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

I don't know if you Killap have checked it but i have found one minor glitch in Mynoc's script (Arroyo). This procedure is called when Player has visited both Klamath and The Den and before Hakunin dreams :
Code:
procedure Node015 begin
   Reply(198);
   NOption(199,Node012,004); "I have discovered the holy vault"
   NOption(200,Node013,004);
end

Should be :
Code:
procedure Node015 begin
   Reply(198);
   if (VAULT_KNOWN) then
      NOption(199,Node012,004);
   NOption(200,Node013,004);
end
 
Congratulations Killap, your patch is mentioned in latest issue of the finnish video gaming magazine (called "Pelit"). :clap:
 
Skynet said:
Congratulations Killap, your patch is mentioned in the latest issue of finnish video gaming magazine (called "Pelit"). :clap:
Seriously? Awesome. Any chance of seeming some links or scans to this?
 
Karmeck said:
http://www.pelit.fi/index.php?id=haku

just put {I'm trying to say your, you are, or you're, but I'm likely too stupid to know which to use.} name in and something comes up, you have to be a resisted member to view it so I don't know what it say.

No no no, that will just show a link to download killap's patch.



killap said:
Skynet said:
Congratulations Killap, your patch is mentioned in the latest issue of finnish video gaming magazine (called "Pelit"). :clap:
Seriously? Awesome. Any chance of seeming some links or scans to this?



Sorry, I don't have the necessary equipment to take a scan/picture of it, but you really don't miss out much. It's just a brief mention.

It's a article about famous games (such as jagged alliance, baldurs gate etc.) and fan made patches and mods to them in general. In the short Fallout 2 section, your unofficial patch is mentioned.

Roughly translated:

"This game has been fixed by many now vanished persons. King of the Fallout 2 unofficial fixes is a unofficial patch made by killap, whose patch will fix over 800 bugs/errors. Final version of this patch came out at the end of 2007, nine years after the game was first released."

+ a link to your fallout2 website is shown.
 
Alrighty everyone, the latest patch has now been released. This is quite a large update and includes well over 150 new bug fixes as well as several fixes to bugs sadly introduced by me. I know I said I was going to stop releasing, but apparently this isn't the case. It's the perfectionist in me that prevents me from putting this down. I cannot say whether there will be another update, there might or might not. It really depends on the quantity of issues reported.

Below are the links to the various versions of my patch and further down is the list of new fixes.

Enjoy!!

Windows Installer Version (recommended): download
Windows Manual Version ("advanced users"): download
Mac Version: download


Code:
Fixes to bugs I introduced since the October 19th release:

• It is no longer impossible to not speak with the Elder at the Enclave. ("unable to reach her issue")
• Cleaned up issues with Bess and how she disappears
• Lou, the owner of the Malamute Saloon, will no longer spew debug messages at you.
• Laddie now correctly makes the trip back home if you rescue Johnny from the farm.
• Having talked to Crocket about the armor upgrades and then speaking with Jing for the first time will no longer cause him to ask you how his quest is going (despite you never having even met him before)
• It is no longer impossible to steal from the doctor's shelf in NCR.
• Flick in the Den and Jo in Modoc correctly clean their inventories like all the other shopkeepers now do.
• Sabotaging the Wright's still no longer causes "Error" to display in the message window.


Code:
Fixes since the October 19th release:

Arroyo:
---------
•Aunt Morales
 -Fixed issue of getting multiple pieces of flint.
• Smoke now correctly disappears during the 4th dream sequence.

