Patches for Fallout 2

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Corpse wrote:
I have an updated map of the den (Eastern Area), I added an exit grid to it that leads to the Residential area, but I found a few bugs in the map script of that sector; mostly to do with lightning and Anna (the ghost). The lightning does not change in the area and when Anna appears and you are in the map it crashes the game; I suppose a new map script shouldn't be too hard to put together.

Why don't you just delete Anna (the ghost) from the Residential area?. She's already in the Western are of the Den.
 
Locutus said:
To Corpse:

I've found your Mysterious Stranger patch. I would like to use it in the 1.04 version.

No worries mate, there's no need to ask.

To Requiem for a Starfury
Can you script it for the player to make things? or do you need to set it up for an npc to do it, like myron and the various drugs?

You can script anything to make things (critter, scenery, item); for example you could script an item so when you use it and you are carrying a specific item, it replaces that item for something else, I used this as a basis on the Flint mod script.

To Wooz69
But having an NPC such as smitty in FO1, Algernon in FO2 who can upgrade weapons and make others, basic ones (molotovs, zip guns) out of "raw materials" could be easier to script and would be less a pain in the neck for someone trying to include it in FO2, the arcanum player-manufacturer feature probably next to impossible to do...

Actually it would be harder to script an NPC than script the player to manufacture the stuff.

To Skynet
Why don't you just delete Anna (the ghost) from the Residential area?. She's already in the Western are of the Den.

I haven't got around to it and have too many side projects to worry about it, she was intended to be in this area originally but they moved her to the business sector when they scrapped the residential area.
 
And even if we manage to bring the residential map back into the game, Anna will stay in the west side.

Oh and about the map: I'm thinking to replace the junkyard (since it is already on the west side) with Mom's restaurant. The question is what to do with the restaurant on the east side?
 
Locutus said:
And even if we manage to bring the residential map back into the game, Anna will stay in the west side.

Oh and about the map: I'm thinking to replace the junkyard (since it is already on the west side) with Mom's restaurant. The question is what to do with the restaurant on the east side?

Yes, I would leave Anna on the west side too, as to the junkyard; originally I was going to place a big building there that would serve as the base for the Den's guild of thieves, I had planned a few new quests you could get from there and as reward you would get one of the thief perks but I decided against it and thought an exit grid to the worldmap would be ok too. Moving Mom's there sounds like a bit of too much trouble but could work too, you would have to move everyone in the restaurant and change Vic's script to make him go there if he doesn't feel confident about joining your party when you free him.
 
I've checked the residential map and I've discovered five guards north of the exit grid. What they are there for?
 
Lara and her gang from the west side, maybe they intended to put another quest in the area where you help them like the raid in the church.
 
Yes it is Lara and her gang, this critters are invisible and show when you attack on the church.
 
Thanks.

By the way I checked some Kaga scripts. In the power armored (last encounter) Kaga there's a bug. When you kill him you should get some items like $5000 and a pulse rifle. But you get 5000 pulse rifles! I'll fix this today.
 
I found map of unused Arroy area (arvill2.map). This map could put in use?

I also looked at the script's and found 2 interesting one's:

1. A script for a guy called Connar from Vault City (vcconnar). I placed this script on the one critter for testing purpose. I talked to Connar person and he sayd something about not killing the monsters. I think that you were supposed to get a guest in Vault City to eliminate the monters. (monster's were the only think that stopped vault city to make these people servant's). Connar gave me also a quest to find them a 3 rifle's and 1 shotgun, so that they could protect themself from vault city.

I'm remembering that fallout bible mentions a people that are hiding outside the vault city. I bet this script is related to it. Could this put in use?. I think that making a map for this area is required.

2. A script to a person named Crazy Joe (vcoldjoe). He's saying that the player look familiar.... This person should be placed Vault City courtyard.
 
Checked the map. It's Arroyo from the early game designs I think. As for Connar, I've checked him too. He want's you to get him three hunting rifles and one shotgun but if you try to give him those he is acting as you don't have them (script error).

As for Crazy Joe. I've puted him in already. :)
 
I found a spelling mistake in the game. Go to the Malamute Saloon in Redding and talk to Lou. Ask what is Malamute, and she says "Jist a big dog". It should be "Just a big dog".

I forgot to say that (vcgenvil) script is for the villagers that are related to Connar.

By the way, have you had time to check out the Graveyard map?. Do you have any idea what it was intented for?
 
crazy joe was supposed to be Ian as an old man..

there are also 2 other scripts for people who were supposed to be in vault city.. chet, and mr cheater.. both used to put you on different quests, and give you stuff, or finish quests for you.
 
ColJack said:
crazy joe was supposed to be Ian as an old man..

there are also 2 other scripts for people who were supposed to be in vault city.. chet, and mr cheater.. both used to put you on different quests, and give you stuff, or finish quests for you.


What about the critter named "Grim Reaper". What was his role?
 
To Skynet:

I think that this isn't a spelling mistake cause people from wild west (ad Redding looks much like an old wild west town with sheriff-and-all) where just talking that way. I'll check this however.

I will check the vcgenvil scripts. :)

I've checked the graveyard map. I think it was supposed to be Golgotha but they started it from the beginning and this map was abandoned. I'll try to do something with it.

The Grim Reaper is the Spammer attacked by the Unwashed Villagers in the special random encounter.

To ColJack:

ColJack said:
crazy joe was supposed to be Ian as an old man..
Knew that. :)

About the cheat characters: I've checked them out but they have some errors in thier scripts. I wouldn't put them in even if the scripts were okay.

:roll:
Someone wrote about making the fire geckos lootable. If I'll do it then you could take thier flamer when they die which shouldn't be done so they'll stay as they are.
 
To Locutus:

I made a prototype map for the Connar and the villager's (modified ARVILL2.map) and placed a script's for them. Map is quite finished (as far as I know) except the exit grid to the world map, so if you like to take a look at this, I can send it for you via e-mail.
 
Locutus said:
Someone wrote about making the fire geckos lootable. If I'll do it then you could take thier flamer when they die which shouldn't be done so they'll stay as they are.

Actually, I think their flamer is invisible; I've had instances where a Fire Gecko and a Golden or Silver Gecko die in the same spot, when that happens, loot the golden /silver gecko and you should get the next critter inventory option allowing you to loot the fire gecko as well. All I have found on them is a golden gecko pelt which I am assuming gets placed by the critter scripts, you could make a Fire Gecko pelt and edit the script (destroy_object_procedure I think) where the pelt pid is defined to replace the golden pelt for the new fire gecko pelt. Graphic should be easy, just duplicate the dead fire gecko critter FRM and modify it a bit.
 
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