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

@Dravean
Ah, that makes a lot more sense. Reading it again I totally get it, but yeah it's a bit clunky. Not sure why it didn't make any sense to me when I first read it... Eh, not sure if I will bother changing it though. I'm not gonna start rewording original game dialogue. Thanks for the response!

@Skandinav
I wasn't really ignoring your answer. When I don't have a particular response I usually don't respond in the hopes someone else will. However, what you asked has actually been asked before and the answer is that there is no npc armor mod for the unofficial patch. To get it to work several scripts will have to be modified. At this time, I don't plan on making the necessary changes. Maybe someday. Sorry.
 
Actually, an even more conservative solution would be to simply insert the word "that."

Player Option 2: Try anything, and you'll be joining the Mordinos that the Salvatores butchered.

But I don't blame you for not wanting to mess with original dialogue, even when it's not up to its usual high standards.
 
killap said:
@Dravean
@Skandinav
I wasn't really ignoring your answer. When I don't have a particular response I usually don't respond in the hopes someone else will. However, what you asked has actually been asked before and the answer is that there is no npc armor mod for the unofficial patch. To get it to work several scripts will have to be modified. At this time, I don't plan on making the necessary changes. Maybe someday. Sorry.
Thank you for the answer, killap, and that is a real shame, guess I will just have to play through the RP mod now instead of after my current, relatively unmodified playthrough - the newest NPC Armor mod simply looks to awesome to continue playing without it.

My heart-felt gratitude to any of you who continue improving on this eternal game ( especially now that it seems the series has gone down the drain with the newest TES spinoffs ).
 
Aunt bug

After your aunt requests the healing herbs in exchange for the flint you want, if you steal the flint from her you're still able to give her the herbs. She mentions that she can't find the flint, but is happy to have the herbs, anyway.

Here's the bug: if you unsuccessfully attempt to steal the flint and she catches you, if you are later successful in stealing it and offer her the herbs as above, her dialogue indicates she would take the herbs, but inventory doesn't reflect that.
 
Morlis never says she takes the healing powders from you, so technically it's no bug.
But removing them probably makes more sense.

killap, could you swap the current Node007a with this one?
Code:
acmorlis.ssl

procedure Node007a
begin
	variable LVar0 := 0;
	variable LVar1 := 0;
	variable LVar2 := 0;
	set_local_var(7, 1);
	if (obj_is_carrying_obj_pid(dude_obj, 273) > 2) then begin
		LVar0 := obj_carrying_pid_obj(dude_obj, 273);
		LVar2 := rm_mult_objs_from_inven(dude_obj, LVar0, 3);
		add_mult_objs_to_inven(self_obj, LVar0, 3);
		if (local_var(8) == 0) then begin
			gsay_reply(214, 300);
			giq_option(4, 214, 117, Node999, 50);
		end
		else begin
			gsay_reply(214, 302);
			giq_option(4, 214, 117, Node999, 50);
		end
	end
	else begin
		call Node008;
	end
end

Also, if someone for any reason choose to replant the flint after first having stolen it, adding the following code should reset the dialog properly.
Maybe a little overkill but meh...
Code:
acmorlis.ssl

procedure critter_p_proc
begin
	if ((obj_is_carrying_obj_pid(self_obj, 278)) and (local_var(9) == 1)) then begin
		set_local_var(9, 0);
	end
 
hello. i see you modify master.dat in the latest patch.

1) why? you haven't patched it in earlier releases.

2) will you modify it later again?
 
anarki2 said:
hello. i see you modify master.dat in the latest patch.

1) why? you haven't patched it in earlier releases.

2) will you modify it later again?
1) To fix a couple of NPC related problems. Cassidy resetting his combat settings all the time and Skynet getting the correct EMP resistance. Because the game is hard coded to read certain info from the master.dat file it had to be done this way. Putting it in a patch file or in the data folder just wouldn't work.

2) I'd say no, as this was a specific NPC fix. I doubt anything else will need to be fixed in this way.
 