Klamath:
-----------
• Bodies no longer age on the Cliff map allowing the bodies there to be looted at any time.
• Torr
 -If you tell Torr you CAN help but then say you can't help right now, the quest already appears in your status screen. This is no longer the case.
• If you leave the map and return, the robot turns non-hostile. This is no longer the case.
• Slim Picket
 -If you work through the dialog tree until he offers training but decline, from then on he treats you as if your skill is too high to be trained. This locks off any possible training in the event you asked about it, but just didn't have the cash to spend the first time, etc. This is no longer the case.
• Sulik
 -It is no longer possible to exploit a bug by which if Mrs. Buckner frees Sulik as a quest reward, you can talk to Sulik *before* talking to Maida and give him $350, gaining 500 EXP.  If you then talk to Maida, she frees Sulik again (since it was a pending reward), gaining you another 500 EXP.  
• Duntons
 -If you do the Guard the Brahmin quest, then speak to the Duntons and switch to the Rustle Brahmin quest, saving and then loading the game AFTER you've scared off Torr causes the Duntons to no longer speak to you. This has been corrected.
 -Talking to the Duntons in town about work, turning them down and leaving the map will no longer cause Torr to disappear.
 -Fixed some scripting bugs when talking to the Duntons about work after first refusing to help.
 -The Dunton's shop inventory transfer to their bodies only when on the main town map.
 -Fixed similar issue Smiley.
• Looking at Smiley after having found him now displays a proper description.
• Whiskey Bob's still now becomes non operation after the player betrays him and tells Sajag about it. This was done to fit the dialogue Bob gives you complaining about his still being smashed up by someone.
• It is no longer possible for Maida to keep asking to find Torr once you tell her he is dead. This would sometimes cause the quest to reactivate as well.
• Removed a duplicate dialogue option regarding Smiley's death when speaking with Mrs. Buckner.
• It is no longer possible to ask about Vic once he is in your party.
• Clicking on Sajag when an enemy of the town now correctly causes him to give an angry float and attack you.

Den:
------
• Rebecca will now correctly attack you if you are a childkiller.
• Dumb characters will now give an appropriate float when banishing Anna from her house.
• Becky's Still
 -Using a tool to destroy the still no longer displays a nonsensical "That does nothing" message right after saying the still was destroyed.
 -When one approaches Becky's still after getting Frankie's quest the message that she has a still appears even though the player already knows this. This has been corrected.
• Frankie
 - There is now a pipboy quest entry regarding Frankie's request to find out how Becky sells her drinks so cheaply.
 - Tweaked/fixed how his script handles the destroy still quest.
• One Tooth Billy
 - Fixed a bug that would cause his script to crash
 - Fixed issue preventing him from correctly going home to bed at night and returning in the morning.
• It is no longer possible to ask the Slaver at the door of the Guild about joining the Slavers once the player has already become one.
• Lara's gang no longer remains on the player's team once the player helps them win the fight against Tyler's gang.
• Rebecca is no longer set as an evil critter. The reason for this change is that killing her counts as killing a good critter and all dialogue with her points to her being a fairly good person (she really hates slavery, so makes sense...)
• It is no longer possible to use the "barter exploit" to keep Vic's radio.

New Reno:
-------------
• Female boxing fans are now correctly labeled as females.
• Corrected a bug in Myron's guard's scripts when talking with them as a stupid character. Duplicate options would be displayed with both pointing to different nodes. The correct dialogue lines are now displayed.
• When choosing your name as a made man, the option for "Killer" is no longer displayed twice.
• Salvatore's guards on the desert transaction are correctly stocked with 5mm JHP instead of .223 ammunition.
• Junkies no longer continually accumulate Jet due to being unable to use it on themselves.
• It's no longer possible to get infinite boxing rematches before winning the game by *failing* a speech check..
• Corrected an instance where Myron would display an incorrect dialogue option when he won't join you because you have CH 1.
• It now takes time to go to and return from the Salvatore-Enclave transaction.
• During boxing matches, the boxers you fight now correctly display the right descriptions. Before they were all described as generic boxers.
• Some dialogue float errors with Myron
 -He would not display the correct float when Lenny was in your party
 -There was a script error that prevented a float line from being displayed when Marcus was in your party
• Corrected incorrect floats by the boxing fans during boxing matches depending on whether the player was male or female.
• When playing as a dumb character the player's float when finding out that the car's missing is now appropriate.
• Lloyd
 -If Lloyd becomes hostile in the basement it is no longer possible to enter peaceful dialogue with him as if nothing happened.
 -Fixed various scripting issues with Lloyd and how his script handles going to Golgotha with/without him.

