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

More bugs:

Planting dynamite for a kill crashes my computer 100% of the time immediately after the damage from the blast is given.

Confirming that the Elder cannot be spoken to in the Encalve.

The Vault City computer that gives unlimited XP after you beat the game now only gives XP one time and then says "nothing happens" on susequent clicks.

The explosive pressure plates in the Raider cavern (cliff entrance side) can be disarmed infinitely for an XP exploit.

In San Francisco, before you have gotten the Hubbologist fuel quest, you can create a scripting error in the fuel diversion from the Shi.
First talk to the Shi scientist who wants power armor and accept the quest.
Then go talk to Crocket and offer to pay for the armor by getting him fuel.
When you return to the scientist wth the armor, ask for fuel for the space shuttle as payment.
He will say he has sent fuel to the Hubbologists, but it is actually sent to the tanker. This makes it impossible to get fuel for the Hubbologists. If you've gotten the quest from the Hubb technician standing by the shuttle this problem doesn't occur. I ran this test multiple times with various saved games and it happens every time with this repeated sequence.

Sound clipping issues with the ending sequences. The last half a second of audio is cut off from each outcome speach, usually eliminating a word or two from the monologue. This doesn't occur with the default Interplay patch.

Thanks again for your monumental work!
 
Confirming that the Elder cannot be spoken to in the Encalve.

Also tested it and indeed we cant talk to her, also tested to attack a robot at that level and only the other robots attack me but not the soldiers, find this odd.
 
The Masticator said:
Planting dynamite for a kill crashes my computer 100% of the time immediately after the damage from the blast is given.

Engine bug.

The Masticator said:
Sound clipping issues with the ending sequences. The last half a second of audio is cut off from each outcome speach, usually eliminating a word or two from the monologue. This doesn't occur with the default Interplay patch.

This is a problem with modern sound cards. Usually lowering your sound card hardware acceleration level notch or two in Directx Diagnostigs will fix this issue.
 
The Masticator said:
Planting dynamite for a kill crashes my computer 100% of the time immediately after the damage from the blast is given.
What is odd is that through my testings and playthroughs I have never had a crash occur because of dynamite. I admit I don't use it much, but the times I have no problem occurred.

In any case, Skynet is correct. It is an engine bug and thus unfixable on my part.

Skynet said:
The Masticator said:
Sound clipping issues with the ending sequences. The last half a second of audio is cut off from each outcome speach, usually eliminating a word or two from the monologue. This doesn't occur with the default Interplay patch.

This is a problem with modern sound cards. Usually lowering your sound card hardware acceleration level notch or two in Directx Diagnostigs will fix this issue.
Yes, definitely not something caused by my patch.
 
Skynet said:
This is a problem with modern sound cards. Usually lowering your sound card hardware acceleration level notch or two in Directx Diagnostigs will fix this issue.

Actually, no. I use a Power Mac G5 running OS 10.4.1 I don't use a sound card and Directx is a PC only item. The motherboard handles sound on my machine and does so very well. I know for certain that it is a software issue because I can run the game with the original patch and there are no sound clipping issues. This only occurs with Killap's latest two patches.

Another Bug:

When fighting Lenny the supermutant in mercs basement, if you use the anti-mutant syringe before you damage him through combat he will fall on the floor dead (without any death animation frames) but the damage will not register and he is counted as alive, but unable to move. This traps you in unending combat mode. However, if damage him at least once before using the anti-mutagen syringe he dies normally.
 
The Masticator said:
Skynet said:
This is a problem with modern sound cards. Usually lowering your sound card hardware acceleration level notch or two in Directx Diagnostigs will fix this issue.

Actually, no. I use a Power Mac G5 running OS 10.4.1 I don't use a sound card and Directx is a PC only item. The motherboard handles sound on my machine and does so very well. I know for certain that it is a software issue because I can run the game with the original patch and there are no sound clipping issues. This only occurs with Killap's latest two patches.
Well, again there is no reason for this to have happened because of my patch (my patch changed nothing that would have affected sound). Similar reports have come in and those had been related to directx issues. Are you saying this has never happened in older versions of my patch?

