Patches for Fallout 2

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Question on the Raiders Base

First off, wow, now this was a patch that made me take a favorite game back off the shelf, blow off the dust, and once more tred the wasteland.

I am puzzled however by the raider base. I just CAN NOT find it. Now I know the 1.05 readme states "Raider Base is now hidden" but does this mean it has been moved from bettwen Vault City and Broken Hills or is it just incredibly hard to find??

When ever I speak to the guy in vault city I get the dialouge option "About those Raiders" but untill I actually find that base it goes nowhere.

I have even used an editor to give myself 300 outdoor skill, all hte bonus find perks ect. I even removed them all, gave myself 1 in outdoor. I have driven the car all around and walked on foot.

Please tell me that the base can be found, or if it has been moved, or with this patch it just is no longer a viable find :(
 
Its there. You just have to either

A: get it as a randon encounter (affected by luck as well I belive)

B: get it put on your map anohter way.................



SPOILER

























Bishops safe has a map to the base in it.
 
Thanks Pyscho, I was avoiding Reno until I was ready to do most of the quests there but now I think I am going to go pop a safe hehe.
 
Hey there, new to this board and a bit too lazy to read all 43 pages to this thread so apologies in advance if I repeat a previous reply...

Thanks for the great patch you guys have put together, it's made me pull out the game again for another bash around the wastelands. I've noticed a few little problems though...

- The Enclave seems to attack vault 13 too early. I thought they killed the deathclaws after you release one of them (forget his name) from Navarro but it's happening after I leave with the G.E.C.K. It's been a while so I could be wrong but I recall the readme stating there is a good ending for the Deathclaws in Vault 13, which seems a little bit difficult when they're all dead.

-.223 ammo is WAY too powerful

-The guards outside the gun dealer in NCR that have had their Bozars mutated into M60s (poor guys) still carry 50 rounds of .223 ammo. Would make more sense if they had 7.62mm ammo instead.

-I thought a Bozar was a sniper rifle...

-Is AP ammo fixed? Seems to work for everyone but me unless it's just ineffective against robots.

-I've noticed that a large majority of 10mm weapons have JHP ammo loaded in the weapon, but when I loot the body I find they have AP ammo in their inventory. I noticed this in Reno while clearing out Big Jesus' casino where a guard would reload and suddenly start tearing me up instead of doing their usual 0-3 damage. I thought it would make more sense for the gun to be loaded with the same ammo they carry.

That's all I can think of at the moment. If this is all crap, let me know what I've done wrong.

Thanks :)
 
Dan the Man said:
- The Enclave seems to attack vault 13 too early. I thought they killed the deathclaws after you release one of them (forget his name) from Navarro but it's happening after I leave with the G.E.C.K. It's been a while so I could be wrong but I recall the readme stating there is a good ending for the Deathclaws in Vault 13, which seems a little bit difficult when they're all dead.

It is a normal that they attack after you leave with GECK. If I recall correctly, you can get the happy ending by fixing level 3 computer and NOT tell about it to Grunthar.

Dan the Man said:
-.223 ammo is WAY too powerful:)

This is because the AP ammo patch. To fix this, you must delete .233 ammo .PRO file. Sorry, I don´t remember which one.

Dan the Man said:
-The guards outside the gun dealer in NCR that have had their Bozars mutated into M60s (poor guys) still carry 50 rounds of .223 ammo. Would make more sense if they had 7.62mm ammo instead.

I know. Celestial forgot to change their ammo also.

Dan the Man said:
-I thought a Bozar was a sniper rifle...

It is. M60 and Bozar sounds are swapped (bug)
 
Skynet said:
This is because the AP ammo patch. To fix this, you must delete .233 ammo .PRO file. Sorry, I don´t remember which one.

Erase the data\proto\items\00000034.PRO and data\proto\items\00000095.PRO to re-balance the .233 ammo as well as the shotgun ammo.
 
Oh, by the way... I was playing Celestial's 1.05 patch and I came across an interesting bug....

Anytime I had to deliver key items, it would register as if they have been taken, but when I look in my inventory, I'd see the same key items.

Samething when I go and modifiy weapons, the normal weapon would remain, while I could duplicate modified versions of that same weapon exponentially.


Well that is what I cam across, Celestial, hope it helps.
 
Curious. I only remember this happening once with the Flint and even so I'm not sure whether I was running the 1.05.

What version are you playing? Any mods in place except the 1.05?

