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

Splendid!!! Looking forward for your nex release :)

If I`ll find any new bug - you`ll be the first to know :)

Thanks again!
 
Found a bug in gecko, if you talk to gordon and he gives you the quest to give the disk to McCluter and then you talk to rat brain and you try to get the "same" mission you get the two error possible response.
 
Release time everyone!

1.02.24 of my unofficial Fallout 2 patch is now ready. About 40+ new fixes in this release as well a numerous corrections to bugs I introduced. It should be the most stable version of the patch to date.

Below are the links to the various versions of my patch and further down is the list of new fixes. I could say this is the last update for the unofficial patch, but I would probably be lying.

In addition to this release, I have also prepared my source files for public viewing/use. These are the latest source files used with my unofficial patch (1.02.24). Please read the readme included.

Enjoy!

**NOTE**
DO NOT install this on top of the Restoration Project. Doing so will BREAK your game. 1.2 of the Restoration Project is due out at the end of this month and WILL include these latest fixes.
**NOTE**

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

Unofficial patch source files: download


Code:
Fixes to bugs I introduced since the January 5th release: 

• Error with Bess staying on the map despite you selling her for dry meat.
• Fixed error message from appearing in message window after killing all the dogs in the protect brahmin quest in Modoc.
• Fixed an error that would cause Myron's script to crash when not on the stable's map.
• Fixed issue of there being two Laddies after bringing Johnny back to Modoc.
• After successfully completing "rustle 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". This is fixed.
• Fixed issue of Merk's guards freezing on Carlson's map.
• Fixed issue of being unable to get sulik as a dumb character.
• Fixed issue of Frankie asking you to destroy Becky's still despite you having already done so and telling him about this.
• Fixed crash when entering Trapper town in Klamath.
• When you complete the deal between the squatters and NCR, a new map is used for the Vault 15 squatter area. This revamped Vault 15 map has a bug, once you set foot on that map you lose your car. This is fixed.
• Fixed issue with Slim and bartering through dialogue.
• Removed all inclusions of Restoration Project which caused numerous npcs to give "Error" dialogue lines (Brain, Buckers, etc).

Code:
Fixes since the January 5th release: 

Klamath:
• The talking head background is the same for party members no matter if you're in the woods, in town, or in the caves. This is no longer the case.
• When you call the Duntons dumb and ugly they will now attack you.
• Completion of bartering with the Duntons would result in a blank response screen and an option of done which then takes you to the correct end barter response message from the Duntons. This is no longer the case and the irrelevant blank response has been removed.

Den:
• The door in the north-eastern wall in Flick's room can now be locked/lockpicked like all the other doors.
• Fixed dialogue bug with Metzger regarding Vic fixing the radio.
• Hopefully fixed townspeople in the Den from becoming unresponsive when they travel between locations.
• If you talk to Vic for the first time while stupid, you'll go to the wrong dialogue node. This is no longer the case.

New Reno:
• Casino dealers now correctly return to their tables after combat.
• The talking slot machines in the "Desperado" sometimes give error messages when your character is drunk/drugged. This has been corrected.

VC:
• 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. This has been addressed.
• Party members now use the Adobe background like is used with Lynette.
• 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.

Gecko:
• Party members now use the Hub background like is used with Harold.
• All the residents of Gecko now become hostile when you start making a ruckus. Before, only the Brain and his minions would.

Modoc:
• Using a Doctor's Bag on Bess heals her leg and now correctly makes he get up like if you healed with your doctor skill.
• Fixed a scripting error with Davin's script regarding sex.
• Added prevention so it is less likely (hopefully impossible) to set off dynamite during the wedding.

Broken Hills:
• The old ghouls will no longer make old ghoul floats in combat.

SAD:
• 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. The door now closes.
• Evil Skynet now kills your entire party rather than just stopping after killing only one party member.
• Robot eyebots didn't spawn with any weapons. They now spawn with Robo Melee Weapon 1. Robot eyebots at the Enclave used Robo Melee Weapon 2, so this correction seems reasonable.

