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

Crowley said:
If you kill the bridgekeeper in combat by an instant kill critical, you do not gain experience for it. I think he is the only critter in the game where this happens. This is how it is in the latest official version of the game, so maybe it is not a bug. Just thought I'd mention it.

That was figured out here. Engine thing, but can be avoided.
 
More Dunton bugs for killap.

1) After I finish bartering with them I gen a blank dialogue screen with the only option being [DONE]. I click it and only then they are saying "a pleasure doing business with you". AFAIR they used to say it right after bartering.

2) After I tell them that they are both too ugly and stupid for me to differ they are supposed to attack. They do not.

3) I think it was intentional that you reset their dialogues after the brahmin quest (pre-patch they were constantly telling you to keep quiet) but I'll ask nonetheless. :)
 
JaW said:
Kanhef said:
Some walls in New Reno can be shot through – note the targetable bouncers in this screenshot.
What do you thing, can you shoot through the window?
The sections by the door look solid, and the windows have glass in them, so it's a bit counterintuitive that you can still shoot through them.
 
Hmm...
While playing through with killap's latest unofficial patch, I found two errors.

One is with The Brain, when I was talking to it, got to apoint where he was supposed gimme a talisman, but ended up with 4 error conversation choices. But Gordon still gave me the disk anyway, but still can't complete that part of the game. Though I can still complete optimizing the powerplant.

Also, in Broken Hills, the female beside Bill gave me errors too.

And a small question, is Marcus supposed to give the Chad quest without the Restoration Project?

Just to ensure the bug didn't occur due to my installation sequence:
1. Fallout 2 1.00
2. Killap's 1.02.22 patch
3. the appearance mod from Killap's sig.
 
kyosuke said:
One is with The Brain, when I was talking to it, got to apoint where he was supposed gimme a talisman, but ended up with 4 error conversation choices. But Gordon still gave me the disk anyway, but still can't complete that part of the game. Though I can still complete optimizing the powerplant.
Might have something to do with the expansion. I will take a look.

kyosuke said:
Also, in Broken Hills, the female beside Bill gave me errors too.
I'll look.

kyosuke said:
And a small question, is Marcus supposed to give the Chad quest without the Restoration Project?
No you shouldn't get it. Can you? If so, then I might have included the expansion script for him by accident.
 
Marcus mentions Chad, though no quest appears in the pip-boy. If you ask Chad about it, the line "He suspects, that you are skimming the money that's supposed to go [to] Broken Hills." goes back to the "More questions? ..." node.
 
Kanhef said:
Marcus mentions Chad, though no quest appears in the pip-boy. If you ask Chad about it, the line "He suspects, that you are skimming the money that's supposed to go [to] Broken Hills." goes back to the "More questions? ..." node.
Sounds like I included some of the expansion files. Poo... I'll need to double check the patch for the next release to make sure none of the expansion is included by mistake.
 
Kanhef said:
Marcus mentions Chad, though no quest appears in the pip-boy. If you ask Chad about it, the line "He suspects, that you are skimming the money that's supposed to go [to] Broken Hills." goes back to the "More questions? ..." node.

That's what happened to me too.
 
Crowley said:
If you kill the bridgekeeper in combat...

And other Bridgekeeper bug:

If you enter in combat mode but no attack, then leave combat mode, for some strange reason he want you DEAD and create an kamikaze cow to explode you! Why? You just started combat mode, don't attacked! :roll:
 
I don't think this is a bug. Pre-patch, the game worked like that too. If you need to kill the bridgekeeper, keep some distance and set your party members to do so as well (Sulik is very good at getting himself killed on this encounter). Remember to target the eyes, instakill criticals are good.
 
Here are my lost notes as promisified.

Den

The orphans have a MAX_STEAL_WEIGHT variable defined, presumably to stop them from stealing Bozars, but it's never used.

Idea for expansion: if Tubby is killed, the orphans outside of Becky's run to sell their stuff to Flick instead. Also, if a casino/store owner is killed, the orphans outside don't just wait until the next map exit to disappear, but start walking right away to some offscreen tile (in the east-west border zone) and self-destruct if they reach it.

If you talk to Vic for the first time while stupid, he'll send you to node 022 where there are no stupid options.

Modoc

The doorway to the left of the front entrance to Jo's house is see-through and shoot-through.

NPCs falling down at the ghost farm are never seen lying down and then getting up, even though the procedure is the same as for dude_obj, who correctly ends up lying down (though it's possibly a "fake" lying down and there's no getting up animation when you click to move somewhere).

