Patches for Fallout 2

Status
Not open for further replies.
I did this once in the 1.04 version and half of the patch was buggy and the other half wasn't working. But I'll try to pack everything in patch000.dat again and test it very good.

As for the release date, I really don't know. I don't think it will be out this year. :(
 
I was talking about a directory called patch000.dat not a dat files because dat files are buggy
 
Celestial:

If you do try for the directory (i.e *NOT* .DAT file) version of Patch000.dat, you have to make sure that you include CLEAR instructions to the user to set the entire directory to "Deny Write" mode to everyone (including SYSTEM). Check out the other sticky in this forum for details. The only problem is that there is no way for you to do this for the end user, short of buying InstallShield Developer (or writing up a good Mod Manager), so for those people who don't know Windows well, this might be a problem.

I'd actually prefer the directory version of Patch000.dat myself, since it all but eliminates the NPC companion problem, where NPCs do not level because they cannot overwrite the .pro file under the \data\critters directory. As I said in the other post, modding games become a piece of cake under this configuration: Just turn off "Deny Write" in the Patch000.dat directory, make any changes necessary to implement new mod, and turn "Deny Write" back on before playing.

Another advantage to this approach is that you see at one glance which file(s) are being modded, and a quick "fc /B" can give you a list of differences between each mod so that integration of different mods can be done relatively easily....subject to file overlap considerations, of course. :)
 
Haenlomal said:
Celestial:

If you do try for the directory (i.e *NOT* .DAT file) version of Patch000.dat, you have to make sure that you include CLEAR instructions to the user to set the entire directory to "Deny Write" mode to everyone (including SYSTEM). Check out the other sticky in this forum for details. The only problem is that there is no way for you to do this for the end user, short of buying InstallShield Developer (or writing up a good Mod Manager), so for those people who don't know Windows well, this might be a problem.

I'd actually prefer the directory version of Patch000.dat myself, since it all but eliminates the NPC companion problem, where NPCs do not level because they cannot overwrite the .pro file under the \data\critters directory. As I said in the other post, modding games become a piece of cake under this configuration: Just turn off "Deny Write" in the Patch000.dat directory, make any changes necessary to implement new mod, and turn "Deny Write" back on before playing.

Another advantage to this approach is that you see at one glance which file(s) are being modded, and a quick "fc /B" can give you a list of differences between each mod so that integration of different mods can be done relatively easily....subject to file overlap considerations, of course. :)

*waves*
Hello?!
You're talking to mister uber braindead here....
I won't screw around with my windows any more than I need to. And this 'deny write' stuff you're talking about sounds a lot like the stuff I try and screw up so badly I need to reinstall windows... (yes, I managed to crash my computer upon installing Fallout1 once which meant F.R.D)

PS: F.R.D -> Format, Re-install, Defrag
 
Hello!

@Celestial
Keep up the good work! And please dont use patch000.dat!
That would make getting the patch to work for me much more complicated!

At to date, I got (almost) all Mods to work on Mac, some by extracting the included patch000.dat file and merging with the original one.... that s a tedious work..... as there is no "Fame" for Mac ;-(((
Only the Miria Mod wont work - perhaps because of the not-installable "critter.lst" file ???

I am eager for the version 1.06 which will -hopefully- include the 3 missing locations and activates "dead" map-parts (as the den residential....) - and also hoping I will be able to "convert" it then.... especially it will not have more than 49 locations....


I still wait for an answer: Are these list files:
crutters.lst and items.lst really needed ?

What happens, when I omit them (because they crash the game for me!)



Greetings
Jona
 
There's a minor bug that I always get in Fallout 2 (UK version). When a hostile critter starts the combat, they always skip second turn, but the AC bonus from unused action points stays on permanently. None of the patches (official or fan-made) mend this.

Also, one bug that seems to have cropped up with 1.05: when I return Cornelius's gold watch, Rose should notice that and as a reward she should let me go through the lost & found box. This is how it went in 1.02d, but not with 1.05.

edit: I'd still like to know how you get 'Autodoc raised hit points II' perk. I tried fixing the autodoc and getting treated with intelligence 10. And what happened to that cute picture that went along with Vault City inoculations perk?!

more edit: The rangers at NCR that only say floating texts seem to be bugged. They say things like "Greetings (brother/sister)." and "Greetings, (player name)." Another one: if I have the swift learner perk, the display at the corner of the main game display shows the incorrect amount of experience received (=default values), though checking the character stats I do get properly increased amounts of experience.

BTW, what's the status with the Fallout 1 patch?
 
There's a minor bug that I always get in Fallout 2 (UK version). When a hostile critter starts the combat, they always skip second turn, but the AC bonus from unused action points stays on permanently. None of the patches (official or fan-made) mend this. [/quote]

There's nothing wrong with that, actually. What you see as skipping a second turn, is actually because your character has a high Sequence. It's either Agility or Perception which affects your Sequence, I can't remember correctly but it's one of them.

