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

Hopefully you removed the patch before installing restoration project as you are supposed to install it over unpatched 1.0 version of Fallout 2 (and restoration project contains all fixes in unofficial patch).
 
Well, I probably should have done so, yes. But no, I just installed the restoration poject over the already patched version and started over. It seems to be working fine though.
 
A few unsorted things, some of which you'll have seen if you've gone over the new guide closely:

The talking head background is the same in Klamath no matter if you're in the woods, in town, or in the caves.

Unwashed Villagers encounter uses the Wasteland background for talking heads, should perhaps be Necropolis (like random city encounters). Ditto for Cafe of Broken Dreams.

Party members should perhaps use the Adobe background inside Vault City. As it is Lynette uses Adobe but if you talk to Sulik right next to her the Shady background will be used. Same thing with Tandi and the NCR council area (and perhaps the rest of NCR should be Adobe as well).

Harold uses Hub but NPCs use Junktown in Gecko. Arguably this variation doesn't amount to a bug, though.

When stopping your car and not being out of gas, there is no party background defined, so it uses the last one. Wasteland would be suitable for this.

The Navarro party backgrounds are all wrong. Underground it uses Junktown, should be Militarybs. Above ground it uses Militarybs, should probably be Wasteland on the compound (like the gate guard) and Junktown at the gas station.

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.

Couldn't find this. There's only dumb dialogue in nodes 018, 019 and 020 and there's no duplicate there.

In the Enlightened One's node 008, a line is preceded by "if (dude_iq >= 8 or is_skill_tagged(SKILL_CONVERSANT))" but then the option requires IN 8 anyway, rendering the tag thing pointless. The option itself should have a requirement smaller than 8.

You can no longer get multiple copies of the NCR history holodisk if you keep asking Tandi about 'shadeesands'.

Also, with a stupid character you will get prematurely ejected from conversation when you get the holodisk, with no option to ask further questions.

If you assassinate Feargus or Gunther in NCR, the doors they guard unlock as if by magic.

Lynette's node 056 should reasonably have the same stupid options as in 053, so you can get thrown out even if she's angry.

In the SAD robot script eyebots don't spawn any weapons. It seems reasonable that the Robo Melee Weapon 1 was meant for them, since the eyebots at the Enclave use Robo Melee Weapon 2 and the other is unused.

Using a Doctor's Bag on Bess heals her leg but doesn't make her get up, because that stuff only happens in use_skill_on_p_proc, not in use_obj_on_p_proc.

If you go from node 015 to 996 in Davin's script there is no sex.

You can set Dynamite in the Modoc chapel before starting the wedding. While similar shenanigans probably can't completely be stopped, a 5-minute delay between talking to Grisham and starting the wedding to let everyone get in position would at least stop explosions in the middle of the ceremony.

You can similarly drop explosives before triggering the Badger cutscene. Could be avoided by advancing the timer 3-5 minutes at the start. Would solve a problem with the player remaining invisible if Badger dies during the cutscene (from a reason other than the cutscene, that is).

Most of the rocketbots in the Enclave have lots of rocket ammo, but one has none except for what's in the rocket launcher initially (in the barracks area, I think).

Flares cost 0 AP to throw, which is increased to the minimum of 1 whether you aim your throws or not. The cost should be at least 1 so that aimed throws cost 1 more. (There's really no reason why aimed throws should be allowed for Flares, but I don't know if it can be turned off.)

In the Skill.msg file a space is missing in the Energy Weapons stat line. srsly

The three inferior Brain Bots are not checked for weapons in NCR.

The original Brain Bot has no EMP protection at all, but it jumps to 500% as soon as it gains a level. It should probably be protected from the start. Maybe the inferior ones too, unless we assume Skynet rigs its own EMP shield. Alternatively the resistance could go up by 20% each level, but maybe that's too frivolous for a bugfix.

When leaving a test of skills in SF, you can enter combat mode during the last fadeout, save and load, triggering two timed events for concluding dialogue and thus double xp.

The old ghouls in BH will make old ghoul floats in combat.
 
Per said:
The original Brain Bot has no EMP protection at all, but it jumps to 500% as soon as it gains a level. It should probably be protected from the start. Maybe the inferior ones too, unless we assume Skynet rigs its own EMP shield. Alternatively the resistance could go up by 20% each level, but maybe that's too frivolous for a bugfix.

Arguably, it shouldn't have much EMP protection. Just being an NPC isn't a very good reason for it not being vulnerable like other bots are. It's not really an issue, though, given how often it gets hit with EMP grenades.
 
I could not access any of the Forcefield Emitters in Sierra Army Depot. Using the repair skill on them did nothing (Said "you can't Repair that" or something similiar).

EDITED:
Might have said "It cannot be Repaired" .. I'm at work, not sure.
 
Sebastian of the Wastes said:
I could not access any of the Forcefield Emitters in Sierra Army Depot. Using the repair skill on them did nothing (Said "you can't Repair that" or something similiar).

