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

Kwiatmen666 said:
I tried for a while and could do nothing about this. Maybe if Elder could be placed a bit backwards of the forcefield everything would be fine.

I have run into one or two odd moments (in both games) with NPC's shifting a tile or two, but not regular enough to really count as an official bug, IMO. Maybe that's what happened to you? I dunno.

Did you fight anything on that level? Sometimes NPC's run away during combat, so perchance the Elder scooted herself out of talking range. Just an idea.
 
Kwiatmen666 said:
Get 3-step plasma transformer for Skeeter.

Skeeter will ask for this after you bring him the Tool Kit.

Well it doesn't mention any conditions for it, but I had negative general karma and didn't get the quest, then I wanted to have it positive and he gave the quest.

This has been cleared up; you need to carry an upgradable weapon for him to offer the quest. However, it doesn't matter since you can still complete it by bringing him the part anyway. It will be clarified in the next update.
 
Nimrod said:
Did you fight anything on that level? Sometimes NPC's run away during combat, so perchance the Elder scooted herself out of talking range. Just an idea.

Nope, the Elder was standing just next to the forcefield..
 
Kwiatmen666 said:
Nimrod said:
Did you fight anything on that level? Sometimes NPC's run away during combat, so perchance the Elder scooted herself out of talking range. Just an idea.

Nope, the Elder was standing just next to the forcefield..
This is a known issue in the patch. When I fixed it so that she could no longer run through the field I accidently prevented conversation with her. This is fixed and will work properly with the next update.
 
Kwiatmen: When guarding the brahmin, did you kill all the scorpions? There's a message about it when you do, and the screen turns black for a moment as the Duntons are removed from the map.
 
Kanhef said:
Kwiatmen: When guarding the brahmin, did you kill all the scorpions? There's a message about it when you do, and the screen turns black for a moment as the Duntons are removed from the map.

Are you trying to offend me or what?
_______________________________

1) Lenny's responds to pushing are red-colored unlike in case of other team members.
 
Kwiatmen666 said:
1) I guess I've reported it yet but just to make sure: in Klamath there's no way one can get xp for guardin the brahmin. No matter what I do the message screen displayes that I failed to guard the brahmin.
Do you have save game you can send me? I have heard of this reported before but I thought I fixed all issues surrounding it. It has always worked for me at least but would break under some conditions. Though you say it always fails for you, could you give me an example of the exact steps you take to make this occur?
 
Unfortunately I don't have any saves from that part of game I could provide. Mabye information that I didn't get the quest for the first time I've been in Klamath is the case.

1) After telling Marcus about finding missing people I get no xp, Jacob isn't going to prison and I can't report of his crimes anymore.

2) Bozar "sounds" like a shotgun.

3) Cassidy's combat mode is reseting since time to time.
 
ocelot said:
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.

Sorry for being so late in posting a response to this. I had always wanted to reply, but my MBA program has kept me very busy for the past month and a half, and it kinda slipped my mind....

Anyway, I think you missed my point. My original case for giving the Sniper Rifle (and possibly the Bozar) the same scoped perk as the Scoped Hunting Rifle had nothing to do with magnifying ratio.

Recall that the rationale behind the scoped perk was that the player was looking down the scope of the weapon, so his or her peripheral vision is severely curtailed -- I can't remember where I read this from, but this was supposedly straight from either a readme file or from the devs (or combination of both). Of course, if the player did not have the good sense to look away from the scope under this set of circumstances, then it quite logically translates into a negative to-hit modifier close-up.

But properly using a Sniper Rifle also requires looking down a scope. It doesn't matter whether your scope is x20 or x3 or x10...you're still looking down the scope, and looking down any scope will severely curtail your peripheral vision, and hence, your close-up to-hit modifiers.

So, all I'm saying is that this position should be consistent: if the player is assumed to be using the scope all the time with a Scoped Hunting Rifle, then the same logic should apply when using a Sniper Rifle (and possibly the Bozar). Alternately, it is also possible take away the scoped weapons perk from the Scoped Hunting Rifle, and give it the long range perk like the others.

Cheers,

-- The Haen.
 
Hi there. I'm having problems running killap's patch. I suppose the patch is installed correctly, but when I try to run the game it crashes just after skipping intro. I'm running it on Windows 2003 and using the latest version of killap's patch (installed on clean F2 installation). I don't know what to do. Can anybody help me?
 
Pawel said:
(installed on clean F2 installation)

Does it mean that you didn't update to official version 1.02? If so, uninstall the game, delete all the remaining files, install Fallout2 again, then patch it to 1.02 version and install killap's.
 
Kwiatmen666 said:
Pawel said:
(installed on clean F2 installation)

Does it mean that you didn't update to official version 1.02? If so, uninstall the game, delete all the remaining files, install Fallout2 again, then patch it to 1.02 version and install killap's.

No. Never install the 1.02 patch if you are using my work. It already comes with the 1.02 fixes and can screw things up badly if you happen to have installed the official patch and then use mine without following the instructions. Of course this pertains to the manual version, the installer version handles this situation and acts accordingly if you do have the 1.02 patch installed. In any event, there is never the need to install the 1.02 patch.

As for your problem Pawel, I suspect it might have something to do with Timeslip's work. Try replacing the exe file with the one that comes with the official 1.02 patch and see if that makes a difference.

Kwiatmen666 said:
Unfortunately I don't have any saves from that part of game I could provide. Mabye information that I didn't get the quest for the first time I've been in Klamath is the case.