Anyway, an example:
You have Sequence of 10, and your teammate Vic has 8. While travelling in the desert, you bump into a group of five pig rats, each having Sequence of 5. One of the rats sees you, and combat initiates. Since the rat rat which sees you initiates the combat, he has the first move. After that, everyone else has their turn, from highest sequence (you, then Vic) to lowest (the remaining 4 rats), excluding the combat initiator (since he/she/it had it's turn already). Once everyone had their turn, the second round starts, this time from highest to lowest Sequence, irrelevent of whom started the combat.

So when combat initiates, the rat starts first, then followed by you, then by others... Second round now, and you start first. That's why you see yourself having two consecutive moves.

p/s: Things will be different if you meet critters with high Sequence, for example Deathclaws.
 
I see. But it doesn't seem to make sense that the hostile critter gets AC bonus for unspent action points when its turn is yet to come on that round.
 
Instead of thinking of it as a bonus, think of it as a penalty. To extend Selphie's example:

Let's say the rat has a natural AC of 5, which translates to an effective AC of 7, since there's always the +2 bonus added at the beginning of each turn. Since the rat initiates combat, so it spends all its action point coming to you and (maybe) attacking you. However, since its action points are all gone, it'll only have its natural AC of 5 for that one turn. In subsequent turns, things will "revert" back to the effective AC of 7.

It may not seem to make "sense", but keep in mind that both sides are working with the same set of "advantages" and "disadvantages". (i.e. with deathclaws, you'll always retain your AC bonus unless you have insanely high sequence) So it all works out in the end.
 
are merchant inventories affected by 1.05?

I'm running FO2 w/1.05 and the merchandise on the different tables & shelves of the 2 merchants in San Fran and the dwarf outside NCR are not replenishing.

Is this a bug or part of the changes made by the patch?

It's really annoying that I can't get anymore ECC or micro-fusion cell ammo when the only reason I keep playing is to liquify people and bore large holes through their torsos :lol:
 
I don't know if this has anything to do with the 1.05 patch but it never happened to me with the official patches...
Vic doesn't want to talk to me anymore...:) He just says "I've had it up to here!" when I try to talk to him...
Can someone tell me if I can revert him to normal somehow? What did I do to get him like this anyway? :)

Great work with the patches celestial...it brought fallout 2 back to life for many...:) But I can't, can't, can't (as much as I think about it) figure out why you did changes to ammo/weapon damages (I dunno)...point is: all the weapons do insane damage... I removed the 000034 file to undo the .223 ammo changed because everytime I would run into a band of bandits or something like that, around the den, they would one shot kill me with their hunting rifles that did well over 40 damage... I'm past that now, the .223 ammo is back to normal but now I see that shogun shells do insane damage...I really don't think that one-shot-kills on lesser deathclaws in the random encounter caves are ok.... The H&K CAWS I'm using now feels just like the Y2K Pulse rifle felt before... :roll:
 
jargo said:
hmm
Crowley when do you get this bug with too meny items?
And what FO version you use.

I got it when trying to enter Chinatown late in the game with the 1.05 patch installed. I got around it by copying sfchina.sav from another save and stuffing most of the unique quest items I was lugging around to the containers outside the military base.
 
Can someone please tell me about my Vic problem... I can't get into NCR because that dumbass Vic won't put his weapon down...I can't talk to him...so I can't disband him either... The only way for me to get into NCR is to kill Vic and I don't want to resort to that...

When I click to talk to him I just get the "I've had it up to here!" message floating over him...
 
Hello!

I just want to ask: whats the status of 1.06?
It would be great to -finally- have these new locations available....
Will the "inactive" map-parts (as the Den Residential) available too? That would be the best Mod of them all!

Can there be an -estimated- release date?


Also I would prefer the "unlimited Party-member" Mod included instead of the "Party member Armor"; of course - the best would be a combination of both ;-))))
But thats only my preference.


Is it possible, to make Marcus wear armor?
I like to add the Miria mod as well (as I did in V1.05).....



Greetings
Jona
 
That would make too many changes to the original concept of the game... But that's just my humble opinion :)

This is supposed to be a PATCH, not a mod... So, being a patch, it should only include fixes to bugs and maybe add some stuff here and there that doesn't interfere with fallout as it was meant to be...

If supermutants can't wear armour (which makes perfect sense) it should stay that way...
How do you expect to fit a supermutant in a power armour? :lol:
 
Hey there. Just want to let you know that I'm still alive. :) I had problems in my life for some time so sorry for not being here. I'll try to pick up everything and continue my work.

To answer some questions:
1. Patch 1.06 is still in production.
2. 1.3 Fallout 1 patch is also but there is just a small portion of fixes for now so it isn't worth to release it yet.

I think that 1.06 will be the final F2 patch so after that I'll try to finish 1.3Final for F1.
 
Status
Not open for further replies.
Back
Top