San Fran:
------------
• It is no longer possible to ask about your missing tribe with various NPCs before you know it actually happened.
• Speaking with Lo Pan about training as a dumb character would display non dumb end conversation options. This has been corrected.
• The Shi Guards in the room with the Emperor now react when the player breaks through the forcefield.
• It is no longer possible to get xp from both Matt and AHS-9 for preparing the tanker when playing as a dumb character.
• Jing will no longer add the delivered armor to his inventory so you can't steal it back.
• The red and blue guards in the Steel Palace are now on the same teams.
• Having the Hardened Power Armor quest bypasses Crocket's check to see if he's out of chemicals. This is no longer the case.
• "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." This is no longer the case.
• "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 no longer the case and a new line of dialogue was added to be said by him in this case.
• If you drop the Vertibird Plans after getting Handy to copy them from you, you can ask him to do it again. This is no longer the case.
• "Even though Badger will get the vertibird plans for you if you have the Brotherhood quest active and gave the plans away, it won't allow you to ask Badger for hacking in the first place." This has been corrected.
• Corrected an instance where available options when speaking with Ken Lee would lead to him telling the player the Emperor is a computer and no option would be avaiable to the player to express surprise about this. This has been corrected.
• You were getting more karma than you should have when you kill Lopan without specifically getting a quest to do so. This is no longer the case.
• When playing as a dumb character it is no longer possible to get the Tanker fueled and ready to go AND install the NavCom ("again") despite it already being installed.
• After completing Dragon's quest to challenge Lo Pan, Lo Pan's quest (if obtained as well) doesn't cross out and vice versa. This is no longer the case.
• Lo Pan no longer displays a nonsensical dialogue option after having taught the player four times and the player asking for training once more.

Modoc:
---------
• It is no longer possible to talk with Karl normally (as if nothing happened) once he becomes hostile.
• Jo
 -If you begin to ask Jo about a GECK, but at any point select an option that ends dialog before actually getting the quest, when you subsequently talk to Jo, this branch is missing from dialog options, so there is apparently no way to activate it again. This is no longer the case.
 -Jo's shop no longer keeps restocking after he dies. 
• Cleaned up the gate script attached to the brahmin pens. They now correctly stay open when you are near them allowing the brahmin or other critters to exit freely.
• Laddie no longer vanishes when you blow up the outhouse.
• Guarding the brahmin now displays a message in the window saying that all the dogs are dead.
• Corrected a duplicate global bit being used by the guy in the slaughter house which would cause Farrel's garden quest to break.
• Rearranged nonsensical farewell dialog options in Farrel's script
• Balthas's check for considering you a good character has been modified. Not only does he check your rep in Modoc like he did before, but he also checks to see if your global reputation (karma) is below or equal to -500. If one of these conditions is satisfied, he refuses to disclose information to you.
• Playing as a dumb character now correctly sets the variable for delivering the slag message to Jo in Modoc. This means that Vegeir no longer keeps asking you to deliver the message and it is now possible to get the rifle from him for your services.

Redding:
-----------
• Fixed some scripting issues with Josh regarding is dialogue about valuables.
• It is no longer possible to ask James Hoffy about the GECK after already finding one.
• Giving the chip to McGrew no longer puts it in his inventory like as is done with LeBarge

Sierra Army Depot:
-----------------------
• You no longer get xp from the lvl 1 computer by pressing help and then not running the diagnostic test.
• Fixed a message display issue with electric floor plates and robots stepping on them. Wouldn't attach the object name to the message.
• Security bots no longer make dialogue floats after having first become active due to an alarm going off and then later inactive (eventually going invisible too) when the alarms are reset.

