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

Hi

I've installed Killap patch and SFALL 2.12a to my F2. Everything works fine but everytime when im entering NCR game crashes. I've updated SFALL to 2.16, error changed but still remains.

I DONT have patch000.dat file.

I've already tried to change graphic mode but nothing changes.

http://danielkucner.eu/files/24-8-2011_0.png - SFALL 2.16 error

http://danielkucner.eu/files/24-8-2011.png - SFALL 2.12a error

My ddraw.ini file - http://danielkucner.eu/files/ddraw.txt[/url]

Specs:

I7-720QM
GF GTS 360M
4GB DDR3
Windows 7 Home Premium 64 bit

Regards
 
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

Godlike said:
Hi

I've installed Killap patch and SFALL 2.12a to my F2. Everything works fine but everytime when im entering NCR game crashes. I've updated SFALL to 2.16, error changed but still remains.

I DONT have patch000.dat file.

I've already tried to change graphic mode but nothing changes.

http://danielkucner.eu/files/24-8-2011_0.png - SFALL 2.16 error

http://danielkucner.eu/files/24-8-2011.png - SFALL 2.12a error

My ddraw.ini file - http://danielkucner.eu/files/ddraw.txt[/url]

Specs:

I7-720QM
GF GTS 360M
4GB DDR3
Windows 7 Home Premium 64 bit

Regards

I used to have these "The memory could not be read from" -errors all the time, until I simply started running the game as System Admin.

Surprisingly, seems to solve lot of problems with a lot of games just by doing that on Win 7.
 
Re: A suggestion

SorgFall said:
Are there any remaining known and unfixable bugs for Fallout 2?
Yes, after all it's Fallout we're talking about here. ;)
Though nothing is really 'unfixable', it's just a matter of knowledge, skill and time (and also if it's worth it).

At the top of my head I can think of a few.

Code:
Explosives crash bug - I wrote a workaround but no one seemed very interested (it wasn't perfect and I don't know if it will be included).
Superstim death crash
Car out of gas in town circle - car is lost forever as you can't get to it.
NPC's still knocked out when combat ends becomes unresponsive - need to go in combat mode again to let them 'wake up'.
NPC's hooked on jet becomes utterly useless - stuck with 1 AP - jet antidote don't work on them.
Ability to gain too high stats from drug use - use drug twice, save and load and you can use drugs to raise your stats even more.
Drugss used on one critter will affect all critters that look the same.
NPC's leveling up while under drug influence don't end up with correct stats - it checks the current stats and not base stats.
A game saved in combat while one of your NPC's has died becomes corrupted.
General bugginess from saving while in combat - Judging from reports and savegames people have sent in (I personally don't save often while in combat, but on the occasions that I have, I can't remember ever having any problems).

There's probably a ton more if you scan Per's guide and dig through these forums.
 
The unofficial patch also doesn't seem to fix the deathclaw massacre/Vault 13 ending bug. Even killing the deathclaw researcher in Navarro and fixing the deathclaws' computer in Vault 13 didn't prevent the massacre from happening.
 
Re: A suggestion

Darek said:
SorgFall said:
Are there any remaining known and unfixable bugs for Fallout 2?
Yes, after all it's Fallout we're talking about here. ;)
Though nothing is really 'unfixable', it's just a matter of knowledge, skill and time (and also if it's worth it).

At the top of my head I can think of a few.

Code:
Explosives crash bug - I wrote a workaround but no one seemed very interested (it wasn't perfect and I don't know if it will be included).
Superstim death crash
Car out of gas in town circle - car is lost forever as you can't get to it.
NPC's still knocked out when combat ends becomes unresponsive - need to go in combat mode again to let them 'wake up'.
NPC's hooked on jet becomes utterly useless - stuck with 1 AP - jet antidote don't work on them.
Ability to gain too high stats from drug use - use drug twice, save and load and you can use drugs to raise your stats even more.
Drugss used on one critter will affect all critters that look the same.
NPC's leveling up while under drug influence don't end up with correct stats - it checks the current stats and not base stats.
A game saved in combat while one of your NPC's has died becomes corrupted.
General bugginess from saving while in combat - Judging from reports and savegames people have sent in (I personally don't save often while in combat, but on the occasions that I have, I can't remember ever having any problems).

