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

Per said:
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?

Yeah, that was the problem. Reinstalled fresh. Thought I had a fresh Data folder when I copied it over before, and maybe I did, didn't occur to me that random files would be picked up even if not hinted at by the rest of the gamefiles, so to speak.

Anyway, it works fine now, sorry for taking up your time, anyone who might've read about the problem I was having.

And I can't recall what mod it was, but it involved, as I said, a weight plate and a large rock weight that you place on it to get it open. I do believe the explosives were still there just as usual only the rock and plate were new. Didn't recall the message either though.
 
Per&Killap:

Whoa, Vic was at mom's!! This rocks, I was already submitted to having lost him for the rest of the game! Interesting that he should sojourn there. I thought he'd head home. Was it your idea, killap, or that of the original makers, to have him go to Mom's after release?
 
ocelot said:
Was it your idea, killap, or that of the original makers, to have him go to Mom's after release?

It's what he says he'll do if you talk to him after releasing him but don't take him into your party.
 
Per said:
ocelot said:
Was it your idea, killap, or that of the original makers, to have him go to Mom's after release?

It's what he says he'll do if you talk to him after releasing him but don't take him into your party.
It was indeed the original intent of the makers.

However, the script was kinda broken in this regard and I don't think he would ever make his way to Mom's. This works correctly in my path.
 
1) Running latest Killap's patch (self-installing version) I play evil character. I've noticed, that when Hakunin is mad on us we can say to him that we want to cleanse the soul and beg for forgiveness. He tells us to kill the evil plants in his garden. If that hasn't been done we can agree and kill 'em, but later when we come back to him we can't say anything that will make him forgive us. This is either if we killed those plants earlier or after speaking to him about forgiveness.

2) After killing Torr having a quest to rescue him from his mother we can tell her he's dead and the quest becomes crossed out. However if we later talk to Maida she will ask us to find Torr again and the quest becomes active once more. Even if we have talked to both of them about missing Torr, kill him and then talk to his mother the quest crosses out and she never speaks of it again, Maida however still asks us if we have found Torr but quest remains crossed out.

3) When we betray Whiskey Bob and tell Sajag about his still, Bob says: "Somebody done smashed up my still!", although when we approach it later it is fully operational.

4) When we want to take the key from Slim in Trapper Town he says he grants us the key but it doesn't appear in the inventory. Still it is possible to steal or buy the key from him though.

5) Can't spot the dog anywhere in Klamath.

6) In my way from Klamath to The Den I've ancountered merchand marty fighting some mole rats, but the message in the message window was like: "you encounter merchant party fighting some mole rats and pig rats". And no sign of those pig rats of course.

7) After joining Slavers one can still ask the slaver near to the door about joining Slaver's Guilt.
 
Kwiatmen666 said:
5) Can't spot the dog anywhere in Klamath.
He's there. The mangy mutt is how I acquired the key in my most recent play through. He can be difficult to find (check around the edges of buildings), but he's definitely there.
 
Kyuu said:
He's there. The mangy mutt is how I acquired the key in my most recent play through. He can be difficult to find (check around the edges of buildings), but he's definitely there.

You sure you have the same version of patch that I have? But I shall check it once more anyway.

1) Noticed another thing which I consider as a bug: Casino bouncers in New Reno speak to my character as if he was a stupid tribal while I have something under -1000 of karma. Since they would speak politely to a character with karma 250+ I think it should work in the other way as well.

2) Although the game doesn't cut the boxer's character while beginning a match in Reno, the fight itself begins as if it would (without boxer's critter visible). Same thing happens during break between the rounds and in the beginning of them.

3) It was most likely mentioned before but the message screen always displays "Boxer" instead of his actual name.

4) Flick in The Den seems not to clear his items from the bartering inventory, as it used to be before latest patch version.

5) While in combat male farmers say something like: "Please - take my wife instead". But female characters say it too! :D
 
Kyuu said:
Kwiatmen666 said:
5) Can't spot the dog anywhere in Klamath.
He's there. The mangy mutt is how I acquired the key in my most recent play through. He can be difficult to find (check around the edges of buildings), but he's definitely there.
Yeah, the dog is definitely there. Look around where Torr usually is.
 
Kwiatmen666 said:
You sure you have the same version of patch that I have? But I shall check it once more anyway.
Unless you have a patch version older than 1.02.21, or Killap released a new version unbeknownst to me.

Edit: Possible bug. I'm unable to get the Sheriff in Redding to offer me his quests (yes I'm above level 10). We can talk about his leg, I can do the whole "I'm here to kick ass and chew bubble gum" line, but all I end up with is a "Whatcha pestering me with now?" and no quests. Perhaps there's something I'm missing, but I dunno what it could be.
 
1) In Modoc when I speak to Balthas he says he's heard some good things about person like my char. Even though I have karma -1400, I'm a childkiller, Slaver and berserker. Hope it's fixible.

2) After finding Johnny's Pipe Rifle and giving it to Balthas, his wife still says to us: "Please find Johnny". Maybe something could be done about it?

3) After an assault on the farm with the people of Modoc quest to bring Johnny back to Balthas from Slags doesn't cross out. Johnny's mother still ask us to find him.

4) When I speak to the First Citisen in Vault City for the first time she is a bit angry at me but carry on the conversation. Although I improve her attitude due to choosing the proper lines the next time I speak to her she just forgets about it and is mad at me.

5) Harold in Gecko is bugged in similar way. He wants me to get off the city but i can apologise him twice and he is sorta cool with me, but next time we talk he's mad again as if I didn't speak to him.
 
5) Can't spot the dog anywhere in Klamath.

