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

Hello- I'm new to the forum but not the Fallout series. I just started playing FO2 again because I haven't in awhile, and I thought I'd go ahead and install the unofficial Killap patch.

Once I got to Klamath (in the first ten minutes of the game), I found a bug that kills it for me. When I try to steal ammo from one of the trappers, the amount of ammo I have goes down, not up. For example, say I have 24 shots of 10mm JHP before stealing. I attempt to steal 24 more from the trapper, but then the number of bullets in my inventory goes down to 12 when it should go up to 48.

I haven't searched all 60 pages of this thread so forgive me if this issue has been dealt with already.

I'm running FO2 Killap 1.02.27.1 Mac Patch on an old intel Macbook. I'm running the 10.6 operating system...
 
Just tried it. I started a new game with the newer patch, and I'm still running into the same problem. I'm wondering now if maybe my copy of the game is corrupted somehow.

Thanks for trying to help...
 
Hey guys, FO2 newbie here. First off, thanks Killap and everyone else involved in making this awesome patch. It's working great so far, except for one thing: I'm unable to complete the quest "Figure out who is rustling the Brahmin". I've completed The quest to guard the Brahmin, examined the brahmin that have been re-branded, acquired the scorpion limbs, and my speech is 70%, but still I have no dialogue option to make the brothers stop threatening Tor, nor do I have the option to turn them in to the lady who gives me the quest... I haven't seen many other people online with this issue so I figured I'd post it here. If you need anymore information from me, just ask. Thanks.
 
Could you update unoffical patch to use latest Sfall version 3.2?
I tried myself to change settings, but my game started to crash in random places.
 
@runboy93

Yup, next version will use it. I think the current release of the unofficial patch uses like 3.0 or 3.1 though, which should be perfectly fine for playing the game.
 
Three random minor things I came across and didn't see mentioned in the corrections file:

1. Car disappears if it's in Arroyo at the time of the invasion. Does this fall under some general car fix? Or is it deliberately not addressed since it makes sense the car would be taken or destroyed? Not sure it can be conclusively regarded as intentional by the designers though.

2. Geckos pick up and use melee weapons like Power Fists - should be disallowed if possible?

3. Nuka-Cola machines replenish their stock - obviously intentional in some regard, but also makes no sense. Maybe an "unfix" for the RP if it's meant to address things that make no sense.
 
Per said:
1. Car disappears if it's in Arroyo at the time of the invasion. Does this fall under some general car fix? Or is it deliberately not addressed since it makes sense the car would be taken or destroyed? Not sure it can be conclusively regarded as intentional by the designers though.
I'm assuming this happens because of the map change? I'd have to double check if I addressed this (in both the UP/RP or just the RP) and forgot to document.

Per said:
2. Geckos pick up and use melee weapons like Power Fists - should be disallowed if possible?
Heh, that's funny. Only Geckos? I think it's possible to override pickup in the script. Maybe..

Per said:
3. Nuka-Cola machines replenish their stock - obviously intentional in some regard, but also makes no sense. Maybe an "unfix" for the RP if it's meant to address things that make no sense.
Yeah, I think I remember seeing the restock code for this. Eh, there are other things that don't make sense in that game. Maybe there are more active trucks still delivering, like the one found in Fallout 1. ;)

Are you replaying F2, Per? Hopefully you're still holding off on the RP for my "truly, really, maybe, I hope so, final" release. ;)
 
How do I reenable saving during combat? Upon installing the unofficial patch it was disabled unless you try to save with full AP, which some people might like but I'm a savescummer to the core. I've had a hunt through ddraw.ini to try and turn it off but no joy, where should I be looking?
 
Savescummers don't prosper, there is a chance that saving during combat will corrupt your save file, and then you have to replay the whole event...so it was removed to save you grief. :salute:
 
Agh, I'm getting a nerve-wrecking bug here... at first I thought it has some natural cause I had ignored (such as overly radiated, although I couldn't make it work), now I am sure it has no logical explanation, at least not game-lore/story wise.