There's probably a ton more if you scan Per's guide and dig through these forums.

I understand Killap will try to finish the final version of his unofficial patch by the end of this year?

It was my idea to compose a list of all known bugs and then include them in the .txt file with the changes log, so that people were aware of the existing bugs and prepared for them (and avoid them, if they could).

EDIT: I've got a suggestion. It's not really a bug, but it's an obvious necessity - attempting to lockpick the heavy metal door at the Temple of Trials yields absolutely no description in the box. There should be at least some information (that it's impossible).
 
I really want to use this patch, but I have a weird mouse problem that may be unfixable.

I use Splashtop on my iPad to play FO2 on my home PC. This requires playing it in a window. The 1.02d FO2 with Mash's High Resolution patch works perfectly.

When I install the unofficial patch, it installs Sfall and the cursor becomes uncontrollable. It seems like it behaves randomly. Changing the sensitivity settings, even putting in a negative number, does not fix this although it does seem to slow down the cursor. It is almost impossible to even click on a button in the menu.

If I had to guess, it seems as if there is some strange ratio problem with the degree and direction of movement relative to the size or aspect ratio of the window that FO2 is in.

There are two different ways to "mouse" in Splashtop. One is to simply tap on the screen where you'd like to click. The other is to control the cursor as if the iPad was a giant laptop trackpad. Both methods are broken with Sfall.

When I try to manually install the patch without the Sfall files, the game will only start in fullscreen, which Splashtop is unable to handle. This is in spite of my windowed settings in the High Resolution patch.

Am I basically screwed if I want to use Splashtop AND use the unofficial patch? Is there no way to install the game fixes without Sfall?
 
Anyone willing to play test the next (and probably final) unofficial patch? I realize playing F2 with just this and no Restoration Project is plain silly ;) but maybe there are some ultra purists out there. Or you're just nice and want to help. PM if you're interested.
 
killap said:
Anyone willing to play test the next (and probably final) unofficial patch? I realize playing F2 with just this and no Restoration Project is plain silly ;) but maybe there are some ultra purists out there. Or you're just nice and want to help. PM if you're interested.
it's not silly AT ALL, there are p p l who want to play the game as it was released. ;) - btw, i dont wanna be a tester. :P
 
Confirmed in official Fo2 hintbook that the Brotherhood dialogue checks in the Den and NCR were supposed to be level equal to or higher than X, not equal to or lower.
 
Here's a text fix spanning exactly two letters: "Tanker FOB" should be changed to "Tanker Fob". The idea that "fob" is an acronym is a nonsensical folk etymology superimposed on the old word.
 
Per said:
Confirmed in official Fo2 hintbook that the Brotherhood dialogue checks in the Den and NCR were supposed to be level equal to or higher than X, not equal to or lower.
What checks are you referring to?
 
Per said:
Here's a text fix spanning exactly two letters: "Tanker FOB" should be changed to "Tanker Fob". The idea that "fob" is an acronym is a nonsensical folk etymology superimposed on the old word.

What the hell is a "fob" then!? (Not that I ever wondered what F.O.B. would stand for... )
Am I wrong to remember it always having been written as an acronym? Took a quick peek at the (often irksome) fallout wikia, but it too acronymize it, and mentions nothing about its spelling.
 
killap said:
Per said:
Confirmed in official Fo2 hintbook that the Brotherhood dialogue checks in the Den and NCR were supposed to be level equal to or higher than X, not equal to or lower.
What checks are you referring to?

The ones where they either give you just a float or some short dialogue, checking character level.

