dlzcyothn/%5Bcon%5D_F2_Oblivion_Lost_HD_%5Bv1.03%5D.exe/file
I made this sucker for version 1.03 of Oblivion Lost,
it probably won't work for other versions,
but I have a link to the v1.03 installer above.
This patch should work with any older save files you have and prevent most crashes,
but I make no guarantees about broken quests.
I definitely would try installing this if town maps are crashing on you.
To install just copy the Patch002.dat file into the same folder as
patch000.dat and patch001.dat.
Right next to the Fallout 2 executable.
That's it, that's all you have to do.
Congratulations! Now you're updated to the most recent patch.
Hope you enjoy the game fixes!
I fixed 4 specific things in this patch:
1) Most of the crashes were caused by the "anomalies" scattered around the map.
After a few weeks, (randomly selected for each one when you first enter a map),
an anomaly will attempt to spawn an "Artifact" on the little glowing lines that
randomly pop up directly over an anomalies location,
(hint you need perception >=(rnd(6,8)) for this to happen).
The type of artifact spawned is based on the type of anomaly.
Patch001.dat had a version of the script that would attempt to spawn
an artifact into one of these objects even if that object wasn't actually there
(because the script is actually a spot on the ground) which causes a crash
on entering the map.
The anomaly itself only spawns if you've interacted with it with high perception.
Patch000.dat had a version that checked if the anomaly had spawned first...
...so that's the one I included in the patch.
2) Several scripts were incorrectly assigning karma,
which was causing the engine to access and stomp
memory more or less randomly.
I just fixed the assignment.
3) Several of the scripts on the CNPP end boss map
which don't trigger at the right time, and Strelok's
weird walking issue have also been fixed.
4) And finally, the one map that Warlockracy could not get to,
the one map preventing him from finishing this mod,
the Enclave Detention center, now expands to the end of the hall
where you can ride the elevator down to Mnemonics for the final quest.
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