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

i have a suggestion about serious boxing resistance unbalance.

damage resistance and treshold bonuses shouldnt be permanent. its extremely unbalanced and definitely not funny. i dont mind little resistance similar to combat implants but damage treshold is too much. after 5 boxing matches, chosen is virtually immune to normal damage while wearing armors and immune to most small guns while naked with 15/15 DT/DR. its unrealistic and ridiculous, i mean 15 DT is the value of advanced power armor protection. how come 5 boxing matches can give DT equal to adv power armor. there are also nonsensical penalties to plasma damage etc

making resistances temporary would also remove pointless exploit of 1 intentional loss to get 5th fight bonus.

i had to reset these bonuses because after boxing i've became immune to normal damage weapons (those without piercing perk).
 
Shotgun bursts bugged in 1.2?

First of all, thanks for the unofficial patch 1.2, but I have noticed that shotgun bursts are not working - they are just doing the same damage as single shots. Submachine guns seem ok.
This is my first playthru of Fallout 2 - is this a bug in the original or could it be an unofficial patch bug?
 
each shot from burst is counted seperately. you might miss for example 9 of 10 shots and come out with same damage as single shot.

skynet is bugged a little. after level up first time he gains temporary hitpoints not permanent. he ends with 143/115 hp.
 
I can't get Vic with a stupid character, even when I used editor to get my IN to 6, pay for his release, use psycho (so my IN becomes 3) and talk to him.

When I talk him into getting to my party, everything looks fine except the fact that he doesn't gets into my party (doesn't becomes "green", doesn't starts following me and if I leave the area and return shortly after that he is as Mom's and there isn't even an option to get him).

When I get him with normal IN (more than 3) and then I use Psycho (to get my IN to 3 or less), everything works fine. I never tried to get him with a stupid character before, bu according to Per's Nearly Ultimate F2 Guide it should work.
 
Okay, I'm not sure what I've done wrong here...

I wanted to try Fallout 2 again, after I reformatted my old PC, but I didn't want to play it fullscreen at a painfully tiny resoloution, so I could do things like a civilized person, such as use Gamefaqs or ArtMoney SE or whatever, and generally take pauses to chat without being paranoid about "Will this next alt-tab fry the game".

So, I found the unofficial patch after a quick google search for Fallout 2 windowed, and rejoiced; I have a freshly-installed game of Fallout 2, and I installed the FO2UP. I went into ddraw.ini, set it to mode 5, set the screen res to either 800x600 or the default 640x480, and set GlobalShaderMode to either 1 or 0.

I'm always getting an error when I try to run Fallout 2:


"
The instruction at 100019d3 referenced memory at 00000000
The memory could not be read from

Click on OK to terminate the application
"

Pressing OK does not terminate the application, I will note, I have to use the task manager to fix it. What do I need to do?

I'm running Windows XP/SP 2, with DirectX 9.0c (4.09.0000.0904), with an NVidia GeForce 6600 GT.

Is this as simple as just needing to upgrade my DirectX version? I didn't see a Patch0000.dat or anything similar to that in my Fallout 2 folders, I checked.
 
Guys, i didn't find this info in any readme or FAQ. Do i need to apply this patch if i play Restoration project 1.2? If yes, which goes first?
 
Don't know if these have been mentioned or fixed, but I didn't find them in the corrections file I have.

1. When you break the raiders' strength, they just fall down dead. They should logically disappear instead.

2. Two ammo types have non-zero size and take up trunk space. They should probably be made consistent with other ammo.
 
I did the following using the latest patch version:

1. talk to Lynette in VC about disabling the Gecko powerplant
2. shut off the reactor by using the coolant report
3. talk to Lynette again

Now the quest is completed, but I'm stuck at the "What is it? I don't have time for your nonsense!" dialogue option, and I can't inform her about the reactor in any way.

Is this a bug or normal behavior (would I need to do something else first)?

Thank you for your help.
 
*Fallout 2 using the unofficial patch*

I would be thoroughly surprised if the game has done something other than have a criminal stealthily pilfer my car, but, having emerged from the Sierra Army Depot to find the Highwayman gone without a trace, I am simply at a loss regarding what has happened. Where could it have run off to? Is this a bug, or a facet of the game?