Edit: I took a closer look at the script, and it seems the actual bug is that node references 01 and 10 have been switched around in talk_p_proc (so the actual level checks are fine). The scripts are fcnluke and fcdjosh.

zegh8578 said:
What the hell is a "fob" then!? (Not that I ever wondered what F.O.B. would stand for... )
Am I wrong to remember it always having been written as an acronym? Took a quick peek at the (often irksome) fallout wikia, but it too acronymize it, and mentions nothing about its spelling.

Originally a fob is just a decorative ribbon or wedge on a keychain. The way it happened is apparently that people first started referring to modern remote control devices as fobs (being non-key stuff put on keyrings), then started wondering what the heck "fob" meant and thinking it had to have a fancy explanation, then came up with the pseudo-technical phrase "frequency operated button", which is not and has never been a thing.

I remember looking it up, only finding the abbreviation "free on board" and thinking it was maybe some naval access thing.
 
Per said:
Edit: I took a closer look at the script, and it seems the actual bug is that node references 01 and 10 have been switched around in talk_p_proc (so the actual level checks are fine). The scripts are fcnluke and fcdjosh.
Awesome. Thanks for the clarification and further thanks for finding the actual issue in the script.
 
Hi guys, first of all, thank you for all your hard work. After so many years there are still new patching coming out and new contents. This is really something awesome going on.

Anyway, here are some bugs I found. I am playing with 1.02.27.3. Unofficial patch only. Win7.

This bug is regarding Vic. I have Gifted trait. And I set my charisma to minimum, so it is 2. I already have Sulik with me. Now, I handed Vic the radio. Later on, I killed Metzger and the gang, then asked Vic to join me. He notices my party is full, and tells me he is going to wait in Mom's. After that the conversation pane flashes quickly, his control page comes out. I ended the conversation. Sure enough, he is in my party. Even when I can only get 1 companion. I have no magnetic personality perk. No charisma chip and no shades. No Mentats.

This bug is easier to describe. In Gecko, everytime you talk to Grisham, 20x shotgun shells always appear in his inventory for stealing. Steal, talk, end conversation. Steal, talk, end. Repeat.

Also in Gecko, Skeeter will only give me the 3 step plasma transformer task when I hand him the super tool kit AND have an upgradeable weapon. Miss that chance, and he will never ask again. Is this intended?

In Vault City, I can still enter the vault without being a citizen by pressing number 4.

That is all for now. Thanks again!
 
white screen after turning DX9 "off"

Hi,

I just asked this in another thread here (and over at the wiki). I'm sorry if this is not the right place to ask.

I installed the game OK and it seemed to work fine, until I turned the DX9 mode to "off" on the SFall screen options. Since then, the game shows only a white screen on startup; I can hear the intro sounds and music, and can even skip the intro by mouse clicks and exit the game by "Esc" once the intro has ended, but the video never shows anything but a white screen. I already did the ddraw edit (graphics = 4) and tried all other graphic modes, including editing the F2_res.ini; the bug persists even after uninstalling and reinstalling both the mod and game from scratch. I have Windows 7 Professional SP 1, Fallout 2 humongous install, only mod is F2RP 2.1.2b with windows installer.

Can you help me? thank you!
 
@ Bluejay

Did you try to restart your computer?
Sounds to me like something graphics related has crashed.
 
Another update to the unofficial patch! Even more vanilla bugs were found, in addition to corrections to some bugs I introduced. As mentioned in the RP thread, this is likely the last update that will be made.

As before, DO NOT install this over the Restoration Project, as it already includes my latest patch. I just wanted to remind everyone about this even though the patch installer will refuse to install if it detects that the Restoration Project is already installed.

Enjoy!

