Patches for Fallout 2

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(yes, I managed to crash my computer upon installing Fallout1 once which meant F.R.D)

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

Hahahahahaha!, thats helarious dude, hahahaha
(Laughs the shit outta himself)

How the hell did you manage to crash your comp with fallout 1?
 
To Celestial:

Are you planning to active "Chad's skimming" quest in Broken Hills?
I've tried to active it myself by uncommenting the dialog path line from the marcus's script (HCMARCUS.SSL, row 552) and then I talked to him. When I asked him about jobs, he gave me a quest to find broof that Chad is skimming money (with voice!). After accepting that quest I talked to Chad and he also got a new dialog options. Unfortunate that some of his dialog nodes and sayings in .msg file are unfinished. I think that all you need to do is complete Chad's dialog options for this quest and set a globar var in his script (HCCHAD.SSL), so that you can tell marcus about he's confession. Also atleast broken hills town greeter seems to have some sort of dialog options for this quest, but it isn't really important(?).



Also, could you active hubologist ending for 1.06?. It is already defined in ending scripts, so only thing that you need to do is modify the endgame.txt

change this line in "Subnode: Elronologists:

#424, 1, 311, nar_sf2a

to:

424, 1, 461, nar_sf2a


NOTE1: text file regarding to this ending still refers to elronologists, so change it to hubologist if you want (NAR_SF2A.TXT)

NOTE2: two other endings for hubologists seems to reguire(?) some scripting in their scripts...

NOTE3: if you don't like that hubologists has a same ending picture (461) change it to something else. Bye the way default picture (311) is a Necropolis ending picture.


A few other tips:

There is a two unused endings for Vault City. These "Slaughter of Vault City" endings in the ending script (qcfrank.ssl) are still in place, but they are just commented out. I haven't test it, but these should also active, when you uncomment them. But it may cause some....uh..."bad" things, so I'm not 100% that is it safe to active them.


Now that there is EPA coming out for 1.06. there is a dialog option in Myron's dialogue relating it (NHMYRON.SSL):

First one is in row 593 and second is in 1183. Just uncomment these things. You should then have a new dialog path (when you order him to wait you) with voice, where Myron tells you about "secret building with lots of strange vegetation around it." and he marks EPA on you map. I haven't test it, but I should work.
 
Snake said:
(yes, I managed to crash my computer upon installing Fallout1 once which meant F.R.D)

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

Hahahahahaha!, thats helarious dude, hahahaha
(Laughs the shit outta himself)

How the hell did you manage to crash your comp with fallout 1?
Turned out two months later I had to TOW the POS computer

PS: TOW -> Throw Out (of the) Window
POS -> (;))
 
Hello!

Just for curiosity: Can someone please post a list, what will be corrected/added/changed in Version 1.06 ?

I am also eager (as most of us as well) to get the V1.06....
But we will just have to wait....

Will there be a "beta" available ?



Greetings
Jona
 
I was wondering... why don't you change the version in the main menu. the "FALLOUT II 1.02" to something else... it could be done very easily, the dirty way would be to change "FALLOUT II %d.%02d" with something like "FALLOUT II 1.03". The clean way searching with your hex heditor for the value 6A026A01 ( push 02; push 01) which are the parameters for the function that sets the version number. You could also change this to something like "Fallout II unofficial patch v1.06 by Celestial" or I don't know what by changing the pointer to "FALLOUT II 1.02" with something else.

I'm saying this because you're distributing your patch with an unpatched binary file, it could look more professional if you changed at least the version number.
 
nxrv_ said:
I was wondering... why don't you change the version in the main menu. the "FALLOUT II 1.02" to something else... it could be done very easily, the dirty way would be to change "FALLOUT II %d.%02d" with something like "FALLOUT II 1.03". The clean way searching with your hex heditor for the value 6A026A01 ( push 02; push 01) which are the parameters for the function that sets the version number. You could also change this to something like "Fallout II unofficial patch v1.06 by Celestial" or I don't know what by changing the pointer to "FALLOUT II 1.02" with something else.

I'm saying this because you're distributing your patch with an unpatched binary file, it could look more professional if you changed at least the version number.

The author has already asked about this, and he is working on doing so.
 
