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

killap said:
Remove the ddraw.dll from the main Fallout 2 directory. Does this do anytihing?

Yes it did! Thank you!

The white box now only appears during the loading graphic. The background is now black during movies and gameplay. The game now loads properly too. Very good.

I didn't try NovaRain's stuff yet.
 
Grampy Bone Jr. said:
I didn't try NovaRain's stuff yet.
Could you please and report back to me. Just reinstall the patch and it will copy over the ddraw.dll file again.
 
killap said:
Grampy Bone Jr. said:
I didn't try NovaRain's stuff yet.
Could you please and report back to me. Just reinstall the patch and it will copy over the ddraw.dll file again.

Yup. It works just as well.

What I did was make a new folder and cut the ddraw.dll there. Now I copied it back, tried to launch, failed and changed the .ini and it works again.

EDIT: I noticed that Drill Sergeant Dornan is bugged and so is at least one enclave guardsman. When he walks over to check if you are manning your post, he will only say "Stay at your post until you're relieved, soldier" and the guard to the right of you will not talk to me or taunt Dornan once he walks away...

Can anybody else confirm?

EDIT2: When inside the San Fran BoS bunker, you can walk into the lockers and when in the elevator of the underground floor and if you choose the underground floor elevator button, you will instantly teleport to the middle of the dining room.
 
Grampy Bone Jr. said:
killap said:
Grampy Bone Jr. said:
I didn't try NovaRain's stuff yet.
Could you please and report back to me. Just reinstall the patch and it will copy over the ddraw.dll file again.

Yup. It works just as well.
Can you please test one other thing for me. Go here and grab the latest version (1.28b at the moment) for your system. Extract and copy over ONLY the ddraw.dll file and then make sure that the OverrideArtCacheSize is set back to 1 in the ddraw.ini file. Does the game run correctly when you do this?
 
Sorry dude, but I dare not do that. Perhaps someone else could help you out.

Check out the new bugs^

Some comments:

The new encounter systems is starting to become annoying. It took me 45 minutes worth of saving and moving a centimeter at a time to get from San Fran to Navarro. All the time I was running into Enclave, Hermits and Hubologists. Some times I could get like 3 encounters in a row without moving at all! Well, I made it back to San Francisco and this time it was much easier. I made some trades and set sail to get +2 luck from NCR zeta scan. So far it has been 30 minutes and I still havent got out of SF due super mutants with rocket launchers, Mercenaries, manti & deathclaws (turns take forever) immediately when I move out of SF circle. I also travel very slowly just like when overburdened, except that I am not.

I have 50 outdoorsman, motion sensors and 6 luck. :crazy:
 
killap said:
Can you please test one other thing for me. Go here and grab the latest version (1.28b at the moment) for your system. Extract and copy over ONLY the ddraw.dll file and then make sure that the OverrideArtCacheSize is set back to 1 in the ddraw.ini file. Does the game run correctly when you do this?
Yep, the game runs fine with new 1.28b ddraw.dll and default ddraw.ini from your patch.
 
NovaRain said:
killap said:
Can you please test one other thing for me. Go here and grab the latest version (1.28b at the moment) for your system. Extract and copy over ONLY the ddraw.dll file and then make sure that the OverrideArtCacheSize is set back to 1 in the ddraw.ini file. Does the game run correctly when you do this?
Yep, the game runs fine with new 1.28b ddraw.dll and default ddraw.ini from your patch.
Thank you.

Grampy Bone Jr. said:
Some comments:

The new encounter systems is starting to become annoying. It took me 45 minutes worth of saving and moving a centimeter at a time to get from San Fran to Navarro. All the time I was running into Enclave, Hermits and Hubologists. Some times I could get like 3 encounters in a row without moving at all! Well, I made it back to San Francisco and this time it was much easier. I made some trades and set sail to get +2 luck from NCR zeta scan. So far it has been 30 minutes and I still havent got out of SF due super mutants with rocket launchers, Mercenaries, manti & deathclaws (turns take forever) immediately when I move out of SF circle. I also travel very slowly just like when overburdened, except that I am not.

I have 50 outdoorsman, motion sensors and 6 luck. :crazy:
Answers are found in the readme of the patch.
 
killap said:
NovaRain said:
Yep, the game runs fine with new 1.28b ddraw.dll and default ddraw.ini from your patch.
Thank you.
Just curious, what exactly "art_cache_size" does and how it effects the game/system? So will the next (1.02.26?) release include sfall 1.28b, or just change the current 1.02.25 patch file if the patch is stable/final? :oops:
 
Hey there, nice job working on this patch!

I think I may have encountered a problem.

After reaching Modoc on my new play through with your patch installed (started new game from the beginning) I talked with the Mayor Jo to get to know the location of the Ghost Town, however it never showed up on my map! I can't seem to get it pop up again and I forgot to keep a game save from before I talked to the Mayor about the GECK.

