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

Glovz said:
@killap

Agility affects Action Points if I recall correctly - might want to change the message to something regarding that.

I'm not 100% though as I am at work and can't check it.
Yes it does. The game already mentions this.

@Gibbering Idiot

Thanks for the list. Guess it is good that I am holding out a bit longer. I shall correct all these for the upcoming release. Just when I think I got everything a report comes in. I swear the only way this game will truly be bug free is to go through every script manually and see what each node does. Of course this is an insane task and is totally not worth it in the end. But, it is the only way to find every bug.

EDIT:

1.After buying the car back from T-ray, getting the upgrade and then asking to buy batteries, the screen fades out and back in and a second message about having the car upgraded appears in the status window
FIXED. Thanks.

2.Not necessarily a bug, but the Just Talk option at the Cat's Paw counts as having sex.
Sex is more than intercourse ya know. ;)

Still, the same node controls everything and thus no matter what choice you make your sex counter will go up. Probably an oversight on the devs part. I went ahead and added a check so it would not increase your sex status if you were just talking.

3.It's possible to get the "Vault city stagnates due to lack of power" and the "Gecko trades power to Vault City to help it expand" ending at the same time.
Yes, I looked at the script and it is possible. If you repair and optimize the gecko plant (and give the econ disk) Gecko will team up with VC. However, if you deal with the Raiders but do nothing about the talk between NCR and VC then it will default to VC becoming stagnant. There are not that many different options for VC, so I really cannot do anything about this.

4.My character could tell Elise (the ranger woman) that Karl sent me, despite never having spoken to Karl or even knowing of his existence.
I could not verify this. There is a conditional check and when I test it worked just fine.


5.Karl didn't open Oswald's cell door after I offered to persuade him to talk, he walked over to the door and "The door appears to be locked" showed up in the status window.
Noted. Actually already fixed for the upcoming version.

6.Speaking to Moore, despite never having spoken to him before, in Vault City after killing Bishop has Moore behave as if he's asked me to deliver the briefcase and the replies on offer indicate that he asked Bishop to kill me on delivery.
Could not verify this. I tested and he talked to me like we had never met before.

7.The Guardian of Forever encounter showed up as Unknown on the world map until I re-entered it and exited again.
Yeah, this is a known issue. I am not sure how to fix it. It is strange only a few are affected by this.

8.Encounter "A band of ruffians led by a Morton Brother" near New Reno, but the Morton Brother didn't show up on the map (should have been Snake). Probably a one off bug though, because I reloaded and the next time I got the encounter Snake showed up.
I looked through the files and everything appears to be in order. Not sure what happened. Random fluke?
 
I've been playing through Fallout 2 again using Killap's patch (June 11, 2007 A) and have been having a bit of trouble with Cassidy. He keeps forgetting his combat settings whenever I exit the program. Specifically, I change his burst settings, his distance from me, and his target, and all of these are back to his defaults every time I load the game up.

Less importantly, I've noticed that the desks which look like a countertop with a computer on it are "usable" (the hand icon appears), but interacting with them never seems to do anything.

Also, in the Klamath Rat Caves and the Wanamingo Mine in Redding, there are some wood supports which are described as damaged. These are also "usable" but don't react in any way, even to dynamite dropped next to them. It seems sort of like the developers meant to put in a way to avoid fighting Ke'eng Rat or the Wanamingos by causing a cave-in, but didn't finish it.
 
vir aenae said:
I've been playing through Fallout 2 again using Killap's patch (June 11, 2007 A) and have been having a bit of trouble with Cassidy. He keeps forgetting his combat settings whenever I exit the program. Specifically, I change his burst settings, his distance from me, and his target, and all of these are back to his defaults every time I load the game up.
This is a known issue with the original game. I had altered some files with the hopes of fixing the problem but they don't seem to help.

vir aenae said:
Less importantly, I've noticed that the desks which look like a countertop with a computer on it are "usable" (the hand icon appears), but interacting with them never seems to do anything.
Most scenery items are usable so I don't think this is a bug. Plus, I did not alter anything with the items you describe.

