Fallout 2 mod Unofficial Fo2 patch thread - problems, reports, suggestions

Killap: Don't rush it. School stuff takes precedence. If we've stuck with the game for 9 years we can wait for another couple of months for a better patch. Take your time.

I mentioned these before, but is the annoying auto-resetting of Cassidy's combat settings after each game restart possible?

And is it possible to get the resistance stats against Electricity displayed?

And about the expansion, yeah I hope that at least the 14mm ammo can be normalized so the weapon be of actual combative use.
 
WraithUV said:
We can't possibly expect killap to custom make a mod for everyone, since every system will run things a little differently, and everyone's idea of "the right number of encounters" will also vary.
Aye, and if most people say that the encounter rate seems good, then I'd hardly expect him to change the patch just for myself. That's why I'm generally more concerned with the WorldMapDelay value working, since if I could adjust that to a quicker speed, then I'd be 100% happy with it.
Killap: Don't rush it. School stuff takes precedence. If we've stuck with the game for 9 years we can wait for another couple of months for a better patch. Take your time.
I agree with this too. Don't feel pressured into using up all your free time working on this, if there's anything of higher importance going on (e.g. school). Just get the damn WorldMapDelay thing working! :P (Kiddin', of course.)
 
I may be totally off here, but isn't electrical resistance (more or less) the same as your plasma resistance? If so, displaying electrical resistance would be purely aesthetic.
 
Say...has anyone got as far as the enclave with this newest patch? I can't seem to talk to the elder, and I wondered if it had something to do with fixing her being able to just walk through the forcefield or if I'm just unlucky.

Other than that possibility, Killap, your patch is awesome, I picked a good time to do everything in Fallout 2 because it was right when the announcement about this patch was on the front page :)

I've not been this far in the game yet, so I'm not jumping to conclusions, hence I'm wondering if anyone else has this issue. It'd be a shame to come all this way and not be able to see what the elder has to say.
 
Cryos said:
Say...has anyone got as far as the enclave with this newest patch? I can't seem to talk to the elder, and I wondered if it had something to do with fixing her being able to just walk through the forcefield or if I'm just unlucky.
What exactly happens?

It shouldn't have anything to do with the one fix you mention since that was strictly a map fix as opposed to a script fix. Still, it might be a real issue. I can test this quickly later this evening, but if you have a save game please mail it to the address in the readme since it would make things easier to pinpoint.
 
I backtracked to get you a save, right in front of the elder's cell. I'll check the readme and send you it. As to describing it in more detail, well, I just can't talk to her, literally. I've tried standing in various places directly in front of the forcefield to her cell, but clicking on her just gets me the 'you can't get there' message, it'd odd.

The first thing I did was check Per's guide, since he tends to note all of fallout 2's original bugs and such, but didn't find anything about not being able to talk to her through the forcefield.
 
Cryos said:
I backtracked to get you a save, right in front of the elder's cell. I'll check the readme and send you it. As to describing it in more detail, well, I just can't talk to her, literally. I've tried standing in various places directly in front of the forcefield to her cell, but clicking on her just gets me the 'you can't get there' message, it'd odd.

The first thing I did was check Per's guide, since he tends to note all of fallout 2's original bugs and such, but didn't find anything about not being able to talk to her through the forcefield.
Hmmm...the fact that you cannot reach her (and you are getting that message) means the blockers I placed are preventing you from reaching her. This is odd though since I could swear I tested everything before I added it to my patch. I will look into this though.
 
Nimrod said:
I may be totally off here, but isn't electrical resistance (more or less) the same as your plasma resistance? If so, displaying electrical resistance would be purely aesthetic.

This is the first time I hear such a theory. It would be nice if someone could verify it.

A long time ago I heard lots of talk about something that was called roughly "The Fallout 2 Strategy Guide", some piece of documentation one could maybe buy from interplay or something, which reputedly had the shock resistance stats for many types of armor. Back then I believe some people who had it told me Combat Armor had 2/50% against Electricity. If this were true, it would not be the same as the plasma resistance.

It would require a whole lot of testing to confirm or deny the theory of plasma and electricity resistances being equal, but if no new info comes up, perhaps I'll do just that when my rash of school projects clears up (if ever).
 
Plasma and electrial arnt the same.

There arn't just to many electrial weapens
One of them is the alien blaster and there is the pulse rifle. I believe force field damage is electrial as well.

so no testing needed.
 
ocelot said:
Nimrod said:
I may be totally off here, but isn't electrical resistance (more or less) the same as your plasma resistance? If so, displaying electrical resistance would be purely aesthetic.

This is the first time I hear such a theory. It would be nice if someone could verify it.

A long time ago I heard lots of talk about something that was called roughly "The Fallout 2 Strategy Guide", some piece of documentation one could maybe buy from interplay or something, which reputedly had the shock resistance stats for many types of armor. Back then I believe some people who had it told me Combat Armor had 2/50% against Electricity. If this were true, it would not be the same as the plasma resistance.