NCR:
• Pressing 0 in dialogue with Buster interferes with his inventory swap. This has been corrected.
• Telling the Hubologist that you won't kill her for Merk causes you to get the letter quest without any message or explanation. This is no longer the case.
• Party members now use the Adobe background like is used with Tandi.
• Fixed a useless skill tag check in the Enlightened One's script.
• The three inferior Brain Bots are now checked for weapons.

San Fran:
• Added prevention so it is no longer possible to set off explosives during the Badger cutscene.

Navarro:
• Corrected party backgrounds. Underground backgrounds are now Militarybase instead of Junktown. Above ground backgrounds are now Wasteland instead of Militarybase. Junktown is now used at the Gas Station.

Enclave:
• Corrected dialogue scripting bugs with Murray.
• Convincing Murray to shut down the reactor, no longer causes him to still say "What's the alarm ringing about?"
• It is no longer possible to stand on a computer terminal directly northwest of Murray. 
• Added rockets to a rocketbot in the barracks area. Unlike the other bots, it carried no extras.

Random Encounters:
• Fixed bug where trappers would charge you the price of silver geckos when you buy the golden geckos.
• Cavern maps use cavern lighting outside the cave, not outdoor lighting. This has been corrected.
• Party members in the Unwashed Villagers and Cafe of Broken Dreams encounters now use the Necropolis background.

Misc:
• Fixed team ai issues with Dogmeat.
• Perhaps fixed NPC apathy bug (Myron, Vic, etc)
• When stopping your car and not being out of gas, there is no party background defined, so it uses the last one. This has been corrected and the Wasteland background is now used.
• The original Brain Bot has no EMP protection at all, but it jumps to 500% as soon as it gains a level. It is now protected from the start.
• Flares cost 0 AP to throw, which is increased to the minimum of 1 whether you aim your throws or not. The cost is now 1 so that aimed throws cost 1 more.
• Fixed the save/load bug with the bonus move perk. This now works as intended thanks to Timeslip's engine tweaks.
 
killap said:
• When you call the Duntons dumb and ugly they will now attack you.
Best bugfix so far. :D

Sorry to post another bug so soon, though it's a minor one. In Redding, killing all the wanamingos marks quest 2 (clear out the mine) as completed. Buying the deed from the mayor sets it to active. So if you kill them before talking to the mayor, the quest gets reactivated and can never be crossed off. Easy to fix by setting it to completed when you sell the deed.
 
Hail killap!
I yield to the flood of your Fallout devotion my respect and astonishment.
You obviously are the greatest, the best, the most wise, etc. ;P

And hail Timeslip!
Your ingeniousness is priceless. :clap:

I also want to greet every Fallout-keen in this community.

After these credits, I'd like to submit two issues:

1. Quickload is no more;
2. Combat often does not end automatically after walking away from the opponent while he's still alive (at least in Arroyo). It used to be different in previous versions of the FO2UP.

I think both problems are Timeslip's tweak-related. As far as I've managed to ascertain, the first issue doesn't occur after deleting ddraw.dll file. Not sure about the second one.


I also have a small question to Timeslip: Is there any chance to get eax sdk? or at least the files required to compile your sfall?

Thank you in advance for any answer :-)

Regards,
tymekexe
 
Kanhef said:
Sorry to post another bug so soon, though it's a minor one. In Redding, killing all the wanamingos marks quest 2 (clear out the mine) as completed. Buying the deed from the mayor sets it to active. So if you kill them before talking to the mayor, the quest gets reactivated and can never be crossed off. Easy to fix by setting it to completed when you sell the deed.
Heh, this is why I didn't inform NMA to do a news release about my latest patch. I decided to wait a few days to see if any major issues creep in (though this issue you report is an original bug) I'll probably do a quick update of my patch and then inform NMA of my new release.