1) After telling Marcus about finding missing people I get no xp, Jacob isn't going to prison and I can't report of his crimes anymore.
Can you tell me the exacts steps to reproduce this?
 
killap said:
Kwiatmen666 said:
1) After telling Marcus about finding missing people I get no xp, Jacob isn't going to prison and I can't report of his crimes anymore.

Can you tell me the exacts steps to reproduce this?

- talk to Francis and win the power fist from him
- talk to Jacob and free his mates from prison (by convincing the guard they are innocent)
- take his quest of exploding the mine air purifier, but do not say you want to do this right now
- talk to Marcus and accept his quest about missing people (for free)
- talk to the man in house nearby the garden about his wife
- talk to Zaius and accept the quest of repairing the air purifier
- in the meantime do the quest with plant and radscorpion's tests
- go to pick up the part from Renesco, give him glasses, and pick up the part of pip-boy from him
- fix the purifier
- find missing people
- report to the man about his wife
- talk to Zaius about the people in tunnels
- talk to Francis about it and let him go
- then you can talk to Marcus about 2 things: missing people and Jacob's sabotage, if you tell him about missing people he just say he will inform the families and gives you hunting rifle (and you cannot speak to him about Jacob), or tell him about Jacob (you get xp, Jacob and others go to prison, you can still tell Marcus about missing people).

1) When Vic is speaking with Valerie, hero stands turned his back to them, nothing big, could be fixed though.

2) When you connect to the Enclave network using terminal in Gecko reactor, you can say you're Chosen One. The man says something like ""I'm a little too busy for this your highness" it is written "I'm a little too busy for this bullshit" though.
 
killap said:
As for your problem Pawel, I suspect it might have something to do with Timeslip's work. Try replacing the exe file with the one that comes with the official 1.02 patch and see if that makes a difference.
Maybe there is a difference but outcome is always the same - game crashes.
When game crashes I get black screen and after few seconds I can see my desktop again. Sometimes after a crash when I alt-tab I can see error window tab on taskbar next to fallout tab. It dissapears after I hit spacebar.
I think it is probable that my CD contains corrupted files, so it could have an impact on gameplay. For example each time someone (not only me, but my party members or any other NPC on map) reloads burst-only weapon game crashes. Of course this concerns official patch (haven't tried it on yours).
Now I guess I have to get another copy of Fallout2 to verify my hypothesis ;)
 
1) If one tries to open Bishop's safe and the bomb explodes the guard comes running immediately. If however one detects the trap and it explodes while failing to deactivate it, the guard is not reacting and it's possible to loot the safe without any consequences,

2) I see no reason why the map leading to Raiders should disappear after using it. Same thing with map to San Francisco.

Sam Prichard's map on the other hand is useless since SAD appears in Pip-Boy after we take a look at his grave. Quite stupid if you ask me.

3) When we tell T-Ray that Highwayman smells like a gecko he asks if it smells like a Gecko.
 
1) I guess I've reported it yet but just to make sure: in Klamath there's no way one can get xp for guardin the brahmin. No matter what I do the message screen displayes that I failed to guard the brahmin.

I Had this same issue when I first spoke to torr and then killed all the scorpions, every other time i just killed all the scorpions and then clicked torr for his green float text, then left the map.

Also is it posible to add the brahmin map to the world map picture like modoc as there's no way of gettin back there, wouldn't want to miss out on all those scorpion tails :)
 
Man, Just wanted to post to say, thanks for all the work put into this. It's great to be able to play through the game as was intended and finally, as a UK player to be able to get children back into the game.

It feels kind of strange though, after years of playing a broken game it feel kind of... wrong. But I am enjoying it nonetheless so thanks.
 
1)When guardin the brahmins for Westin in NCR char says "Look at the time...". Shouldn't it be in brackets or something?

2) We can ask Merk and Doc Jubilee about NCR Rangers even when didn't accept the quest for Slavers yet.

3) It's possible to talk to Ariel in Vault 13 only once.

4) While talking to Guthar about "GECK" most of the "GECKs" are simply "gecks".

5) In Vault 15 outside, there is this house with Rebbeca's daughter. There are 2 doors locked and trapped. There is however no xp for disarming those traps.

6) I noticed that there ain't no Navarro on the town reputation list (even SAD is so...).

7) If one uses the mutagenic serum on supermutant during combat that won't kill him or do anything else, we can say to Doc that it killed the mutant though and the quest will be completed.

8) When I want to talk to the women owning Malamute Saloon, the re is a check made if she will talk to me. Its effect are displayed in the message screen.

9) After telling Goris you want him to leave the party the dialog menu hides and appears again as usually but having same lines as if he was still in the team.

10) It's possible to ask James Hoffy in Redding about GECK even though you have already found one.

11)
Kwiatmen666 said:
Highwaymen always try to be as close to their victim as possible - even when they are armed with gun.

- Same thing with the rogues.
- And the claim jumpers.
- And the marauders.
- And the riders (encounters on the map at least)

- And Morton's Gun Thugs in Redding.

12) The Morton Brothers who attack on the desert are

a) not in one party togather with their thugs

b) not subscribed(?) with their own names

13) We can ask Buster in NCR about GECK even if we already have one.

14) I told Cassidy to remove his Bridgekeeper's Robe (playing with the apperance mod) and he looks like a normal person dressed in yellows.

15) In Vault City's Vault the background while talking to headed-characters is inappropriate.
 
Kwiatmen666 said:
14) I told Cassidy to remove his Bridgekeeper's Robe (playing with the apperance mod) and he looks like a normal person dressed in yellows.
Actually that is correct. TeamX made it look like that when Cassidy is not wearing any specific armor. He only looks like the "normal" Cassidy when he is wearing leather armor.
 
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