VC

If you attack Val, Vic's script will only be notified if he's in your party. Maybe a working solution would be to set a map variable that is checked by Vic's critter_proc (along with which map he's on), and which is turned off after a few heartbeats by the map script.

When the MVAR_Guard_Alert map variable is used to make guards come running, they instead enter combat immediately because the scripter apparently thought commands were queued up. On closer inspection this is irrelevant in 1.02 since it is no longer used. So there's an unused map variable to use with Vic, if you remove the references to it in the guard scripts.

The second dialogue option in Cassidy's node 1100 is missing the condition that you are not at your party limit, creating an extra incongruent line if he won't rejoin you because your party is full.

You can't ask Dr Andrew for healing if you have crippled limbs but full HP. This also goes for Lenny, Dr Fung and some but not all dialogue nodes of Dr Troy.

New Reno

In 1.0 casino dealers (ziDceGrl.ssl) had code to return to their home tiles after combat, but apparently it was removed because it didn't work properly. However, now they will offer dice games away from their tables after they flee from some shootout. Would it be possible to reinsert a fixed version of the movement code?

Dealers also have an "Error" description.

Maybe not a bug that needs fixing, but an obvious oversight: if you fail to threaten Lloyd going to node 005 from 004 by way of 979, you get another chance to threaten him in node 977, but the condition is exactly the same as in 979, so 977 will always lead to node 007. This means 008 is never used, though all the options there are found in other nodes anyway. There's another redundant check when going from 006 to 009 to 011 (although in this case node 014 is not unused since it can be reached from 974).

There are also Lloyd inconsistencies where some combat options trigger a karma change but other similar ones don't.

More Lloyd... the TRAIT_OBJECTs in 979 and 977 should be TRAIT_TRAIT and don't work now.

When you give a gun to the Wright children, it's supposed to be an "unloaded" gun, but you don't technically get to keep the ammo unless it was unloaded already.

SAD

It almost seems to me that evil Skynet was supposed to kill your *entire* party (or the fleshlings in it anyway). This could be achieved by not calling node 015 until Skynet is done with your NPCs and is coming for you. Not strictly a bugfix, but it seems odd that it has this deathtouch and only uses it on one character, then goes into ineffectual arm-waving mode.

If you anger Skynet (the terminal), then talk to it and ask why you should help it, the message says the door to the room slams shut, but in reality it doesn't.

If you release the bots on level 1 and then turn off the alarm, they'll turn selectively invisible. If you turn off the alarm using the terminal and not by talking to Skynet, they'll also keep making floats (even if invisible) and mill about non-aggressively.

Slight correction here: there is no milling if they aren't properly visible and aggressive.

NCR

Pressing 0 in dialogue with Buster interferes with his inventory swap. Calling do_swap at the end of talk_p_proc instead of in node 999 will stop this.

Using any skill other than Traps on Buster's shelves will lead to a stealing attempt.

In Officer Jack's script, he first just animates blowing up in the KillJack procedure, then a timed event is triggered that includes blowing him up for real. This creates a window where you can attack him after he is supposedly exploded. I don't see why you can't move the stuff in the timed event to KillJack and just blow him up once.

You can use explosives on the slave doors in NCR. This is odd because for every other door and container script in the game, the trapping and prying code has been left unused, in a way that must be either intentional or extremely stupid. Anyway, there are some issues with this. Firstly, it takes the explosive whether or not you manage to rig the trap. (Graves do not.) Secondly, there is no "boom" when you set off the trap. Thirdly, setting off the trap this way doesn't make sense since these particular doors cannot be opened or closed manually.

Telling the Hubologist that you won't kill her for Merk sends you to node 998a, where you get the letter quest without any message or explanation. I can't find any matching dialogue, and the whole thing is so incongruous that I'd lean towards changing the 998a reference to 999. On the other hand 998a isn't used for anything else, so there's a possibility it was intended somehow.

Expansion pack: There was apparently a dialogue option planned where when you're asked what level you are, you can reply with your actual character level and gain some xp and/or reputation. The lines aren't written, but the nodes are in place. (This is in the NCR Hubologist script.)

Enclave

In the Qiturtrm script, there's an is_skill_tagged(dude_obj,SKILL_SNEAK) check. But is_skill_tagged only expects one parameter, the skill, so this instead passes on dude_obj.

Expansion pack: How about adding maze eggs for the rest of the skills? And/or balance the other eggs and/or make them make more sense?