vir aenae said:
Also, in the Klamath Rat Caves and the Wanamingo Mine in Redding, there are some wood supports which are described as damaged. These are also "usable" but don't react in any way, even to dynamite dropped next to them. It seems sort of like the developers meant to put in a way to avoid fighting Ke'eng Rat or the Wanamingos by causing a cave-in, but didn't finish it.
Not a bug but something that is probably left out by the devs. I actually never noticed/knew of this so I am considering adding this to my upcoming expansion.
 
killap said:
This is a known issue with the original game. I had altered some files with the hopes of fixing the problem but they don't seem to help.
...
Most scenery items are usable so I don't think this is a bug. Plus, I did not alter anything with the items you describe.
...
Not a bug but something that is probably left out by the devs. I actually never noticed/knew of this so I am considering adding this to my upcoming expansion.

Ah, ok. I'll probably drop Cassidy off somewhere then so I don't have to deal with him. Thank you. Love the patch, by the way, and am looking forward to your expansion.
 
concerning shop keepers clearing inventory, I like this idea. it always bugged me have junk items pile up with shop keepers, but using it to counter the too many items bug provides good reason to shape the game around my ocd tendencies.

as for the possibility of critical items being lost to this, i think it makes sense. after all, you sold something to a business that is basically operates as a pawn shop. after a few days, what's stopping another wastelander from buying your item from the shop?

just to be clear, i think this should fall in with the standard "patch" and not the expansion. after all, this is being considered as a possible remedy for a bug.
 
killap said:
2.Not necessarily a bug, but the Just Talk option at the Cat's Paw counts as having sex.
Sex is more than intercourse ya know. ;)

Still, the same node controls everything and thus no matter what choice you make your sex counter will go up. Probably an oversight on the devs part. I went ahead and added a check so it would not increase your sex status if you were just talking.
I suppose it could count as "aural" sex ;).
Speaking of sex, is it possible that the Gigolo and Sexpert perks are switched? I mean, Gigolo states you'll sleep with anything, but you get it for doing great at sex, whereas Sexpert says you're great at sex, but you get it for having lots of sex.

killap said:
4.My character could tell Elise (the ranger woman) that Karl sent me, despite never having spoken to Karl or even knowing of his existence.
I could not verify this. There is a conditional check and when I test it worked just fine.
Weird, I actually double checked that one at the time by reloading a save game I made as soon as I entered NCR.

Just started a new game to check and ran straight there to check, Karl's name isn't an option any more so I guess it was a one off.

killap said:
6.Speaking to Moore, despite never having spoken to him before, in Vault City after killing Bishop has Moore behave as if he's asked me to deliver the briefcase and the replies on offer indicate that he asked Bishop to kill me on delivery.
Could not verify this. I tested and he talked to me like we had never met before.
It's possible something else caused it, I guess. I might have spoken to him before, but I am certain I never accepted the briefcase delivery mission. Of course, it's possible I'm just going senile, if so, sorry for sending you on a wild goose chase.

killap said:
8.Encounter "A band of ruffians led by a Morton Brother" near New Reno, but the Morton Brother didn't show up on the map (should have been Snake). Probably a one off bug though, because I reloaded and the next time I got the encounter Snake showed up.
I looked through the files and everything appears to be in order. Not sure what happened. Random fluke?
Guess so.
 
Gibbering Idiot said:
Speaking of sex, is it possible that the Gigolo and Sexpert perks are switched? I mean, Gigolo states you'll sleep with anything, but you get it for doing great at sex, whereas Sexpert says you're great at sex, but you get it for having lots of sex.

This was confusing enough that I mixed them up in my guide.

A possibly new bug I was told about in email: the slave doors in NCR can be destroyed just by punching them. Suggested fixes:

1. Make the door check for explosive damage like other doors, and
2. If you blow up the door, this should set the proper variable for the slave quest.
 
From: http://www.bethsoft.com/bgsforums/index.php?showtopic=748174

I haven't played through much of the game yet and I am stuck on a problem.

I am trying to get my citizenship from that First Citizen lady and said I would resolve the problem in Gecko.

So I head to Gecko and decide I would just blast everyone starting from inside the powerplant in the robot control room with that glowing guy. So I started killing everyone and then I leave the plant and go outside and killed everyone there, then I went to the junkyard part of town and killed everyone there. The only things I didn't kill are the two dogs and the brahmin in both parts of town.

