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

Hey Killap

I encounter a problem when asking Hanukin to make me healing powders. It crashes to desktop each time with a memory error. I tried with two differents characters, with different stats and doing different things beforehand, but had the same result.
It only happens when I actually have the plants to make them. If I haven't, Hanukin answers me he cannot help and the crash doesn't occur.

My installation :
Fallout 2 UK 1.0 fresh install (with registry cleaning) and your latest patch (used the installer)

I can send you the save right before talking to Hanukin if you need.
 
Eoz said:
Hey Killap

I encounter a problem when asking Hanukin to make me healing powders. It crashes to desktop each time with a memory error. I tried with two differents characters, with different stats and doing different things beforehand, but had the same result.
It only happens when I actually have the plants to make them. If I haven't, Hanukin answers me he cannot help and the crash doesn't occur.

My installation :
Fallout 2 UK 1.0 fresh install (with registry cleaning) and your latest patch (used the installer)

I can send you the save right before talking to Hanukin if you need.
Hmm, interesting. Yes, do send me a save game. Use the address found in the readme that comes with the patch.
 
There's a couple of bits of the readme that including sfall in your patch has screwed up:

Q: I am moving REALLY slow on the world map. Why is this?
...To revert back to normal speeds, just download the official 1.02 patch corresponding to your language. Next, extract the file to a separate directory. Now, copy ONLY the Fallout2.exe from that file and replace the one that is in your Fallout 2 directory...

Q: The world map is still too fast even with this improved .exe file. What gives?
...At the moment there is nothing more that can be done...
On windows 9x, replacing the fallout exe will break it. The 'WorldMapDelay' line in ddraw.ini can be used to control how fast the map moves instead. Anyone wanting to move at normal speed across the world map can set it to 1, and anyone wanting to move slower can set it to some number over 20000000.
 
Mac Installation

@Killap

I had an easy time and great success with installing your previous patch (June 11) on my G5 power mac running OS 10.4.10

However, the latest patch is giving me a hell of a time. Clean installs, with and without the patch.dat removal render the application unuseable. I get the "duck and cover" sing-song and then the app quits. Is there a mac guru you can point me to for getting this thing up and running properly? I am really grateful for all the work you've done to bring us the game that FO2 should have been!
 
Re: Mac Installation

The Masticator said:
@Killap

I had great and easy time and great success with installing your previous patch (June 11) on my G5 power mac running OS 10.4.10

However, the latest patch is giving me a hell of a time. Clean installs, with and without the patch.dat removal render the application unuseable. I get the "duck and cover" sing-song and then the app quits. Is there a mac guru you can point me to for getting this thing up and running properly? I am really grateful for all the work you've done to bring us the game that FO2 should have been!
I have not updated my patch for use with the Mac yet. Please wait a day or so until I release the Mac version which will include an easy to use .dat file. Don't worry, I haven't forgotten about the Mac users. :D

In addition:
Eoz said:
Hey Killap

I encounter a problem when asking Hanukin to make me healing powders. It crashes to desktop each time with a memory error. I tried with two differents characters, with different stats and doing different things beforehand, but had the same result.
It only happens when I actually have the plants to make them. If I haven't, Hanukin answers me he cannot help and the crash doesn't occur.
This issue has been corrected. Please redownload the patch if you have not installed it yet, or download the updated script file here Just copy over the file to your Fallout2\data\Scripts folder and overwrite the old file there.
 
Re: Mac Installation

killap said:
I have not updated my patch for use with the Mac yet. Please wait a day or so until I release the Mac version which will include an easy to use .dat file. Don't worry, I haven't forgotten about the Mac users. :D

On behalf of long suffering mac Fallout fans everywhere, you have our deepest thanks! Ali has nothing on you Killap, youre the greatest! Seriously, someone should set up a paypal donation site for you. I'd put 20 bucks in right away.

Lots of people start projects like this and then drop it when something else more interesting comes along. Following through on a volunteer project of this scope is pretty damn rare. Thanks again in advance for the mac support!
 
all this hastle with US and UK version really should be put out of it's misery
is there a reason we can't make a uk->us conversion patch?
i mean, the difference is what, a few megs?
there's patching software for detecting binary differences and minimizing filesize (+ you can't extract anything out of it unless if you actually have the correct original source, so legality shouldn't be grey either)
http://www.patchwise.com/products/pwf3info.php


anyway
thanks for this patch
i had a problem with invisible children on the last patch version but now they're visible again

and feel free to use my dithering artefact cleanup shader (req. dx9 rendering mode), if you deem it useful
http://www.persiist.com/present/dedither/
the point is to clean up artefacts from 8-bit color dithering, which i'm sure nobody ever wanted in the game, and i think it does a fairly good job (without making it too smooth as not to look fallout-ishly gritty)
it also includes a moody gui mod to make it darker and rusted, but it's disabled by default for authencity
 
