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

I have some minor testing that needs to be done today on the patch - make sure the modifications I made to all the shopkeepers (clearing out the junk you sold to them when they restock their inventory) works properly and no odd glitches/crashes occur.

I also realized that my latest patch may not work under Win95/98 since I am using Timeslip's engine tweaks to fix a number of bugs that were previously deemed unfixable without hex editing the exe. Obviously, I would hate to release a patch which a number of you are unable to use and thus am debating whether to delay it until Timeslip finds a solution or I include a version which does not include the exe changes. If I am incorrect in the understanding that Timeslip's work does not work under Win95/98 do let me know, but if I read correctly I think it does indeed break under those specific Win versions. This is distressing though since my expansion also requires (more so than the patch) Timeslip's work.

EDIT:

I have decided to hold off the release until Timeslip comes up with something. I have been talking with him and he will let me know in a few days what the verdict is on his tweaks under 95/98. Since my patch requires his work for several fixes, I don't want to go ahead and release it thereby making those who use 95/98 unable to play the game with my work. In addition, my expansion relies heavily on his tweaks and if it is indeed true that his tweaks will never work under 95/98, I will have to figure something out to do.
 
Fork the patch into an XP version and a W98 version, maybe. Preferably into a Vista version too, since that's where I have FO2 installed...
 
Briosafreak said:
Fork the patch into an XP version and a W98 version, maybe. Preferably into a Vista version too, since that's where I have FO2 installed...

I was originally thinking of this, but if I release a special Win95/98 version, then it means this version will be missing a number of fixes (ones deemed unfixable before with Timeslip's engine tweaks) that the XP/Vista one would have. Since this is my final version of the patch, I don't really want to leave things like this. If Timeslip comes back saying his tweaks will never work under 95/98 though, then yes, I will go ahead and release two versions.
 
Hey Killap,

Great patch, wanted to say thanks for creating it and letting us play Fallout 2 as it should be. However, I've encountered two issues with it thus far and so just wanted to mention those...

First of all, I have gained the Berserker karma trait when I really shouldn't have. At the time I had only killed 11 men, and women. And was actually playing a good character. The only thing I can think of that might have caused this to happen is that I encountered 'slavers attacking homeless people' a few times on the way from the Den to VC (which is when I got the trait). I generally just ran off the map ASAP, but not before the homeless people were generally all slaughtered. After one such encounter Sulik's text came up saying he's leaving me, and I noticed the trait. Just something to look into possibly?

Secondly, an issue in New Reno with Renesco. I was on Salvatore's quest to collect $1000 from Renesco, and I got to the trading part (for discount prices). The issue is, when I traded my items (a sniper rifle specifically) for his discount items, then put the item I traded to him item back in the barter window (i.e. the sniper rifle that I sold him) no graphic showed up for the item, and when I moved my mouse cursor over the invisible graphic it caused the game to crash.

I realise you just said you've been doing some extra testing and specifically patching up the shopkeepers, but just mentioning it incase it might be something you missed.
 
Awesome said:
First of all, I have gained the Berserker karma trait when I really shouldn't have. At the time I had only killed 11 men, and women. And was actually playing a good character. The only thing I can think of that might have caused this to happen is that I encountered 'slavers attacking homeless people' a few times on the way from the Den to VC (which is when I got the trait). I generally just ran off the map ASAP, but not before the homeless people were generally all slaughtered. After one such encounter Sulik's text came up saying he's leaving me, and I noticed the trait. Just something to look into possibly?
No idea. I changed nothing regarding this (nor have I heard any issue surronding it) so it must have been something you did in the game.

Awesome said:
Secondly, an issue in New Reno with Renesco. I was on Salvatore's quest to collect $1000 from Renesco, and I got to the trading part (for discount prices). The issue is, when I traded my items (a sniper rifle specifically) for his discount items, then put the item I traded to him item back in the barter window (i.e. the sniper rifle that I sold him) no graphic showed up for the item, and when I moved my mouse cursor over the invisible graphic it caused the game to crash.
Never heard of this before. Can you duplicate it? Do you have a save game before this happened which you can send to me?
 
Awesome said:
The only thing I can think of that might have caused this to happen is that I encountered 'slavers attacking homeless people' a few times on the way from the Den to VC (which is when I got the trait). I generally just ran off the map ASAP, but not before the homeless people were generally all slaughtered.

A quick peek at the homeless people script shows that kill variables are set for the player no matter who deals the killing blow. Homesteaders and probably more encounter scripts do this as well. Bug!
 
Per said:
Awesome said:
The only thing I can think of that might have caused this to happen is that I encountered 'slavers attacking homeless people' a few times on the way from the Den to VC (which is when I got the trait). I generally just ran off the map ASAP, but not before the homeless people were generally all slaughtered.

