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

You know killap if you are gonna wait for you're new patch to get ready before you get the Expansion out, it gonna be a loooooooooong darn time before we see it with good people like per around.

lol, nice one there on the "p p l" thingy.
 
killap said:
Are using the installer or manual version of my patch?

I've tried both.

killap said:
Is there a rock at the start of the game (the temple map) that tells you the patch version you are running?

Yes.

Maybe these problems are related to original game files, however I remember completing Grisham's quest and using Avenger without any problems.

I guess I will reinstall game, edit save file with falche and will run directly to Enclave base and Modoc to check if my CD has become corrupted (that would be a big surprise for me) thus creating these problems (if master/critter.dat or any other file is corrupted due CD corruption).
 
Per said:
* ALL crashes (infinite fadeouts) have been fixed for the Grisham family. (if you lock the door to the room though, there are issues of Grisham's script crapping out.

The Midoor script makes sure that Davin's and Miria's doors cannot be locked, so that's not an issue and it beats me how it could have been reported as one.
I added those scripts to the doors and prior to doing so I got reports from people who locked the door and the game crashed. I seem to have forgotten to remove that line from the corrections list since adding the scripts. I will note this.

Per said:
I think you were supposed to be able to urge Jo to attack the Slags after finding Jonny, but you can't.
I haven't taken a look at this yet, but do you have specific info on this or will it be fairly obvious when I look at the script?

Per said:
There's a bug (or at least a "bug") when you talk to Jo about Karl and bodies which may stop you from being able to tell Karl to go home.
Do you have any details regarding this?

Per said:
* Fixed a bug in a terminal on level 2 that could potentially crash the game.
I still don't know what this refers to. I think last time you theorized that it might have been something Seraph did, but if so this internal fix shouldn't be in the corrections file.
I am indeed fairly certain that it was an issue with Seraph's work. I will remove it from the list since I don't include internal fixes in that list.

Per said:
Fixed some bugs in Gecko Power Plant Desk Guard's dialogue:
*A loop where you can't end dialogue.

What does this refer to? I couldn't see anything.
I looked back at the comments I left in the script and I modified the following areas:

Code:
procedure Node010 begin
   Reply(200);
   NOption(201,Node02a,004); //was Node009 - killap
   NOption(202,Node999,004); //was Node002 - killap
end

Code:
procedure Node009 begin
   Reply(190);
   NOption(191,Node008,004); // Seraph's Fix: replaced "Node009" with "Node008"
   NOption(192,Node002,004);
   NOption(193,Node004,004);
   NOption(194,Node999,004);
end

Per said:
* Your car no longer disappears when you go directly to the junkyard from the world map.

What would cause this? I think I asked this before but I can't remember anything conclusive.
I am not sure anymore...I just looked at the original script and the one in my patch and they are the same.

Per said:
* You can no longer have conversations with the sink at the entrance.

And this is still not something you could do to my knowledge.
Either I have false memories of this or it really was the case. I remember removing scripts from sinks (they had the random traveler ones). That I do remember. What is a bit hazy is whether I did in fact have a conversation with the sinks. I swear I did (either at the SAD or NCR entrance.) but it has been a while.

Per said:
NCR guard warning floats should perhaps be red.
Do you mean the guard at the entrance who tells you to put your guns away?

Karmeck said:
You know killap if you are gonna wait for you're new patch to get ready before you get the Expansion out, it gonna be a loooooooooong darn time before we see it with good people like per around.
Well, I still have one more thing to complete for the expansion so I am not really just waiting on the patch to be finished.

In addition, the Shi sub project seems to have moved forward quite a bit and thus I might just wait for that to be finished before releasing the expansion.
 
killap said:
Per said:
I think you were supposed to be able to urge Jo to attack the Slags after finding Jonny, but you can't.
I haven't taken a look at this yet, but do you have specific info on this or will it be fairly obvious when I look at the script?