Oh yeah and I went into that underground place and killed their god king mole rat and his followers or whatever they where. So I am damn sure the town is clean from mutants and checked everywhere to make sure but when I go back to first citizen she just says "Have you solved the problem yet?" and I can only reply with "Not yet. Still working on it."... Hmmm

I had messed with the computer and got it to show my character that he needs a Hydroelectric-Magnoletesphere(??) but still no luck. And I also never talked to Harold since I wanted to do it this way.
But I thought if I killed the mutants Vault City could do what they want to the place without having to mess with the killing themselves? I'm using Killaps latest patch and everything is going great except this.

So how come after I killed all the mutants I didnt get some sort of "You have purified the area of the Mutant problem, good job! You gain #### experience points.", is this normal? First Citizen will only let you finish if you repair the plant and won't acknowledge the death of everyone in town? Oh, I did kill one non mutant I think was named Lenny.

So, the only available options are blowing up the plant and fixing the plant and letting the ghouls live. Wouldn't it make sense (maybe in the expansion, not the patch) for Lynette to reward you for actually killing all inhabitants of Gecko (especially for fixing the plant and killing the ghouls)?
 
Hey Killap, i see an bug in Sierra Army Depot:

I have 3 party members, Cassidy, Sulik and Vic, but they are weak to kill the turrets, then i ask to Cassidy and Sulik wait a moment, but when i ask to Vic wait, he turn hostile to me! :shock:
I've tested, and this bug happen initially in S.A.D, but if you go to S.A.D with Vic, and later go to other place, and ask to Vic wait, he attack too!

And if i ask Vic to wait in a city, and go to S.A.D, and later return to city to see Vic, he attack!
 
Zaius238 said:
Hey Killap, i see an bug in Sierra Army Depot:

I have 3 party members, Cassidy, Sulik and Vic, but they are weak to kill the turrets, then i ask to Cassidy and Sulik wait a moment, but when i ask to Vic wait, he turn hostile to me! :shock:
I've tested, and this bug happen initially in S.A.D, but if you go to S.A.D with Vic, and later go to other place, and ask to Vic wait, he attack too!

And if i ask Vic to wait in a city, and go to S.A.D, and later return to city to see Vic, he attack!

Hmm..Is this by chance the aggressive glitch that had been mentioned before about Vic? I remember that there was an issue where he became passive if he was knocked unconscious on a map and you left the map. To anyone who may know, did he also become aggressive in a similar situation or am I just thinking about the passive Vic issue?

So, you say he only becomes aggressive if you ask him to wait AFTER going to the Sierra Army Depot? He can wait just fine in other location before this, yes? This sounds quite odd. There is no reason why the Sierra Army Depot would cause this to happen. I will look into it but I probably won't come up with anything. Can anyone else confirm this? Also, just to clarify, it is only going to Sierra Army Depot with Vic that causes this issue, right? You don't have to have him wait there, yes?


Per said:
A possibly new bug I was told about in email: the slave doors in NCR can be destroyed just by punching them. Suggested fixes:

1. Make the door check for explosive damage like other doors, and
2. If you blow up the door, this should set the proper variable for the slave quest.

I fixed this. I also found a few other doors throughout the game that had a similar issue. Thanks for posting this.

@Ausir
I shall consider what you said. It would make sense that killing all the Ghouls would complete the quest. That *is* technically what Lynette wants anyway.
 
Yeah, Lynette wants the ghouls dead and doesn't want the power plant destroyed, but if you kill the ghouls without destroying the plant, she doesn't acknowledge the quest as finished - while not a bug per se, it's definitely a design error.
 
A new ending sequence would need to be added - Vault City flourishes and takes over control of Gecko - something to that effect.

Sorry, I don't recall if there is an ending that covers this already.
 
The best outcome for Lynette would be repairing the plant and then killing all ghouls.
 
killap said:
3.It's possible to get the "Vault city stagnates due to lack of power" and the "Gecko trades power to Vault City to help it expand" ending at the same time.
Yes, I looked at the script and it is possible. If you repair and optimize the gecko plant (and give the econ disk) Gecko will team up with VC. However, if you deal with the Raiders but do nothing about the talk between NCR and VC then it will default to VC becoming stagnant. There are not that many different options for VC, so I really cannot do anything about this.

