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Discussion in 'Fallout General Modding' started by Per, Aug 15, 2007.
It works, thanks!
Here is a strange one.
I have the kill Westin quest from Bishop.
I leave, come back and sleep with Mrs. Bishop
Bishop harasses me about not killing Westin yet, but lets me go.
I get the kill Bishop quest from Westin.
I go back and sleep with Mrs. Bishop, can't get the assassinate quest (Traps 32%), but crack the safe (with dynamite).
Try to talk past Bishop, but all roads lead to a fight... I could probably eventually win but tedious since I am kind of mediocre at fighting (5 ST 5 PE 4 EN no big guns or energy) although like 15th level.
Try to sneak past ... get farther than usual, but get caught. Talk to Bishop and he questions me about diddling his wife... THEN GIVES ME KILL WESTIN QUEST AGAIN. I take the quest and leave...
does killap's patch solve that bug with cassidy periodically resetting his settings to default ones ?
atm im playing restoration pack, which has patch included, and from time to time it get reset
if not, can it be anyhow solved?
Re: about cassidy
I haven't been able to pinpoint the cause of this bug. As far as I know, there is no known fix for this.
thanks for your answer
btw. has anyone ever found a way to create "fully-developed" npcs (with level-ups, combat settings and stuff), or is it somehow hardcoded?
Killap, is it possible to readd the unused karma pictures? It would make a great addition.
I'd also like to ask, will there be dialog changes from the previous version?
First of all hi, I'm new here and thank you very much killap for the huge amount of work you put into fixing the game.
I ran into the same problem. Apparently Timeslip's Engine Tweaks cause the crash. I have no clue what they might conflict with, because every other location I've been to since I've started using them worked fine.
Anyway, a temporary fix is to just remove Timeslip's .dll and .ini files from your FO2 dir and play NCR without the Tweaks and move them back when you're done there.
I don't know how much details to tell anyone to explain why I might have this certain problem but I have no problem explaining it.
Basically I can't get Goris to join my party.
Some details regarding the conversation with him:
I talk to him and I offer to tell him my adventure stories for exchange of information. I ask him everything and I've tried asking him everything except asking him if death claws could be a threat. Eventually the only way to leave the conversation is say that I have to go, then before I go he asks me to hold my end of the bargain (telling him my stories), then the conversation ends when I tell him I'd gladly tell him about my adventures. I might be wrong about this but I remember him commenting on them and more dialog but I could be wrong.
I have 10 Charisma, Intelligence 8, I'm not a Berserker or Child Killer.
My reputation is 1000+.
I have Karma Beacon, and Cult of personality and some other speech perks.
My speech is 106%.
I've completed all the quests in Vault 13 and was very nice to everyone.
I have Vic with me, the others are parked elsewhere.
The list of party members I have currently:
Another issue besides Goris:
1. After I help NCR annex Vault 15, my party members remain parked where I left them, but my car disappeared and I can't find it.
I think if I reload and park the car somewhere else I could avoid this issue but I figured I should mention it anyway.
I'm using the Unofficial Patch, Restoration Project, and most of the mods included with the Killap installer(including the "de-robing" mod for Goris, except for the Missing Children FRMS.
2. I had another issues but its related to the too many items bug which I can fix myself. (this issue would cause my game to freeze when entering SF)
I do have save games which I can go back to. I have one right before I started the quests in Vault 15. The only thing in NCR I've done is stop Jack from killing himself and the machinery.
You are not supposed to get the Unofficial Patch and Restoration Project. The Restoration Project already includes the Unofficial Patch and if you get them both separately, it will cause problems.
Oh I meant the actual installer Killap has for Fallout 2 Restoration project. I was thinking since it uses the same unofficial patch, and that Goris probably wasn't modified unless by that mod which I have not heard anything bad about; then maybe someone else has had that problem is familiar with those types of glitches.
Anyone knows if the b-team npc mod is working with the latest unnoficial patch from killap?i installed the script files but they didnt do nothing to the npc's appearance. Do i need to start a new game ?
It should be included in the Restoration Project, maybe you should play it if you want extra content like that?
I was told to post this here instead of the other treath.
I edited most of the maps with the mapper so they would look better with the high resolution patch (extended the borders to 1680x1050 and removed all the brown squares and a few other things) . But after installing the unofficial patch, it reverted back to the default maps.
Can I use the maps I had previously edited? Or do i have to re-edit them all again after installing the unofficial patch?
If you read the unofficial patch corrections.txt, there is a section called "Map fixes" where you can see the changes that has been made (though I don't know if that is all of them). If you can live without those fixes I don't think you will have any problems using your maps.
I don't know this for sure, mind. So you may want to wait for an answer from killap. But you can just try it out. I mean what's the worst thing that could happen? If it don't work, you would just have wasted some time.
If you decide to re-edit the maps, you may want to take into consideration that an update of the patch is expected soon.
Well you're right but i wanted to play untouched first.....besides, i tought that the restoration project wasnt complete yet.
Is Shiv fixed on the unofficial patch? And will it be fixed with the next release - the bugfixes in RP 1.3?
I have an idea how to fix it:
1: Add a new proto (or whatever) for an item with the same stats as the Shiv.
2: Replace all the in-game Shivs with the new one.
I mean, it will be like adding a new item, but with the stats of the Shiv, right? So there couldn't be a problem? I don't think the problem could be caused by its stats - damage, price, weight, size, picture (it could be changed by a few pixels anyway), the skill it uses (Melee Weapons), the number of hands it uses, range, AP requirement, damage type, ST requirement, Burst Rounds/Ammo Type/Ammo Required, description, perks (they could be the cause, but they could be removed - better a worse Shiv than none) - I think this is the full list - just copy the Knife's stats, and change the settings I listed. I doubt any of them could be the cause.
Maybe the reason is that it's written as "undetectable" - maybe they tried actually making it undetectable and this broke it. Better a "detectable" Shiv than none.
I figured out what the problem with the shiv is. The proto itself looks fine, it has the right object type and all. I tried moving the knife to the shiv's ID number, and it does the same thing! The player appears to be wielding it, but it can't be used and the damage/range don't show up in the inventory screen. After a bit of poking around, I found that this is hardcoded into the _item_get_type function. It checks if the item has ID 383 (i.e. the shiv) and immediately returns 5 [misc. item] instead of looking it up in the proto file. I think this test is at offset 0x67f25 in fallout2.exe, but I'm not great at reading x86 machine code.
Anyway, the easiest solution is to move the shiv to a new number and change all instances of it in the game.
That's great! So, basically, the Shiv could just be moved to a new ID - and put something unused to the Shiv's ID, then change all in-game Shivs IDs to the new one and it's done?
Wouldn't it be less work to make that function always return the weapon type instead?
If patching fallout2.exe or adding this to Sfall is considered less work, yes.