Jo has a line going "They’re holding little Jonny hostage! We need to attack now!" and Balthas has one going "Jonny’s been kidnapped. The ghosts at the farm have got him, and plan to sacrifice him to their dark god." I haven't looked into it in detail since I last updated the guide but I think there are written options that are disabled because some flag is never set.

Per said:
There's a bug (or at least a "bug") when you talk to Jo about Karl and bodies which may stop you from being able to tell Karl to go home.
Do you have any details regarding this?

I think the problem is that you can go from 003 to 087 then to 088 and get the best ending but still not get set_karl_come_home. In this case you haven't actually talked to Jo about Karl, but there's no reason why it couldn't occur to TCO to inform Karl that things are now OK, assuming knowledge of why Karl left Modoc in the first place.

(Gecko code)

Still can't see the "can't end dialogue" part.

Per said:
NCR guard warning floats should perhaps be red.
Do you mean the guard at the entrance who tells you to put your guns away?

The ones inside the city ("Put that away NOW!"), they're yellow.

I can report a false alarm on Harry's box restocking after death. When I ran the mapper, it told me that his shop script was attached to one of the shelves beside him. However, in the game that shelf is empty, both before and after killing him. I guess the mapper is showing me the pre-patch version of the map.
 
1) Townspeople in Klamath have this kind of reaction when you are evil: "Looks at you and shakes his head" - even females.

2) Moonshiners and Hubologists in the random encounters do not react when one fails stealing from them.

3) In San Fran after being taught by Lo Pan four times and asking him for training once more he says: "You already took the test of the Dragon!" Even though I haven't spoken to Dragon.

4) Dunton brothers act like really weird bastards sometimes. I mean sometimes when I do the "guard the bramins" quest they want to give me their quest, and the other time they just tell me to go to hell. Can't figure out why this happens though.

5) Per's Fallout2 Guide says:

Code:
In a shack to the southwest you can find a pair of Radscorpion Limbs, which have been used by the Duntons to masquerade as bugmen to get at Torr's cattle. Sadly there's no way to confront them about this (a snippet of such dialogue exists, but is unused), so the Limbs are worthless.

I remember using this option to get rid of Duntons playing previous version of the patch though. Is this still applied in the patch or did you decide not to use it killap?
 
Kwiatmen666 said:
1) Townspeople in Klamath have this kind of reaction when you are evil: "Looks at you and shakes his head" - even females.
Which townspeople? The ones in the bar or outside?

Kwiatmen666 said:
4) Dunton brothers act like really weird bastards sometimes. I mean sometimes when I do the "guard the bramins" quest they want to give me their quest, and the other time they just tell me to go to hell. Can't figure out why this happens though.
It is based on your reputation in Klamath. If you are too liked, then they won't offer the quest.

Kwiatmen666 said:
5) Per's Fallout2 Guide says:

Code:
In a shack to the southwest you can find a pair of Radscorpion Limbs, which have been used by the Duntons to masquerade as bugmen to get at Torr's cattle. Sadly there's no way to confront them about this (a snippet of such dialogue exists, but is unused), so the Limbs are worthless.

I remember using this option to get rid of Duntons playing previous version of the patch though. Is this still applied in the patch or did you decide not to use it killap?
This used to be in my patch, but it was pulled for my upcoming expansion. I had to modify too much to justify keeping it in the patch. (ie it is addon material, not bug fixing)
 
Possible bugs?

1) After obtaining certain level of positive karma (around 700 or 800, I think) Wright's sons (who's playing in 'metal insects') refuses to talk with you, yelling 'You bad person!'. But conversation with Wright's daughters still possible - without any problems.

2) If you kill any (or everybody) Den's addicts they'll respawn shortly after.
 
killap said:
Which townspeople? The ones in the bar or outside?

The people in bar of Buckners for sure, don't know about people in Golden Gecko and those in town.

killap said:
This used to be in my patch, but it was pulled for my upcoming expansion. I had to modify too much to justify keeping it in the patch. (ie it is addon material, not bug fixing)

How pity... Nothing left but to wait patiently for the expansion 8-) .