When fighting Lenny the supermutant in mercs basement, if you use the anti-mutant syringe before you damage him through combat he will fall on the floor dead (without any death animation frames) but the damage will not register and he is counted as alive, but unable to move. This traps you in unending combat mode. However, if damage him at least once before using the anti-mutagen syringe he dies normally.
Hmmm...I thought this issue was fixed previously. I will investigate.
 
Bug report:
I use the latest killap's patch after applying the official 1.02d patch(US).
I'm now in Klamath. When I open pipboy, I can see Redding in the Status Panel, and two tasks are already there, both accomplished. Since I've never been in Redding, I guess it's a bug.
 
To the above poster. Did you use the installer for my latest patch? If not, then you need to make sure you deleted the patch000.dat file found in your F02 directory. Read the readme that comes with my patch for details.

If you did use the installer, then something is wrong since the installer should automatically delete the patch000.dat file.
 
lianxisheng said:
I use the latest killap's patch after applying the official 1.02d patch(US).
I'm now in Klamath. When I open pipboy, I can see Redding in the Status Panel, and two tasks are already there, both accomplished. Since I've never been in Redding, I guess it's a bug.

No, you're not applying the patch right. Read the readme.

(I edited your pic into a link.)
 
killap said:
To the above poster. Did you use the installer for my latest patch? If not, then you need to make sure you deleted the patch000.dat file found in your F02 directory. Read the readme that comes with my patch for details.

If you did use the installer, then something is wrong since the installer should automatically delete the patch000.dat file.

I use the manual installer and didn't read instrution thoroughly. It's my problem, not a bug.

btw: Nice Patch :clap:
 
killap said:
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.
Just wondering if the newest version of the archive includes the fix for this one. I'm at a point in my game where it'd be handy to have those shelves working so I can test some other stuff.

No rush or anything, just figured I'd ask. :)

Also, if I've already been down to that map in NCR, will I need to do anything special to "activate" the fix for saved games?

I'll be able to post up the (mainly) Vault City / Gecko stuff pretty soon. Still testing a few things that have been kind of elusive to produce reliably. Once that's done, I'll check the logs for clarity and get them up.

Also, since they've come up...

I think I can confirm this:
The Masticator said:
The explosive pressure plates in the Raider cavern (cliff entrance side) can be disarmed infinitely for an XP exploit.
I'm still doing some testing, but so far it seems like the traps "respawn" or something. If you disarm a bunch, then move away, then back to the area, you get a bunch of "raised plate" warnings again and can disarm them again, etc.

Lastly, in reference to the sound clipping issue. Perhaps someone should forward the specifics to Timeslip? Might be because of the hacked EXE and/or the way it uses the DLL, but specific to the Mac, since as mentioned they don't exactly use sound card hardware, direct X, etc. Figured it was a possibility anyway.

-Wraith
 
killap said:
Well, again there is no reason for this to have happened because of my patch (my patch changed nothing that would have affected sound). Similar reports have come in and those had been related to directx issues. Are you saying this has never happened in older versions of my patch?

When I run the game with a fresh install under the commercial patch 1.02, there are no issues with the ending sequences at all (except that a number of them aren't available due to crappy bugs). The sound clipping only occurs with the your last three patches: June 11th and the two October patches. I'm not even sure it's a sound problem, the image and the monologue quit out and start the next ending sequence prematurely at the same time and literally only by a fraction of a second. As WraithUV suggested above it could be a Timeslip engine tweak that has unintended side effects from the PC to Mac crossover.

Really, this is VERY minor and isn't worth the effort of digging around for, given the number of more important bugs listed. Having subtitles on makes the problem moot.

I've been going crazy the last few nights testing the dynamite bug in every possible way I can do it. It seems if I don't have the car or any NPCs with me everything works fine. Really strange. Oh, well, just one of those random engine problems.

WraithUV said:
I think I can confirm this:
The Masticator said:
The explosive pressure plates in the Raider cavern (cliff entrance side) can be disarmed infinitely for an XP exploit.
I'm still doing some testing, but so far it seems like the traps "respawn" or something. If you disarm a bunch, then move away, then back to the area, you get a bunch of "raised plate" warnings again and can disarm them again, etc.

I've found that I don't even have to leave the area. You can simply disarm a previously disarmed pressure plate (the scraggly looking graphic) an infinite ammount of times. Just keep hitting 4 and clicking the mine for infinite 25XP.
 
