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

killap said:
Ammo damage has been discussed but no one really has come to any concrete conclusion on what it should be. Plus, it is a hard issue to fix. Still, Goz came up with something nice that seems to really help in the issue AP ammo being broken in the game. I am not including this in my patch, but will do so for the upcoming expansion. (of course it will be an option in the installer and one does not have to install it if he/she does not want it)

Er dude. I kept wondering why the .44 Magnum wasn't doing as much damage as it should. I looked, and noticed that in my game, with your patch, the DR MOD of .44 Magnum JHP is 50, as opposed to the original value of 20. No wonder the gun's not working the way it should. So what gives? I thought you weren't going to implement any ammo changes? How come 10mm and 5mm JHP aren't changed? This must be a mistake.
 
ocelot said:
killap said:
Ammo damage has been discussed but no one really has come to any concrete conclusion on what it should be. Plus, it is a hard issue to fix. Still, Goz came up with something nice that seems to really help in the issue AP ammo being broken in the game. I am not including this in my patch, but will do so for the upcoming expansion. (of course it will be an option in the installer and one does not have to install it if he/she does not want it)

Er dude. I kept wondering why the .44 Magnum wasn't doing as much damage as it should. I looked, and noticed that in my game, with your patch, the DR MOD of .44 Magnum JHP is 50, as opposed to the original value of 20. No wonder the gun's not working the way it should. So what gives? I thought you weren't going to implement any ammo changes? How come 10mm and 5mm JHP aren't changed? This must be a mistake.
Where did you look? I made no such modifications.
 
It's not that way. The FMJ magnum ammo is a -20 modifier, and the JHP ammo is a 20. Ocelot is either using some other mod affecting it, or he's looking at the wrong ammo.
Edit: I retract my previous bug report about the Sheriff in Redding. I guess it was just because I pissed him off by using the "kick ass and chew bubblegum" line, although I don't remember that ever making it so I couldn't get his quests previous to your patch.
 
This is most peculiar. I'm indeed running killap's October the 19th patch. I just went back to Arroyo to verify this with the rock. All other ammo I looked at had the original stats, but not .44 JHP, whose DR MOD is 50. I've not installed other patches...wait, a pretty long time ago I tried out a mod named Wasteland Merc or somesuch, but switched back to the original soon after (if memory serves, the mod was uninstalled simply by deleting a dat file from the game's root directory). I also recently had to temporarily boost my Lockpick with a character editor after getting trapped by a bug. Other than that I have not messed with the games inner workings.

Oh well, whatever the reason, since this wasn't intended by killap, I guess I shall just try and fix it with an editor.
 
ocelot said:
...wait, a pretty long time ago I tried out a mod named Wasteland Merc or somesuch, but switched back to the original soon after (if memory serves, the mod was uninstalled simply by deleting a dat file from the game's root directory)
It's always possible there's some remnant of that mod still altering your FO2, or that something weird is going on. It's not that way in my game, which is using Killap's patch, nor did he ever mess with that ammo type (or any ammo as far as I'm aware). It's either the editor as you said, or uninstall FO2 and do a fresh install. You can keep your saved games (if memory serves the uninstaller doesn't delete your saved games, although you might want to back it up just to be safe), and they should work just fine after you install Killap's patch on the fresh install.
 
ocelot said:
Oh well, whatever the reason, since this wasn't intended by killap, I guess I shall just try and fix it with an editor.

Or delete the whole Proto directory and reinstall killap's patch.
 
Some more bugs:

1) I'm not sure if you can do anything or not, as this seems like an engine bug, but here goes:

When you look at some creatures with the Awareness perk, it states something like "It has 10/10 hps" (Small RadScorpions). However, without the perk, it will say: "He looks: Unhurt". Note the change from the "it" to "he". And after you kill said creature, it will say "He looks: Dead" regardless of whether or not you have the Awareness perk.

I'm not sure where the Awareness perk gets the "it" from. I'm guessing it must be from the proto definitions, because if (for example) you look at Maida, it will say "She has 57/57 hps".

