Patches for Fallout 2

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Celestial

Look, Ma! Two Heads!
Hey Fallout fans. I'm working on the unofficial patches for Fallout 1&2. If you have some suggestions, questions or if there is anything you would like to see in the game, place it here. The most welcome will be info about stuff that should be in the game but was finally deleted, like missing items, graphics, NPC's and other that kind of stuff.
 
Does this include Mods?

Does this include inclusion of Mods? I would imagine a few people might be upset with a Mod inclusion. However, I have been playing the Arroyo-Klamath mod and it definitely improves the beginning of Fallout 2. It's got some problems, but overall a better game.
 
so

nice...if you give me your e-mail i could send you some story which can be turned into mod. as soon as i have time i can do it!
 
welsh said:
Does this include inclusion of Mods? I would imagine a few people might be upset with a Mod inclusion.
I've only included one mod into this patch: the B - Team mod.
 
I hope you don't include any story-changing mods. Just some modifications that improve the gameplay, like the B-Team mod, for example.
 
Fallout 1

I discovered that there is Vipers map in the game files, but you cannot get it in the game. Can you do something for it?

Fallout 2

1. Can you add Phazer-weapon in the special encounter called Federation Ship (crashed shuttle and dead redshirts). Phazer weapon is in the game files, but it doesn't have graphic picture.
I believe that it should be found in this special encounter, because it is refence to the Star Trek.

2. If you ask marcus what weapons he can use, the text comes out but no voice can't be heard. Is this a bug or missing voice file?

3. I remember something like that the Shiv weapon can't be used, so can you fix this?

4. How about adding Vertibird mod in the patch?
 
F1

I will look into the game files and try to find something more for this map (missing NPC's maybe?).

F2

1. Great! Now if there is someone who could get me a nice phazer pic converted into the phazer.frm file I would be grateful.

2. I will look into this but I think it's the voice file missing.

3. I haven't found a way to make Shiv a normal weapon... yet.

4. I'll check it out.
 
But the Star Trek special encounter already has some hyposprays. The phaser was considered for that place at first, but they decided to give them the hypos instead.
 
The Solar Scorcher looks a lot like a phaser, do you really need more pistols in the game? If anything convert the zipgun sprite from FOT into an FRM.
 
hey

Fallout 1 bugs, they should really be fixed cause they are annoying. I could compile a list of all the ones I know, and others can add to it if you want.
 
Hmmm maybe they've already fixed these bugs somewhere but i'll give them just in case.

FO2:

In Gecko, after repairing the nuclear reactor yourself or getting Festus to repair it, a guard in front of the control room doors attacks you for no apparent reason (maybe somebody messed up and brought the ghoul's script from FO1, which attacked you for "no reason").

Anyways, from what I've seen two quests beside them are somehow affected too:

- Any dialogue with "The Brain" rat in the unfinished nuclear plant is impossible

- Percy (from the tool shed in the gecko junkyard), after completing the Woody quest, attacks you, also for no apparent reason.


In Redding, the caravan masters do not appear in their tents the days they're supposed to.

Well, that's all that I can remember. Besides the weapon control AI ;)
 
Few ideas that I came up with:

How about making the Overseer in Fallout 1 not so immortal? I think many people would appreciate that... :) (if this is already in some unoffical patch please let me know)

The other thing is: adding those items witch have the .frm-files but were never used in the game. Those items doesn't even have to have any use, just finding them in the game would be nice.

And as a 3rd idea: reusing the perk-images that can be found in the fallout demo. Maybe not in this patch, but some modmakers could find "real fallout art" very useful.

Okay there wasn't really anything new, but anyway keep these things in your minds.
 
POOPERSCOOPER said:
Fallout 1 bugs, they should really be fixed cause they are annoying. I could compile a list of all the ones I know, and others can add to it if you want.
I have a very large list of F1 bugs already, but thanks.
Wooz69 said:
In Gecko, after repairing the nuclear reactor yourself or getting Festus to repair it, a guard in front of the control room doors attacks you for no apparent reason
I've checked this and it seems correct. I will look into this also.

To platon:

1. I don't know if there's any death animation for the old man and the game could crash.

2. I'm putting them in. Got the decomposing body only for now... but the rest will be in also.

3. Ekhm... mmm... :oops: I've never played the demo :cry: but I think I will.
 
For Fallout 2

Items that isn't in the game (at least I did not find them):

Teachings holodisk (This should be found in hubologists base, it contains a lot of info about hubologists)

Small statuette (easter egg?)