I've the same problems. Need help, too.
 
To answer my own question from the Nearly Ultimate Fallout 2 Guide:
http://user.tninet.se/~jyg699a/fallout2.html#sad



If you enter the fenced-in area in the northeast corner you'll take electrical damage. Down the manhole is a small room where you can throw a switch to put the base on backup power, which has the effect of turning the yellow impassable forcefields in the base into red ones which damage you as you pass (but which also hurt the robots). This is a bad idea, since you can use Repair on the yellow ones to pass them painlessly. Also it makes it darker inside, which is boring.

Son of a bitch .. how annoying is that ... I would request that we fix that so you can do it no matter what color they are ... in fact, shouln't it be easier with the power lowered.
 
In redding I've encountered a crash bug when you try to give the jet antidote to Lou to cure Fannie Mae of her Jet addiction. the error is The Exception Breakpoint A breakpoint has been reached. (0x80000003) occured in the application at location 0x7c901230.
I'm just using the patch. No expansion.
 
Tymon said:
In redding I've encountered a crash bug when you try to give the jet antidote to Lou to cure Fannie Mae of her Jet addiction. the error is The Exception Breakpoint A breakpoint has been reached. (0x80000003) occured in the application at location 0x7c901230.
I'm just using the patch. No expansion.

Sure you don't have any other mods installed? I've never seen any mention of Fannie Mae being addicted to Jet, or an option to give Lou the antidote.

There is a bug with the SAD forcefields, where it can become impossible to 'repair' the emitters, even if they're yellow. It seems to be related to the fields changing state in combat (disabling with a tool or turning back on), but I don't know what precisely causes it.


Found more "Error" messages when talking to the Brain. Also, Wooz still doesn't have anything to trade.

One of the Salvatores in the desert transaction has an assault rifle, but carries .223 ammunition.
 
Talking with Matt about how to get into Navarro, one line you have is "Just how do think I should..." – should be "how do you think"

Still have caves full of robbers in combat armor who won't use their weapons.

Cafe of Broken Dreams moves to a spot southwest of Arroyo. My position on the world map doesn't change, just the green circle.
 
Kanhef said:
Still have caves full of robbers in combat armor who won't use their weapons.

I second this bug. I remember one occasion
when i went into said cave level 6 and came
out level 8 more or less without breaking
a sweat. Not good.
 
Robbers sometimes do use their weapons... First time I entered combat they didn't, but after ending combat they started behaving properly.

Cassidy's combat settings still reset themselves.

Trying to give things to Skynet via Steal produces a "there is no room for that item" message.

The Elder managed to run through that forcefield, and was promptly gunned down by a turret. Just before midnight, which rather sucked.
 
Yes no mods installed here. After you 'Have relations' with Fannie Mae it goes through a dialog where she asks you for a large sum of money to escape the lifestyle. If you then go to Lou after giving her the money you learn she's a jet addict and you can give her jet antidote (You tell her to slip it in her drink when she isn't looking) at that point the screen goes black then BOOM, game crashes.
 
Well hello together I don't know if anybody else had the problem I encountert when running killaps restoration project.

With the latest issue of Game Star I was able to install killaps restoration project, right after installing Fallout 2 (german edition).

The installation went right with the first run (somthing that rarely happens with my PC) and the game would start just as normal.

But as soon as I left Arroyo the problems would kick in.

For example: When meeting with the former choosen one just outside of the village the only text shown in the dialoge between the new and the former choosen one was "Error".
Simialar thing happend when I tried to ask what went on in Klamath from the Lady in the Bar. Well I did get two new options to ask but those wher "Error" and "Error". Asking either of them gave me the answer "Error".
Finaly in the Den I tried to enter the church to check on the crates inside only to have the game crash and end.

I'm looking forward to your helpfull answers.

Greetings Gunny

P.S.: If there are any major spelling error I beg your pardon since I am not an english nativ speaker.
 
Tymon said:
Yes no mods installed here. After you 'Have relations' with Fannie Mae it goes through a dialog where she asks you for a large sum of money to escape the lifestyle. If you then go to Lou after giving her the money you learn she's a jet addict and you can give her jet antidote (You tell her to slip it in her drink when she isn't looking) at that point the screen goes black then BOOM, game crashes.
I hadn't known about that before; even Per's guide makes no mention of it. Neat. It crashes on me, too.
 
Kanhef said:
Tymon said:
Yes no mods installed here. After you 'Have relations' with Fannie Mae it goes through a dialog where she asks you for a large sum of money to escape the lifestyle. If you then go to Lou after giving her the money you learn she's a jet addict and you can give her jet antidote (You tell her to slip it in her drink when she isn't looking) at that point the screen goes black then BOOM, game crashes.
I hadn't known about that before; even Per's guide makes no mention of it. Neat. It crashes on me, too.

Same here.
 
Thanks for the quick help.

Renaming the folder did the whole trick and the game is running without any further problems.

Time to grab my trusted Sniperrifel and head out into the wastelands.
 
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