But on the other hand what is the justification of applying fire gecko's skin, or phaser to the game? Don't quite get it...

Ingirami said:
1) After obtaining certain level of positive karma (around 700 or 800, I think) Wright's sons (who's playing in 'metal insects') refuses to talk with you, yelling 'You bad person!'. But conversation with Wright's daughters still possible - without any problems.

You sure you are not slaver or childkiller? Being a member of other family may affect it as well I suppose.


Aha, one more thing - it was already mentioned but just to make it straight: boxing in New Reno gives some damage reduction bonuses for each fight but also substracts from plasma and explsions reductions one point for each fight. Can't recall it happening ever before so is this a bug or you applied it for a reason?
 
You sure you are not slaver or childkiller?

Absolutely sure. I'm only 'champion' and 'sexpert'. ;) Moreover, children start to talk immediately after reduction karma value in the game editor.

boxing in New Reno gives some damage reduction bonuses for each fight but also substracts from plasma and explsions reductions one point for each fight. Can't recall it happening ever before

Yes, it was the same in the original final patch too.
 
Kwiatmen666 said:
killap said:
This used to be in my patch, but it was pulled for my upcoming expansion. I had to modify too much to justify keeping it in the patch. (ie it is addon material, not bug fixing)

How pity... Nothing left but to wait patiently for the expansion 8-) .

But on the other hand what is the justification of applying fire gecko's skin, or phaser to the game? Don't quite get it...
Phaser was pulled as well as the zip gun. The last release of my patch pretty much removed all the "new" content I added in. As for the fire geckos, I believe there is actually a quotation from one of the devs saying it was a bug that they were unskinable. Now, I wouldn't really call it a bug (since nothing was coded incorrectly) but rather a missing feature. Still, All other geckos are skinable and thus I made it this was for consistency. Other features like the phaser and zip gun are completely new (though considered by the devs)

Kwiatmen666 said:
Aha, one more thing - it was already mentioned but just to make it straight: boxing in New Reno gives some damage reduction bonuses for each fight but also substracts from plasma and explsions reductions one point for each fight. Can't recall it happening ever before so is this a bug or you applied it for a reason?

Ingirami said:
boxing in New Reno gives some damage reduction bonuses for each fight but also substracts from plasma and explsions reductions one point for each fight. Can't recall it happening ever before

Yes, it was the same in the original final patch too.
Wait, so you are saying this happened in the official 1.02 patch? If so, it is an engine issue since all modifications during that fight are made by the engine and not the scripts. Thanks to Timeslip though the one line that was supposed to run from the script (which modified your stats even more) but couldn't before now does. I will have to double check it and make sure I didn't break anythign with it, but if you are saying it was there in 1.02, I don't think I can really do anything about it.
 
1) One of the Dunton brothers still have his spiked knuckles in inventory while in Klamath.

2) It is also possible to steal their knuckles in the location with Torr's moo-moos :)

3) In Den one of the kids standing outside Becky's has stolen something from me and run to Tubby immediately. I managed however to steal it from him before he reached Tubby, and guess what it was - Arroyo Temple key! Alas I'm sure it was removed from inventory after getting out of the temple. And for sure I didn't have it in my inventory.

4) After returning Anna her locket the char speaks: This house is clear, even if has intelligence = 1. I don't think patch could handle it though.

- Similar situation is with digging the grave with Coffin Willie on Golgotha.

5) When boxing in New Reno one have a critical failure and loses one turn it is actually treated as knockout.

6) Metzger doesn't equip his pistols in combat even if have no other weapon (you steal the shotgun from him).

7) Ain't sure about it but stupid char shouldn't be able to talk to mister Salvatore. You should check it yourself killap 'cause it might be bugged quite much.

8) In Stables guards of Myron's room have a bit bugged dialogs. When stupid character tells them "Me want world peace" twice, the guard takes his weapon and says something, but one of the options to respond him is exactly the same line.
 
Kwiatmen666 said:
5) When boxing in New Reno one have a critical faliure and loses one turn it is actually treated as knockout.

