Patches for Fallout 2

Status
Not open for further replies.
Have some patience people, I am sure none of you want this patch to be a half-arsed attempt so give the man the time he needs to come up with something we can all be happy with.
 
y es

yes you're right corpse. I even think the 1.05 patch already has the cult of personality fix, not sure thou.
 
I can wait... After all, the person is taking their time and effort and hard work, thus we should be patient. If not, do it yourself.

So I can wait. If I could it, I would... But I can't and not many people can, so... Let's all be patient.
 
dalponis said:
I hate what happened to the bozar :(

However, I do like how he removed them from NCR. First thing you could do in the original game is run to NCR and steal one :)

Celestial --> Regarding the Bozars, I think I had a version of the patch witth the Bozars in NCR replaced with other guns, but not the .223 clips with other ammo... Could you look into it?
 
So that is what Cult of Personality does? Allow unlimited allies?

*Navarro quacks as Stryfe enters with his dream team*
 
la la la

Yeah, let's be patient :) Anyway, this thread soon has 30.000 views, not too bad! hehe.

I can't understand what's changed with the Cult perk, probably It'll be that you can have 6 NPCs if you alread have 10 CH.
 
Rama Stryfe said:
So that is what Cult of Personality does? Allow unlimited allies?

*Navarro quacks as Stryfe enters with his dream team*

I don't know why but I suddenly get the shivers at the thought....
Sulik Gauss Rifle (thank god for that armor mod ;))
Vic Gauss Rifle
Cassidy Gauss Rifle
Myron Gauss Rifle
Lenny Gauss Rifle
Skynet Gauss Rifle
Marcus Pulse Rifle
Miria Gauss Rifle (miria mod)
Goris
Dogmeat
Cyberdog
K-9

I would love to try this only for the heck of it :D
 
What Cult of Personality was supposed to do is make it so people ignore your Karma rating and any nefarious deeds you've done. If you meet a good person, they'll like you and treat you as good no matter how low your karma is and/or how many children you've killed. Conversely, it does the same for evil people with a good character.

However, this perk apparently does not actually work very well. The CoP mod fixes it. Replaces a bunch of NPC scripts so any karma/childkiller checks also check for the existence of the CoP perk before shafting you with a negative response. That's what I saw in their new Gruthar script, anyway. With CoP he'll let you into Vault 13 even if you kill every damn thieving child in the Den, without violence or overdosing on Mentats and waiting for the withdrawals. And rightfully so, since it was a public service that everyone in the Den should be thanking me for.

Speaking of the whole Childkiller karma title, it's really overly harsh. Gruthar, Cassidy, Lenny, all sorts of characters will respond negatively to a Champion of the Wastes if he's also a Childkiller. Gruthar's script at least should be changed to compare Childkiller status to the PC's karma before refusing entry, since Vault 13 is so essential to the game. Although I'm not sure, what triggers the Enclave's raid on Arroyo, entering Vault 13 or getting the GECK?
 
Damn, I should try the child killer thing...

And yeah, it would be cool to actually have that twatt Miria hold a m72 Guass.

But I never got through far in the game with the 1.05 patch to test everyone with the rifle...
 
I don't know if this has been mentioned in here before.. but i hope it will help someone out there :wink:

after playing thru the 1.05 patch, i found that the 12ga shotgun ammo and the .223 ammo had insane damage modifiers. thus if u want them back to the original, delete the 34 and 95 .pro files
 
alvinlovesu said:
I don't know if this has been mentioned in here before.. but i hope it will help someone out there :wink:

after playing thru the 1.05 patch, i found that the 12ga shotgun ammo and the .223 ammo had insane damage modifiers. thus if u want them back to the original, delete the 34 and 95 .pro files
Also check the .44 magnum JHP ammo modifier please :)
 
MazeMouse said:
alvinlovesu said:
I don't know if this has been mentioned in here before.. but i hope it will help someone out there :wink:

after playing thru the 1.05 patch, i found that the 12ga shotgun ammo and the .223 ammo had insane damage modifiers. thus if u want them back to the original, delete the 34 and 95 .pro files
Also check the .44 magnum JHP ammo modifier please :)

sure :P

.44 JHP -> 31
.44 FMJ -> 111

but one thing to note though, i suppose the patch FIXED the bugged modifier, the magnum rounds were meant to deal much more damage..
 
alvinlovesu said:
MazeMouse said:
alvinlovesu said:
I don't know if this has been mentioned in here before.. but i hope it will help someone out there :wink:

after playing thru the 1.05 patch, i found that the 12ga shotgun ammo and the .223 ammo had insane damage modifiers. thus if u want them back to the original, delete the 34 and 95 .pro files
Also check the .44 magnum JHP ammo modifier please :)

sure :P

.44 JHP -> 31
.44 FMJ -> 111

but one thing to note though, i suppose the patch FIXED the bugged modifier, the magnum rounds were meant to deal much more damage..

Magnum(speedloader) which does a 105 damage critical on an Enclave soldier is my idea of overpowered (instead of 'more damage')
 
I have two questions about the patch.

I downloaded 1.05 from Arcana's. I have unzipped it into my F2 directory, but my copy of F2 comes with it already pre-patched to 1.02. Will having it already installed cause any problems? I've set the .PROs to read-only, should I delete patch000?

Also, I hear mentions of Update 1 & 2. Where can I get those? Or are they already included in the .zip I downloaded from the aforementioned site?

Thanks.
 
You shouldn't have any problems with that. The patch 1.02 is already included in the MOD, so you should be able to delete it, I know I don't have it, and everything runs good.

You can get update 1 here on NMA, I'm not sure if there is any second update thou.
 
Status
Not open for further replies.
Back
Top