@tymekexe
Are you using the latest version of my patch (1.02.24)? Also, does the ddraw.dll say 1.27.0.0?
 
tymekexe said:
killap said:
@tymekexe
Are you using the latest version of my patch (1.02.24)? Also, does the ddraw.dll say 1.27.0.0?

yes, yes
I shall inform Timeslip about this.

Also, please post system specs and information regarding your Fallout setup.

EDIT:
Just tested and quick load appears to work fine. I click F5 and then choose the save game I want to load. What happens with you?
 
Operating System: MS Windows XP SP2, directx 9.0c (march, 2008)

Fallout setup: Fresh humongous installation (UK, 1.02d), followed by killap's patch fit into place with installer.

Are hardware specs required?

EDIT:

killap said:
Just tested and quick load appears to work fine. I click F5 and then choose the save game I want to load. What happens with you?

Quickload used to load a quicksave slot without asking, after hitting F7 key.
The loading procedure you're describing is a regular load, not quickload ;)
Of course, the game needs to be quicksaved first for quickload to know which slot to load.
 
There's a bug in the Gecko reactor control computer script that lets you bypass the access code sequence. One dialogue path that produces it:
Code:
use computer:
- hello ...
> action
- this terminal ...
> a robot? ...
- reactor maintenance robot
> 5B57...
- incorrect security access code
> oops
- searching...
> back
- tertiary functional access code accepted

@ killap:
There probably won't be many more bug reports here, with everyone all excited over the Restoration project. Most likely we Mac users who can't use the RP are the only ones using the patch.
 
Kanhef said:
There's a bug in the Gecko reactor control computer script that lets you bypass the access code sequence. One dialogue path that produces it:
Code:
use computer:
- hello ...
> action
- this terminal ...
> a robot? ...
- reactor maintenance robot
> 5B57...
- incorrect security access code
> oops
- searching...
> back
- tertiary functional access code accepted
I'll check this out.


Kanhef said:
@ killap:
There probably won't be many more bug reports here, with everyone all excited over the Restoration project. Most likely we Mac users who can't use the RP are the only ones using the patch.
That's fine, I would like to lay this patch to rest soon anyway.

Speaking of Mac users, I actually may try and get the RP to work on the Mac. There are a few things that I would have to change or remove from the Mac RP release. This would include the Kaga encounters and the Enclave Gecko encounter. I would have to change them to be normal random encounters where you can choose to not encounter them rather than them being forced encounters or remove them entirely from the Mac release. That seems mean to exclude Mac users from them but then this means more work for me. Then again having the ability to play the RP is better than having nothing at all. There are some other issues as well such as the list of cities to the right on the world map. The new cities won't be listed there but will still be accessible on the world map - nothing major here.

Ah, what the hell, I think I'll do it. Why gyp Fallout lovers from experiencing the RP.
 
tymekexe said:
1. Quickload is no more;
2. Combat often does not end automatically after walking away from the opponent while he's still alive (at least in Arroyo). It used to be different in previous versions of the FO2UP.

I think both problems are Timeslip's tweak-related. As far as I've managed to ascertain, the first issue doesn't occur after deleting ddraw.dll file. Not sure about the second one.
sfall does hook the loading/saving code, so quickload is probably my fault if it really is broken. (I didn't even know there was a quickload option... :shock: ) I doubt sfall would have done anything to combat though.

tymekexe said:
I also have a small question to Timeslip: Is there any chance to get eax sdk? or at least the files required to compile your sfall?
Yup, I deliberately used the older version 2 of EAX, which is freely downloadable without needing to sign anything. (As well as being supported on most integrated soundcards these days, unlike the newer versions...)

Alternatively, if you compile the windows 9x version you don't need the eax or DX sdk's.
 
@Timeslip

I tried to pm you over at Beth forums but it said your inbox was full.