Well, one possible way to deal with this is to totally rewrite the part in Horrigan's script where it assigns the end movies, and treat the Gecko and Vault City endings as only ONE ending with one or two cutscenes being played at the end depending on city/quest status.

Looking at all possible endings, I'd do the following (I'm sure you can optimize the conditional checks in Horrigan's script better than I have laid it out here):

1) Gecko powerplant not fixed but still functional; Vault City destroyed: No ending for Gecko, Ending VC1B for Vault City.

2) Gecko powerplant melted down; Vault City destroyed: Ending GE1 for Gecko, Ending VC1A for Vault City.

3) Gecko powerplant fixed and optimized, econ disk delivered; Vault City survives, defeats raiders, expose NCR/Reno connection, Lynette/Westin corresponds and both are alive: Ending GE4 for Gecko, Ending VC3 for Vault City.

4) Gecko powerplant fixed and optimized, econ disk delivered; Vault City survives, defeats raiders, NCR/Reno connection not exposed OR Lynette/Westin correspondence not complete OR one of them dies: no ending for Gecko, Ending VC5 for Vault City.

5) Gecko powerplant fixed and optimized, econ disk delivered; Vault City survives, raiders not defeated: no ending for Gecko, Ending VC4 for Vault City.

6) Gecko powerplant fixed and optimized, econ disk not delivered; Vault City survives, defeats raiders: Ending GE3 for Gecko, Ending VC3 for Vault City.

7) Gecko powerplant fixed and optimized, econ disk not delivered; Vault City survives, raiders not defeated: No ending for Gecko, Ending VC4 for Vault City.

8) Gecko powerplant fixed but not optimized; Vault City survives, defeats raiders, expose NCR/Reno connection, Lynette/Westin corresponds and both are alive: Ending GE2 for Gecko, Ending VC3 for Vault City.

9) Gecko powerplant fixed but not optimized; Vault City survives, defeats raiders, NCR/Reno connection not exposed OR Lynette/Westin correspondence not complete OR one of them dies: Ending GE2 for Gecko, Ending VC5 for Vault City.

10) Gecko powerplant fixed but not optimized; Vault City survives, raiders not defeated: Ending GE2 for Gecko, Ending VC4 for Vault City.

11) Gecko powerplant not fixed but still functional; Vault City survives: Ending GE5 for Gecko, Ending VC2 for Vault City.

12) Gecko powerplant melted down; Vault city survives: Ending GE1 for Gecko, Ending VC2 for Vault City.

Personally, I'm not too sure about endings 8 and 12. For 8, you can easily argue that Ending VC5 for Vault City should be used instead, and for 12, you can argue that Vault City shouldn't have an ending.

Also, if I did not mention a condition, then that means it has no impact on the ending.

-- The Haen.

P.S. For those of you non-scripters following this thread, here is a list of what each ending means.

GE1 - "1:The Gecko reactor meltdown had terrible consequences for the region.
2:The resultant radioactivity and heat emanating from the reactor killed every living creature within a ten-kilometer radius and poisoned the area for years to come.
3:Vault City's perceived threat from the peaceful ghouls of Gecko was at an end."

GE2 - "1:Repairing Gecko's power plant prevented any further radioactivity from leaking into Vault City's groundwater.
2:Though this eased tensions between the two communities, they still maintain an uneasy truce."

GE3 - "1:Optimizing Gecko's reactor creates a power surplus in Gecko.
2:The Vault City council, unable to expand because of their limited power supply, yields to internal pressure and is forced to take over Gecko to control the reactor.
3:The peaceful ghouls of Gecko become slaves and spend the rest of their lives serving Vault City."

GE4 - "1:Optimizing Gecko's power plant became the first step in forging a spirit of cooperation between Gecko and Vault City.
2:Gecko's increased power production became instrumental in helping Vault City's expansion.
3:The harsh xenophobia of many of Vault City's leaders faded into obscurity while ghoul and human labored side-by-side to create a center of learning and tolerance where once had stood only enmity and distrust."