Re: Trapper Town scripts messed up?

Replyage to various stuff:

WraithUV said:
::Mrs. Buckner
--Only gives any karma for either the Rescue Torr or Rescue Smiley quests if you free Sulik as a reward. Per's guide suggests that taking money (or no reward if you already freed Sulik) should still give some (albeit less) karma.

It could possibly be referring to some static karma bonus you get when Torr leaves the canyon map or something else.

::Smiley
--When you meet him in the Toxic Caves, he has inventory to barter with. When you speak to him again in Klamath, he will still barter, but has no inventory. Uncertain if this was by design or not.

It makes a certain sense that he'd stash away his pelts and not stand around with them once he got back home. Or not. It would be difficult to transfer his exact inventory to Klamath, but he could easily be given what he usually has in the cave.

--Upon first entering, there seem to always be one or several "Mooooooooo..." (and other similar cow sounds) float-text comments here and there around the map.

Just a display thing. It happens a lot when you go to the first floor of the Shark Club or back down, and it looks like Mrs Bishop is saying something from the comedian or the audience. It's possible it could even be moos from the pastures map.

[Den - West Side] --Somewhere during my time in the Den, Speech was bumped up to 105%

Holy moly! That's not supposed to happen at all.

--Mostly Flick, but also Becky and Tubby. Are the modifiers set correctly? Using a hacked character with 10 CH, Sex Appeal, and 300% Barter, Tubby was barely cheaper than a 1:1 ratio (you can profit by barter), but Flick and Becky were still charging more than goods are 'worth'. Just figured it'd be worth a look, but that may be intended behavior. Just seemed like a pretty ridiculously high mark-up with that level of barter and such.

Did you save before ever talking to them? If not, the CH modifier would remain what it was the first time you talked to them, and its impact is pretty big.

--If you do the "gang war" quest sequence, but kill Metzger before completing it, Lara will not speak to you (she goes float-only text mode). This really only makes sense if you kill Metzger BEFORE you ask him permission, but it happens even if you've gone all the way to the point where you're either going to help attack, or go tell Tyler they're attacking. Perhaps a check could be added so that she goes unresponsive if Metzger is dead ONLY if you haven't already asked him permission.

I think the point is that although there is some revenge angle, this particular operation is specifically competing for Metzger's favour, and if he's dead there's no point to it any more.

WraithUV said:
It also seems that I remember seeing some blue floats someplace, and maybe one or two yellow. Since I can't actually recall *where* I would have seen those though, it's also entirely possible I'm just crazy.

The tanker vagrants have blue floats, I think. I don't think the designers were being too set on consistency here.

WraithUV said:
[Modoc - Main Street] --About half-way through the Modoc stuff, Speech was bumped up to 115%

Random Speech bonuses everywhere!!!

::Laddie
--In dialog with Laddie, even though they're technically incorrect responses (since Jonny isn't actually in the well), I believe any question you ask that leads toward the "down the well" path should be only a single "Woof!" rather then a double. Most references of that sort of 1-or-2 communication line up with "Once for yes, twice for no." and once you actually say, "Did Jonny fall down the well?" he does in fact bark only once.

This is a bit fuzzy, but isn't the implication that Jonny was playing in the well or some space connected to it, and got abducted by the undergrounders through some tunnel behind the rock fall? So Laddie would have seen Jonny go down and not come back up again. Perhaps it's just that Jonny didn't "fall" down, which is a bit technical for a dog to consider...

--If you bring Laddie to Jonny in the Slag caves, upon later being escorted back to Modoc with Jonny, Laddie doesn't make the trip.

Probably related to some fix to remove Laddie from your party so that he wouldn't take up a slot forever if you didn't ever bring Jonny home. Laddie needs to be in your party to make the transition.

-The text between the two fade-outs states "Two hours later... ...never be the same", but first, you can exit at this point using the 0 cheat, terminating the rest of the sequence. In this instance, roughly 1/2 hour has passed (23:01 - 23:37 in my game). The bigger issue though, is that if you DO click that line, you get the second fade out, and in my game time was pushed forward to noon the next day, which would equate to about 13 hours rather than two.

