Patches for Fallout 2

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If there is a file called patch000.dat in your Fallout2 directory after installing the game, delete it. If the file isn't there everything is okay and you can play the game.

Go to Klamath canyon area. You can find dogtags on the dead soldier and some brahmin remains at the entrance. And set all the .pro files in the data\proto\items and data\proto\critters to Read only before running the game or they will be deleted.
 
I deleted the patch000 files, but I have nothing in the data/proto/critters and data/proto/items files.

Hummmmm, any help? I followed the readme in the patch by coping the data, readme and exe files into my fallout dir.

Did I do that right? What about the readme file that says I run the patch and it asked what my fallout dir is? What is that?
 
A few bugs causing the game to crash

Well, seeing as this is my first time on these boards I'll start off by tipping my hat to the man behind the 1.05 patch.

Now then, I found two mahor actions that caused my game to crash:

1.Attacking Rose's chicken:

Having just finished establishing peace between Modoc and the Ghost Farm I decided that I might as well do a few things there before leaving. First I spoke to Rose and got the permission to search the lost and found box. Then, out of curiosity, I set out to eliminate her chicken in order to see if I was powerful enough to tackle a Deathclaw.

To my surprise, the first hit caused the game to crash. Thinking that my weapon might be responsible I switched around but found that no matter what I used, the game would simply crash again and again.

2.Repairing the crane in Gecko's junkyard:

I admit to being somewhat new to this game and so I'm still trying to repair random objects to see what might yield interesting results. As such, I tried repairing the large crane in the back of the junkyard - again the game crashed.

I can't say whether or not this is patch related, but I felt it would be wiser to make my discoveries known just in case.
 
wyatt said:
I deleted the patch000 files, but I have nothing in the data/proto/critters and data/proto/items files.

Hummmmm, any help? I followed the readme in the patch by coping the data, readme and exe files into my fallout dir.

Did I do that right? What about the readme file that says I run the patch and it asked what my fallout dir is? What is that?
Like I said you runned the game before setting the .pro files to Read only and they disappeared. Just place the .pro files there again and set them to Read only.

Yes, you installed it correctly.

I don't get that part with asking about Fallout dir. :shock:

To Zettaijin:

I'll check out everything today.
 
Thanks for your help celestial.

I got it working, its great, now I am going to play through the whole game again.
 
That's what I always like to hear. :D

EDIT:

Okay, I need some help from people using the French and German game versions. My questions are:

1. What type of .exe files those versions have (US or UK)?
2. Are there children in those versions?
 
Silvanoshei said:
Bugs I've found when going through 1.05 patch.
--------------------------------------------------------------
...
Vault City
2. McClure doesn't look at the disk given to you buy the ghoul near skeeter after you fix the reactor.
...
I've just been chasing down the cause of the Gecko ending bugs myself and it looks like this was intentional (read the dialog). A design bug, IMO. At the very worst, there should have been some dialog to refuse it: "To my utter shame, Gecko's fate is sealed..."

Since I'm far past that point in my current session, I hacked mcclure's script to give me the option to present the disk to him. In VCMCLURE.SSL add the following at the end of Node054:

Code:
  if( global_var(GVAR_GECKO_ECON_DISK) == ECON_DISK_RECEIVED ) then
     NOption(324, Node055a, 004);

*********************

I'm not sure what fixes Celestial used, but I found three other bugs with that quest. This analysis is based on the scripts shipped with the Mapper as I can't get the decompiler to work . (Unable to init Jet/DAO engine).

Logic bug in QCFRANK.SSL
The Best and Enslavement endings share a condition (reactor optimized). The Best ending requires that McClure was given the econ data in addition. Unfortunately, the Enslavement conditions are evaluated first so it "wins". The fix is to reverse the order of these evaluations.

Search for the 'Gecko Endgame' comment.
Reverse the order of endings 3 & 4 sot that it looks something like this:

Code:
  else if ((global_var(GVAR_VAULT_GECKO_PLANT) == PLANT_OPTIMIZED) and (global_var(GVAR_GECKO_ECON_DISK) == ECON_DISK_GIVEN)) then
       set_global_var(GVAR_ENDGAME_MOVIE_GECKO,4);
  else if (global_var(GVAR_VAULT_GECKO_PLANT) == PLANT_OPTIMIZED) then
       set_global_var(GVAR_ENDGAME_MOVIE_GECKO,3);

Incorrect state change in GCGORDON.SSL
There are two ways to get the econ data from Gordon. If you get it via the "Greed is Good" path, it _correctly_ sets the state to ECON_DISK_RECEIVED. OTOH, if you got the econ data from the "Ankh" path, it incorrectly sets the state to ECON_DISK_GIVEN, which solves that quest.

In Node936, Change the value assigned to GVAR_GECKO_ECON_DISK from GIVEN to RECEIVED.

Missing state change in VCMCLURE.SSL
The only script that changes the value of GVAR_GECKO_ECON_DISK to GIVEN is Gordon's. That's wrong unless the intention was to have him ack the quest, but that's silly: McClure's script hands out the experience. IMO, that's where the state change belongs.

