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

1) When I spoke to Ken Lee about Fuel to Valdez he agreed that I am in need of it indeed and gave me password to Emperor, and my char wasn't surprised, as it always happens, that the Emperor is not a human.

2) When one helps the rocket supervisor from Hubologists to retrieve both verti plans and fuel he's all happy. I managed however to copy the plans and steal the fuel for the tanker using Badger's help and he still says that he needs help but no option to grant it is available.

To Per:

From Badger after doing quest 11 (5000 xp if he gets the fuel from the Shi, 6000 xp if he gets it from the Hubologists).

This one is about the fuel of course. I obtained it from Hubologists with Badger's help (togather with verti plans) and gained only 5000 xp.

3) I got the quest to retrieve verti plans for Shi, then for Hubologists, as I already have the plans I gave it to Hubologists and then retrieved it with Badger's help along with the fuel. Then I killed AHS-9 (with super stims) gave plans to the Shi doctor, and then talked to Ken Lee. He congratulated me killing AHS-9 but didn't mention the plans. The quest to get the plans from Navarro for Shi didn't cross out.

4) For killing Trapper we get positive karma. I'm not sure if it's a bug but I think they should be at least neutral.

5) Pulse Rifle looks like a small rifle on the ground not like a big gun.

6) Lesser Deathclaws and their kin do not differ in name. Both adults and little claws are subscribed as "Lesser Deathclaw".

7) What does exactly the green color mean according to the text the character speak? Because the Stone Monument in the random location speaks in green all the time and I doubt it should be like this.

8) The location Pariahs with the jinxed dog doesn't remain on the map and is treated like a one-time special encounter.
 
Kwiatmen666 said:
6) Lesser Deathclaws and their kin do not differ in name. Both adults and little claws are subscribed as "Lesser Deathclaw".

I could be way off, but it seems to me they toned down at least most of the adult-size deathclaws from the first game. Perhaps they're both "lesser deathclaws", just a mix of adults and babies?
 
Nimrod said:
could be way off, but it seems to me they toned down at least most of the adult-size deathclaws from the first game. Perhaps they're both "lesser deathclaws", just a mix of adults and babies?

But we got Sm Tough Deathclaws and Tough Deathclaws right?

Kwiatmen666 said:
8) The location Pariahs with the jinxed dog doesn't remain on the map and is treated like a one-time special encounter.

Well it seems like it spawned on the map but in different place than I encountered it. I met the dog near NCR but the Pariahs spawned somewhere on the coast. How did I notice it? I encountered Vorpal Rat location somewhere near to Vault 15 and when I left it, it came out that Vorpal Rat location And Pariahs location are in the same place somewhere on the coast. It's impossible to enter Pariahs. Char always appears on Vorpal Rat location.
 
Kwiatmen666 said:
To Per:

From Badger after doing quest 11 (5000 xp if he gets the fuel from the Shi, 6000 xp if he gets it from the Hubologists).

This one is about the fuel of course. I obtained it from Hubologists with Badger's help (togather with verti plans) and gained only 5000 xp.

This is because killap fixed the bug that was involved in making it 6000.
 
1) Some Enclave Soldiers on the level with President's office carry Pulse Rifles but look as if carried some regular small gun-rifles.

2) I don't know all the endings for VC but in endings for Gecko it was told that Gecko and VC began to cooperate, in endings for VC it's told that they soon were destroyed by isolationism and became part of NCR (because of too weak reactor of Vault 8).
 
This isn't a bug (at least not one that isn't allready known) but I was wondering about just how high to set the "WorldMapDelay" feature in the ddraw.ini file in case of way too fast map speed. I've allready set it to 4000000000000 without any effect at all. If this isn't the right place to ask this, then I apologize.

Anyway, triple w00t's to you for the patch, killap. I can't wait to finally save those deathclaws :D
 
Zoinker said:
This isn't a bug (at least not one that isn't allready known) but I was wondering about just how high to set the "WorldMapDelay" feature in the ddraw.ini file in case of way too fast map speed. I've allready set it to 4000000000000 without any effect at all. If this isn't the right place to ask this, then I apologize.
There have been reports of that feature not working and I haven't had the chance to sit down and see what is wrong. It may be something Timeslip needs to check out but I won't know until some testing. I will get to it though since I will be finishing up the last of my finals by the middle of this week.
 
