Patches for Fallout 2

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After looking into fallout2 art files, I found these interesting things:


intrface folder:

WRLD0000.FRM - WRLD0003.FRM

A pictures of a castle, maybe has something to do with Abbey?


inventory folder:

DISK1.FRM - DISK7.FRM

Holo disks with different color schemes: GREEN, ORANGE, PURPLE, BLUE. These may have a something to do with EPA, because disk colors matches EPA's level colors, for example: sublevel orange.

KEY4.FRM

An unused art for a key. By the look of the key, it could have something to do with Abbey.

KNIFE.FRM

Cool picture of long knife. Not used in Fallout1&2 but I have seen this knife in Fallout Tactics.


All or some of these would be a great to put in use.




And here's a unused arts that can be found in mapper's list:


Scenery tiles 1403, 1404:

deathclaw deathmatch, I haven't seen this before, but I'm sure it is supposed to be used same place as "molerat mambo" in redding.



Scenery tile 1814:

Stockman's association, This sign is supposed to be in duppo's store in NCR1.MAP, but it's missing. Duppo's script comment says "Stockman yard owner" so it belongs there.


That's it!
 
Thanks. I've already discovered the knife, disks and the abbey key. I'll check the rest and put them in the patch somewhere soon.
 
Couple things noted so far:

I can still see the Raiders on the worldmap without doing anything in relation to them.

Cornelius does not take his watch back.

Mr Bishop doesn't take the briefcase after talking to him.
 
I discovered that in the PL version of the patch the raiders base is still visible, this will be fixed in 1.06. If you're using the US\UK versions then I don't know - when I played the base was hidden.

As for the rest, I'll see.
 
Celestial said:
I discovered that in the PL version of the patch the raiders base is still visible, this will be fixed in 1.06. If you're using the US\UK versions then I don't know - when I played the base was hidden.

As for the rest, I'll see.

Using the US version.

It seems that the patch is working for bits, and not for others. Checked the installation, and it seems to have been installed correctly.

I am using it with the Maria Mod.
 
Celestial said:
I don't know then. The Miria (not Maria :) ) Mod shouldn't have any negative effects on the patch.

Is there something where you can see the Raiders on the map if your Outdoorsman is high enough?

That might be it me thinks.
 
Celestial said:
Maybe. When I played the game my outdoorsman wasn't too high so it could be it.

I'll try again in the next few days with a VERY low outdoorsman. Maybe even use an editor to bring it down as low as possible.
 
Make sure that the patch is correctly installed. And start a new game, don't lower your outdoorsman - just an advice.

Look for the raiders' line (area 25) in the data\data\city.txt file and make sure that the start_state is set to off.
 
Celestial said:
Make sure that the patch is correctly installed. And start a new game, don't lower your outdoorsman - just an advice.

Look for the raiders' line (area 25) in the data\data\city.txt file and make sure that the start_state is set to off.

Hrm, everything else worked as indicated in the patch, or so it seemed. That file was missing though.

Guess I misplaced it when I loaded both of the mods into a temp directory and copied it over.
 
Hello!

Hmmm, only one Question: What is the *.exe in the Patch for ?

What has been changed and is it really needed ?
)If not, I might be able to use itr too - on my Mac!)

Thanks in advance!



Greetings
Jona(than)
 
This .exe is from the original 1.02 patch. I don't know if it does anything except for changing the version number in the main menu but I've included it anyway.
 
I found a problem with FALCHE and 1.05 (at least, it is a problem on my computer)

I decided I was bored doing normal game so I wanted to make a game in which I just killed everything that moves. (after doing any available quests off course ;))

But the problem being when I try to load my save game in falche it gives an error saying: Character data (main1) not found.

Is it 1.05 or is it just my computer?
 
AFAIK, FALCHE should work as long as the number of global variables is the same as that of v1.02D...an extra global variable was defined as GVAR_PATCH_INVALIDATOR (or something like that...I'm at work and don't have the files with me...I do remember they spelled "INVALIDATOR" wrong, though.). Since it's not used anywhere in the script, I'm assuming it's used in the engine, and maybe as some sort of a key to save games under a certain patch.

To prevent this, I've defined GVAR_PATCH_INVALIDATOR manually in GLOBAL.H myself, and FALCHE has no problems with any modifications that I've made so far.
 
Any other Character Editor I could use?

Or would repatching to 1.02d do the trick? (putting in patch001.dat enough?)

EDIT: @haenlomal: I'd rather not fool around in ANY of those files.
Because I always work with Trial & Error and Error usually means "format C:".... (or at the very least "Reinstall the damn game")
 
Hello!

Wow! I finally managed to get this to work on my Mac!
Although I do not know, if its working right, because the mac doesnt like the "critters.lst" or "items.lst" files.....

My only hope is, that they are not really needed.....
Then I might be able to build a V1.05 Patch for the Mac-version....

Is that item 532 a new item ?

What maps have really been changed ?
There are 2 that are -eventually- only copies of the patch000.dat:
"klatoxcv" and "denbus2"
Are they really changed or can I use my own versions ???

Well, it would be nice, if you can post which files are changed and which are only copied (from patch000) !
Because at least .sav and .gam files are NOT compatible!
So, e.g. is the "vault13.gam" the original file ?


Oh, when can the Patch 1.06 be expected ?
Is there a chance it will be released ijn this year ?



Greetings
Jona
 
If I may suggest another picture for 5.7 mm ammo: http://remtek.com/arms/fn/57/57.gif

Also there is one thing I'd like to ask. I'm being an ass here for not trying out the patch yet, but has there been added a way to get the "Autodoc raised hit points II" perk? I read from Per Jorner's guide that was pretty messed up.
 
I think the installation of the patch should be done differently: instead of having all the files in the data directory you could better put them in a patch000.dat directory, there wouldn't be problems with the *.pro files anymore ,the user would have to delete his patch000.dat (or at least to backup it) in order to create this directory. The only inconvenient is that the changes won't appear in the mapper, an alternative could be to change the master_patch directory to something different than fallout2\data.
 
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