Patches for Fallout 2

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When I installed the 1.05 patch, I supposed that since there were no children in the French version I should be using the files from the UK.zip file, so I installed them as well. Therefore, the French .exe must be the UK one, not US.
Feel free to PM me if I can be of assistance again.
 
Thanks for the reply Celestial,

I am going to remove that file, shout I just move it or delete it?

Anyways, I will let you know if that helps. I didn't know the turrets used .223, thats kinda weird, there are no .223 mini guns you can get right? Or do they have bozars or something?

Anyways, thanks for your reply, I will try again and let you know.

My whole party has been using .223 sniper rifles the whole game, and they have been destroying everything, thats probly why huh? You .223 fix?

THey sniper rifles were doing better than my guass.

Anyways, I really enjoy that patch overall, and I will get back to you on if that fixed it.
 
Cool.

One more thing: could you tell me how the other ammo behaved? I mean was there some other ammo types that where too powerful or too weak?
 
Yeah that helped some, turrets became less powerfull, scoring mostly 20-30 hits on frank, but on the last shot they did 799 to him, on me (adv power armour) they did no dam no dam, they every once and a while did a critical 200 hp kill, I guess that just how it is. Its better, but critcials are criticals I guess, no matter how the patch effects the ammo a critcial can still kill.

My sniper rifles seamed a little weaker, but no biggie.

The ammo without looking in the readmes feels like this.

Overall I feel the patch increased .223
lowered gauss
raised shotgun ammo some

and the rest of the ammo seamed about the same as before the patch, maybe the .44 mag ammo was a but more powerfull.

Hope that helps you.


NOw I just need a patch that I can keep more random encounters, or maybe just dogmeat, I have played this game 4 times all the way through, and many other times I have started games and not finished, and never got dogmeat, who I loved in FO1, and have only got one random special encounter, bridge keeper.

I wonder how hard it would be to increase these or somthing, just an idea
 
Outdoorsman skill and related perks help you find Special Encounters, as does Luck, probably. Not that you should actually put any points into Outdoorsman, you can get it to around 60% with books alone.

As for other ammo changes, I noticed in the Raider's hideout, one of the raiders shot a burst from about 5 hexes away from his FN FAL at a cluster of 3 of my NPC's. Did about 30 damage to 2 of them, 60 to the other (who was farthest away, incidently). Pretty high for a small guns burst from so far away. Made me realize the ammo changes may not be so bad if they can bite me in the ass aswell as help me, though. If the sniper rifle is better than the gauss rifle now, though, that's bad.

Oh, and the NPC's that were shot were Vic and Myron in Power Armor, and the Robodog from NCR, who received the most damage (damn Childkiller sticking me with crap NPCs).
 
Thought of another bug from 1.02 that should be fixed. The guy in robes outside Navarro counts the car as a party member, which makes weird things happen. Much of Navarro and the Enclave have some bugs related to car checks, aswell. I'll just copy and paste from Per's guide, he'll explain it better:

(Navarro)
Due to the NPC bug described below, you will actually need to bring one NPC for Chris to think that you're alone if you have the car.
...
You can have one NPC along with you and the guards still say you're alone; people you meet will act as if the NPC isn't there. This happens because most Navarro scripts assume that the car is included in the "NPC count", which it apparently isn't. Unlike Chris, though, they won't think you're not alone if you actually are. There is one crucial exception: the guard outside the commander's office will raise the alarm if anyone is with you except K-9 (you can use Sneak to avoid this), because his script was updated in the patch. Also note that if for some reason you didn't get the car from the Den, this bug will not happen.
...
(The Enclave)
You can only bring one NPC along without being attacked. You must be wearing some kind of Power Armor, but your NPC doesn't have to. Beware that some security bots are overzealous and will attack if you're not strictly alone.
...
The reason why you can bring one NPC is actually the same bug as in Navarro. The security bots which attack you if you're not alone have been updated in the patch and know they don't have to make allowances for the car counting as an NPC. This also means that if you never got the car from the Den (fat chance) the bug won't happen.

Also, the pot of daisies from the Crashed Whale special encounter should be a bowl of petunias. I took the liberty of making the new inventory FRM for you http://www.freewebs.com/scarydog/POT.FRM
 
Can you give us an ETA on 1.06?

I think you should lower the .223 back a bit because it was way too overpowered now. Bozar already was a very powerfull gun and with the patch I didn't even bother checking because de .223 pistol I was using already owned everything in my path.

Better just leave the ammo as it would be normally and upgrade the turrets if you want them to be at least a bit dangerous :) Because with enough skill this game was already way to easy and now with luck you can go on a real killing spree (just give everyone in your party a sniper rifle and use a weapon with .223 yourself)

but 1.06 please because I played .05 to hell and back again :D
 
I'll probably just remove the .223 modification.

ETA? You mean EPA (Environmental Protection Agency), right? It will be in the 1.06.
 
Celestial said:
I'll probably just remove the .223 modification.

ETA? You mean EPA (Environmental Protection Agency), right? It will be in the 1.06.
No I meant ETA: Estimated Time of Arrival
 
Didn't know that one. :?

Most of the things for the 1.06 are ready. Just need to finish EPA, the Abbey and (maybe) the Primitive Tribe. I don't know how long it will take to finish the locations.
 
Hi,

I finished Fallout 1 recently, and I'm going to (of course) start playing Fallout 2 soon.

I was just wondering if I should install the 1.05 patch. I've never played the game before, and basically I'd like to play it the way Interplay left/meant it, except without bugs.

So, does the 1.05 patch basically just fix bugs, or are there other changes that would make the game differ drastically from 1.02d?

Any educated opinions? :)

Thanks!

Ps. I apologize if this is already covered in this thread. I skimmed and searched through the most of it, trying to avoid spoilers, but didn't see anything.
 
First of all, yes, you should install 1.05. :) If you do, install also the Update1 on it and set the .pro files in data\proto\items and data\proto\critters to Read only.

No. There aren't just bug fixes in the patch, I've included additional changes also but those aren't changes that will spoil the game by giving you more weaponry or make it easier. There are maaaaaany things in F2 that are in the game database but haven't been implemented in the game (those are people, items, scenery objects and such). I've just added those in various places to make the game fully use it's potential. And welcome to the boards. 8)
 
Is there any other place to get the update1 except from the utterly craptacular 3d downloads???

"This screen will update every 60 seconds" MY ASS!

Been 27th in line for 125 minutes now and still no download (and if I try to reload manually I get 29th in line..... :evil:
 
Hey Celestial, I just looked through the patch 1.04 readme and found a change as being described as

- T-Ray now has some batteries for sale

Now does this mean that T-Ray just starts out with batteries, or will he also regenerate batteries and fusion cells every 1-2 weeks?
 
I just placed the batteries in his inventory but then I realised that would be better to just fix this in the script. I haven't done it yet but I think T-Ray will be fixed in 1.06 patch.
 
I did a full re-install today (after some nasty virus infection)

but everytime I enter klamath and try to save there I get the
"Error: Cannot save game"

Does this have something to do with the patch? Or is my computer even worse off than I thought?
 
Do you still have Patch000.dat file in your main install dir? If yes, that will cause errors.

Alternately, do you have a Patch000.dat directory in your main install dir? If yes, and if the directory isn't set to "deny write" mode to all, this will definitely cause saving errors, since Fallout2 for some odd reason first tries to write save files directly to the Patch000.dat file/dir first...

Note that "Read Only" is NOT the same as "Deny Write", under Windows NT/2000/XP paradigm. Consult your help files for more details.
 
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