Where's our baby Celestial?
How's with the next patch coming?

Oh, a request, could you change the time before endgame from 13 years to, say, 130 years?
I wanna explore the whole waste again and again and again and again and again.
 
I was just wondering. How difficult would it be to make the weapons the characters are holding to look like their pictures in inventory?
 
DarkCorp said:
I was just wondering. How difficult would it be to make the weapons the characters are holding to look like their pictures in inventory?

Don't they already do, to a reasonable extent?

And BTW, there's a new patch (to the 1.05 patch :) ) available from Fallout Modding Centre ( http://fmc.pwii.pl ), a credit to Celestial
 
Well the sniper rifle should look nothing like a double barrel shotgun. much like how the Bozar should not look like the flamethrower.

The plasma rifle however needs only small changes on the muzzle to make it different from the flamethrower.
 
Can't quite argue with that.

Speaking of energy weapons , I wonder if they should have projectiles as such. Laser light is indeed invisible to a bystander, but the red flashes could be produced by its dissipating in the atmosphere. On the other hand, energy weapon charges can be expected to travel at great speeds - so it'd be reasonable that they don't have visible in-game projectiles at all, wouldn't it?
 
Technically a laser is simply concentrated light. We can only see the beam when it hits something.

Then again, a laser is something that is continuous and isn't fired in bursts, so imagine a laser weapon as a long range flamer.
 
PS: Would we be able to get our NPC's to mov ein formation or atleast form up when they get near the players character.

I had already obtained two NPCS and I ran into the first Horrigan encounter. It was very cool because my guys were like two feet behind me on the left and right giving us a military looking stance.
 
Hey. Sorry but I don't have that much time like I used to have so I don't know when everything will be finished. I don't even know if the patches will be finished. :cry:
 
Hi Celestial!

That sounds rather bad ....

It looked for some time, that you were -almost-- finished with it...
So, if it really gets worse, can you please hand your work over to someone else, who can then -hopefully- finish it ?

It surely would be a big loss, if this patch would never be available !



Greetings
Jona
 
More suggestions:

1) Increase Myron's combat capabilities. Even the designer of Myron said in the FO Bible that Myron was a mistake. Increase his small guns and energy weapon skills by 15-20% for each and every level.

2) Change it so that you can't steal money back from the two shops in San Fransisco. It makes buying weapons and power armour way too easy currently.

3) The barkeeper in the tanker in San Fransisco says he's closed no matter how often you come back to him. This is due to a bug in the script. Fix it please.

4) This may be a bug or not, but I just recently whacked all four boses in New Reno. When I finished the game, I got the Wright ending even though I whacked the Wright boss. Well, I superstimmed him to death, the other bosses were taken out with guns.
I had expected the all 4 bosses dead and New Reno dies out ending.
Maybe the priorities in the script could be changed.
 
Celestial said:
Hey. Sorry but I don't have that much time like I used to have so I don't know when everything will be finished. I don't even know if the patches will be finished. :cry:

That doesn't sound promising. Come on Celestial! You're a god for Fallout 2 Fans. You're adding the best of the best to the game. Don't give up.
 
Hello!

So, what if you, Celestial, could make a pre-release and declare it as a beta (V 1.05b or the like...) - so anyone (who likes to) can try to complete it ?

Come on - we NEED you!

As far as I have heard, you were almost finsihed anyway....
Just a thought...



Greetings
Jona(than)
 
Any chance of getting back compatibility with the infinite followers mod and any chances of getting the miria mod integrated (like that silly b-team mod (sorry guys but because of that mod I can't play 1.05)).
 
Hello!

>Any chance of getting back compatibility with the infinite followers >mod and any chances of getting the miria mod integrated (like >that silly b-team mod (sorry guys but because of that mod I can't >play 1.05)

Dont know, whats your problem with 1.05, works fine for me, even on a Mac - except the Fire-Gecko skinning feature....

But thats one thing I changed in my JonaMod! You have the choice to have the original "Appearance" mod or the unlimited party-member mod (I prefer the latter!) - beneath some other choices.....
Pity, that yoiu cannot combine both Mods - till now at least....

I dont know, if this Mod works for PCs, too.....



Greetings
Jona
 
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