It seems quite odd however since according to change log a problem should have been fixed in the Ghost Town. It must've been tested before no?

Could it be some variable in my game save is in conflict? Is there any way I can edit the console or game or some way to manually update my world map?

Kind Regards
 
salkin said:
Hey there, nice job working on this patch!

I think I may have encountered a problem.

After reaching Modoc on my new play through with your patch installed (started new game from the beginning) I talked with the Mayor Jo to get to know the location of the Ghost Town, however it never showed up on my map! I can't seem to get it pop up again and I forgot to keep a game save from before I talked to the Mayor about the GECK.

It seems quite odd however since according to change log a problem should have been fixed in the Ghost Town. It must've been tested before no?

Could it be some variable in my game save is in conflict? Is there any way I can edit the console or game or some way to manually update my world map?

Kind Regards

Did Jo say either of the following?

This farm is about a day’s travel northeast of here. [He pulls out a map and points to a spot northeast of Modoc.] Come back when you’ve found something.

Fantastic! There’s this Ghost… er, farm at the edge of town. It’s about a day’s walk northeast of
here. Bad things happen there. Make bad things stop, then come back and I’ll tell you about GECK.

These are the only paths that will lead to the farm being marked on your map.
 
Old Post said:
I fear he does not say anything in the lines of that.
I can only say the following dialogue tree: (except from bye bye, exiting dialogue)

0 (root)
1 "What do you have to trade?"
--- 1.1 Do bussiness, OPEN BARTER
--- 1.2 More questions, THEN GOTO 0
2 "What can you tell me about this town?"
--- 2.1 ask about Bed and breakfast, THEN GOTO 2
--- 2.2 ask about slaughterhouse, THEN GOTO 2
--- 2.3 ask about tradinghouse, THEN GOTO 2
--- 2.4 ask about tannery, THEN GOTO 2
--- 2.5 ask about white building, THEN GOTO 2
3 "What do you do here?"
--- 3.1 Taunt: Wow what a popular fellow you are, THEN GOTO 0

Im going to try to delete MODMAIN.SAV from my savegame and reload the area, hopefully it wont corrupt my data. Im going to backup first though.

Any other ideas are welcome!
Kind Regards[/i]

EDIT: Deleting the area caused Fallout 2 to crash, I created a new game however and went to the town, saved a temporary file and copied it over to my original save file. It worked.

Now the important part is to say: "What do you want me to do, you know I cant make it rain right?" and none of the other options, all other options will get him to exit the conversation and say "another time" killing the line of dialogue forever (it seems).

The bug here seems to be that if you tell him "Just tell me about the GECK and ill be on my way..." he wont give you another chance to help him later. (even if he gives reference to talking to him again).

EDIT EDIT! Made a small rar archive of the unused MODMAIN.SAV with a readme and put it here for others with the same problem in the future. Bugfix: http://web.telia.com/~u19001989/Fallout2-Modoc-GhostTown-Bugfix-MODMAIN_SAV.rar

:)
Kind Regards Salkin
 
One bug to report:

I didn't get the Horrigan encounter and I have traveled as far as Vault City

Installed the Patch using the installer from your sig (May 31st)

Running Windows XP SP2 on a P4 3.00 Ghz with 1 GB of ram
 
salkin said:
EDIT: Deleting the area caused Fallout 2 to crash, I created a new game however and went to the town, saved a temporary file and copied it over to my original save file. It worked.

EDIT EDIT! Made a small rar archive of the unused MODMAIN.SAV with a readme and put it here for others with the same problem in the future. Bugfix: http://web.telia.com/~u19001989/Fallout2-Modoc-GhostTown-Bugfix-MODMAIN_SAV.rar

Nice. Just deleting the file doesn't work because save.dat contains a list of which .sav files are supposed to exist, and crashes if it can't find one.
 
So, unless I am overlooking something, there really isn't a bug here.

Here is situation:

(0)
Jo: What can I do for you?
Player: I’m looking for a certain item, and I was wondering if you might be able to help me locate it.

(1)
Jo: Well, spit it out. I can’t help you if you don’t tell me what you’re looking for, and I sure ain’t going to stand here and try to guess what you’re looking for.
Player: I am looking for the holy GECK. (goes to 2)
Player: Bye (exit dialog, can re initiate and start back at 0)

(2)
Jo: Well, you’re in luck. I just happen to know where it is. I guess we have some business to discuss after all.
Player: Business? Just tell me where I can find the holy GECK and I’ll be on my way. (goes to 3)
Player: Our only business is that you will tell me where the holy GECK is located before something bad happens. (goes to 3)
Player: What do you want for this information? (goes to 4)

(3)
Jo: Yup, that’s one big chip on yer shoulder. Why don’t you come back when that chip isn’t quite so big? You have a nice day, and watch out for that door on yer way out.
Player: End (exists dialog)

