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

ryugunbito said:
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?
You use the stairs in the tanker bar to get up to the second floor. They work for me.
 
Small bug to report.

In New Reno, when sabotaging the Wright family's still fo Mrs. Wright, I got the following messages in the info window:

* ::ker-chunk::
* You gain 500 experience points.
* The vat grinds to a halt. It look irrepairable.
* Error.

Pretty sure the "Error." message isn't supposed to be there, and I know this is something you messed with because it's mentioned in the corrections.txt file.

Edit: Couple more things.

I can't get the little kids playing in front of the Wright's place to talk to me about the secret Enclave-Salvatore transaction for some reason. They just make remarks about me being a bad person. My karma is over 1000, so that can't be the problem. I don't recall ever having a problem with it before this patch.

Also, when you've dug up the grave in Golgotha after going there with Lloyd (from the Salvatore quest), if you don't go down the grave during dialogue it seems to be impossible to go down, which doesn't make sense. "Using" the grave doesn't do anything. It was like this before the patch too, I know, but it seems like something that should be fixed (unless it actually is intentional).
 
Kyuu said:
Small bug to report.

In New Reno, when sabotaging the Wright family's still fo Mrs. Wright, I got the following messages in the info window:

* ::ker-chunk::
* You gain 500 experience points.
* The vat grinds to a halt. It look irrepairable.
* Error.
I will double check.

Kyuu said:
I can't get the little kids playing in front of the Wright's place to talk to me about the secret Enclave-Salvatore transaction for some reason. They just make remarks about me being a bad person. My karma is over 1000, so that can't be the problem. I don't recall ever having a problem with it before this patch.
Not sure of the conditions off the top of my head. Check Per's guide since he probably mentions it there.

Kyuu said:
Also, when you've dug up the grave in Golgotha after going there with Lloyd (from the Salvatore quest), if you don't go down the grave during dialogue it seems to be impossible to go down, which doesn't make sense. "Using" the grave doesn't do anything. It was like this before the patch too, I know, but it seems like something that should be fixed (unless it actually is intentional).
I think if you walk over the grave the game teleports you to inside the stash. I don't think there is an exit grid of sorts placed there so I will have to check and see what exactly the devs setup there. In any event, I believe just walking over the open grave takes you down there.
 
Wright's kids react differently if you're wearing power armor, which makes sense. Otherwise the "what are you playing" and "metal insects?" lines should work. As long as you didn't make fun of them, that is.
 
killap said:
Not sure of the conditions off the top of my head. Check Per's guide since he probably mentions it there.
Per's guide said:
If you're a Slaver, or if you're a Made Man of another family, you can't talk to the kids to begin with. If you're wearing any kind of Power Armor, you have to remove it before they'll talk to you.
First place I checked, but that's all Per's guide had to say on the subject, and I wasn't wearing power armor, nor was a I Made Man of any family. I certainly wasn't a Slaver (I'm reluctant to take that title even when I'm playing a "bad" character). Can't even initiate dialogue, just get floating text about being a bad person when I try.
I think if you walk over the grave the game teleports you to inside the stash. I don't think there is an exit grid of sorts placed there so I will have to check and see what exactly the devs setup there. In any event, I believe just walking over the open grave takes you down there.
Hahaha, oh man. I can't believe I didn't think of actually just walking on it. I've only tried "using" it. ~_~ Oy, there's the human brain for ya (or my brain, anyway).
 
killap said:
ryugunbito said:
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?
You use the stairs in the tanker bar to get up to the second floor. They work for me.

thats the problem with it i cant use that stair, not green grid on that part to get me to the 2nd floor
 
ryugunbito said:
killap said:
ryugunbito said:
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?
You use the stairs in the tanker bar to get up to the second floor. They work for me.

thats the problem with it i cant use that stair, not green grid on that part to get me to the 2nd floor
There won't be an exit grid. If you use the bottom portion of the stairs it should work. Don't click high up, click lower.
 
ocelot said:
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.

About Bozar: http://en.wikipedia.org/wiki/M82_(rifle)

It's real sniper rifle (one of most powerfull existing). In Fallout2 it was made a Big Gun of it but the description definately points at it as if it was sniper rifle (changed guage however for typical assault rifle one - 5.56, instead of uranium-powered .50 ammo).

In my opinion it's good material for a different modification, but in Killap's it should remain as it is now (even though I personally think it's too powerfull).
 
Kyuu said:
Small bug to report.

In New Reno, when sabotaging the Wright family's still fo Mrs. Wright, I got the following messages in the info window:

* ::ker-chunk::
* You gain 500 experience points.
* The vat grinds to a halt. It look irrepairable.
* Error.

I second this.

Also, regarding Sulik's throwing skill...correct me if I'm wrong, but doesn't every bipedal critter in the game have some value set to every single skill. That is, doesn't even the average raider you bump into in the wasteland have a Doctor skill at some value, though he never uses it? And doesn't Vic have an Energy Weapons skill set to some level, though he will never use them? If this is indeed the case, then the fact that Sulik has a Throwing skill does not at all mean the makers intended him to be able to throw stuff. Neither does the fact that he has a throwing animation, imo... I think all bipedal sprites have one.
One argument was that it's logical that a tribal should be able to use thrown weapons. I agree that it's logical, but I don't think logic and the developers's intentions can be equated like that, not at all.
I think one relatively trustworthy indication of such an intent by the makers would be if Sulik's Throwing skill increased with each level-up, while those skills he never uses did not. But as I don't have the modding tools or the knowledge of how to use them, I cannot find out.
 
ocelot said:
I think one relatively trustworthy indication of such an intent by the makers would be if Sulik's Throwing skill increased with each level-up, while those skills he never uses did not. But as I don't have the modding tools or the knowledge of how to use them, I cannot find out.