GE5 - "1:Eventually the citizens of Vault City tired of having their groundwater radiated by the ghoul's leaking atomic reactor in Gecko.
2:In a wave of xenophobic fear and hatred, the well-armed soldiers of Vault City slaughtered the peaceful ghouls and shut down the reactor for good.
3:Unable to harness any additional sources of power Vault City eventually stagnated and died-itself a victim of it's own hatred."

VC1A - "1:The slaughter of Vault City has become the stuff of legend.
2:One day it was a thriving community, and the next, the bodies of its Citizens lay strewn throughout the streets.
3:It looked as if raiders had sacked the city, but no bodies of the attackers were ever found.
3:Their Vault was plundered of all its technology, and refugees from Gecko soon moved into the broken walls of the city."

VC1B - "1:The slaughter of Vault City has become the stuff of legend.
2:One day it was a thriving community, and the next, the bodies of its Citizens lay strewn throughout the streets.
3:It looked as if raiders had sacked the city, but no bodies of the attackers were ever found.
4:Their Vault was plundered of all its technology, and the inhabitants of Gecko soon moved into the broken walls of the city.
5:In a few short months, they had rebuilt the city and restored much of the systems that had been damaged by the raiders."

VC2 - "1:Over the next few years, the background radiation from Gecko's power plant began to cause mutations in the Vault City population, forcing the Citizens to relocate to NCR.
2:NCR, however, recalling past animosity, relegated the Vault City refugees to the status of second class citizens."

VC3 - "1:The correspondence between NCR and Vault City continued, and a few years after the destruction of the Enclave, Roger Westin assumed the head of the NCR council.
2:He immediately set limits for NCR's expansion north, and in a landmark settlement, passed an amendment that formally recognized Vault City's independence.
3:Shortly after this settlement, Westin suffered a heart attack and retired from politics.
4:He moved north to Vault City for medical treatment and eventually married Joann Lynette in the following year."

VC4 - "1:In the years to come, Vault City suffered greatly from raider attacks.
2:Eventually, the situation grew so desperate the Citizens were forced to request aid from NCR.
3:Within a month, a large detachment of the NCR's military was stationed in Vault City.
4:The military presence quickly became an occupation force, and Vault City became the first of NCR's border territories."

VC5 - "1:In the years following the destruction of the Enclave, Vault City continued to stagnate, choking on its own isolationism.
2:Its Vault 8 generator, which was never intended to support such a large population, prevented Vault City's necessary expansion.
3:Eventually, the city was absorbed by NCR, which had spread steadily northwards since its founding."
 
I think the kind of ending that seemed to be missing is where:
a- Gecko power plant is fixed/optimized
b- all the ghouls are wiped out

Resulting in an ending like:

GE999 - "1:Optimizing Gecko's reactor creates a power surplus in Gecko.
2:Gecko's increased power production became instrumental in helping Vault City's expansion.
3:Gecko is annexed by Vault City given all it's former residents have perished at the hand of some unknown force."
 
Glovz said:
I think the kind of ending that seemed to be missing is where:
a- Gecko power plant is fixed/optimized
b- all the ghouls are wiped out

Hmmm...good point. Off the top of my head, I don't think there is a variable that keeps track of the population of Gecko, which is why I did not put it in my list of conditions (all the rest of the conditions I mentioned have a variable of some sort keeping track of stuff).

That being said, it's not as if there was a functional variable keeping track of Vault City's population: there is a variable "Vault_City_Population" defined, but it appears only in Horrigan's script, and it was also commented out. I assume killap enabled the variable when he enabled the two bad VC1x endings in his patch.

Short of creating a brand new ending (which I agree would be the ideal solution), the best we can do here is to not given endings for both Gecko and Vault City if this scenario should occur.

Or, a more complicated solution which admittedly stretches our suspension of disbelief: I assume that even with the plant fixed and/or optimized, it requires constant maintenance and surveillance by the Ghouls of Gecko to prevent a meltdown -- it is an ancient nuclear reactor, after all! So, we can do something like this:

1) Define a "Gecko_Population" variable and a "MVAR_Gecko_Death_Countdown" variable.
2) If Gecko_Population < 5 then set MVAR_Gecko_Death_Countdown to (say) 5 days.
3) If obj_dude enters Gecko after 5 days, give a message like: "Due to lack of maintenance, the powerplant has begun to melt down. Leaving the area as soon as possible seems like a good idea."
4) Toggle the GVAR_GECKO_MELTDOWN variable.

