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

killap said:
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.
When will the next version come out?
 
ktchong said:
killap said:
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.
When will the next version come out?
Wow, I was going to release in January...my how time flies.

No set release date yet. Will be around the same time as RP 1.3 though. For now, I shall just say Summer 09 (so August at the latest - hopefully earlier!)
 
I'm still having a problem with the Arroyo Elder walking through the forcefield. Also, her team number seems to be set wrong, since she keeps walking out of her cell and attacking my platoon, which promptly guns her down.

Edit: found part of the problem, she's actually standing on the forcefield, not behind it.
 
critical bugs :(
killap patch v 1.02.25 ( http://www.killap.net/ )

Кто тут в английском айс - пожалуйста, донесите багрепорт. (извините, если повтор)

1)Если просто на пустой локации с сопартийцем нажать бой->сейв->загрузка этого сейва->переход хода=> то при любых условиях (даже если ты вообще не двигался) сопартийцы начинают атаковать главного героя(самый косяк это если кто-то есть на поле боя, а ты ввязываться не хочешь, но нужно перезагрузиться с сейва записаннного тут же после начала боя...).

2)Если сразу не выполнить квест на защиту браминов в кламате , а очень после с кучей сопартийцев придти и выполнять - при любых нормальных условиях он не засчитается.
Сейв(взять квест на защиту браминов Тора и попробовать выполнить -> не получится):
http://rapidshare.com/files/245875601/SLOT07.ZIP.html

3)Нельзя прокачать Robobrain . При повышении уровня его жизнь возрастает, но после любой последующей перезагрузки опять сбрасывается до 115. Не сохраняется текущий параметр его жизни.
Сейв(нажать переход хода -> Robobrain получит уровень и его жизнь станет 179-> засейвить и перезагрузиться -> Robobrain опять будет иметь 115 жизней ):
http://rapidshare.com/files/245875785/SLOT10.ZIP.html

Rus
 
@ Herves,

1. Sorry, I do not understand. Crappy translators...

2. This is known and it is fixed for the next patch version.
You can't go to the east side of the Den before you help guard the brahmins.
It's the randomly named gravestones that changes a variable they shouldn't, so you can't go to Redding or Golgotha either, before helping Torr.

3. This is known and will also be fixed for the next patch version.
To fix it, remove the file "00000079.pro" from your "data\Proto\Critters\" directory.
Robobrain will work correctly the next time he levels up.
 
to Darek
Thanks for the answer.

Darek said:
@ Herves,

1. Sorry, I do not understand. Crappy translators...
1). On an empty rendom location with friendly NPS ( party Sulik, Vic, Cassidy or any) to press fight -> save game -> loading of this save game -> course transition ( переход хода ) => NPS always attack chosen one

2. This is known and it is fixed for the next patch version.

3. This is known and will also be fixed for the next patch version.
ок. understand
 
When we are at Robobrain.
I noticed that unofficial patch also modified regular Robobrain proto (no. 75) so it also has 500% EMP protection.

I must ask why?!?

I was very surprised when I realized that Robobrains in SAD can't be injured with Pulse Grenades (which wasn't the case 8 years ago when I played F2). Exempt brain, everything else is electrical with them, just as with other robots. Even in F3 they are vulnerable to EMP too.

I can understand having Skynet protected at higher levels, or even at first level (although it's debatable if it's bug-fix or new feature). But not regular Brain Bots.

Also, inferior brains have no EMP protection either (even with this patch).



P.S.
I noticed K-9 has updated protos too (probaby to fix AC reduction on level-up). Is it affected with similar bug as Robobrain?
 
One more question:

If I would install new version of sfall over current version of unofficial patch, should I need to modify new sfall settings in some way to make unofficial patch work correctly (ddraw.ini)?
 
player1 said:
When we are at Robobrain.
I noticed that unofficial patch also modified regular Robobrain proto (no. 75) so it also has 500% EMP protection.
Well spotted. This has already been corrected for the next release, though, together with added EMP bonuses to the other lesser versions of Skynet.

player1 said:
I noticed K-9 has updated protos too (probaby to fix AC reduction on level-up). Is it affected with similar bug as Robobrain?
No, the base proto is unchanged, so it won't have any leveling issues.

player1 said:
If I would install new version of sfall over current version of unofficial patch, should I need to modify new sfall settings in some way to make unofficial patch work correctly (ddraw.ini)?
No it should work without changing anything, though you may want to set the following to 1:
Code:
;Set to 1 to fix issues with the GainXXX perks not giving all the bonuses that they should
GainStatPerkFix=0
 
Hey, so with such a large thread I hope you don't mind a newcomer who might potentially be mentioning something you already know.

Anyway, I've played Fallout 2 a couple times now, and I've never finished it. Various things happen that cause me to start over. This time around I installed this patch. I've never had this problem before, but now there seems to be a random probability of NPCs going hostile on me for no particular reason I can see. I'll be pulling out my weapon for some reason or another (most recently, to shoot Metzger), and all of a sudden his slaves start attacking me. And Vic.

Whenever I leave the map and come back, they'll be back to normal, but it makes a large-scale fight in a city completely impossible.

Is this going to be part of the new version of the patch I hear is coming out relatively soon?
 
Are there any bugs left related to zero damage insta-kill criticals? (i.e. the way the death procedure doesn't fire, and scripts still think they're alive)

I've been poking around the relevant code for another sfall feature request, and it would be trivial to add in a fix for this while I'm at it if one is still required.
 
Timeslip said:
Are there any bugs left related to zero damage insta-kill criticals? (i.e. the way the death procedure doesn't fire, and scripts still think they're alive)

I've been poking around the relevant code for another sfall feature request, and it would be trivial to add in a fix for this while I'm at it if one is still required.
Yes, this issue still exists. A fix would be awesome!

Thanks Timeslip!
 
killap said:
Yes, this issue still exists. A fix would be awesome!
Done. Now in return I expect to see RP 1.3 within the week. :P

Any other engine bugs still waiting on fixes?
 
Timeslip said:
killap said:
Yes, this issue still exists. A fix would be awesome!
Done. Now in return I expect to see RP 1.3 within the week. :P

Any other engine bugs still waiting on fixes?

There is only one remaining, if I'm not mistaken the very last unfixed bug in Fallout 2. Yes, I am talking about the (in)famous too many items bug.
 
Darek said:
SorgFall said:
There is only one remaining, if I'm not mistaken the very last unfixed bug in Fallout 2.
Dream on... :wink:
I had mentioned this a while back, but the too many items bug should finally be addressed in the upcoming release. As far as I and others could tell, it was the result of having too many items with scripts attached to them. Nearly every item that had one has been altered and as a result, the bug no longer rears its ugly head!
 
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