Creatures with which I have noticed this bug:
Ants
RadScorpions
Mr. Handy Roberts
Spore Plants
Rats (All Varieties -- note that the small rat is displayed as a "she" after it is dead)
Brahmin
Small Geckos (haven't killed Golden or Fire Geckos yet).
Dog

2) Weapon related bugs

I'm not sure if this falls under "bad design choice" or "bug", but here goes:

The Scoped Hunting Rifle has a weapons-only perk called "weapon_scope_range", which effectively gives you horrible to-hit chance if you are too close to your intended target, but also gives you a great to-hit chance once you are far enough away from your target. This is a new perk introduced in Fallout 2, and I think I've read somewhere that this design is intentional -- if you are looking down a scope in real life, and your target is very close to you, it is realistic to expect a lower chance to hit your target due to narrower field of vision. Why your character would be looking down the scope under such circumstances in the first place is never clearly explained.

The real problem comes in terms of applying this idea to other weapons. Both the sniper rifle and the bozar are supposed to be scoped long range weapons. However, the sniper rifle only has the original FO1 "weapons_long_range" perk assigned to it, while the Bozar doesn't have any.

I would argue that this is a bug: if the Scoped Hunting Rifle has such a penalty in close range, then at the very least, the Sniper Rifle should share the same trait for the same reason. The Bozar, at least according to its description, should have that perk too, but I guess in terms of game balance, since it is a burst-only weapon, giving it a scoped perk would seriously over-power an already overpowering weapon (now that I think about it, why would a self-described "ultimate refinement of the sniper's art" operate in burst-only mode?! Maybe this really should be single shot - or lower the burst rate of 15 rounds per burst to something more realistic like 3 rounds per burst).

3) Molotov cocktails only do explosive damage. I think this really should be fire damage. As it is, only the flamethrowers (both versions) plus the Fire Gecko's breath weapon can deal out fire damage. I can see this being argued both ways, so I won't say much if others feel it should remain explosive damage.

-- The Haen.
 
Haenlomal said:
...

I would argue that this is a bug: if the Scoped Hunting Rifle has such a penalty in close range, then at the very least, the Sniper Rifle should share the same trait for the same reason. The Bozar, at least according to its description, should have that perk too, but I guess in terms of game balance, since it is a burst-only weapon, giving it a scoped perk would seriously over-power an already overpowering weapon (now that I think about it, why would a self-described "ultimate refinement of the sniper's art" operate in burst-only mode?! Maybe this really should be single shot - or lower the burst rate of 15 rounds per burst to something more realistic like 3 rounds per burst).

I think this could be explained by the much greater magnifying ratio of the Scoped Hunting Rifle's scope as opposed to the scopes on the Bozar and Sniper Rifle. While no specifics are given on the scopes of the Bozar and Sniper Rifle, the game says the Scoped Hunting Rifle has a 'x20' scope. This is reflected in the long-range accuracy. At long range, the Scoped Hunting Rifle is more accurate than either the Bozar or Sniper rifle. In fact, at long range, it is the single most accurate weapon in the game. The tradeoff is the negative modifier at close range.
Therefore I think there is indeed logic to it, though it could be debated whether the Scoped Hunting Rifle's positive and negative modifiers are correctly balanced or not.
Furthermore, if the Bozar were assigned the same perk, I don't think it would imbalance the game. I think it would probably be viewed by most as a drawback in the weapon, rather than an advantage. That's because burst weapons are at their most efficient at close range, and weapon_scope_range hurts the accuracy there.

Regarding the Bozar, I agree that it's very weird that a finely engineered "sniper weapon" should be burst-only. I have to wonder if this is another slip-up due to the hurry of the developers. But I doubt we can find out now, after nearly 10 years, how they meant it to be. The thought of changing the Bozar's rate of fire to 3 rounds per burst is an interesting one. Of course, it would drastically diminish the weapon's value in use. After such a modification, it would be just an average Big Gun. The way it is now, it is one of the 2 best burst weapons in the game. Does that make sense for a weapon that becomes available as early as New Reno and, at 5250 bucks, costs less than a Pancor Jackhammer, H&K G11 or Avenger Minigun? Not in my opinion, it doesn't. So maybe it's another error by the busy developers - but we don't know for sure.
I think a cool middle ground would perhaps be to set the rate of fire to 5 rounds a burst and enable a single-shot mode. The weapon would then pack a goodly punch on automatic, but not be as devastating as now. And, given its high accuracy, it would also be useful as what the description calls it - a sniper weapon.