A quick peek at the homeless people script shows that kill variables are set for the player no matter who deals the killing blow. Bug!
Nice find Per. I obviously should have taken a look at the scripts for those critters before claiming ignorance of the issue. I shall correct this and any other similar ones I find for my upcoming release. Thanks for looking into it.

Now that Timeslip's tweaks are usable under Windows 9x, I am able to finish up the installer and manual versions. Expect a Friday/Saturday release - just a week later than I originally intended :D

EDIT:
Per said:
Homesteaders and probably more encounter scripts do this as well.
I only noticed this in the homeless critter scripts. All the other random encounter scripts (like homesteaders, etc) checked out fine. I did notice, however, there a a good many scripts that do not have a inc_good_critter/inc_evil_critter/inc_neutral_critter call. I don't see any special reason for these scripts to not have them and I consider it oversight on the devs part.
 
killap said:
I only noticed this in the homeless critter scripts. All the other random encounter scripts (like homesteaders, etc) checked out fine.

Ah, they call inc_good_critter which has the check built in.

Maybe those who don't count as good or evil kills are sort of neutrals?
 
Hello. I'm kinda new here and first I want to thank killap for his great work.

And then to the issue: I'm running the UK version 1.0, then updated it straight to "killap's final A", I did see the rock in the beginning. So, it should work, right? Well, anyways, the thing is that my Fallout 2 just crashes (apparently randomly) every now and then. Any ideas? I think it could be related to something else than the patch itself, but then again I can't know.

I can somehow play as long as I just save often.
 
GanymeDes- said:
Well, anyways, the thing is that my Fallout 2 just crashes (apparently randomly) every now and then.

I've always had random crashes occur regardless of what patches are installed. In some cases, I think it's just a way of life. If you think it might be patch/mod/bug related, pay attention to what you were doing when the game crashed and see if you can replicate it. Just my humble advice.
 
GanymeDes- said:
Hello. I'm kinda new here and first I want to thank killap for his great work.

And then to the issue: I'm running the UK version 1.0, then updated it straight to "killap's final A", I did see the rock in the beginning. So, it should work, right? Well, anyways, the thing is that my Fallout 2 just crashes (apparently randomly) every now and then. Any ideas? I think it could be related to something else than the patch itself, but then again I can't know.

I can somehow play as long as I just save often.
Are you running the UK or US version of my version A? The US version should work just fine with the UK edition of the game. If you got the UK version of my patch, try the US version and if you got the US version, try the UK version. Let me know that happens.

Random crashes can occur though. I will admit that I have never experienced a crash since using my patch to play through the game. Then again, each system is different so no one experience is ever the same it seems.

EDIT: Installer is 99% finished and has been tested under Windows 98. Timeslip's fixes work just fine under it which means the release of my final patch (and expansion) is near.
 
As I remember it says "Application error D:\.." in the taskbar, I can't see it because the screen goes black and all i can do is to use ctrl+alt+del and kill the process.

As far as I know I have the UK version of the game. So I guess I'll try the US patch then. And about the crashes, it seems they always occur after I play 30 mins, or so.


EDIT: Oh, and one question: The patch A works with version 1.0 and 1.02 with 000.dat, right? So does the 000.dat appear if I would update the game to 1.02 from 1.0? As I updated the version 1.0 (no 000.dat) straight away with your patch.
 
GanymeDes- said:
As I remember it says "Application error D:\.." in the taskbar, I can't see it because the screen goes black and all i can do is to use ctrl+alt+del and kill the process.

As far as I know I have the UK version of the game. So I guess I'll try the US patch then. And about the crashes, it seems they always occur after I play 30 mins, or so.


EDIT: Oh, and one question: The patch A works with version 1.0 and 1.02 with 000.dat, right? So does the 000.dat appear if I would update the game to 1.02 from 1.0? As I updated the version 1.0 (no 000.dat) straight away with your patch.
Version A is the only version one will ever need. Looking back, it was confusing to have a version B and in fact it was never really needed. If you have the 1.0 version of the game, then just installing my patch (version A at the moment) is what is needed. If your game comes as 1.02 or you happen to install the 1.02 patch before installing my patch, you must install my patch AND delete the patch000.dat file that is found in the Fallout 2 directory. The installer I have created will take care of all of this and thus I highly suggest everyone to use it when I release it. I will also have a manual version for those who hate installers or need/want to do things manually.
 
I'm here to report that before I tried the other patch I decided to boot my PC, since I hadn't booted it for like a week or so. And it seems it actually helped. Atleast I was able to play for an hour or so without any crashes yesterday. Guess I'll have to play some more to be sure.


EDIT: Damn. It still happened afterall. It seems that it always occurs when I'm targeting someone in a combat and when I click the target to attack them. Not sure tho. Guess I'll have to try the another patch then... Damn if I have to start all over again..
 