It would require a whole lot of testing to confirm or deny the theory of plasma and electricity resistances being equal, but if no new info comes up, perhaps I'll do just that when my rash of school projects clears up (if ever).
The Nearly Ultimate Fallout 2 Guide
Per's very spiffy guide said:
There are two kinds of damage not shown on the inventory sheet: EMP and electrical. EMP is presumably only used for Pulse Grenades and everyone but robots has a very high resistance level (for the player character that resistance is actually part of the armour definitions, so a "naked" character has no such resistance!). Electrical damage is used for pulse guns, the Alien Blaster, (Super) Cattle Prods and some traps and similar hazards. As a rule of thumb, electrical resistances are the same as plasma.
As Per indicates, they aren't "the same", but it's generally close enough -especially since there really aren't many sources of electrical damage in the game. The traps that use it aren't really very dangerous (if you pay attention to your HP), which pretty much leaves cattle prods and pulse weapons, which again really aren't very common.

A little common sense helps too, like for example metal armor has absolutely ZERO DT / DR for electrical. I mean.. it's metal. This makes sense.
Leather armor is actually 0 DT, 30% DR (as opposed to 0/10% vs plasma), which again makes sense, since it's an insulator.
(Standard) Power Armor is 12/40% (where for plasma it's 10/40%), Combat Armor is 2/50% (plasma is 4/50%)

So they do vary a bit, but generally not so much that it's going to make a substantial difference. If you really need the actual numbers, use a dat extractor, pull out files for armor (since that's where your player resistances come from) and use something like F2Wedit to look at the numbers.

For NPCs or critters, you'd again need to extract their proto files, then use something like FUCK to open them up and look at their specific data.

The biggest problem with whoever asked above about having this stuff displayed in game is that these resistances are listed on the inventory screen, and there really just isn't any extra room in there. I'm sure it could be done, but the amount of work involved would be rather high compared to a relatively low usefulness I would think.

-Wraith
 
more bugs

I'm getting a full system crash when I assassinate Bishop. The explosion sound goes off and displays the damage he takes, but the program locks up and I can't escape or even force quit it before it give the experience. So I'm guessing there is a probelm with how the scripting handles Bishop's death.

other items: The bookcase in NCR in the doctor's office (the medical doctor, not the cybernetic dog scientist) where one normally finds the heart pills and poison syring can not be accessed. Mousing over it brings up the hand icon, but when you click on it your character runs up to and does the fiddling animation, but no inventory window pops up. So it is completely inaccessable. This eliminates a key method of Westin assaination.

Problems in redding with clearing the mine. I cleared the mine of wanamingoes and then bought the deed to the mine from the Mayor. I left dialogue and immediately talked to him again. He aknowledged that the mine was clear and asked if I was ready to sell it. I gave the "hold on to it for a while" answer and left dialogue. I then checked the inventory and there was no deed. I talked to the mayor again and he still offered to buy it. This time I sold it and the money was added. However the "Clear the Mine" task is now permanently uncrossed, even though every last critter in the mine area has been eliminated.

I have saved game files for these upon request.
 
Re: more bugs

The Masticator said:
I'm getting a full system crash when I assassinate Bishop. The explosion sound goes off and displays the damage he takes, but the program locks up and I can't escape or even force quit it before it give the experience. So I'm guessing there is a probelm with how the scripting handles Bishop's death.
It has been reported that crashes occur when dynamite deaths occur. Can you reproduce this consistently?

The Masticator said:
other items: The bookcase in NCR in the doctor's office (the medical doctor, not the cybernetic dog scientist) where one normally finds the heart pills and poison syring can not be accessed. Mousing over it brings up the hand icon, but when you click on it your character runs up to and does the fiddling animation, but no inventory window pops up. So it is completely inaccessable. This eliminates a key method of Westin assaination.
If I remember correctly that shelf has a script attached which is being checked by the doctor in the room. If you fail a sneak/steal check on it I believe he should yell at you and no inventory window comes up. Try this a couple times while sneaking.

The Masticator said:
Problems in redding with clearing the mine. I cleared the mine of wanamingoes and then bought the deed to the mine from the Mayor. I left dialogue and immediately talked to him again. He aknowledged that the mine was clear and asked if I was ready to sell it. I gave the "hold on to it for a while" answer and left dialogue. I then checked the inventory and there was no deed. I talked to the mayor again and he still offered to buy it. This time I sold it and the money was added. However the "Clear the Mine" task is now permanently uncrossed, even though every last critter in the mine area has been eliminated.
Interesting. I will have to investigate this.

The Masticator said:
I have saved game files for these upon request.
Go ahead and send this file to the address found in the readme of my patch.
 