Darek said:
1) To fix a couple of NPC related problems. Cassidy resetting his combat settings all the time and Skynet getting the correct EMP resistance. Because the game is hard coded to read certain info from the master.dat file it had to be done this way. Putting it in a patch file or in the data folder just wouldn't work.

2) I'd say no, as this was a specific NPC fix. I doubt anything else will need to be fixed in this way.

ah, great news and swift response, many thanks!
 
hm, now i can't load my old saves (1.02.25). is this because of this master.dat change?

edit:

Another big change in this update is that the unofficial patch is now fully compatible with official 1.02 save games! This means that if you happened to start a game with the official 1.02 patch, run into a nasty bug, and want to fix it with my patch, you can now do so and don't have to start over! This of course comes at the cost of causing any previous save games with my unofficial patch to no longer work. I feel it is a worthwhile decision in the end though.

fair enough.
 
Ok i rarely get random encounters on the map ( and i do mean rarely, 2 encounter in 2 minutes)
i think it got to do something with my ddraw.ini because i changed the WorldMapDelay2 to a lesser number because with the original it was extremely slow is there a way to get more encounters ?
 
anarki2 said:
hm, now i can't load my old saves (1.02.25). is this because of this master.dat change?

edit:

Another big change in this update is that the unofficial patch is now fully compatible with official 1.02 save games! This means that if you happened to start a game with the official 1.02 patch, run into a nasty bug, and want to fix it with my patch, you can now do so and don't have to start over! This of course comes at the cost of causing any previous save games with my unofficial patch to no longer work. I feel it is a worthwhile decision in the end though.

fair enough.

would it be possible for you to provide us with a converter?
 
I have installed killaps latest restoration project mod.

I get this message now whenever I load my game and do anything. I used to get around it before by loading a different save but now i'm at a dead end. I can't play any further.

The instruction at 01d6e802 referenced memory at 00000025
The memory could not be read from

Click OK to terminate the application
 
Drekavac said:
I have installed killaps latest restoration project mod.

I get this message now whenever I load my game and do anything. I used to get around it before by loading a different save but now i'm at a dead end. I can't play any further.

The instruction at 01d6e802 referenced memory at 00000025
The memory could not be read from

Click OK to terminate the application

1 - this place is to talk about the patch.

2 - saving during combat is not recommended, do it at your own risk and now you are probably screwed if you used only 1 save (NOBODY MUST EVER DO THAT)
 
Felipefpl said:
Drekavac said:
I have installed killaps latest restoration project mod.

I get this message now whenever I load my game and do anything. I used to get around it before by loading a different save but now i'm at a dead end. I can't play any further.

The instruction at 01d6e802 referenced memory at 00000025
The memory could not be read from

Click OK to terminate the application

1 - this place is to talk about the patch.

2 - saving during combat is not recommended, do it at your own risk and now you are probably screwed if you used only 1 save (NOBODY MUST EVER DO THAT)

Ah sorry.

What I meant with the second post was that I got around it by loading an earlier save. I have like eight. :mrgreen:
 
Problems with Killaps Mod after reinstalling F2

Having real trouble with Fallout 2, had to rebuy one of the newer releases of it after my last dics broke whilst moving. For good measure I re-installed it and downloaded the patches from here (though I do believe it may have came with them anyway), reinstalled Killaps mod again but when I go into the game it doesn't appear to have taken affect, the patch numbers on the menu screen have obviously changed so they're installed but the usual first indicator of Killaps mod, the many pages of save's, does not.

Does anyone know how to fix this problem, possibly in some step-by-step form because when I ready solutions and see all the walls of text, c:/ folders etc. it just blows my mind. Had no problems with it before on the same computer but since reinstalling, how does one delete all the data that isn't removed via uninstalling such as saves?
 
Two issues with Killap's patch

I've been having two minor issues since installing Killap's patch for Fallout 2.

When resting, the game doesn't go all the way, usually exiting the PipBoy and jumping back into the game world after a day or two.

Second, the world map flickers. I changed the travel speed in the game files because the patch made fast travel too slow, and now I see flickering lines every time I open the travel map.
 
Edit: I'm an idiot, and i had two Fallout2.Exes when i reinstalled, preventing me from booting up the game correctly.
 
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