EDIT: You might have fallen , uh victim of the Bag Bug:
Per Jorner said:
The Bag is responsible for an inventory bug which sometimes lets you keep items that are really supposed to disappear from your inventory, depending on which script command is being used to remove them. Items are "protected" if they're below the Bag in your inventory, apparently because the engine can't handle the container item type properly. Ways you can exploit this include giving Cornelius' watch to both him and Farrel and get xp for both those quests, getting upgraded weapons from Algernon or Skeeter while keeping the originals, and having Myron concoct any number of Stimpaks or Super Stimpaks from the same ingredients. If you like to carry the Bag around but don't like to cheat, make sure the Bag is always near the bottom of your inventory, or make sure to relocate ingredients and weapons to the top before making chems, upgrades etc. The bug doesn't affect money or items kept in the Bag.
 
I think the M60 has to be fixed in more than one way; first change its sound to the same burst sound used by assault rifles and second, its rate of fire its way too high (fires 20-round burst I think); this needs to be changed to around 5-rounds per burst or 10-rounds + an increase in action points. The M60 can only fire bursts at a maximum of 500-550 rounds per minute, its practical rate of fire however is much less (around 200rpm).
 
Corpse said:
I think the M60 has to be fixed in more than one way; first change its sound to the same burst sound used by assault rifles and second, its rate of fire its way too high (fires 20-round burst I think); this needs to be changed to around 5-rounds per burst or 10-rounds + an increase in action points. The M60 can only fire bursts at a maximum of 500-550 rounds per minute, its practical rate of fire however is much less (around 200rpm).

I tried making these changes. Changing the burst to 5 rounds is no problem. Changing to the assault rifle sound is a problem. When I do that, the M60 makes the single fire sound of the assault rifle. This is because M60 has only one mode (burst), while assault rifle has two (single/burst). Seems the game engine picks the mode 1 (single fire) sound. To make this work the assault rifle sound file would have to be cloned and changed I think (swap the channels).
 
You can get around this by setting attack mode 1 to null and set mode 2 as burst.

A new sound effect of course would be more desirable but I've run into a few issues before assigning certain unused SFX values to weapons fire.

Anyway, I have a very good quality sound effect which is very close to an M60; as a matter of fact I think it is a recording of an actual M60 but can't verify this. I might try converting it to ACM just in case anyone wants to have a go at new sound effects.
 
Corpse said:
You can get around this by setting attack mode 1 to null and set mode 2 as burst.

Are you sure? When I do this, and equip the weapon, it doesn't say "burst" in the weapon slot, and I can't seem to use it.
 
Try changing to the next fire mode and you should get burst; remember that by setting the first mode to null, the weapon will be unusable while it is set on that mode.

From what I remember I don't think you can have an empty first fire mode if you use the official mapper; I used FIC and it worked fine but that was quite a while ago.
 
Fallout 2 patch 1.051 Beta Integrated

I got really tired of reinstalling the 1.05 patch over and over again and getting it only to half-work... So I've taken the liberty of integrating the files into one PATCH000.DAT. You can find it here:

Fallout 2 patch 1.051 Beta Integrated

It seems to be working fine with my version, which is to my knowledge an UK version, but should work for the US version too.

This does not contain the Children patch, which has to be applied separately.

Apart from the changes listed in the 1.05 and 1.02 patch notes, I've made the following:


- Replaced the .233 ammo in Buster's guards' inventory with 7.62 ammo, moved the weapons to active slot and added one guard by the cart;
- Moved the worldmap location of Raider Base a bit;
- Removed modified protos for Shotgun shells and .233 ammo to re-balance game;
- Fixed a minor flaw in ziDceGrl.msg;
- Decided to leave Crazy Old Joe where he was, but changed his lines to conceal his identity;

Could someone download it and see if it works ?

This version would spare people some trouble with installing/uninstalling the 1.05 patch.
 
Hmm, maybe so, Silencer... I did notice this only happening when I had the bag.... and the other mod I ran was Miria improved and perhaps the Abbey. But thats about it.

Right now I am using Seraps 1.03. I waiting on Team X to finish the Klamatah and Arroyo expansion
 
Hi hi,
I don't know if this has been suggested before, but would it be an easy thing to make it so that the title screen of the game shows version numbers above v1.2? If this is possible to do, I think it might help a lot of people know if they installed their patches correctly.

If this has been mentioned earlier, I'm sorry. I haven't had time to read through all 40-odd pages of this thread yet ^_^
 
hantaisha said:
Hi hi,
I don't know if this has been suggested before, but would it be an easy thing to make it so that the title screen of the game shows version numbers above v1.2? If this is possible to do, I think it might help a lot of people know if they installed their patches correctly.

If this has been mentioned earlier, I'm sorry. I haven't had time to read through all 40-odd pages of this thread yet ^_^

http://www.nma-fallout.com/forum/viewtopic.php?t=762&postdays=0&postorder=asc&start=280
 
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