A couple of bugs involving Doc Johnson in Redding and the combat implants. The Phoenix Assault upgrade costs $30,000 , and he says it costs $30,000 , but the script still checks for you having $48,000. Also, he won't use combat armor mark II or brotherhood armor. Docs Andrew and Fung work properly.
 
Alright everyone, the release of my final patch is at hand. A good 50+ fixes are new to this patch as well as some tweaks to previous fixes/additions. Below is a list of what has changed since the June 11th release. In addition, my patch now comes in two flavors, installer and manual. There is no longer a version B or A of my patch and all you need to do is grab one version. I highly suggest using the installer version since it will take care of everything for you automatically. But, if you feel the need to do things manually, grab the manual rar version. If you choose the manual route, do read the included readme though since this new version of my patch requires one more step this time.

Hope everyone enjoys this release. I do not plan on working with this patch anymore and thus it has entered the very limited support stage. If you happen to come across a major issue like a game stopping bug or noticed that my patch has introduced a new bug, then do post and I will address it. Anything else though, will not be addressed. My work with this patch is done and I feel like it is complete. I am now focusing my attention on getting the expansion out and addressing any issues that will be reported.

Enjoy!!

Installer Version (recommended): download
Manual Version ("advanced users"): download

A Mac vesion will follow shortly. Please be patient.
NMA download links should hopefully be updated in a few days.

For those of you interested in my sources files, they will be released shortly as well (along with the Mac version).



Code:
Fixes since June 11th release:

Arroyo:
---------
• Door to exit Arroyo temple is now correctly unlocked by Cameron just like it would if you had used the key on it.
• Corrected a raised plate in the Temple of Trials that was detected behind the door you blow through with explosives. Before it was detectable despite there being a solid door (no hole in it yet) in front of you.


Klamath:
-----------
• When attempting to scare off Torr with Empathy all of his lines are blue- even the ones where you won't help him. --FIXED
• A dialog option regarding geckos was being displayed for Smiley even if he never spoke about it.
• Asking Wiskey Bob to give you a drink (after passing a speech check) would cause the conversation to end prematurely. The reason for this was that the game was attempting to use a dialog line only for dumb characters and thus anyone who had an int >3 could never continue the conversation.


Den:
------
• Karl in the Den had a INT 10 check that shouldn't have been one - was a typo


Redding:
-----------
• Doc Johnson now accepts Combat armor mark II or brotherhood armor for the combat implants. 
• Corrected a bug where Doc Johnson would say he wants 30,000 for the phoenix implants, but the script would check for 48,000


New Reno:
-------------
• Craps/roulette dealers in the casino were not being set correctly with the family they work for.
• Myron will now correctly carry more (10 lbs) when he promises to do so if you ask him to wait. - this was broken before. Thanks to Timeslip and his tweaks this issue finally became fixable.
• Going on date with Miss Kitty after defeating the Enclave now correctly increases you agility by 1.
  *Did nothing before
• Going to see Myron as a hooker (through Miss Kitty) now enables you to see Myron.
  *Before, going to see Myron this way did not give you any advantage. 
• Fallout 2 hintbook now correctly updates all your stats to 10s, your skills to 300, and your hit points to 999. Thanks to Timeslip's tweaks this finally became fixable.


San Fran:
-----------
• Accept the quest to get Chip's spleen back. Tell him Dr. Wong has it. Refuse to help put back it in, refuse again when Chips pleads for help, and then finally accept. Following this procedure would cause Chip to continue being mad at your for refusing (despite you finally accepting) and the dialogue option with Dr. Fung would never appear.
• Getting fuel from the Hubologist by means of Badger would not set the Hub fuel reserves to empty and thus using their main computer would still show fuel in the shuttle.
• Added means to direct fuel from hub computer (given the player directed fuel to the hubs in the first place) in the event the player gets stuck and cannot get fuel to the tanker by any other means.
• Fixed issue with getting permission from Ken Lee to use the computer by getting a good reaction as a stupid character. (a bit pointless since dumb characters cannot use the Emperor, but it was a bug that needed to be fixed nevertheless)
• You no longer have a dialog option with Chip to talk about you missing Tribe if you do not know that your tribe has gone missing.


Gecko:
--------
• Fixed some instances with the Gecko Powerplant desk attendant where dialogue options would lead to incorrect nodes.
• Lumpy will now move around the Gecko junkyard map as was originally intended. He will either be in his house, in Skeeters workshop, or by the brahmin. This was the original intent by the devs, but the code was broken/incomplete.


