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

So, I've always wondered about this and I was curious what others have thought (specifically Per, Haenlomal).

Since 1.02 (surely 1.0 as well) leaving the Den church map during the gang fight would cause you to successfully complete the quest. What's the point of this? I've left it in since it really isn't an issue, but I'm getting really tired of the reports about this. I don't see anything bad coming from removing this. If you leave in combat and then return, combat should just resume again as if nothing happened. Right? The only "downside" to this is that if you leave and come back to the church map after a LONG period of time, it would look odd that everyone is still there fighting as if you never left.
 
If I kill someone with instakill crit (like with a Flare), in unpatched versions I receive no xp.

Does this still exist in the latest unofficial patch? Will this be soon fixed?

I ask mainly because Flares are a really cool weapon with that ugly downside.
 
Blackened said:
If I kill someone with instakill crit (like with a Flare), in unpatched versions I receive no xp.
Flares? Then I assume that's the 0-damage-instant-kills-don't-count-as-proper-kills bug, and it's already fixed by sfall.
 
Alt-tab of death

I got a fresh FO2 and FO2RP v2 installed tonight, modded to hi-res in game as suggested, gameplay is great! However, if I alt-tab out I get a memory crash. Considering my week-old setup (and the fact that I could alt-tab all I wanted out with official patch) this seems weird. Any ideas?

Win 7 Pro 64-bit US Retail w/ all updates
AMD Phenom II Deneb CPU
4GB OCZ Platinum DDR3 1600
EVGA Geforce 8600GTS PCIe GPU
Generic AC'97 on-board sound
Corsair 550W ATX PSU (has enough amps down 2 different 12V rails to power a vacuum cleaner!)
Fallout2

I started a game and alt-tabbed out a couple more times to see if I could get more information. The crashes appear to be happening in (or with) DDRAW.DLL

"The instruction at 0037a2c6 referenced memory at 000000000.
The memory could not be read from."

Click on OK, then click Problem Details and I get this:

Problem signature:
Problem Event Name: APPCRASH
Application Name: FALLOUT2.exe
Application Version: 0.0.0.0
Application Timestamp: 3671bf22
Fault Module Name: DDRAW.DLL
Fault Module Version: 2.6.2.0
Fault Module Timestamp: 4bb4d82e
Exception Code: c0000005
Exception Offset: 0004a2c6
OS Version: 6.1.7600.2.0.0.256.48
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

Any help is appreciated.
 
Re: Alt-tab of death

niteowl2k said:
I got a fresh FO2 and FO2RP v2 installed tonight, modded to hi-res in game as suggested, gameplay is great! However, if I alt-tab out I get a memory crash. Considering my week-old setup (and the fact that I could alt-tab all I wanted out with official patch) this seems weird. Any ideas?
RP related issues should be in the RP thread. In any event, did you set anything in the sfall (directx 9) tab in the res menu? There are reports saying that changing settings there cause this behavior you are describing. Leave it at default (ie off) and just set stuff under the first tab.
 
killap said:
So, I've always wondered about this and I was curious what others have thought (specifically Per, Haenlomal).

Since 1.02 (surely 1.0 as well) leaving the Den church map during the gang fight would cause you to successfully complete the quest. What's the point of this? I've left it in since it really isn't an issue, but I'm getting really tired of the reports about this. I don't see anything bad coming from removing this. If you leave in combat and then return, combat should just resume again as if nothing happened. Right? The only "downside" to this is that if you leave and come back to the church map after a LONG period of time, it would look odd that everyone is still there fighting as if you never left.

The leave the battle option, as far as I can see, isn't a bug. Rather, it is an attempt to implement the option that you don't have to help out in the fighting -- an admittedly poor attempt, but perhaps the best that can be done given the limitations of the engine.

As for proof, there are two snippets of text that refer to this -- I've highlighted them by bold text below:

Lara (line 490) said:
I don't think so. You'll have to come with us if you want your money. You won't have to fight but just to be sure it's not a trap. We'll give you $300 total.

Tyler (line 510) said:
Look, I don't give a rat's ass what you are. I'm not giving you a dollar until after they show. We'll do the fighting, but you better be sure they show.

The only thing I can think of is to maybe give a slightly different message if the player leaves the field of battle -- something like "You help Lara ensure that there is no trap." and "You betray Lara and leave them to their fate."

Another thing to think about in context with the RP -- if Lara plans to hit Tyler at the party after the attack on the church, should the player still be given the option to flee? If the player decides to be a rat bastard and have Tyler ambush Lara, I can see the option of leaving them to duke it out being valid. But how would the player accompany Lara to the party if he or she ditched her at the church?

-- The Haen.
 