After you convince Murray to shut down the reactor, choosing the first line and failing a Speech check leads back into the dialogue; 013a should lead to 008b, not 008a. Note also that 008b serves no function, so all calls to 008b might as well go to 999 and 013a is pointless.

After you convince Murray to shut down the reactor, he still says "What's the alarm ringing about?"

You can stand on a computer terminal directly northwest of Murray.

Misc

You can sometimes walk on your car. This happens in some random encounters.

The Red Ryder LE BB Gun doesn't show remaining ammo when you examine it.

* Skynet should not longer behave weirdly after completing the game (like turning hostile and repeating the same message over and over)

What would cause this in 1.02? Doesn't happen for me.

The Vic apathy bug happens if you search his body after he's been knocked unconscious: apparently in this case pickup_p_proc calls node 998 even though this is ordinarily prevented by the engine for party members. Davin and Miria have additional checks here to see if they're in your party. Vic has no problem with you *hitting* him while he's unconscious, so apparently damage_p_proc and pickup_p_proc are handled differently in this case.

Oh, and Myron apathy, same thing. And permanent Brain Bot, Cassidy (?) and Goris hostility if you drop them from your party after having done this.

Sometimes when you tell an NPC to put away their weapon, they don't and you have to tell them again.

It should be possible to alter the give_xp call to take Swift Learner into account. But since combat xp only shows the base amount and that's not fixable (Timeslip?) it might just cause more confusion.

If someone feels like updating FUCK, bytes 0196-0197 give the combat xp of a critter. Maybe everyone knew that. 0194-0195 might be used for this too but no critter in the Fallouts is worth that much.

Dogmeat is on the NCR team when not in your party. When Mel shows up to protect Dogmeat he's put on that team as well, so if you are in NCR the cops will shoot at you. There's no reason for this.

Also, Mel can spawn inside walls, so you can't hit him with ranged attacks until he comes out (which he is likely to do as he can't shoot you either). Isn't there a critter_attempt_placement command that looks for an empty spot? Of course, then he might spawn behind the wall, which could be worse.

Encounter

I ran into a female mercenary (metal armour, blonde ponytail) near SF that had grenades but wouldn't use them.

Cavern maps use cavern lighting outside the cave, not outdoor lighting.
 
Per said:
I don't see why you can't move the stuff in the timed event to KillJack and just blow him up once.
Because we like the extra giblets. :mrgreen:

Per said:
If someone feels like updating FUCK, bytes 0196-0197 give the combat xp of a critter. Maybe everyone knew that. 0194-0195 might be used for this too but no critter in the Fallouts is worth that much.
It does use bytes 0194-5; almost every number is stored as a 4-byte integer. The TeamX documentation includes it.
 
Couldn't find the second excavator chip in the vanamingo's mine. Has it been removed in the patch (1.02.21)?
 
Can anything be done about party members attacking friendlies if they are accidentally hit by a stray bullet?
 
I don't know if this is a fallout 2 or killap patch related problem, but because i have my fo2 installed with the killap patch, i post it here:

If flashget is running the game won't start, however, it'll start flawlessly if i quit from it.

I know the a simple "just don't run it then" solution, but i would like to download large stuff while playin'.

Thanks in advance. :)
 
*bump*

Just curious if the new list from Per has been looked at and whether or not they still exist.
 
Glovz said:
Just curious if the new list from Per has been looked at and whether or not they still exist.
Yeah, I have looked over Per's list. One or two I had already fixed and are not explicitly noted in my patch corrections list. All the others (minus a few I could not reproduce) have been corrected and will be included in the coming update. I still need to go through a few scripts that are part of the patch but accidently include some expansion material, hence why some characters are giving error messages. Once I get through these scripts the next update will be ready.

Though I have said it many times, I feel this is going to be the last patch update. I think I have done more than enough fixing the leftover bugs in Fallout 2 and its time to throw in the towel.
 
I see no reason for you not to retire from Unofficial Patch after this next release. But does that mean you will retire from all modding efforts?
 
With the most recent version of the patch(The Feb 6 one) I had a save at the bridgekeeper encounter, that I reverted to to try to use the new version of the nearby village quest since my old one was bugged.
However, either having the bridgekeeper instakill me, or me instakilling him via the dialogue causes a crash of the game. However reverting to the old patch lets me progress normally, which points to some change mucking things up there somehow.
Maybe it's just an issue of the version change messing stuff up, and were I to do the whole thing with the new patch it'd be fine, though, I've not tested that yet.
 
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