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

@Kyuu, Per, et al

No sarcasm here, seriously. You guys are what make these boards awsome: class acts, funny, smart and dedicated. :salute:

EDIT
@ the post below. Just got a little hyper about how this board is capable of not devolving into a flame war. Pretty rare these days, even in places where civil discourse seems to prevail most of the time. :salute:

Also confirming the combat mode vault access for non-VC citizens. Posting guards just inside the door and executing a script that returns the player outside seems like the only solution. Maybe a project for the expansion?
 
The Masticator said:
::salutes::
:salute:

So, uh, what was this thread about again? :look:

Edit: Bug to report, sorta. You were supposed to have made it so you can't get into Vault City's vault by sneaking in using combat mode. However, I tried it just for kicks, and I was able to get into the vault in combat mode no problem, without being a citizen.
 
Kyuu said:
The Masticator said:
::salutes::
:salute:

So, uh, what was this thread about again? :look:

Edit: Bug to report, sorta. You were supposed to have made it so you can't get into Vault City's vault by sneaking in using combat mode. However, I tried it just for kicks, and I was able to get into the vault in combat mode no problem, without being a citizen.

How do you really fix that, only way i can think of is putting more guards in at the inside that do the same check, that would encounter you emidietly then you got in.
 
Dunno, Killap would have to answer you on that one. He's the miracle-worker.

Edit: Question for you Killap. It says in your readme:
• It's now possible to get the Autodoc Enhanced/Lowered Hitpoints II perks from the Autodoc in the Vault City courtyard.
My question is: how do you get the Autodoc Enhanced Hitpoints II perk? According to Per's guide, it was set up so that a character with an INT of 10 could get +4 HP from the Auto-doc, but you had to have an INT <4 to get the "ride again" option that would get you the perk. Is it just that INT <4 characters can get the perk a second time, or can INT 10 characters now get the better version somehow?
 
Vault: A possible way to do it would be to put a blocking hex or piece of scenery in the opening, and then remove it in the map script once you're a citizen or an enemy of VC. I don't know if blocking hexes can be removed by the script like this but maybe some kind of inconspicuous yet blocking object can be found.

Autodoc: Probably by changing IN to LK, as when you get Alcohol Raised hit points II.
 
killap said:
@Skynet
I did not realize Seraph did that. I will have to look at the script again. If this is indeed the case, do others agree that this is not a worthwhile gameplay change? (I mean it is not a bug anyway) I suppose it makes sense for more than one guard to leave, but who says logic exists in the game anyway?

Actually, the logic does exist in the game, and it is a bug that you fight all of Tyler's gang except for Tyler himself. I should know, because I was the one who originally told Seraph how to fix this bug. :D In fact, fixing this bug was what inspired me to come up with the unofficial update to the official mapper scripts in the first place.

Anyway, you can find the relevant code in the file DEN.H under the macro gang_member_map_enter. There is a line in the macro that says:

Code:
else if ((global_var(self_gang) > (3 + (tyler_dead == false))) or (NAME == SCRIPT_DCTYLER))

So if you want to bring back the two missing gang members, change the 3 above to 5 and you should get them back, but keep in mind that Lara did say "skeleton crew" for a reason. :)

So why wasn't it happening before? Because this code was never called. Tyler's gang members (with the obvious exceptions of Marc and Tyler himself) are governed by the script dcG1Grd.ssl. In this script, the map_enter_p_proc procedure was supposed to call gang_member_map_enter:

Code:
procedure map_enter_p_proc begin
   //gang_member_map_enter
end

As you can see, the call exists, but is commented out in code, so it does nothing.

Unfortunately, this causes a bug where Tyler's gang members won't help poor Marc in the combat when you and Lara's gang ambush them -- because they weren't being counted, they are not considered on the same team. So actually, this fight is really easy -- you, your party members, plus all of Lara's gang only need to take out Marc, and the quest is solved. It's pretty amusing to see Lara's gang members standing amongst Tyler's gang members in the church with neither side going for each other's throats. Putting the fix in (by uncommenting that line) ensures that you fight Marc AND all gang members inside the church. So far from making the fight easier, it just got three times harder (Marc plus two previously useless gang members).

So should the two missing gang members be brought back? I don't know. You certainly don't need them back now that you can get the same xp (and more) from the 1000 points you get from helping Lara kill of Tyler's gang (this wasn't happening before due to another bug). But bringing them back is a simple change, as I've demonstrated above.

One final thought on this issue:

I think I know why the developers commented that bit of code out. My guess is that originally, you were supposed to kill Marc and the two gang members left in the church first, then be transported to the residential area of the Den and finish off Tyler himself and the rest of the gang. Overall, you kill the same number of people, but if no one from your side dies, it's at least five against three each time, so you maintain numeric superiority. However, since the residential area of the Den was scrapped, you don't get to fight Tyler again. So the developers decide to make the gang fight a bit harder by taking only Tyler away and leaving everyone else there. The simplest way to do that was to comment out the existing code that removes gang members in the first place, so that was done. Of course, this also created the bug I've described above...may be something to think about for your expansion pack, killap.