I'm pretty sure it's supposed to be like that.
 
Bofast said:
I'm pretty sure it's supposed to be like that.

Yeah, maybe you're right.

1) Talking to Renesco with dumb character there is this option we can say: "Stare at him for a second, just to make sure he's real, then wonder away. Shouldn't it be in brackets or something like this?

2) Despite having both arms crippled I could still attack with my bare hands without any penalities.

3) Highwaymen always try to be as close to their victim as possible - even when they are armed with gun.
 
killap said:
Wait, so you are saying this happened in the official 1.02 patch? If so, it is an engine issue since all modifications during that fight are made by the engine and not the scripts. Thanks to Timeslip though the one line that was supposed to run from the script (which modified your stats even more) but couldn't before now does. I will have to double check it and make sure I didn't break anythign with it, but if you are saying it was there in 1.02, I don't think I can really do anything about it.

Yeah I installed 1.02 just to check, and the exact same thing seems to happen there as well.

Just to recap...to me the worst new bugs introduced by the patch are
1.how NPC's, in my game Sulik, in Per's game I believe it was Marcus and Brain Bot, magically lose most of their damage resistance (despite wearing armor) at some point during the course of the adventures. I even posted a savegame of it a couple of pages back in case someone wants to see it.
2.How one cannot do the 'Deliver holodisk to Westin' quest as your character doesnt get the dialog option to give him the disk, in my game anyway.
3.Ah yes indeed, the Wright kids won't talk to me. Many have reported this. I'm playing a good character.

Those are the main annoyances...then there's minor stuff like the bookcase in the doctor's office in NCR and Slim Picket and the Trapper Town Key. And is Wooz in Gecko really supposed to have inventory for sale? He doesn't.
 
1) Grisham in Modoc always puts his gun away when one's accepting his quest of protecting his herd - is this correct behaviour?

Funny - after getting back to him he have his shotgun in hands again but in the dialog screen he looks like unarmed.

4) After returning Anna her locket the char speaks: This house is clear, even if has intelligence = 1. I don't think patch could handle it though.

- Similar situation is with digging the grave with Coffin Willie on Golgotha.

- Similar situation with the money from the well in Modoc.

2) Playing dumb character and doing Farrel's quest with rats in garden no message appears about killing all rats, the char says nothing, and there is no experiance for it. Farrel however hands over the reward for the quest.

3) After Rose gives you omelet, there is only one way to end the conversation "Thanks" which is a bit surprising about dumbass I think...

3) Highwaymen always try to be as close to their victim as possible - even when they are armed with gun.

At least if there is room around the character of course :)

4) After delivering the message of slags to Modoc, Veiger still treats me as if has just given me this quest. Talks to me only "over his head".
 
Kwiatmen666 said:
4) After delivering the message of slags to Modoc, Veiger still treats me as if has just given me this quest. Talks to me only "over his head".
You're playing as a dumb character, right?

Kwiatmen666 said:
2) Playing dumb character and doing Farrel's quest with rats in garden no message appears about killing all rats, the char says nothing, and there is no experiance for it. Farrel however hands over the reward for the quest.
Are you sure? There is no reason for it to not display if you are dumb. The only thing out of place is the non low int speech.


ocelot said:
Just to recap...to me the worst new bugs introduced by the patch are

ocelot said:
1.how NPC's, in my game Sulik, in Per's game I believe it was Marcus and Brain Bot, magically lose most of their damage resistance (despite wearing armor) at some point during the course of the adventures. I even posted a savegame of it a couple of pages back in case someone wants to see it.
Doesn't make sense since I didn't modify those guys in a way that would cause this. Seems like an original bug. I will look at each of their proto files and see what is going on.

ocelot said:
2.How one cannot do the 'Deliver holodisk to Westin' quest as your character doesnt get the dialog option to give him the disk, in my game anyway.
I looked at this briefly and it doesn't make sense either since all the variables should get set. Is there any chance you can reproduce this for me and give me the exact steps?