Anyway, yes, the quickload is indeed broken. I recently tried it myself.
 
killap said:
I tried to pm you over at Beth forums but it said your inbox was full.
PM me here then. :P

I deliberately let my box fill up on the beth forums, because I didn't want to be dealing with all the idiots trying to use mge without reading the manual in the middle of my exams.

killap said:
Anyway, yes, the quickload is indeed broken. I recently tried it myself.
I'll take a look at it then. I'll add in something to override the art_cache_size settings to fix the RP EPA crash, and add some detection for people trying to run fallout in win95 compatibility mode too. Anything else I can fix at my end?

If you haven't seen it already, there was some more discussion about the gain intelligence perk not giving you extra skill points over in the sfall thread. (Edit: Don't script it just yet though; I plan on fixing it in the engine in such a way that the fix will require a new game to take effect, but won't break compatibility with old save games.)
 
@ Timeslip,

Would it be possible for you to do something about the "black skilldex button bug"?
What's causing it is the number of entries in the pipboy status screen (locations + holodisks). Having more than 22 entries and then looking at the status screen breaks the skilldex button. Quiting the game and start it back up again fixes the problem until you look at the pipboy status screen again. It's been suggested that this bug may cause the "too many items bug" but it seems unlikely. However it's annoying enough in it self so if there is anything you can do that would be great.

cheers
 
Timeslip said:
I deliberately let my box fill up on the beth forums, because I didn't want to be dealing with all the idiots trying to use mge without reading the manual in the middle of my exams.
Heh, I understand.

Timeslip said:
I'll take a look at it then. I'll add in something to override the art_cache_size settings to fix the RP EPA crash, and add some detection for people trying to run fallout in win95 compatibility mode too. Anything else I can fix at my end?
That sounds like the only engine related issues I am aware of.

Out of curiosity, what exactly are you going to do to address the art_cache related issue? Only my end, I wrote a quick c program which my installer will run that checks the Fallout config file and modifies the value if it is less than 255 - a value that many have said seems to prevent the crash. The value seems to vary though and 255 isn't the be all end all value of choice (though 95% of the time it is).

Timeslip said:
If you haven't seen it already, there was some more discussion about the gain intelligence perk not giving you extra skill points over in the sfall thread. (Edit: Don't script it just yet though; I plan on fixing it in the engine in such a way that the fix will require a new game to take effect, but won't break compatibility with old save games.)
Sounds good.
 
killap said:
Out of curiosity, what exactly are you going to do to address the art_cache related issue? Only my end, I wrote a quick c program which my installer will run that checks the Fallout config file and modifies the value if it is less than 255 - a value that many have said seems to prevent the crash. The value seems to vary though and 255 isn't the be all end all value of choice (though 95% of the time it is).
Basically, I'm modifing the value if it's less than 255. :P (Actually, I set it to 1024 in the win xp version or 256 in the win 9x version, on the basis that anyone running xp probably has more than 64mb of ram.)

If your installer is already doing the same thing then there's not much point adding it to sfall. Up to you if you want me leave it there.
 
Timeslip said:
killap said:
Out of curiosity, what exactly are you going to do to address the art_cache related issue? Only my end, I wrote a quick c program which my installer will run that checks the Fallout config file and modifies the value if it is less than 255 - a value that many have said seems to prevent the crash. The value seems to vary though and 255 isn't the be all end all value of choice (though 95% of the time it is).
Basically, I'm modifing the value if it's less than 255. :P (Actually, I set it to 1024 in the win xp version or 256 in the win 9x version, on the basis that anyone running xp probably has more than 64mb of ram.)
I actually never fully understood where the art_cache value comes from. I assume it is based on available system memory?

Timeslip said:
If your installer is already doing the same thing then there's not much point adding it to sfall. Up to you if you want me leave it there.
I wrote the c program but have not yet linked it to my installer. I assume it isn't too hard to do. It is up to you whether to implement it into sfall. I suggest completing the other tasks first and saving this for last.
 
@ killap and Timeslip

Might be better for Timeslip to add it to sfall given people may choose to install killap's patch or RP manually, and even manually either will need sfall.

Just adding my 2 cents. (Penny for thought + inflation)
 
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