Vault City:
-------------
• Corrected a bug with Kohl where a dialogue option would send you to the incorrect node.
• Can no longer get unlimited xp from the VC computer after you beat the game.
• Unlocked spoken dialogue with Lynette (regarding the Raiders) which was never said before because a global var was never being set.
• Dr. Troy's initial dialog was never being displayed. Now when you speak with him for the first time you will get his correct initial dialog.
• Vault City Main computer will now raise your electrical damage if you are a dumb character - this was broken before. Thanks to Timeslip and his tweaks this issue finally became fixable.
• It is no longer possible to sneak into the Vault in Vault City in combat mode when you are not a citizen.


Modoc:
---------
• Laddie would follow you around invisible if you did not fully complete the Find Johnny quest.
• Karl now appears back in Modoc when you tell him to go home.
  *everything was set up in his script to do this but he was never placed on the Modoc map. I added him to the map where the original devs wanted him - Modoc Main street.
• The wedding with Miria or Davin will now really be a "shotgun wedding" Before Grisham would disarm during the wedding despite having had a shotgun in his hands before.


NCR:
------
• Duppo
  *Fixed bug for dumb players which would cause the Duppo to talk about cattle drives rather than Weston
  *Fixed bug which caused stupid characters to get the smart line about Carlson and smart characters to get the stupid line.
  *Removed "controversial" addition (by me) of allowing continuous cattle drives to be obtained. This was a quest, so like the original devs set it you can only do one cattle run. Altered text slightly so there does not appear to be a direct invitation on Duppo's part for the player to come back and work again.
• "Take care of Officer Jack" for Mira quest no longer pops up when Jack dies even if it wasn't active before.
• Fixed bug with Westin and him reoffering you the quest to guard the brahmin if you already are doing it.


Vault 15:
-----------
• Error in dialog with guard in Vault 15.


Misc:
------
• Several special encounter around Den/Klamath would show up as error.
• Fixed issue with inc_childkiller - would increase karma by (15) in some cases.
• Cleaned up random encounter table
  *Fixed incorrect scripts being used for silver gecko, mole rat, matis, and deathclaw desert encounters.
• Brahmin poo (as excreted by the brahmin) should now always appear on the same level the brahmin is on. Before this was not the case.
• More dialogue fixes
• If you kill King Aruthur and his knights you no longer get the second encounter.
• Some scripts were displaying incorrect colors (when using the empathy perk) for several dialog lines. Lenny and Salavtore are such examples.
• It is no longer possible to get every location from a Random Encounter traveler. Before if you ask the traveler for directions, the traveler will say that he/she only knows of these locations. Leaving dialog and then reentering would produce a new set of locations that the traveler only knew about. This did not make sense. Thus, with this patch the traveler will no have the same set of locations for that specific encounter. If you encounter another traveler, he/she will have a new set of locations like in the past, but it won't change each time you talk in the specific encounter.
• Pariah encounter should now REALLY work correctly. - Thanks to Timeslip and his tweaks this finally became 100% fixable.
 *Luck set to 1 if you don't have Gifted perk, or luck set to 2 if you do have Gifted perk
 *Luck correctly returns to your true luck values when you kill the dog
• Fixed bugs with the display messages for using items/skills on doors, objects, etc.
• Corrected issue with a general script bug concerning those few critters that make use of the game's detailed reaction system. About 50 scripts had the issue. You should notice a better reaction (good or bad) from many characters now. Karma and playing a good/bad characters now plays an even great impact in the game.
• Several doors (such as the slave pen doors in NCR could be destroyed just by punching them. I added a conditional for explosives like all the other doors in the game check.
• Added a preventive towards the "too many items bug" - shopkeepers now wipe their inventory during each restocking time.
• Homeless people in Random encounters counted towards your death count (thereby making you a berserker) when someone else killed them and you no doing so.
• Several children in the game counted for two child kills instead of just one.

Code:
Fixed to my own addions:

• All geckos in random encounters are no longer just labeled as geckos but rather as their specific type (ie Fire Gecko, Golden Gecko, etc)
• Removed bug part quest in Klamath (find out who is rustling the brahmin) - now part of expansion
• Removed Phazer from Shuttle encounter - now part of expansion
• Removed Zip gun from Lenny - now part of expansion
• Fixed bug when talking with Protectors at the Ghost Farm (on the surface, at night)
• Fixed a bug when using a skill on Sheriff Marin in Redding
• Removed biology corpse from Hubologist map - now part of expansion
• Removed obtaining of Tragic addiction - now part of expansion
 
Great job, killap! The rest of the Fallout community certainly owes you a big one for all your hard work. :D

Just a quick comment to those of you using the manual installer: make sure everything under the data folder is set to read-only after you've extracted the stuff -- I've noticed that somethings (for example, everything under the Art folder) was being set to read-only, but others (such as everything under the Scripts folder) wasn't.

Looking forward to the release of the source scripts. :)

Cheers,

-- The Haen.
 
Oh, sweet. Now I can try this straight away. Hope my Fallout doesn't crash anymore; if it does, then I assume it's something else than the patch..
 
Back
Top