This is what his proto files show. His throwing skills are actually higher than his small arms skill.
 
I appreciate Killaps philosophy of only restoring 'what
the dev's intended' and minimizing changes to the
game itself.

But honestly, i think we should worry a little less about what
the dev's wanted (its impossible to guess) and feel
free to make just a few key changes to the game itself.

Sure - give sulik throwing ability. (thrown weapons
are crap anyway - no worries about game balance)

So on this basis - my two cent suggestion - make
ammo more scarce in the patch. Also, reduce the
value of guns themselves. Esp. shotguns. Its just too easy
to get random encounters, get unlimited guns and
ammo from them and make a fortune selling it all.
Plus, it makes the payments for missions near
irrelevant compared to how much you get selling
the gunnage......

Anyone agree?
 
Josan12 said:
Anyone agree?

No. That's for the add-on pack or some "less ammo" mod. The point of this patch is precisely that it doesn't do any of that. Nothing.
 
About the laser tripwire on level 2 of the SAD that doesn't do anything - is that a bug, or an unimplemented feature that belongs in the expansion?
 
More bugs:

1) Mad Brahmins do not explode in combat mode - they only butt the player for an insignificant amount of damage. Also the mad brahmins that spawn in combat mode after the first ones are killed do absolutely nothing until the end of combat.
2) If you enter the last cave ot the Wanamingo Mines (the one with the Excavator Chip) through the elevator, you automatically enter the combat mode (because of the eggs? I'm sure I was out of sight of Wanamingos). After that, you can exterminate the eggs and steal the chip with impunity - the Wanamingos don't react (unless you manually end combat). It seems that the eggs and the Wanamingos are assigned to different teams, though I am not 100% certain about this.
3) I'm sure I've seen it mentioned somewhere on these forums but not in this thread. You can barter with Darion, the raider leader in the Vault 15.
 
Yeah I second that. You can barter Darion out of his stimpacks before the fight starts. That's retarded.

Another silly bug is that The Morton Brothers that seek to avenge their brother, are apparently in a different team with their gangs. So in the encounters, first the gang attacks you and during the fight the Morton Brother himself stands still doing nothing. It isn't until when you end the combat after having killed the thugs in his gang that he attacks.
 
Thre is "something" wrong with the shelf containing poison and drugs for Westin (in doctor's place - NCR). It's impossible to get to its "inventory" - only the animation of the character using the item shows and nothing happens then.
 
Kwiatmen666 said:
Thre is "something" wrong with the shelf containing poison and drugs for Westin (in doctor's place - NCR). It's impossible to get to its "inventory" - only the animation of the character using the item shows and nothing happens then.

This was reported before. For the time being, grab this fix here.

Just copy over the file to your fallout2\scripts folder and overwrite what is already there.
 
I've got more stat weirdness going on. I just noticed that in my game, the Combat Armor has no Damage Threshold against Plasma attacks. The Damage Resistance is what it's supposed to be, but the threshold isn't. I have no idea what's causing these things. I already reinstalled the patch once, which fixed my earlier problem with .44 ammo. Now, I did a fresh install of the game. Picked Uninstall from the Fallout2 folder (it said it wasn't gonna delete saved games or configuration files) and then reinstalled from the cd, a humongous installation, then installed the original 1.02 patch and then killap's patch. I loaded my savegame and the problem remains. So what exact steps must I take to restore all item/critter stats to their correct state? My Fallout2 folder is the very default one at 'program files/black isle/fallout2'.

EDIT: What I tried next is, I uninstalled the game again, then manually wiped out the whole Black Isle directory which contained the game. I backed up the savegame I needed. Then I reinstalled the game, then the official patch, then the unofficial patch. The problem remains. Many, if not all, types of armor have a reduced or non-existent threshold to plasma and explosive damage. Metal Armor mkII has a DT of 0 for both, for instance. I'm at a loss as to how this can be. I thought the files that determine the item stats were not in the savegame folder but in the game's data/proto folder. But judging from this, the corrupt files must be in the savegame slot folder itself. However, the editor I downloaded, Fallout2 Items Mode Editor, created in April the 2nd, 1999 according to the timestamp on the executable, does not find any editable proto files in the save game folder.
 
ocelot said:
I just noticed that in my game, the Combat Armor has no Damage Threshold against Plasma attacks. The Damage Resistance is what it's supposed to be, but the threshold isn't. I have no idea what's causing these things.

Damn right! Have a combat armor now and didn't notice it. Quite weird indeed...

In NCR: Vice-president's kid is a bit bugged, when I speak to him for the first time and say "I'm your worst nightmare, puke" he says "Hey it's you again, whatcha doing?" and I can only ask him to go ask his father if I can see him.

When I tell him the line with the knife and cutting kids he says he'll tell his dad 'bout it but doesn't actually move anywhere (which in this case I consider as a bug bacause he usually goes to his dad), and in the next conversation with him he says he told his dad I'm a bad person, so I tell him I"m gonna eat him and when I click on him again HE says only "You got me wrong, kid" (I don't belive this line belongs to him...). Same thing happens after I ask him where's his dad, and then tell him he's annoying little brat, and THEN he's supposed to go to his dad, and next time we speak I tell him I'll eat him and he says only "You got me wrong, kid".

BTW: Is there any way of talking to Carlson? No matter if the kid says I can or I can't see him, the man ain't speaking to me (or maybe it's just my bad reputation...).
 
Kwiatmen666 said:
Damn right! Have a combat armor now and didn't notice it. Quite weird indeed...

You have it too?! Sounds like the problem is with the new patch, then.
It appears that all armor is affected. I just got my first Power Armor in my game, and its plasma threshold is 6 though it's supposed to be 10.
 
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