ocelot said:
3.Ah yes indeed, the Wright kids won't talk to me. Many have reported this. I'm playing a good character.
So, this is an interesting issue. I had modified several scripts who were not fully using the advanced reaction system the devs created. Thus, any checks that utilized the "LVAR_reaction_level" variable did nothing unless you ran the ReactToLevel call at the start of the conversation. The Wright kids were missing this call and utilize the "LVAR_reaction_level" variable, specifically "(local_var(LVAR_reaction_level) < REACTION_LEVEL_NEUTRAL)"

Thus, the kids won't talk with you if you drop below the neutral (0) reaction level. In normal cases having a very high general rep (ie doing good things) would bring you well over a neutral reaction. However, evil critters behave differently. If you are considered a good person, then you get a lower reaction from evil people. And if you are evil, you will get a better reaction from evil people. The same applies to good critters. The little Wright kids are marked as evil for some reason, though killing them counts as killing a good critter. The older wright children are counted as good and killing them also counts as killing a good critter. Thus, since modifying the reaction system, the little Wright kids now behave differently.

The question then becomes are the Wright kids supposed to be evil? Well, when you kill them it counts as killing a good critter, the other Wright children are counted as good, and in addition the old script used for the small Wright kids had them as good, rather than evil, critters. Thus, it looks like a bug on the part of the devs.

Fixed for upcoming patch.

ocelot said:
bookcase in the doctor's office in NCR
Was my fault. Already fixed.

ocelot said:
Slim Picket and the Trapper Town Key.
Again my fault. Also already fixed.

ocelot said:
And is Wooz in Gecko really supposed to have inventory for sale? He doesn't.
Not sure. I will have to double check.
 
After talking to Gordon in Gecko, you should be able to check the status of VC's power supply on their main computer in the vault. You don't have that option when you initially use the computer, but do when you search for something else, then return to the main menu.

McClure's (of VC) dialogue seems to be missing something. You can tell him about the Jet problem in Redding, but I can't get him to mention anything about it before that. I think he's supposed to ask you to find out why the gold shipments have been slowing down. Same thing for the other quests you can report back to him about.

Similar thing with Skeeter in Gecko; he never asks for a super tool kit unless you already have one.
 
killap said:
You're playing as a dumb character, right?

Yeah.

killap said:
Kwiatmen666 said:
2) Playing dumb character and doing Farrel's quest with rats in garden no message appears about killing all rats, the char says nothing, and there is no experiance for it. Farrel however hands over the reward for the quest.

Are you sure? There is no reason for it to not display if you are dumb. The only thing out of place is the non low int speech.

You know I double checked it and this time everything was correct. Exp was granted, and character said "Looks like I killed'em all" (too smart as for a dumb I think) as intended.

Must have been one-time little bug.

Kanhef said:
Similar thing with Skeeter in Gecko; he never asks for a super tool kit unless you already have one.

You sure about it? I don't remember it being a case. Did you ask about a part for the Highwayman?
 
Didn't see the option that time. Just tried again, going through every dialogue option with Smitty first, and it shows up. I must have missed the relevant node somehow before.

Nitpick: When boxing in New Reno, one of the spectator's cheers is "Kill him, The Masticator", even when you're female. I think some of the other cheers are also male-oriented.
More nitpicking: In the Salvatore desert transaction, the Enclave soldier should say "To ensure your cooperation...", not "insure".
 
I've scanned this topic and didn't see anything about my problem.

I'm in Vault City, and I can't give Lynette any information, like about how I killed the Raiders. Or the Finical Record. Or the New Reno Holodisk about the Bishops. Also, she doesn't offer the Gecko quest. Just says to go to Consular whathisface for the Citizenship test. I'm playing a low cha character, so that may be it. Doesn't mention or can I get her to mention the New Reno holodisk, the Raiders, or anything like that. So I can't get the EXP for those two quests.

Also, using 6 STR and a crowbar to open the jammed doors on level 2 of the Vault City Vault doesn't open the doors and leaves them closed.
 
Back
Top