killap said:Are using the installer or manual version of my patch?
killap said:Is there a rock at the start of the game (the temple map) that tells you the patch version you are running?
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:* 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 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:I think you were supposed to be able to urge Jo to attack the Slags after finding Jonny, but you can't.
Do you have any details regarding this?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.
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: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.* Fixed a bug in a terminal on level 2 that could potentially crash the game.
I looked back at the comments I left in the script and I modified the following areas: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.
procedure Node010 begin
Reply(200);
NOption(201,Node02a,004); //was Node009 - killap
NOption(202,Node999,004); //was Node002 - killap
end
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
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:* 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.
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:* You can no longer have conversations with the sink at the entrance.
And this is still not something you could do to my knowledge.
Do you mean the guard at the entrance who tells you to put your guns away?Per said:NCR guard warning floats should perhaps be red.
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.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.
killap said: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:I think you were supposed to be able to urge Jo to attack the Slags after finding Jonny, but you can't.
Do you have any details regarding this?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.
(Gecko code)
Do you mean the guard at the entrance who tells you to put your guns away?Per said:NCR guard warning floats should perhaps be red.
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.
Which townspeople? The ones in the bar or outside?Kwiatmen666 said:1) Townspeople in Klamath have this kind of reaction when you are evil: "Looks at you and shakes his head" - even females.
It is based on your reputation in Klamath. If you are too liked, then they won't offer the quest.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.
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)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?
killap said:Which townspeople? The ones in the bar or outside?
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)
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?
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
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: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 .
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...
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?
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.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.
Kwiatmen666 said:5) When boxing in New Reno one have a critical faliure and loses one turn it is actually treated as knockout.
Bofast said:I'm pretty sure it's supposed to be like that.
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.
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.
3) Highwaymen always try to be as close to their victim as possible - even when they are armed with gun.
You're playing as a dumb character, right?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".
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.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.
ocelot said:Just to recap...to me the worst new bugs introduced by the patch are
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: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.
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: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.
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)"ocelot said:3.Ah yes indeed, the Wright kids won't talk to me. Many have reported this. I'm playing a good character.
Was my fault. Already fixed.ocelot said:bookcase in the doctor's office in NCR
Again my fault. Also already fixed.ocelot said:Slim Picket and the Trapper Town Key.
Not sure. I will have to double check.ocelot said:And is Wooz in Gecko really supposed to have inventory for sale? He doesn't.
killap said:You're playing as a dumb character, right?
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.
Kanhef said:Similar thing with Skeeter in Gecko; he never asks for a super tool kit unless you already have one.