Trophy of recognition (By the item description Dave Handy should have this in San Francisco's shuttle place)

Gold tooth (By the item description Jules in the New Reno should have this)

Decomposing body (Should be used in some graves)

Pip boy lingual enhancer (improves speech skill and you gain also 500xp using this)

All these items has .frm files
 
Spoilers, I guess
Fallout 2
Ok, a list of some stuff I found in the Fallout Bibles.
Bible's 1-3
"It was intended that while the player was reading the Vault 8 records in Fallout 2, he could discover a classified file (opened with a successful Science skill role) which explained that Vault 8 was a 'control Vault' designed to hold 1000 people and to open on time. This file was intended to forshadow the discovery of the true and sinister purpose of the Vaults.

The player was also intended to apply his Science skill to the central computer in Vault 13 to obtain the history of Vault 13, the Overseer's involvment in the Vault Dweller's expulsion, and even worse, the true purpose of the Vaults. The Overseer was conscious of the true purpose of the Vaults as social experiments on a grand scale, and he drove out the Vault Dweller because he was afraid that he would ruin the experiment... or uncover it."

Bible 6
Has the design doc for the EPA in it. It would probably be impossible (or at best really really hard) include this in the game as it is described.

Bible 8
'nother design doc for the EPA.
Mentions a bug where Cassidy sold as a slave has his name appear as McRae when talking to Metzger.

Bible 9
Info on the Kaga encounters.
"Basically, he was supposed to be a 'rival' for the PC, and you were supposed to encouter him throughout the game...
...Basically, from what I gather from his dialogue, he was part of the Arroyo tribe, and he bears the PC ill-will for becoming the Chosen One instead of him."

A question in one of the bible's asked about completing the Gecko powerplant optimization quest by taking medical supplies from McClure to Harold. Looking through the available items in the fallout2 mapper I came across one called 'medical supplies' (looks like a grey field paramedics kit) which I assume is what you were supposed to take to Gecko to complete the transaction between them and vault city thus allowing you to optimize their plant and still get a happy Gecko ending.

Another question mentions that the description of the 10mm pistol needs a slight change.

And some more ideas I thought up all by myself.

Remove the blue key card from the gecko powerplant and use it to replace the yellow key card (which does nothing) found on the crashed vertiberd in Klamath.

The kung fu challenges in SF are slightly bugged. You may beat one challenger in the ring only to have him still attacking you in the next round along with the next challenger. This should be fixed so you only ever have to fight one at a time.

I think the BOS should have a slightly bigger role in the game. Maybe a quest for each of the two other bunkers, the basic premise being that they are using you to strike at the enclave in some way while remaining out of the picture themselves.
BOS quest in Den: Kill the slavers (who Metzgar basically admits are trading with the enclave)
NCR quest: Find out what the enclave are doing at the Military Base(bring back the lvl4 holodisk)

These are just ideas. I hope some of them help.

Oh yeah, and the pipboy lingual and medical enhancers are both already in the game and are the result of some pathetically obscure conversation options with Renesco and Mrs Bishop in New Reno afaik.
 
To Skynet:

Hubologist Holodisks - there isn't any text for them and creating it will be very-time consuming and writing such a load of crap (since Hubologists are complete psychos) isn't the most pleasing thing.

The statuette can be found on one of the kids in Wright's house.

Trophy of Recognition - Cool. Placed the item on the Dave H. person.

Gold Tooth - I think it appears when you kill Jules. It can also be found in one of the graves in Golgotha.

Decomposing Body - I've stashed it inside the Hubologist base since this is where it should be (there is a hint about it in the Shi computer).

I've checked the VertiMod. It's very good but I think I would not put it in, since the only thing with the Vertibird in the game design was going to Navarro from Reno and to the Enclave from Navarro... and those aren't in the mod. I've also checked with Marcus and his talking about guns; the voice file isn't there.

To Lost_One:

I've already knew about the info from the bible. :) I will look into the 10mm description however.

I removed the blue reactor keycard from other reason. Navarro is a new base, right (cause there is where the key fits)? So how a key from a new base finded itself inside an old damaged reactor?

About the BoS bases: I've added some stuff inside them for now. But the quest ideas are very good :!:

requiem_for_a_starfury said:
The Solar Scorcher looks a lot like a phaser, do you really need more pistols in the game? If anything convert the zipgun sprite from FOT into an FRM.
I will check the zipgun thing.
 
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