Any assistance would be most appreciated!

EDIT: I have found some references to a thief in New Reno, but I am entirely certain that I departed for the SAD in the car from that city.
 
killap said:
Litmanen said:
do you know if there is an upcoming new killap's patch??
Yes, there will be another version. It will be fully compatible with the version currently out right now. Even though I thought I was nearing completion, this upcoming update includes quit a hefty number of fixes. Cudos to Haenlomal for finding so many bugs still left in the game.
When will the next version come out?
 
Dorothy in NCR won't give you the quest to stop Jack blowing himself up if you enter the NCR downtown area outside of the timeframe and then wait for the time to be right.

You have to exit and enter the map for her to start talking to you when you go near her.

The only place the script checks the time is in the map_enter_p_proc function:
Code:
procedure map_enter_p_proc begin 
[...] 
   if (is_loading_game == FALSE) then begin 
      call checkHere; 
   end 
end
I guess this should be done in critter_p_proc or something.

I'm really looking forward to the next patch :)

Edit: Something else is wrong I think. I did a bit of debugging and testing and it seems that if I enter downtown NCR at the wrong time I have to leave and enter again to make Jack go to the right place... or something, I'm sure Killap can fix this with his eyes closed and his hands behind his back.
 
ktchong said:
When will the next version come out?
Both an update to the unofficial patch and RP 1.3 will be released at the same time. Sunday, Jan 4th is when it should happen. The update to the unofficial patch is quite large thanks to the reports by Haenlomal. It is really surprising how many bugs still existed in the game even after I fixed 800+ bugs.
 
MagicLizard said:
Edit: Something else is wrong I think. I did a bit of debugging and testing and it seems that if I enter downtown NCR at the wrong time I have to leave and enter again to make Jack go to the right place...

This has been reported to me before, but if I remember correctly, I tested it and it worked fine with the official patch. It's filed with reported bugs I haven't been able to duplicate.
 
killap said:
The update to the unofficial patch is quite large thanks to the reports by Haenlomal.

Sorry, killap. :) And just think about this: I still haven't had time to go through San Fran, the Military Base, Navarro, and the Enclave. 8-) :P Unfortunately, my MBA program has pretty much taken all of my time, even over my so-called "Christmas Break".

No rest for the wicked, I suppose. :lol:

-- The Haen.
 
Another bug report:

The "Autodoc hit points decreased" (that decreases your max hp by 2) can be got several times, but only one of the levels has effect:

My maximum hp is 78; I got both the autodoc hp increased and decreased and it still was 78. Then I got 2 more times the decreasing perk, but they were still 78. It was supposed to decrease my hp with 2 for every level.

By the way, will the current version's savegames will be compatible with the next one? Or should I start a new game? Anyway it's not that important, since I guess all the major bugs are gone.

I also have a question:

How to get Autodoc hit points increased II?
 
I've done a search, but haven't found any mention of this bug.

Every time Skynet levels up, he immediately reverts back to his lowest level. It happens as soon as I leave the area. I've tried saving as soon as he leveled up, then reloading - when I checked his hit points, it said 179/115.

And yes, this is the Brain Bot with the best brain.
 
@ laylowmoe
It's a known issue and it will be fixed in the upcoming release.
Here's the deal...
B-2Admirer said:
Solution is simple: delete the file "00000079.pro" from the "data\Proto\Critters\" directory. After that levelling up will be normal, but if he's already reached his max level, he'll be stuck at level 1, so revert to an earlier savegame or put up with it.
 
Edit: Something else is wrong I think. I did a bit of debugging and testing and it seems that if I enter downtown NCR at the wrong time I have to leave and enter again to make Jack go to the right place... or something, I'm sure Killap can fix this with his eyes closed and his hands behind his back.

I just posted on this in the main bug thread (wrong thread I guess... since I am using the unofficial patch 1.02d).

I think this is what happened to me.
Jack is still muttering to himself in his room, but I fixed Dorthea's computer for 3000xp. I will go back and check to see if Jack is still around. I have been back and forth the NCR at least twice now, fixed the computer the first time I was there.
 
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