To Killap:
In your Patch the Travel Time is slowed down considerably to a mear snails pace, It takes a person about 2-3 hours going from Arroyo to San Francisco(Random Encounters Included) Going-Returning, Did you change something in the Travelling System and how can I remedy this snail-pace speed I am experiencing...
 
I think I'm done reporting bugs for 1.02.21 version. I've just finished my superior game-play (all quests done, lvl 42 after Enclave) and dumb-char game-play previously.

If any more specific info about my reports will be needed hit this thread 'cause I'm going to check it since time to time.
 
Haimerej said:
To Killap:
In your Patch the Travel Time is slowed down considerably to a mear snails pace, It takes a person about 2-3 hours going from Arroyo to San Francisco(Random Encounters Included) Going-Returning, Did you change something in the Travelling System and how can I remedy this snail-pace speed I am experiencing...

There is an option in the ddraw.ini file to handle the travel speeds but as a few posts up indicates this feature appears to be broken and I need to look into it. For a temporary fix, rename the ini file to ddraw.ini_backup and the exe to fallout2.exe_backup. Then, download the official 1.02 patch and copy over ONLY the exe file that comes with it. This should bring speeds back to normal. Let me know what happens.


Out of curiosity though what is the speed of your CPU?
 
My PC has about 14 Gig's of Free Memory left and other than that thats my only problem in the Game? and do you mean the 'draw' file and the Fallout 2 Client to added _backup to the names and yes I did what you specified but still no change in the Travel Speed... :cry:
 
@Haimerej

What is the speed of your processor (CPU) not hpw much memory do you have.

Example:
I have a Intel Pentium 4 2.4GHz
 
Haimerej said:
My PC has about 14 Gig's of Free Memory left and other than that thats my only problem in the Game? and do you mean the 'draw' file and the Fallout 2 Client to added _backup to the names and yes I did what you specified but still no change in the Travel Speed... :cry:

There is no reason it shouldn't have worked. Here are some detailed instructions.

If you go to where you installed Fallout 2 on your system you should see a bunch of files like critter.dat, fallout2.cfg, fallout2.exe ddraw.ini, etc. The two files you need to alter are fallout2.exe and ddraw.ini. Just append the words "_backup" to the end of both those files. After doing this you should download the official 1.02 patch. After extracting it, copy over ONLY the fallout2.exe that comes with it to your Fallout 2 directory where you were previously editing files.

After doing this when you load the game you should see 1.02 in the lower right of the screen and no longer 1.02.21 as it said with my patch.
 
Some questions/comments. More will come as I continue through the lists.

Kwiatmen666 said:
2) When one helps the rocket supervisor from Hubologists to retrieve both verti plans and fuel he's all happy. I managed however to copy the plans and steal the fuel for the tanker using Badger's help and he still says that he needs help but no option to grant it is available.
This is because the script checks for there being fuel in the rocket. Since you stole it for the Shi, the script thinks the Hubologists still need fuel (which they do since it was just stolen) and the supervisor gives the line of needing more help. Since you helped him already though, no options are available. I suppose one solution would be to add a new line about the fuel being stolen and him being very concerned/too busy to talk now. This way you won't be able to keep transferring the fuel back and forth or getting stuck with by transferring too many times.

Kwiatmen666 said:
3) I got the quest to retrieve verti plans for Shi, then for Hubologists, as I already have the plans I gave it to Hubologists and then retrieved it with Badger's help along with the fuel. Then I killed AHS-9 (with super stims) gave plans to the Shi doctor, and then talked to Ken Lee. He congratulated me killing AHS-9 but didn't mention the plans. The quest to get the plans from Navarro for Shi didn't cross out.
He told you to give the plans to Dr. Wong Yi Tze though, right? Ken Lee doesn't deal with the plans once he gives you the quest.

Kwiatmen666 said:
4) For killing Trapper we get positive karma. I'm not sure if it's a bug but I think they should be at least neutral.
They were marked as evil. Not really sure why. I will change it to neutral.