Vault City:
-------------
• It is no longer possible to "use" explosives on the stuck vault door. This would cause some dialogue inconsistencies to occur. Instead, the door acts as other doors do. You physically place the explosive in front in the attempt to destroy it.
• Bar patrons in the Vault City council area no longer stand around at night giving floats as if they are asleep.
• Harry's shelf will no longer keep restocking after he dies.
• It is no longer possible to stand behind Wallace's locker and take the Day Pass from there.
• As long as Puking Charlie lies on the ground we can keep using the Rad-Aways on him getting 100 exp each time. This is no longer possible.
• Corrected an instance where Lynette's voiced dialogue did not match her subtitles.
• Corrected an instance when talking with the gate guards as a dumb character two dialogue options with the same text would but would lead to different outcomes. This has been corrected and the correct dialogue option is now displayed.
• In Vault City's Vault the background while talking to party members is no longer the incorrect one.
• The player no longer stands with his back turned when listening to the Vic/Val conversation.
• When playing as a dumb character the player's float when finding the wrench buried under the rocks is now appropriate.
• When playing as a dumb character the player's float when repairing broken vent in the Vault on level 2 is now appropriate.

Vault 15:
-----------
• It is no longer possible to barter with Darion in Vault 15.
• With extreme Traps you can't open the outside elevator door after Lockpicking it because you keep detecting an undetrappable trap. This is no longer the case.

Vault 13:
-----------
• Corrected an incorrect dialogue option from being displayed when speaking with Ariel as a dumb character.

Broken Hills:
---------------
• You now correctly get experience points for breaking into Liz's stash.
• Tipping Phil now correctly deducts the tip from your inventory.
• Destroying the cell door with explosives now causes the guard to become hostile.
• Liz's shop inventory no longer keeps restocking after she dies.
• The quarrelling couple will no longer keep quarrelling during combat.
• Elmo will now correctly disappear when all the mutants die.
• Henchmen in will no longer make non-combat floats in combat.
• Phil no longer treats dumb characters as if they have visited him before when first meeting with him.
• When playing as a dumb character the player's float when running over Lumpy with the car is now appropriate.

Gecko:
--------
• Lenny's responses when pushed are no longer in red.
• Corrected an instance where the voiced dialogue for the Enclave soldier on the network did not match his subtitles.
• You can no longer ask Lenny for healing before you learn he's a doctor.
• If Lenny heals you for free because you didn't have enough money he doesn't inform you of this. This has been corrected.
• Wooz has no in depth dumb character dialogue so the fact that a player could ask for booze was incorrect.
• Playing as a dumb character will no longer cause NPCs to give floats in red when they clearly are not angry.

NCR:
------
• NCR guard warning floats are now displayed in red.
• Carlson's kid
  -Fixed some issues with threatening Carlson's kid and him not reacting properly. 
  -Fixed an incorrect dialogue option being given.
• You can no longer get multiple copies of the NCR history holodisk if you keep asking Tandi about 'shadeesands'. 
• Talking with Westin as a dumb character and choosing the option about Vault 13 no longer prematurely ends dialogue.
• Talking with Doctor Jubilee about the Mother Lode\saying "Ask more" no longer prematurely ends dialogue.
• Playing as a dumb character and asking Tandi about NCR history prematurely ends conversation. This is no longer the case.
• Corrected an incorrect dialogue option from being displayed when speaking with Vortis as a dumb character.
• You can no longer ask Buster about the GECK after you already find one.
• Hal is no longer on the player's team while in town.
• If you abandon the NCR cattle drive you can are no longer able to pick up a reward.
• The guy who pays you for the NCR brahmin quest is no longer on the player's team.
• When playing as a dumb character the player's conversation with the "talking door" in the Stockman's Association is now appropriate.
• When playing as a dumb character the dialogue options with the Bulletin Board is now appropriate.