Then in this case, we can use Ending GE1 for Gecko, and possibly ending VC2 or VC1A for Vault City depending on what you did there.

-- The Haen.
 
Is it possible to loot Frank Horrigan's weapon after his death, by killing on of the Enclave soldiers or an npc to same hex? Or is it "fixed" in this patch?
 
killap said:
vir aenae said:
I've been playing through Fallout 2 again using Killap's patch (June 11, 2007 A) and have been having a bit of trouble with Cassidy. He keeps forgetting his combat settings whenever I exit the program. Specifically, I change his burst settings, his distance from me, and his target, and all of these are back to his defaults every time I load the game up.
This is a known issue with the original game. I had altered some files with the hopes of fixing the problem but they don't seem to help.

vir aenae said:
Less importantly, I've noticed that the desks which look like a countertop with a computer on it are "usable" (the hand icon appears), but interacting with them never seems to do anything.
Most scenery items are usable so I don't think this is a bug. Plus, I did not alter anything with the items you describe.

vir aenae said:
Also, in the Klamath Rat Caves and the Wanamingo Mine in Redding, there are some wood supports which are described as damaged. These are also "usable" but don't react in any way, even to dynamite dropped next to them. It seems sort of like the developers meant to put in a way to avoid fighting Ke'eng Rat or the Wanamingos by causing a cave-in, but didn't finish it.
Not a bug but something that is probably left out by the devs. I actually never noticed/knew of this so I am considering adding this to my upcoming expansion.

Well then why not turn the files back?
 
SorgFall said:
killap said:
vir aenae said:
I've been playing through Fallout 2 again using Killap's patch (June 11, 2007 A) and have been having a bit of trouble with Cassidy. He keeps forgetting his combat settings whenever I exit the program. Specifically, I change his burst settings, his distance from me, and his target, and all of these are back to his defaults every time I load the game up.
This is a known issue with the original game. I had altered some files with the hopes of fixing the problem but they don't seem to help.
Well then why not turn the files back?
I assume what I quoted is what you are referring to? Please try not to quote just everything in the future.

As to why not reverting back to the older files, well honestly it does not matter either way. Essentially the code it doing the same thing. Cassidy's script, plus Marcus's I think, were the only NPC scripts to have their join/follow/leave functions coded oddly. It was pretty messy how they did it - probably their original concept and then it was improved upon in the other NPC scripts. Thus, it is nothing to worry about and an improvement to what was there before. Consider those two scripts "optimized."

@the discussion regarding VC/Gecko endings. Good ideas and I shall look into it when I get more time. Like I said before new semester has begun and classes have started.
 
killap said:
SorgFall said:
killap said:
vir aenae said:
I've been playing through Fallout 2 again using Killap's patch (June 11, 2007 A) and have been having a bit of trouble with Cassidy. He keeps forgetting his combat settings whenever I exit the program. Specifically, I change his burst settings, his distance from me, and his target, and all of these are back to his defaults every time I load the game up.
This is a known issue with the original game. I had altered some files with the hopes of fixing the problem but they don't seem to help.
Well then why not turn the files back?
I assume what I quoted is what you are referring to? Please try not to quote just everything in the future.

As to why not reverting back to the older files, well honestly it does not matter either way. Essentially the code it doing the same thing. Cassidy's script, plus Marcus's I think, were the only NPC scripts to have their join/follow/leave functions coded oddly. It was pretty messy how they did it - probably their original concept and then it was improved upon in the other NPC scripts. Thus, it is nothing to worry about and an improvement to what was there before. Consider those two scripts "optimized."

@the discussion regarding VC/Gecko endings. Good ideas and I shall look into it when I get more time. Like I said before new semester has begun and classes have started.

I still think to maintain "orderness" that you should return those files. After all, you are a perfectionist... and who knows if those alterations actually cause a bug that we might notice only in a year or so...
 
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