Windows Installer Version (highly recommended): download
Windows Manual Version (advanced users): download
Mac Version: download


1.02.28 change log:

Code:
Arroyo:
-------
• It was possible for the inner door to Cameron's chamber to remain locked even after completing the Temple of Trials.
• It was possible for critters in the Temple of Trials to wander outside player reachable areas.
• Corrected a dialogue inconsistency with Hakunin about his garden when you have negative karma.


Broken Hills:
-------------
• If your reputation is low enough, Liz in the General Store says she won't sell you anything, yet you can still Barter if you press the button on the right. This is no longer the case.
• Liz's shelves still restock even after she dies. This no longer happens.
• You could still fail a steal check on Liz's shelf even after she is dead. This is no longer the case.
• Tweaked the way Doc Holiday checks for hurt followers to be in line with other doctors in the game.
• Confronting Francis about the missing people now properly removes the note you find on one of them.


Den:
----
• Two kids outside The Hole were invisible because of female critter mix-up from the RP.
• When you sleep with Sheyla, she initiates dialogue shortly afterwards. If you talk with her again before that and choose to sleep with her a second time, the game then locks up. This is no longer the case.
• Attempting to talk to Metzger (clicking on him) in combat and then killing him causes his script to break.


Klamath:
--------
• Goo in toxic caves no longer mutates you if you are wearing any type of power armor (before you would only be protected with just regular power armor)
• If you drive the car to Toxic Cave, you won't be able to access the car trunk. This has been fixed.
• The description of the broken down car with the regulator in the backseat did not change even after picking up the item.


Military Base:
-----------
• You can no longer use lockpick, traps, or science to repair to repair the generator on the first level. Only repair skill works (or repair tools).


Modoc:
------
• You can no longer steal infinite shotgun shells from Grisham (correctiont to bug on my part).
• After completing the quest, you can no longer still tell Cornelius that Farrel has the watch in his safe.


NCR:
----
• Fixed issue where you have to provide the door password to Duppo's backroom to exit the backdoor even though you're already inside.


New Reno:
---------
• Some of the slot machines in New Reno casinos cannot be accessed because 'somebody blocks them' - even though nobody is. This has finally been addressed!
• Attempting to talk to Pretty Boy Lloyd (clicking on him) in combat and then killing him causes his script to break.
• Fixed minor dialogue error after asking Myron to take off his armor.


Redding:
--------
• Removed any references in scripts/dialogue to the Fannie jet problem. This was left over stuff that had moved to the RP, but was never fully removed from the UP.


San Fran:
---------
• The Shi people now properly give their dialog floats when you kill ASH-9, rather than always giving the floats about the challenge between Lo Pan / Dragon.


Sierra Army Depot:
------------------
• One of the mines near the shack with a howitzer can't be disarmed or triggered. This has been fixed.


Vault 15:
---------
• The guard on level 2 with the hunting rifle now has the correct ammunition.


Vault City:
-----------
• Choosing the option "Search the archives for location of Vault 13" with the Vault 8 computer would exit dialogue immediately.
• If you insert the hydro-mag part into the powerplant's maintenance terminal AND then log-off immediately, on another log-in the part is not there anymore. In that cause, it's impossible to repair the reactor. This is no longer the case.


Misc:
-----
• Numerous fixes to caravan runs.
• Map fixes: Map holes (BOS bunker in San Fran), improved player position when exiting Sierra Army Depot, walking into shelves (Wright's house), stacking flares in Hubologist base in San Fran, and other such fixes.
• Critically failing to disarm traps now properly sets them off.
• Various typos fixed.
• Sfall updated to 3.1, which fixes the crash bug when planting explosive on critters.
 
Hey Killap - amazing work!

I use the Mac version of FO2, from GOG -

Can someone please help me - I'm useles in this stuff (and I've tried searching)

1. Can I add the Restoration Pack 2.2 on my Mac GOG Fallout 2? If so, how?

2. If I cannot add the Restoration Pack on my Mac version, than atleast I can add the patch (most recent) - will this improve the game on the GOG version of FO2 for Mac?

Please help!

Thanks
 
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