Navarro:
-----------
• The door to Chris' shack can now be blow up with explosives. This will of course cause Chris to become hostile
• Tweaked Xarn's script and how he reacts to you coming through the door from the vents or from the main door to the room.
• When playing as a dumb character the player's dialogue option about the radio after talking to Chris in Navarro is now appropriate.

Encalve:
----------
• All bots that should have scripts now do.

Misc:
------
• Cyberdog now correctly has 117 HP when it is level 3.
• Vic now has 90 HP when he is level 3.
• Marcus, the Brain Bot and Myron no longer lose armor when leveling up.
• The K-9 motivator no longer has multiple uses to it. (like a medkit would)
• The way how the game handles the various major points of progress of the player would cause the check to see if the player's tribe is missing to return false if the player is in the process of fueling the tanker. All instances of checks to the missing tribe have been redone to correctly work with all the stages of the game.
• Using Small energy cells or micro fusion cells on a non-car party member no longer refuels the car.
• Gold nugget can now be used to punch as was originally intended.

Random Encounters:
--------------------------
• Corrected issues of critters not being on the same team
 -Morton brothers
 -Farmers and their children
• Female Homesteaders now use the correct scripts.
• Corrected AI issues with various critters which caused them to get as close as possible despite using a gun.
 -highwaymen
 -rogues
 -claim jumpers
 -raiders
• Killing trappers no longer counts as killing an evil critter. Instead they are considered neutral critters.
• Gangs no longer have a 100% taunt chance so causing them to make red floats in every round in addition to their normal combat taunts. It has now been decreased to 50%.
• Corrected instances where NPCs would have incorrect weapons or ammo types.
 -Robbers in caves now have the correct ammo for their HK P90c.
 -Female prospectors no longer use HK Caws, female bootlegger no longer use pistols or SMGs, and male and female homesteaders no longer use SMGs. This change was made since these NPCs are unable to use these weapons due to the protos they use.
• Corrected a possible infinite ammo exploit with the Mysterious Stranger
• When playing as a dumb character the player's float when entering the random Bridge encounter is now appropriate.
• When playing as a dumb character the player's conversation with the Stone Monument is now appropriate.
 
Still no fix for the hideous bug that u cant use the Fallout 2 book or Vault 13 computer for unlimited exp after beating the game, to bad.
 
killap said:
I cannot say whether there will be another update

I can - there will be. Muahaha.

-The Dunton's shop inventory transfer to their bodies only when on the main town map.

That's how it was before. The change I proposed was about not transferring it when they're at the bar.

• One Tooth Billy
- Fixed a bug that would cause his script to crash

Is this relating to restored content, or something that's in 1.02 as well?

• It is no longer possible to get xp from both Matt and AHS-9 for preparing the tanker when playing as a dumb character.

Wouldn't a more general fix/description be that it's no longer possible to get xp for fuelling the tanker if it's already been fuelled? I mean, you can mix other ways of preparing the tanker by using Mentats to get smart or Psycho to get dumb.

• Jo
-If you begin to ask Jo about a GECK, but at any point select an option that ends dialog before actually getting the quest, when you subsequently talk to Jo, this branch is missing from dialog options, so there is apparently no way to activate it again. This is no longer the case.

I couldn't find/replicate this.

• Balthas's check for considering you a good character has been modified. Not only does he check your rep in Modoc like he did before, but he also checks to see if your global reputation (karma) is below or equal to -500. If one of these conditions is satisfied, he refuses to disclose information to you.

What was the reason for this?

• Security bots no longer make dialogue floats after having first become active due to an alarm going off and then later inactive (eventually going invisible too) when the alarms are reset.

Did you also make it so that they actually don't go invisible again?

• Harry's shelf will no longer keep restocking after he dies.

As I pointed out this turned out not to be a problem after all since his shelf is offscreen in 1.02. So you can safely remove this fix.