Need help. Just started Fallout 2 with killap's patch (latest version) and the 2.2 high resolution patch installed. Everything SEEMS to be working fine except for this: I'm on the quest in the Gecko Hunting grounds next to Arroyo and I've killed all the geckos, but either I can't find Smoke or he's just not appearing. I'm thinking it's a bug because from what I've read elsewhere after crossing the beam over the toxic waste he's supposed to start following you, but no matter where I go the dog just won't come out. I can hear him barking but I honestly have walked my character all over the map and this dog is just not appearing. Has anyone else had this happen? I'm running Windows 7 Ultimate 64 bit.
 
Von Tristof said:
Need help. Just started Fallout 2 with killap's patch (latest version) and the 2.2 high resolution patch installed. Everything SEEMS to be working fine except for this: I'm on the quest in the Gecko Hunting grounds next to Arroyo and I've killed all the geckos, but either I can't find Smoke or he's just not appearing. I'm thinking it's a bug because from what I've read elsewhere after crossing the beam over the toxic waste he's supposed to start following you, but no matter where I go the dog just won't come out. I can hear him barking but I honestly have walked my character all over the map and this dog is just not appearing. Has anyone else had this happen? I'm running Windows 7 Ultimate 64 bit.
Do you actually have the quest to find him? Also, a save game would be useful to investigate this further.
 
I need some help installing the unoffical patch. Where is the installion directory for Fallout 2?
I am running Windows XP
 
molhant said:
I need some help installing the unoffical patch. Where is the installion directory for Fallout 2?
Does the installer not auto detect where it is? Also, what OS are you running? Default installation is usually to C:\Program Files
 
@ nastymutant
Do you know that RP comes with the patch, so you don´t need to install the patch twice.
This may can causing problems.... :wink:
 
from the first screen it's got a crazy, horrible mess of colours for parts of the screen... anybody know how I can cure this please?
Rather than changing the graphics mode in ddraw.ini you might want to change COLOUR_BITS to 16 in f2_res.ini

That is assuming you've got F2 High-Res patch installed.
 
A quick bug found while going through the maps:

Most bots armed with the NPC-only Robo Rocket Launcher (either as initial map settings or in the case of SAD via the script) are also given the NPC-only Robo Rocket Ammo to go along with it - presumably for a reload.

However, the Robo Rocket Launcher defaults to having Explosive Rockets as its ammo. This may create reloading issues, since I've observed the NPCs seemingly not being able to switch ammo types, even though the Robo Rocket Launcher should be able to take both types of rockets.

The solution is twofold: a) Change the default ammo from the Explosive Rocket to the to the Robo Rocket Ammo. I was able to do this by opening 00000270.pro under Proto\Items and changing offset 0x00000073-0x00000074 from "00 0E" to "01 12", but perhaps a better idea is to use any item proto editor. b) Go through the maps in the Enclave plus that one bot in the Toxic Caves and update their loadout accordingly. AFAIK all the bots in the SAD use scripts to load their weapons and ammo, so this shouldn't be an issue there.

-- The Haen.
 
Just started a new game after *quite* some time. Great job on both the unofficial patch and the restoration project Killap.



Clean install, Killap's patch, Killap's RP and Mash's resolution patch.


Found a bug in Klamath, pretty obvious one too. After hearing about the brahmin mutilations you get the quest; "find out who is rustling the brahmin."

However if after that you choose to work for the Dunton brothers and rustle the brahmin for them, the quest isn't greyed out.

Talking to Ardin doesn't seem to bring up an option to sell out the Dunton brothers either.
 
This might have nothing to do with the patch in particular, and might not even be a "problem", per se, so feel free to call me an idiot here, but:

I noticed that 10mm JHP rounds (out of either the pipe rifle or the 10mm pistol) are generally causing zero damage to golden geckos, which is less than a kick (with a strength-4, agility-6 character, no less).

Is this how things are supposed to work? This is my first time playing Fallout 2, so I have no idea if that's normal or not, but it seems really weird for 10mm bullets to do zero damage when a kick normally does 1, crits aside.

For what it's worth, I'm running the latest version of the unofficial patch, with sfall 2.7, and I'm using Glovz's AP ammo tweak (damageformula = 2). If I'm doing something wrong here, I'd like to know.[/i]
 
Oh, for what it's worth, my character has the Finesse trait. I thought I had mentioned that; I guess I didn't.

Does that AP ammo tweak actually affect the damage of other ammo types (like the JHP) too? I guess that would explain why I keep getting 0-damage crits against radscorpion eyes...


I'm going to go ahead and assume that the sfall config change is okay to do to a previous save, and see how it works. Thanks for the help.
 
I have a real quick questions.

I'm trying to get F2 running through Wine in Ubuntu Linux. It installed fine, however when i play the screen flickers between what it should be displaying and black, and if i click the mouse in the opening scene then the game freezes and i basically have to close it, and when it closes my screen res is fucked up.

Shall i instal the latest official patch (1.02 or something i believe) and then install the latest fan made patch (something like 1.05) or should i just go straight for the fan made patch and ignore the official patch?

I was told patches will probably make it work by the Ubuntu forums.
 
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