Kwiatmen666 said:
5) Pulse Rifle looks like a small rifle on the ground not like a big gun.
It isn't a big gun though. Not all energy weapon have the big gun animation and thus I don't see anything wrong with the pulse rifle using a rifle picture.
 
killap said:
This is because the script checks for there being fuel in the rocket. Since you stole it for the Shi, the script thinks the Hubologists still need fuel (which they do since it was just stolen) and the supervisor gives the line of needing more help. Since you helped him already though, no options are available. I suppose one solution would be to add a new line about the fuel being stolen and him being very concerned/too busy to talk now. This way you won't be able to keep transferring the fuel back and forth or getting stuck with by transferring too many times.

Yeah I know, I think that if there is no line adequate for the supervisor to say it should be made.

Aha, and one more thing: even after I stole the fuel from them I got the ending for Hubologists that they started their shuttle but exploded not because of cheap fuel but because of wrong air system in the shuttle. I think the ending thet shall be used in this case is the one that they exploded because of lack of proper fuel.

killap said:
He told you to give the plans to Dr. Wong Yi Tze though, right? Ken Lee doesn't deal with the plans once he gives you the quest.

But the point is that the quest of retrieving plans from Navarro for Shi didn't cross out. I firstly recovered it for Matt, then got the quest from Shi (with plans in my possession already) but didn't do it, then got it from Hubologists and gave him the plans immediately. Then talked to Ken Lee and he ordered me to retrieve it from Hubologists at the same time giving the quest to "retrieve plans from Hubologists" (so maybe that's the moment when quest to retrieve it from Navarro should cross out?) so I went to Badger and asked him if he could get the fuel and the plans from Hubologists for me. After 24h he handed me the plans and I gave it to Shi. The quest to retrieve it from Hubs did cross out, the quest to get it from Navarro didn't.

Huuh... I hope I made myself more specific now 8-)

killap said:
It isn't a big gun though. Not all energy weapon have the big gun animation and thus I don't see anything wrong with the pulse rifle using a rifle picture.

If so than should it look like a big gun in char's hands? Some troopers in Enclave hold it as a small rifles, is that correct? If it is than should Marcus use it? After all in most cases it looks like a big rifle... Shit, it makes me confused when I think about it...
 
Kwiatmen666 said:
If so than should it look like a big gun in char's hands? Some troopers in Enclave hold it as a small rifles, is that correct? If it is than should Marcus use it? After all in most cases it looks like a big rifle... Shit, it makes me confused when I think about it...

I guess you're confusing the pulse rifle with the pulse pistol..
 
Wait, I am confused. Is the pulse rifle supposed to have a big gun animation. I remember changing some animation for Sergeant Granite but I don't recall exactly why. Was it to make it a big gun? If so, this should have carried over to anyone using a pulse rifle...


4) Even being Captain of the Guard in VC we can talk to Stark about Riders, which is pointless ans senseless, even more because if we tell him they are gone he doesn't treat us like a captain.
In what way does he not treat you like a captain? The text seemed fine and he wasn't rude or anything.


1) While fighting Merc Riders on the Riders location suddenly a message appeared "Alas, you are too late". I have no idea what does it refer to.
According to proto.msg "# This is relating to a critter being dead." This comes up when you (or someone else) attempts to use something on a dead body. Probably controlled by the engine since I don't see anywhere in the scripts for this to be called.
 
killap said:
Wait, I am confused. Is the pulse rifle supposed to have a big gun animation. I remember changing some animation for Sergeant Granite but I don't recall exactly why. Was it to make it a big gun? If so, this should have carried over to anyone using a pulse rifle...

I think it should be treated like a big gun after all. And therefore image on the ground should be changed to big rifle as well.

killap said:
In what way does he not treat you like a captain? The text seemed fine and he wasn't rude or anything.

The thing I mean is that he treats you like a captain when you become one - fact. But you can tell him the line "About the Riders..." and then "I wiped them out." (if I recall correctly), and he says that you should talk to Lynette about it - even when you've already done it and became a captain. This line in conversation is pointless.
 
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