• Destroying the cell door with explosives now causes the guard to become hostile.

Did you also fix that this doesn't count as freeing the prisoners?

• The K-9 motivator no longer has multiple uses to it. (like a medkit would)

Medikits don't have multiple uses. If you're talking about the charge bar that Geiger Counters have.

• Gold nugget can now be used to punch as was originally intended.

And also (Refined) Uranium?
 
Per said:
killap said:
I cannot say whether there will be another update

I can - there will be. Muahaha.
You're an evil man you know. ;)

Per said:
-The Dunton's shop inventory transfer to their bodies only when on the main town map.

That's how it was before. The change I proposed was about not transferring it when they're at the bar.
Ah, mistake in the description I wrote. The fix I did was exactly the one you said. I shall note to make a change to the corrections list.

Per said:
• One Tooth Billy
- Fixed a bug that would cause his script to crash
Is this relating to restored content, or something that's in 1.02 as well?
This is found in the 1.02 game. The issue was that sometimes his script would crash when he was supposed to leave the map at night. You would know he crashed when his description would read that of a generic peasant or whatever. I am not fully sure what the issue is, but it has something to do with the walk call used to make him walk to a destination. I fixed the problem by changing the tile he walks to to something not way outside the map. Now he walks right up to the very edge and disappears like normal.

Per said:
• It is no longer possible to get xp from both Matt and AHS-9 for preparing the tanker when playing as a dumb character.

Wouldn't a more general fix/description be that it's no longer possible to get xp for fuelling the tanker if it's already been fuelled? I mean, you can mix other ways of preparing the tanker by using Mentats to get smart or Psycho to get dumb.
Perhaps...It's late when I do this stuff you know. :D

Per said:
• Jo
-If you begin to ask Jo about a GECK, but at any point select an option that ends dialog before actually getting the quest, when you subsequently talk to Jo, this branch is missing from dialog options, so there is apparently no way to activate it again. This is no longer the case.

I couldn't find/replicate this.
The issue is that the variable for this is getting set too early in the dialogue tree.

Per said:
• Balthas's check for considering you a good character has been modified. Not only does he check your rep in Modoc like he did before, but he also checks to see if your global reputation (karma) is below or equal to -500. If one of these conditions is satisfied, he refuses to disclose information to you.

What was the reason for this?
Well the script is the same but there is just another check for the karma. The reason I put it is that if you have -1000 karma he says he heard good things about you from people. Just didn't fit.

Per said:
• Security bots no longer make dialogue floats after having first become active due to an alarm going off and then later inactive (eventually going invisible too) when the alarms are reset.

Did you also make it so that they actually don't go invisible again?
No, just that they won't make floats while invisible.

Per said:
• Harry's shelf will no longer keep restocking after he dies.

As I pointed out this turned out not to be a problem after all since his shelf is offscreen in 1.02. So you can safely remove this fix.
Noted.

Per said:
• Destroying the cell door with explosives now causes the guard to become hostile.

Did you also fix that this doesn't count as freeing the prisoners?
I would have to check again.


Per said:
• The K-9 motivator no longer has multiple uses to it. (like a medkit would)

Medikits don't have multiple uses. If you're talking about the charge bar that Geiger Counters have.
Ah, I meant whatever items use charges.

Per said:
• Gold nugget can now be used to punch as was originally intended.

And also (Refined) Uranium?
No, wasn't aware of that one. Unless I already did it long ago.
 
killap said:
No, just that they won't make floats while invisible.

Well, that is also handled inconsistently. Firstly they don't actually go back into the recharging bays so it doesn't make sense that they disappear. Secondly they only disappear in a rectangle covering their original positions, so some may remain visible. I can sort of see what they were thinking when they did that, but it doesn't work out. The easiest fix would be to just never turn the robots on levels 1 and 3 invisible again once they go visible.
 
Per said:
killap said:
No, just that they won't make floats while invisible.