Basically, I just drop dead.
First time, it happened after I had completed the EPA, and brought Kitsune out. I would die just some days after, wether those days spent waiting or travelling didn't matter, I would die. The only salvation was to load a save from earlyer, where I did not go to the final "secret level", which led me to believe it had been the radiation, despite having cleared my radiation away with Rad Away.
I also suspected it could be Kitsune, going through possibilities, but it happened with her dead too, same "time limit" of a few days.

This time its a brand new game, I was a wreck moving around EPA, watching everything with hawk eyes, making sure I wasn't radiated or poisoned. I get out, and we get away fine. I take Kitsune with me again, and we clear out SAD, visit San Francisco, I start to feel pretty safe, then BAM - while healing myself I die. Granted - I was poisoned, so I reload to before the fight I get poisoned in - so now I am 100% unpoisoned and unradiated and undamaged - and this time - like the first time - it happens during travel.

(solved)
 
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To coincide with RP 2.3, here's another update to the unofficial patch! Even more vanilla bugs were found, in addition to corrections to some bugs I introduced.

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 there.

Enjoy!

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


1.02.29 change log:

Code:
Arroyo
• Fixed an issue introduced by the unofficial patch related to Nagor and his dog.
• Fixed issues with Aunt Morlis and properly removing healing powder. Also fixed dialogue if you stole the flint but then planted it back on her.

Klamath
• Fixed bug where refusing to give a tip to Aldo immediately, instead of doing it later, would result in money not getting removed from the player.

Modoc
• Grisham no longer refers to Davin as his daughter after you marry him as a female player. The dialogue lines were mixed up.

Vault City
• Fixed an instance where you could get a dialogue line when talking with Skeev about showing citizenship papers but yet you don't actually have them.
• Fixed a bug that prevented Lydia from giving her end of game dialogue.

New Reno
• Fixed a minor dialogue error with Jagged Jimmy J where playing as a dumb character you could get a normal character dialogue line.
• Enclave soldiers at the secret transaction had the plural 'Soldiers' in scrname.msg rather than the singular.
• Fixed dialogue bug when talking with Chris Wright choosing options (1-4-1-4). The dialogue would end prematurely.

Broken Hills
• You can no longer exploit infinite free healings out of Doc Holiday by listening to his ramblings.
• Fixed bug where Manson and Franc would teleport out of jail after saving and reloading the game once you persuaded the jail guard to give you the key.

NCR
• Fixed issues with Mikey not properly selling all types of iguana on a stick.
• Fixed instance where retrieving the computer parts from V15 before completing the 'deal with NCR' questline would prevent you from speaking to Tandi and truly completing that questline.
• Vortis would threaten to kill you if you touch the door after several attempts. He now lives up to his promise.

Vault 13
• A few doors at this location were pickable only with lockpick skill and not lockpick tools. This has been fixed.

San Fran
• It was possible to anger Harry or AHS-7 and not have guards come after you. This has been fixed.

Navarro
• Chris no longer keeps calling you a stranger and acts surprised at seeing your car (if you have it) each time you talk with him.

Misc
• Added workaround for shopkeepers no longer restocking after 7 years.
• Really fixed instance where taunts from the Morton gang would make references to Bishop.
• Various typos, grammar, text fixes.
 
Hi, I think this is a vanilla bug but I'll post it here anyway.

If Goris left your party to go back to vault 13, and you go to the Malamute in Redding, Lou won't talk to you. You will have to get Goris back 1st and leave him for Lou to talk to you.
 
To coincide with RP 2.3.2 and as an end of year treat, here's another update to the unofficial patch! Even more vanilla bugs were found, in addition to corrections to some bugs I introduced.

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 there.

Enjoy!

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


1.02.30 change log:

Code:
Klamath:
• Offering to buy Whiskey Bob a drink with < $5 would end the dialogue prematurely. This has been corrected.

New Reno:
• You now need a respect level of >= 15 rather than > 15 to become fully respected by Salvatore. Before it was impossible to reach this level without exploiting the dialogue.
• Fixed bug where a dialogue float was never displayed when you have Miria/Davin work as a fluffer.