I'm guessing they did this so that the shotgun wedding would always take place in the day, though it seems like the timeshift could be done at that point instead.

[Modoc - Farrel's Garden]
--Targeting / obstructions have always been pretty messed up in some parts of this map, though not knowing how hard that is to fix, I'm not sure whether it'd really be worth the effort.

Rats in undergrowth! Hard to see! Gotta stick your face in there!

--The Brahmin are retarded. Since they're not going to fight back (which we know they are actually quite capable of doing), then the sensible thing would be to FLEE the dogs trying to eat them (not to mention the loud gunshots, etc). Instead, they just wander around in semi-random directions, usually doing everything they can to be in the worst possible spot, almost making sure one of them is going to get shot in short order, even if this means moving right next to a dog who's trying to eat them.

It always seems to me that the cows seem to want to get as close as possible to you - which means getting close to the dogs.

--Laddie, if with you, will often (but not always) just sit in one spot and not do anything whatsoever through this entire encounter. I suspect this is mainly due to his slightly odd combat settings though, since when the fighting starts, he's usually quite a ways from your character, and often does eventually join the fight if YOU get within 10 or so hexes of him.

Possibly because NPCs in general always seem able to go retarded when in unarmed mode.

--All NPCs (including Laddie at times) behave strangely here. If you or another NPC wound a Brahmin by mistake when aiming at a dog, suddenly the NPCs (Vic seems especially prone decide that you don't *really* want to guard these brahmin, but rather that it's time to just exterminate them. From then on, they'll happily murder dogs and brahmin alike, which is supremely annoying. Since even the brahmin don't get mad at whoever shot them by accident, and you're specifically supposed to be keeping them alive, this behavior is really stupid

I think I've noticed a strange behaviour sometimes when, if someone on team A accidentally shoots someone on team B while fighting team C, they will then go on to fight team B in its entirety as well. It's like they think, "I remember shooting at these guys once, not sure why but I must have had some reason." In this case this could possibly be changed by putting the brahmin on the player's team - I don't know which team setup they have at the moment.

ocelot said:
Something I just noticed. After I rescued smiley, when I put the mouse cursor on him it said the usual 'he looks a lot better since being rescued from the toxic caves' but when you perform Binoculars on him, it still says it's a filthy looking trapper who is favoring one leg slightly and looks unhappy.

That's because Smiley is a filthy looking trapper who is favoring one leg slightly and looks unhappy.

ocelot said:
Another thing. I encountered a merchant party ambushed by bandits on the way from Klamath to the Den, and though I'm quite positive I never hurt the merchant or his guards, me and Sulik were fighting melee which is when that is very hard to have happen accidentally, the merchants still attacked us after all the bandits were dead. :(

See brahmin fight above.

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

Engine thing definitely.

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.

Small clarification: there is never a deed, it's a pure meta-item. Might be cool if it were made otherwise in the expansion.

rogerg2 said:
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.

I am in agreeance.

The Masticator said:
Planting dynamite for a kill crashes my computer 100% of the time immediately after the damage from the blast is given.

I'm guessing we won't get a fix for the dynamite bug anytime soon.

The Vault City computer that gives unlimited XP after you beat the game now only gives XP one time and then says "nothing happens" on susequent clicks.

This was a deliberate fix and should be in the corrections file.
 
Re: Trapper Town scripts messed up?

Per said:
Small clarification: there is never a deed, it's a pure meta-item. Might be cool if it were made otherwise in the expansion.

Thanks, I'd had some recollection of actually seeing it before, but I checked it out and, of course you are correct. Thanks for setting me straight.

The Masticator said:
The Vault City computer that gives unlimited XP after you beat the game now only gives XP one time and then says "nothing happens" on susequent clicks.

Per said:
This was a deliberate fix and should be in the corrections file.

This is a very strange idea for a fix. I'm fairly certain that the whole point of this thing was to be able to make yourself an uber character inside the game engine without having to use a cheat program. After all, it is only available AFTER the game is over and is something of a sandbox reward. Limiting it to a one time 20,000 XP reward is pretty lame.

Lastly another minor bug. This one with description text while boxing in New Reno. All the event attendants are described as male regardless of the critter model used.
 