-- Haenlomal
 
Per said:
Vault: A possible way to do it would be to put a blocking hex or piece of scenery in the opening, and then remove it in the map script once you're a citizen or an enemy of VC. I don't know if blocking hexes can be removed by the script like this but maybe some kind of inconspicuous yet blocking object can be found.
Per is correct. I used blocking hexes that would be removed when you became a citizen (via the guard script). It worked just fine when I tested it. I will have to investigate what the problem is.
 
Haenlomal said:
I think I know why the developers commented that bit of code out. My guess is that originally, you were supposed to kill Marc and the two gang members left in the church first, then be transported to the residential area of the Den and finish off Tyler himself and the rest of the gang. Overall, you kill the same number of people, but if no one from your side dies, it's at least five against three each time, so you maintain numeric superiority. However, since the residential area of the Den was scrapped, you don't get to fight Tyler again.

VERY interesting! This would indeed be a nice addition to the expansion given that the Den residential location will be returned.
 
The Masticator said:
Haenlomal said:
I think I know why the developers commented that bit of code out. My guess is that originally, you were supposed to kill Marc and the two gang members left in the church first, then be transported to the residential area of the Den and finish off Tyler himself and the rest of the gang. Overall, you kill the same number of people, but if no one from your side dies, it's at least five against three each time, so you maintain numeric superiority. However, since the residential area of the Den was scrapped, you don't get to fight Tyler again.

VERY interesting! This would indeed be a nice addition to the expansion given that the Den residential location will be returned.
Hmm... It would be cool to get confirmation on this but it does make sense. I always wondered why the guards who went to the party never really came back for revenge. I shall consider it for the expansion.
 
Update of the getting into Vault City's vault without being a citizen thing. I've discovered I can actually get into the Vault without even going into combat mode. As long as I just run straight into the vault without stopping, the guards don't bother me. If I stop on a hex near the door, the guards will tell me I'm not allowed in and move me back, but only if I stop.

And about getting the Autodoc Enhanced Hitpoints II perk...? My character has both INT 10 and LCK 10, and I haven't found any way to get it. Unless Per is right, and you have to have INT <4 along with LCK 10 (I think that's what he meant).
 
killap said:
Hmm... It would be cool to get confirmation on this but it does make sense. I always wondered why the guards who went to the party never really came back for revenge. I shall consider it for the expansion.

Well, there's no confirmation in the Fallout Bible that I know. Why I made the guesses that I did is due to some dialog from Joey, Lara, and Tyler.

The relevant line from Joey's dialog is 350 (or 351, if Lara died in the gang war). He says this in lieu of line 222 if Lara has successfully taken over the church.

As for Lara, the relevant line is 480. She says that line after you inform her that Tyler will be at a party.

As for Tyler, the relevant line is 390 (or 391, if you are playing a female character). He states that the party is at his buddy's "place".

Combining these all these pieces of dialog, it's reasonable to assume that there was supposed to be another fight at the "party" after the initial attack on the church. And since the party is taking place at someone's residence, it's not too much of a stretch of imagination to think this buddy's place is located somewhere in the Den's residential area.

-- Haenlomal
 
killap, have you considered creating a sourceforge project or something similar for the patch? this would allow people to see what you've done, help spot bugs, etc, as well as maintain the files in a safe, central location. sourceforge might even versioning, so you can compare changes made in a file (i don't know about this for sure).
 
Killap-

Would you include the version of the patch in the name? having different versions of a 'final' patch floating around is kind of confusing.
 
agris said:
Killap-

Would you include the version of the patch in the name? having different versions of a 'final' patch floating around is kind of confusing.
I realize this. Recently each patch released was hopefully my last but this never seems to be the case. I only recently started using version numbers and thus I will try and include them in the name as well for future patches. I have already started to do that in the readme file.
 
I'm unsure if I am supposed to post this here or in the Fallout general help forum, however sinse people seem to be complaining about people using mods over there I'm gonna take my chances and post here in hopes of a quick response.

Thing is at the second door in the Temple of Trials I set the explosive, it goes off... and does nothing? I'm positively sure I'm missing something but I have no idea what. Help would be awesome.

Screen is me standing where the explosives went off. I ran back there after they exploded (I didn't stand on them ;)). Notice the text.
amistupidmq7.jpg
 
Perhaps the explosive was too far away from the door ?!
Have you placed it there where your Hero is standing now?
 
Sklif_one said:
Perhaps the explosive was too far away from the door ?!
Have you placed it there where your Hero is standing now?

That's what I said, yes. Beneath where I'm standing in the picture.

Edit: If nothing else it might be remnants of a previous mod which changed this puzzle to a weight one (You had to place a stone on a pressure pad). However I find it almost bizzare if this is the case. I'll do some copy-jobbing to see if it helps any.
 
If there are rogue scripts lying around in the data folder somewhere, it could very well cause something like this. It would have helped if you had specified in the first post which mods are involved. I don't seem to recall the "no scratches left" message - does that mean the door used to be scratched, but part of the puzzle involved polishing it?
 
Back
Top