(4)
Jo: Ah yes, what I want… If you hadn’t noticed yet, our little farming community is experiencing one of its worst droughts ever. The rainy season was unusually short this year, and our crops are dead or dying from lack of water. To put it bluntly, our community is on the verge of withering away with our crops.
Player: Umm… You do know I can’t make it rain, right?!? (goes to 5 and eventually to the end of the dialogue tree getting the quest and the farm marked on the map. There is only one choice the entire way to the end)

Going to (3) above is a bad thing. What Jo says there is actually an insult and even though he tells you to come back, that is actually a sarcastic comment and again insulting you. A variable is activated here making it impossible to find out about the farm again. Jo is not happy with you so he doesn't want you to help him. There is only one choice that is good and leads you to getting the farm marked. What is strange is that all 3 options of (2) are set as neutral options. Then again, this really isn't surprising since the original devs were never good about marking whether an option was good, neutral, or bad.
 
@ killap

I agree that it is no bug. I thought it was a small oversight by the devs, but after looking at it again (much more thorough), I no longer believe that.

I disagree with you however on the following line:
Yup, that’s one big chip on yer shoulder. Why don’t you come back when that chip isn’t quite so big? You have a nice day, and watch out for that door on yer way out.
Basically I read it more like -"Fuck off, come back when your attitude is better."
The "Why don’t you come back when that chip isn’t quite so big?" part does nothing to add to the insult, if anything it's the opposite. And it's apparently confusing to some. So my suggestion is to just remove that part from the conversation.

cheers

ps. I'm not saying my English skill is better than yours, or any such nonsense. I just think that part of the dialog is weird, that's all.
 
Darek said:
Basically I read it more like -"Fuck off, come back when your attitude is better."
Actually, this is exactly how I interpreted what Jo was saying. The phrase "having a chip on your shoulder" is an old idiom and is basically being angry about something from the past and having this anger affect how you behave around other people - ie acting angry and rude. Jo sees that you are impatient/rude and thus tells you to go away and come back when you get an attitude adjustment. The problem is a variable is set so that you cannot do so. Is this a bug or is Jo a fickle guy and doesn't want to deal with moody people? Honestly, that isn't for me to decide but I suppose I could remove the variable so that you can indeed come back and ask again - ie you have a improved your attitude.
 
killap said:
Darek said:
Basically I read it more like -"Fuck off, come back when your attitude is better."
Actually, this is exactly how I interpreted what Jo was saying. The phrase "having a chip on your shoulder" is an old idiom and is basically being angry about something from the past and having this anger affect how you behave around other people - ie acting angry and rude. Jo sees that you are impatient/rude and thus tells you to go away and come back when you get an attitude adjustment. The problem is a variable is set so that you cannot do so. Is this a bug or is Jo a fickle guy and doesn't want to deal with moody people? Honestly, that isn't for me to decide but I suppose I could remove the variable so that you can indeed come back and ask again - ie you have a improved your attitude.

I remember the first time i was playing an evil character, and i got the 'chip on your shoulder' response from Jo. I remember being very suprised when i couldn't talk to him again, and i presumed it was a bug. After all, he does basicly say 'come back later' .. but you can't.
 
I don't know what's going on, but ever since I installed the patch, I cannot find the savegame directory. I wanted to make copies to try out the Restoration mod, but the savegame folder isn't there (if my memory serves me right it was in ..fallout2/data/savegame). My saves work fine, but I just can't seem to locate them. Am I blind or something, they're not there! I even searched the computer for *.sav files and didn't find any(!).

I haven't seen any such complaints on this thread, so I'm all the more confused. Hope you can help.
 
killap said:
Jo sees that you are impatient/rude and thus tells you to go away and come back when you get an attitude adjustment. The problem is a variable is set so that you cannot do so. Is this a bug or is Jo a fickle guy and doesn't want to deal with moody people? Honestly, that isn't for me to decide but I suppose I could remove the variable so that you can indeed come back and ask again - ie you have a improved your attitude.
This one is a bit tricky. I don't think it's a bug or mistake, the variable is set already in node 12 instead of node 22. The only dialog options to exit the conversation in between those are if you ask him to cut off his finger, and then taunt him for it or if he refuses you can say you're not interested. It looks intentional that the variable triggers that early. Dumb characters get no second chance either, but at least then Jo don't ask them to come back later.

It may have been that the developers at first had planned to give you a second chance, but then changed their minds, and simply forgot to remove the "come back later part". Or maybe it was not the same person who wrote the dialog text that wrote the script. Who knows?

Jo is desperate enough to cut off his finger but not enough to give you another go at his quest? Strange.
You could make it so that if you do one of the other quest for Modoc, then you can come back to Jo.

Then again, I think I would prefer it if you removed the "come back later" part or leave everything as it is. I want the game a bit harder, with less second chances and quest open for everyone, ie less idiot-proof. If you can't figure something out use a walkthrough or guide.

Anyway, you are the modder, so it is for you to decide these things, and then we can sit here and whine whichever way you choose. :P

cheers
 
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