To the post above:

Doesn't the "Fallout 2 quide" that you get from Father Tully (was that his name?) do the same thing? So considering that I think it's a acceptable "fix", but then again, to think how hard it is to find out about that computer secret I think it'd be kinda lame to get only one-time XP from it.

I found that secret by myself when I first time played and almost missed it. I thought it was really cool when I finally got to that point.

So it's kinda yes and no.
 
GanymeDes- said:
Doesn't the "Fallout 2 quide" that you get from Father Tully (was that his name?) do the same thing?

I believe it is a one-time bonus in killap's patch, yes.

GanymeDes- said:
So considering that I think it's a acceptable "fix", but then again, to think how hard it is to find out about that computer secret I think it'd be kinda lame to get only one-time XP from it.

That's not really relevant when fixing bugs.
 
Per said:
GanymeDes- said:
So considering that I think it's a acceptable "fix", but then again, to think how hard it is to find out about that computer secret I think it'd be kinda lame to get only one-time XP from it.

That's not really relevant when fixing bugs.

The issue I have with this "fix" is that it isn't a bug fix. It is an editorial change. I'm quite certain the whole point of having both the Hintbook and the VC XP computer was to allow people who had finished the game to max out their characters and mess around in the wasteland.

There are no balance issues or exploits when the game is over. You can max out your character to lvl 99 or just 27. Whatever you like to get the most enjoyment out of playing around in the sandbox that is the post-Enclave end of the game. Forcing you to use an external cheat program to max your character is the real bug here.
 
@ Per

Thanks for all the input. In clarification, when I say things like "during my time in the den, speech was bumped to 105" or the like, I don't mean to report that as a bug. It merely means I gained levels, and pumped the skill to this value. It's just included for a point of reference, in the case that it might hold any bearing on any give "issue" I end up reporting.

Also, in reference to the infinite XP computer / Father Tully's guide:

killap's corrections.txt said:
• Fallout 2 hintbook now correctly updates all your stats to 10s, your skills to 300, and your hit points to 999. Thanks to Timeslip's tweaks this finally became fixable.
This makes an infinite XP award from the vault city computer entirely moot, so it really wouldn't matter one way or the other. Since the computer issue very probably was a bug however, I think fixing it to only function once is the right move.

-Wraith
 
The Masticator said:
The issue I have with this "fix" is that it isn't a bug fix. It is an editorial change.

If I recall correctly killap noticed that there was a check to see if you had already used the computer and/or the book, but it was broken. That's what makes it a fix.

The Masticator said:
There are no balance issues or exploits when the game is over. You can max out your character to lvl 99 or just 27. Whatever you like to get the most enjoyment out of playing around in the sandbox that is the post-Enclave end of the game. Forcing you to use an external cheat program to max your character is the real bug here.

I don't agree about this either. If I can get one big chunk of xp after I beat the game, it will feel like a reward and I'll get it. If I could get that reward an arbitrary number of times it'd feel pointless and perhaps I wouldn't get it even once. For anyone who actually wants millions of xp, it's much, much quicker and easier to use an editor than to sit and move your mouse repetitively and watch hundred of fade-ins and fade-outs. Disabling an eternal source of 10,000 xp chunks doesn't really play a role there, if anything it points you in the right direction.
 
@The Masticator

The Mac patch does not utilize any of Timeslip's tweaks. Thus, if you check the readme (and compare it to the PC version) you actually miss out on about 10 or so fixes. Timeslip's fixes utilize a dll which in turn modifies the exe. Macs don't use any of this and thus the tweaks are unusable under Mac OS.

I believe my June 11th patch was the first one I ever had available to Mac users. Thus, it is possible it is something with the way the patch is packaged up into a dat file. Never had any reports before from the Mac users who originally helped me though. For users under Windows, editing directx settings helped with the issue.

@WraithUV

Grab the fix for the shelf here. Just copy it over to your Fallout2 scripts folder and overwrite the old one there. No need to do anything special.
download

Per said:
The Masticator said:
The issue I have with this "fix" is that it isn't a bug fix. It is an editorial change.

If I recall correctly killap noticed that there was a check to see if you had already used the computer and/or the book, but it was broken. That's what makes it a fix.
You are correct Per. I suppose it is possible the devs changed their mind and left it broken on purpose...
 
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