Well, that is also handled inconsistently. Firstly they don't actually go back into the recharging bays so it doesn't make sense that they disappear. Secondly they only disappear in a rectangle covering their original positions, so some may remain visible. I can sort of see what they were thinking when they did that, but it doesn't work out. The easiest fix would be to just never turn the robots on levels 1 and 3 invisible again once they go visible.
I shall make this change for the next patch.
 
killap said:
Per said:
killap said:
• Harry's shelf will no longer keep restocking after he dies.

As I pointed out this turned out not to be a problem after all since his shelf is offscreen in 1.02. So you can safely remove this fix.

Noted.

I disagree with Per, there is always the "too many items" bug to consider. Given we still do not know it's precise cause.
 
Bug found,

Talk to Harold and get the quest to repair Gecko power plant. If you then go to talk with the Brain, he will act as if you have repaired the power plant already.


Using Fallout 2 Restoration Project 1.0
 
you can no longer get the Ghost Farm quest in Modoc, the option to ask Jo about G.E.C.K is not there even if you have not found the G.E.C.K yet. I done most of the other quests in town and is accepted.

"Guarding the brahmin now displays a message in the window saying that all the dogs are dead."

nope, gave me error.
 
Skynet said:
Bug found,

Talk to Harold and get the quest to repair Gecko power plant. If you then go to talk with the Brain, he will act as if you have repaired the power plant already.


Using Fallout 2 Restoration Project 1.0
Maybe something to do with the expansion. We cannot be sure since you are running it and not just the patch.

Karmeck said:
you can no longer get the Ghost Farm quest in Modoc, the option to ask Jo about G.E.C.K is not there even if you have not found the G.E.C.K yet. I done most of the other quests in town and is accepted.
I will have to check this. Are you sure he isn't pissed at you?

Karmeck said:
"Guarding the brahmin now displays a message in the window saying that all the dogs are dead."

nope, gave me error.
Probably means I forgot to include the updated .msg file. Yay me...
 
also after making the raiders go away in the new way, I was telling the first citizen that i have made the raiders go away, i think so any way I cant know since the option i chose was "error" but the responds kinda confirms what i said.

and as asked before how do I know he is pist other then he wont give me the quest, he like to talk about other things.
 
Karmeck said:
also after making the raiders go away in the new way, I was telling the first citizen that i have made the raiders go away, i think so any way I cant know since the option i chose was "error" but the responds kinda confirms what i said.
This is an expansion issue. Since you are running it, future bug reports should only be made in the expansion thread.

Ravager69 said:
and as asked before how do I know he is pist other then he wont give me the quest, he like to talk about other things.
Well, I'll look into it, but I could swear someone said it was working for them.
 
Hello again.

The only bug found so far:
1) After successfully completing "rustlle the brahmin" quest I talked to Duntons at their house and chose the first reply ("Sheesh, calm down..."). They both gave me an "error" message, with the only reply choise being "error".

Other issues may as well be "features" :)
2) If you tell Hakunin that you need a reward right after he asks you for a favor ("kill the plants" quest), you'll never know what exactly needs to be done. I don't know what can be done about this other than blocking the reward dialogue choise in that particular node.
3) After destroying Becky's still for Frankie and telling him "Why fight her? Join her." and then "Buy liquor from her", he answered that he just wanted her still destroyed and asked if I would do it or not. Since the still is already destroyed, this issue doesn't change much.
4) This isn't even an issue. :) No matter what I do, I can't fail the speech check when asking Slim Picket for the key. I seem to remember that it was possible to buy the key from him, now he just gives it to me for free.
5) Casino Girls in Shark Club (possibly in other places) are not in the same team with the guards.

Since it was me who reported the oddities in New Reno Casinos, I feel obliged to say that no longer happens. I think I guessed what was going wrong - I was getting winning messages instead of "Match". How that was possible is beyond me.
 
Back
Top