Re: more bugs

killap said:
The Masticator said:
I'm getting a full system crash when I assassinate Bishop. The explosion sound goes off and displays the damage he takes, but the program locks up and I can't escape or even force quit it before it give the experience. So I'm guessing there is a probelm with how the scripting handles Bishop's death.
It has been reported that crashes occur when dynamite deaths occur. Can you reproduce this consistently?

First off I want to say thank you to Killap for everything he has done and is doing to make this game everything that it should have been.

Secondly, concerning a post in reference to editing the text in context to how people speak. I believe it should not be changed because everyone speaks differently in this world and it's a representation of that fact.

Thirdly, concerning this post. I also can back up that dynamite occurrence because it has happened to my father during his gameplay.

Keep up the good work.
 
WraithUV said:
A little common sense helps too, like for example metal armor has absolutely ZERO DT / DR for electrical. I mean.. it's metal. This makes sense.
Leather armor is actually 0 DT, 30% DR (as opposed to 0/10% vs plasma), which again makes sense, since it's an insulator.
(Standard) Power Armor is 12/40% (where for plasma it's 10/40%), Combat Armor is 2/50% (plasma is 4/50%)

Most interesting. Where did you find out these things?

WraithUV said:
So they do vary a bit, but generally not so much that it's going to make a substantial difference. If you really need the actual numbers, use a dat extractor, pull out files for armor (since that's where your player resistances come from) and use something like F2Wedit to look at the numbers.

For NPCs or critters, you'd again need to extract their proto files, then use something like FUCK to open them up and look at their specific data.

I know nothing of these things. If I knew how to do what you said, I would. I find this an topic of interest. Is there online documentation of how exactly these things are done?
 
Re: more bugs

killap said:
The Masticator said:
I'm getting a full system crash when I assassinate Bishop. The explosion sound goes off and displays the damage he takes, but the program locks up and I can't escape or even force quit it before it give the experience. So I'm guessing there is a probelm with how the scripting handles Bishop's death.
It has been reported that crashes occur when dynamite deaths occur. Can you reproduce this consistently?
This happens to me *sometimes*. If I load a game that was saved on the 2nd St. map, it works properly. If I load a game somewhere else and travel there, it usually crashes.

killap said:
The Masticator said:
other items: The bookcase in NCR in the doctor's office (the medical doctor, not the cybernetic dog scientist) where one normally finds the heart pills and poison syring can not be accessed. Mousing over it brings up the hand icon, but when you click on it your character runs up to and does the fiddling animation, but no inventory window pops up. So it is completely inaccessable. This eliminates a key method of Westin assaination.
If I remember correctly that shelf has a script attached which is being checked by the doctor in the room. If you fail a sneak/steal check on it I believe he should yell at you and no inventory window comes up. Try this a couple times while sneaking.
He doesn't have any reaction no matter how bad your skills are, and it isn't possible to access the bookshelf even with 200+ sneak and steal skills. The animation is interrupted (like he's yelling at you) if you try to search the bookshelf normally; stealing isn't interrupted, but doesn't do anything. Sneaking has no effect on this.
 
ocelot said:
Most interesting. Where did you find out these things?
Well...
WraithUV said:
use a dat extractor, pull out files for armor (since that's where your player resistances come from) and use something like F2Wedit to look at the numbers.

For NPCs or critters, you'd again need to extract their proto files, then use something like FUCK to open them up and look at their specific data.
That's where. ;)

ocelot said:
I know nothing of these things. If I knew how to do what you said, I would. I find this an topic of interest. Is there online documentation of how exactly these things are done?
Sure is. Now, frankly my knowledge of FO/FO2 modding is rather dated and archaic at this point (I've forgotten most of what I used to know, and not yet had time to refresh and update myself to the information), so someone else might be able to give you better advice, but I would think The NMA Fallout Modding Guide would be a good place to begin. Seems I remember learning quite a bit by going through that guide back in the day.

-Wraith
 
GanymeDes- said:
I wasn't able to access the doctor's bookshelf with the latest patch either. So I confirm that one.
Ok, this has been confirmed and corrected. Dumb mistake on my part. I hate when I do that...

I have noted the other issues that have been posted and will get to them.
 
When I talk to Westin in NCR and tell him that Bisop sent me, he'll try to raise the offer Bishop made in return for Bishop's assasination instead. But I can just tell him that Bishop made an offer of 0 bucks in the available dialog lines. Answer: "All right, 0 bucks it will be then." Anyone can confirm this one? (In this case, Bishop's offer is waaaay better...) Happened to me in version 1.20.21.
 
2886fallout said:
When I talk to Westin in NCR and tell him that Bisop sent me, he'll try to raise the offer Bishop made in return for Bishop's assasination instead. But I can just tell him that Bishop made an offer of 0 bucks in the available dialog lines. Answer: "All right, 0 bucks it will be then." Anyone can confirm this one? (In this case, Bishop's offer is waaaay better...) Happened to me in version 1.20.21.
Can you reproduce this? Also, send a save game to the address in the readme of the patch.
 
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