Vault CIty:
• Fixes to errors in Cassidy's script that prevented dialogue from being shown when you talk about your quest.

Gecko:
• You need to first know about Skeeter before you can ask Lumpy about him.
• Fixed bug where Lumpy would always say that Skeeter is in the workshop next to him.

NCR:
• Fix to an infinite dialogue window bug with Vorti's guard in the back room.
• Fixed instance where asking Buster about Westin leads to the comment  he would offer if instead asked about Carlson, and asking about Carlson  leads to the comment he should offer about Westin.
• Fixed a crash with Hoss when he's trying to fight you and you don't have a weapon in your hands.

Vault 13:
• Fixed some dialogue issues with Goris when playing as a dumb character.

Misc:
• Numerous scripts that had incorrect good/bad/netural markings to the dialogue options (for the empathy perk)
• Brought all the files, in terms of vanilla fixes, in sync with the Restoration Project. It looks like dozens of minor/moderate fixes (scripting and dialogue) were left out of the unofficial patch over the last several years when I switched focus to the Restoration Project.
 
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First of all, thank you for this great patch and dedication to fallout.

I think there is still an unresolved issue with the yellow cards in Gecko power plant. The guards at the door say that a passkey can be taken from Harold. But the passkey in Harolds desk is a “Yellow Reactor Keycard”, the same keycard you find on the dead body near the crashed helicopter in Klamath (i.e. they stack). The correct “Yellow Pass Key” can be stolen from the guard that guards the yellow door in the power plant.

Also, I think there should be more dialog pointing to the fact that the passkeys can be taken safely from Harolds desk. You don’t just poke in people’s homes without consequences….
 
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Also, saying to Marcus that you found the dead people in the sewers will auto-resolve the Jacob conspiracy, without giving you 2500 XP. But if you first say talk to him about Jacob conspiracy, and then about missing people, you get 2500 XP and 500 chips.
 
To coincide with RP 2.3.3, here's another update to the unofficial patch! Even more vanilla bugs were found, in addition to corrections to some bugs I introduced.

I'm also releasing the source code for the unofficial patch.

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

Enjoy!

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

Script sources: download


1.02.31 change log:

Code:
Klamath:
--------
• Workbench in the back of the bathhouse is now reachable.
• Maida no longer keeps asking about Torr after his death.


Den:
----
• Joey now walks back to his gang after having sex with the player.
• Having sex with Karl would not update your sex status. This has been corrected.


Modoc:
------
• Bess can no longer be crippled when the player goes down the toilet. She never follows you down anyway, so why should she get hurt.
• If you married Davin/Miria before telling Grisham about the outcome of guarding the brahmin, you would never be able to complete the quest. This has been addressed.
• Grisham no longer appears back in Modoc after being killed at the Ghost farm.


Broken Hills:
-------------
• Ants or other creatures in the mine won't trigger finding the secret area with Chuck.


New Reno:
---------
• It is possible for some dialogue paths with Renesco to prevent you from asking about mine purifier parts when you really shouldn't be prevented from asking him.
• The fix for locking the door to New Reno Arms at night now actually works as intended.


NCR:
----
• Corrected instances where Tandi or Buster would refer to Roger Westin as Frank Westin.
• Fix for Chosen One having the car but leaving it behind and arriving in NCR by joining a caravan.
• Ratch no longer initially keeps saying he installed the blower in your car each time you enter the map.


Vault City:
-----------
• Tweaked the trigger for conversations with Vic and his daughter. They shouldn't happen with Vic outside the building.
 
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Well the Grisham/married status and the NCR caravan car bug (if it extends to the brahmin drive as I assume) are actually big enough to add somethign to a new playthrough.
 
No offense to Per who created the thread but maybe the post of killap with the changelogs and download links should go to the 1st page (and it would be cool if the 1st page was always visible like it happens on Restoration thread) ;)

Thank you very much Killap for all your work and i say the same to everyone who helped you.

Btw, didi you choose your successor to keep the patches/restoration packs going?
 
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