In Node057, right before the "Give EXP to player." comment, I added the following:

Code:
  // set the econ data quest state to GIVEN
  set_global_var(GVAR_GECKO_ECON_DISK, ECON_DISK_GIVEN);


pj
 
For now I only used the qcfrank script thing to solve the problem. I'll try to include the other two fixes in 1.06. Thanks and welcome to the boards. :)
 
Celestial said:
I'll try to include the other two fixes in 1.06. Thanks and welcome to the boards. :)
Thanks :) I've been here on and off, but it's been long enough that my old account expired. :oops:

pj


Edit. Added the following

OK, I've *finally* gotten Team-X's decompiler to work and checked out Jango's (?) fix. I like his better ;) Anyway, it's compatible with my other two changes.

PS - for posterity, the decompiler needs the VB database driver from Office 97 (Jet3), the one you'll find via MS's site is too new (Jet4).
 
Celestial wrote:
Okay, I need some help from people using the French and German game versions. My questions are:

1. What type of .exe files those versions have (US or UK)?
2. Are there children in those versions?

I use the German version of Fallout 2.

1. We have the UK version of Fallout 2.
2. Its without children (but we have a good working children patch at www.vault13.de).
 
What .pro files should I get rid of if I want to disable the B Team Mod? Vic should be a fatass and Myron should look like a pansy, it feels wrong any other way. Plus, now changing their armor makes them put away their weapon, but only after I end dialogue, so I have to start dialogue again and go back into combat control to re-equip their weapon. Annoying.

Also, I'd like to add that deleting patch000.dat is a bit extreme. You only need to rename it.
 
To disable the B-Team Mod you must not delete the .pro files but the following scripts from the data\scripts: dcvic.int, gclenny.int, kcsulik.int, mcdavin.int, mcmiria.int, nhmyron.int and vccasidy.int.

Yes, the weapon thing is a bit annoying. :(

Do as you wish with the patch000.dat file. :)
 
Already solved it myself, actually, in a slightly better way than just deleting the scripts, I think.

I believe just deleting the scripts would set them back to their 1.0 versions that I presume are kept in master.dat. So instead I extracted the 1.02 version scripts from patch000.dat (a good case for keeping it around renamed instead of just deleting it, incidently) and replaced the B-Team versions with those. CNPC's no longer change appearance, and Cassidy won't keep bugs I hear he had in v1.0. Yay!

Oh, and a few people have mentioned that Skeeter doesn't give them the 3-step plasma transformer quest anymore. I've yet to see you address that. Did you remove it? Are they just nuts? Am I just blind and you've already answered these questions?

EDIT: Found something else I don't like.

My NPC's with sniper rifles are now regularly scoring around 50 damage against enemies in power armor, with 100+ damage not uncommon. I don't like this. I understand you made some modifications to ammunition, which are probably responsible. How can I undo them?
 
Celestial, I'm playing the French version of Fallout 2. There are definitely no children in there; on the other hand, how do I know if the .exe is a UK or a US one?
 
Radish said:
Oh, and a few people have mentioned that Skeeter doesn't give them the 3-step plasma transformer quest anymore. I've yet to see you address that. Did you remove it? Are they just nuts? Am I just blind and you've already answered these questions?
I removed one plasma transformer from Jeremy and one part request form so you cannot finish the quest more than one time now.

My NPC's with sniper rifles are now regularly scoring around 50 damage against enemies in power armor, with 100+ damage not uncommon. I don't like this. I understand you made some modifications to ammunition, which are probably responsible. How can I undo them?
For the .223 ammo it's the 34.pro file. Just delete (or rename) it.

KurganFr said:
Celestial, I'm playing the French version of Fallout 2. There are definitely no children in there; on the other hand, how do I know if the .exe is a UK or a US one?
Thanks for the info. To find out about the .exe just make a backup of your fallout2.exe and then place in the game folder the one inside uk.zip in my patch. If it works, that will mean the game is using the UK file. If it won't, (the game will ask for a cd even if it is inside the drive) it's the US one.
 
I have a question.

I have beat the games a few times now, and this last time, was the first time with the 1.05 patch.

The turets at the end of the game!!! Insane damage since the patch.

Before if I had power, or adv power, I would be ok, hit fo no damage, hit for no damage, then every once in a while they could score a critical. But nothing major. And if I turned them on Franky boy, they would hurt him but .......

NOW, since the patch the are insane. If I don't turn them against frank they attack me and they do between 300-and 500 to my party and me every hit, never a singe hit for no damage, always a critical. Same with the EC unit as they come running in, they are all diced up in one shot.

If I turn them on frank, its over in two hits, 500-800 range in damage, I have reloaded and it happens over and over.

Kinda take the fun outa the end game, eaither I get killed by the turets in one round or frank does. Sucks, hard to think the most powerfull force in the whole game is just the gaurd turrets.

This happen to anyone else? Is this from the patch? I read through most of the path readmes but am still at a loss why they turrets are now so deadly.

Thanks for any help.
 
Someone reported me this before. I didn't changed the turrets damage but I did changed the .223 ammo which there are equipped with. I'll try to modify the turrets so they'll do less damage.
Remove the 34.pro file from data\proto\items and check if the turrets still wash Horrigan up.
 
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