Or you could just leave it as it is but make it available much later in the game than now... but I guess I'm drifting off-topic.
 
On thing that bothers me is with the shotguns. A normal shotgun, looking lot like the sawed off shotgun on Mad Max -series. In the picture, shotgun has neither the stock nor the long barrel. Picture.
And still there's a SAWED OFF version of the sawed off shotgun, what the hell? Both of them are one handed weapons, so it really makes no sense.
 
How doesn't it make sense? It's right there in the descriptions...
Shotgun said:
The Winchester Widowmaker Shotgun is a double-barreled 12 gauge shotgun with short barrels and a mahogany grip.
Sawed-off Shotgun said:
Someone took the time to chop the last few inches off the barrel and stock of this Winchester Widowmaker shotgun.
Besides, I'm fairly certain this isn't really the sort of issue that Killap would deal with, even if it was an actual issue, so there's not much point discussing it here.
 
I couldn't find a solution for the problem I have with Skillap's patch so maybe others don't have that one. When I have installed the patch the screen goes black and nothing happens. If I try to close the program, whole system stays at very low resolution and few colors (or none at all) and everything works very slow. Only thing I can do is to restart the Windows.

Fallout 2 works fine with official patch but this happens when I have installed Skillap's patch. My system is Win XP with ATI Mobility Radeon X1800. I would appreciate if someone had an idea what´s going on with this thing.
 
Arcci said:
I couldn't find a solution for the problem I have with Skillap's patch so maybe others don't have that one. When I have installed the patch the screen goes black and nothing happens. If I try to close the program, whole system stays at very low resolution and few colors (or none at all) and everything works very slow. Only thing I can do is to restart the Windows.

Fallout 2 works fine with official patch but this happens when I have installed Skillap's patch. My system is Win XP with ATI Mobility Radeon X1800. I would appreciate if someone had an idea what´s going on with this thing.
Did you use the installer or manual version of my patch?

Also, what language is your game? (ie UK, US, etc)
 
Sounds like your laptops graphic card is entering a powersave mode for some reason. Do you have your laptop plugged in or just running in battery? Try going into your graphic card's settings and turn off its mobile settings and try it again. That should solve your problem when running the game.
 
killap said:
Did you use the installer or manual version of my patch?

Also, what language is your game? (ie UK, US, etc)

I used the installer. The game is from Fallout Collection DVD and the patch that was included with it seems to be for US version.
 
I used the installer. The game is from Fallout Collection DVD and the patch that was included with it seems to be for US version.

I personally have found that Fallout collection pack to be complete junk and a waste of $14.99. I cannot find my Interplay Anthology CD that contains Fallout1 and had to purchase another source of it and it did not work correctly on my system. UK trash!
 
So, what's this about Sulik being able to use thrown weapons? I tried it in my game, and it worked like a dream. I think it's a relatively significant change to the NPC balance though. Did the makers intend him to have such a skill?
 
The only thing killap has done is enable Sulik to use them at all. How well he does so is governed by his Throwing skill and that hasn't been changed.
 
Was it the makers's intention, though, that Sulik be able to use his Throwing skill? That is, was he supposed to be able to throw things?
 
Sulik has the throw animation, as well as skill points in throw, so it stands to reason he was meant to throw weapons. I mean, what kind of a tribal cant throw a spear or a rock or something?
 
having problems with at the tanker, how come i cant go up to the second floor to speak to the captain since the green grid isnt there neither to the basement on the north side, i was able to get to the basement only thru the manhole at badgers location, any idea what maybe the problem?
 
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