The dog wanders all over the place and loves hiding behind walls or strolling off the visible map. A method of finding him is to start combat and check around your range of vision for a dog shape. :)

1) In Modoc when I speak to Balthas he says he's heard some good things about person like my char. Even though I have karma -1400, I'm a childkiller, Slaver and berserker. Hope it's fixible.

Unless I'm mistaken, Bathas' reaction is dependent on your reputation in Modoc (he generally won't give me the quest until I've done a couple others around town). It might be good to have him check for the other statuses though. That slaver tattoo on your face should stand out, although he may just be desperate enough to ask anybody.
 
Kwiatmen666 said:
1) In Modoc when I speak to Balthas he says he's heard some good things about person like my char. Even though I have karma -1400, I'm a childkiller, Slaver and berserker. Hope it's fixible.

He's a simple villager, he just cares about what the neighbour told him.

4) When I speak to the First Citisen in Vault City for the first time she is a bit angry at me but carry on the conversation. Although I improve her attitude due to choosing the proper lines the next time I speak to her she just forgets about it and is mad at me.

I think that when you say something "good" or "bad", the visible reaction always changes. The actual reaction can still be very bad, which is reflected when you start over.

5) Harold in Gecko is bugged in similar way. He wants me to get off the city but i can apologise him twice and he is sorta cool with me, but next time we talk he's mad again as if I didn't speak to him.

Harold is crazy.
 
1) After talking to "Dangerous" Dan in Redding about the excavator chip, I talked to Marge LeBarge for the first time and she asked me if I had any luck finding the chip.
 
Kwiatmen666 said:
1) After talking to "Dangerous" Dan in Redding about the excavator chip, I talked to Marge LeBarge for the first time and she asked me if I had any luck finding the chip.
Isn't this because she heard you were looking for the chip for the other miners and thus wants you to give it to her instead?
 
Hello again. Found this half-a-year old report on my old HDD. Though these issues were not tested with the last patch version, I'm sure I haven't seen them adressed in the readme. I hope this helps.

1) There is sometimes a cave in a mountain area of the worldmap. Random monsters can be found in the caves, robbers among them. And those robbers have a problem with their scripts, namely - they can't attack with anything except their fists. Those who have boxer's gloves act as they should, while others, with melee weapons and guns, just stand there while I shoot at them. They use stimpacks if hurt and they follow me if I try to run away, but they never attack.
2) When gambling in New Reno casinos you can't win anything. If you win, the bet is returned and you are left with the same amount of money. Noticed with a 5$ bet, never tested with others. Shoudn't it be 5$ loss or 5$ gain? Is the gain dependant on your gambling skill?
3) May not be a bug. If you rescue Torr before you pay for Sulik, you can get the reward from both Ardin and Maida (money from Ardin and Sulik from Maida).
4) If Smiley is killed in Toxic caves, there is a dialogue with Mrs. Buckner that looks like:
- Have you found my Smiley?
- Smiley is dead.
- Have you found my Smiley?
- (several dialogue choises concerning Smiley's fate, not necessarily death)
Shouldn't the second and the third replies be re-phrased into something like "Yes, I did." and "What happened to him?"
5) Not a bug, but still... Did it never bother you that small scorpions have a tail that weights more than a dozen of them? Maybe only large scorpions are supposed to "carry" a tail in their inventory.
6) The dialogue option "I have some information for you, mr Salvatore" disappears if you decide to offer your services to the Salvatore family. I never had anything of value to tell him, anyway, so I do not know if a player misses out on something.
7) Noticed some dialogue inconsistencies in San-Francisco: I can ask the locals about men on Vertiberds who had taken my tribe captive even though I have not found Vault 13 yet and everything is fine in Arroyo.

Once again, sorry for my English.
 
Nevill said:
2) When gambling in New Reno casinos you can't win anything. If you win, the bet is returned and you are left with the same amount of money. Noticed with a 5$ bet, never tested with others. Shoudn't it be 5$ loss or 5$ gain? Is the gain dependant on your gambling skill?

I believe the dealers in New Reno use loaded dice, so your chances of winning are pretty doggone slim. There is a push/match result that just gives you your money back which is the best result I've ever gotten from them. But then I have yet to play someone with much of a gambling skill.

FTR, has anyone ever seen a difference by planting normal dice on them? I know via Per's guide that doing that multiple times causes them to shut down the table.
 
Nevill said:
1) There is sometimes a cave in a mountain area of the worldmap. Random monsters can be found in the caves, robbers among them. And those robbers have a problem with their scripts, namely - they can't attack with anything except their fists. Those who have boxer's gloves act as they should, while others, with melee weapons and guns, just stand there while I shoot at them. They use stimpacks if hurt and they follow me if I try to run away, but they never attack.

In my current game with the current patch, I found a robber cave, and the robbers kicked my ass just like they should.
 
Nevill said:
6) The dialogue option "I have some information for you, mr Salvatore" disappears if you decide to offer your services to the Salvatore family. I never had anything of value to tell him, anyway, so I do not know if a player misses out on something.

There isn't anything. Mr Salvatore knows everything and he knows he knows everything and he also knows your "information" is just a pretext to get to see him.

News on the "items stop spawning" bug, sort of. Someone got it while travelling the map looking for the Alien Blaster, after that no new item spawned in the entire game apparently. Doesn't look like it's an SF script bug then but something global and enginic and pretty weird. Is there a "don't spawn more items in this here game pliz" flag somewhere in the save.dat file and if so why???
 
In my current game with the current patch, I found a robber cave, and the robbers kicked my ass just like they should.
Sometimes they do and sometimes they don't. The latter happened much more often for me.

A question for killap: will the Psycho after-effect get implemented? As it is, the drug is more powerful than Jet, with its resistance bonus and no drawbacks...
 
Back
Top