shole said:
all this hastle with US and UK version really should be put out of it's misery
is there a reason we can't make a uk->us conversion patch?
i mean, the difference is what, a few megs?
there's patching software for detecting binary differences and minimizing filesize (+ you can't extract anything out of it unless if you actually have the correct original source, so legality shouldn't be grey either)
http://www.patchwise.com/products/pwf3info.php


anyway
thanks for this patch
i had a problem with invisible children on the last patch version but now they're visible again
Yeah, it seems the US exe works just fine with the UK edition of the game thus my latest patch (which only comes in two flavors now - installer and manual - uses the US exe. There is no longer a need for a special UK edition of my patch and in addition, the children sprites have been extracted and included in my patch for those that use an international version where the children were removed. As a result, all one needs is a fresh install of the game and my patch. No other files are necessary.

and feel free to use my dithering artefact cleanup shader (req. dx9 rendering mode), if you deem it useful
http://www.persiist.com/present/dedither/
the point is to clean up artefacts from 8-bit color dithering, which i'm sure nobody ever wanted in the game, and i think it does a fairly good job (without making it too smooth as not to look fallout-ishly gritty)
it also includes a moody gui mod to make it darker and rusted, but it's disabled by default for authencity
Sounds interesting. I shall look into it.

EDIT:
Ok, got a Mac version ready. I don't run Mac OS, so I have no way of testing this. Do a fresh install of the game and then follow the instructions that come with the patch. Let me know how things work out.

Download Mac version here
 
Got a few comments:

killap said:

Nooooo.

• Corrected a bug where Doc Johnson would say he wants 30,000 for the phoenix implants, but the script would check for 48,000

Since the 48,000 figure appears in two places - the message file and the check - and the 30,000 figure only in one - the actual deduction - doesn't it seem more likely 48,000 is the right one and 30,000 is the copy-and-paste error? In all other cases the phoenix implant costs more than the corresponding dermal implant.

• Going on date with Miss Kitty after defeating the Enclave now correctly increases you agility by 1.

When I was looking for this I noticed something else that might be a bug. The node that checks your NPC count to see if there are party members eligible for "action" only discounts two as uninteresting for this purpose, but there are several others that are as well. This should mean that if you talk to Miss Kitty with the "wrong" party members, you should get the option to talk about that, but end up in a node with no valid responses. This was just in the mapper script though so I don't know if it was already fixed in the patch (but I doubt it).

• 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.

But if you format that computer you are stuck again? :)

• 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.

Does that mean the resistance bonus from becoming Prizefighter also works now?

• 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.

Did you also do anything about solving that quest by blowing up the doors?

• Added a preventive towards the "too many items bug" - shopkeepers now wipe their inventory during each restocking time.

Only items they normally stock, I take it?
 
Per said:
killap said:

Nooooo.
Heh, I cannot work on this forever you know. I think I have fixed enough in this game to put in the towel - for the patch at least. :D

Per said:
• Corrected a bug where Doc Johnson would say he wants 30,000 for the phoenix implants, but the script would check for 48,000

Since the 48,000 figure appears in two places - the message file and the check - and the 30,000 figure only in one - the actual deduction - doesn't it seem more likely 48,000 is the right one and 30,000 is the copy-and-paste error? In all other cases the phoenix implant costs more than the corresponding dermal implant.
Yeah, I thought about that when I was changing it. What pushed in making the change was the fact that the text file I had said 30,000. I think I might have changed the text during some release though. Hmmm...I will have to think about this - though I don't really want to make a small update...

Per said:
• Going on date with Miss Kitty after defeating the Enclave now correctly increases you agility by 1.

When I was looking for this I noticed something else that might be a bug. The node that checks your NPC count to see if there are party members eligible for "action" only discounts two as uninteresting for this purpose, but there are several others that are as well. This should mean that if you talk to Miss Kitty with the "wrong" party members, you should get the option to talk about that, but end up in a node with no valid responses. This was just in the mapper script though so I don't know if it was already fixed in the patch (but I doubt it).
I will have to look into this since I don't recall making any changes regarding that.

Per said:
• 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.

But if you format that computer you are stuck again? :)
Doh. Heh, yeah you got me there. Still, it is just another means to prevent the player from getting stuck. Apparently several people were stuck and would have been fine had the Hub computer been able to transfer the fuel.

Per said:
• 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.

Does that mean the resistance bonus from becoming Prizefighter also works now?
Don't you already get a bonus anyway? I remember seeing a specific call for a resistance bonus in the NewReno header file, but I thought the engine was taking care of everything. I remember checking this awhile back and noticed that you would get an increase despite that line being included or not. Do you think the player was supposed to get even more of a bonus?

Per said:
• 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.

Did you also do anything about solving that quest by blowing up the doors?
Yes. It is possible to finish that quest by blowing up the doors.

Per said:
• Added a preventive towards the "too many items bug" - shopkeepers now wipe their inventory during each restocking time.

Only items they normally stock, I take it?
Actually, no. They wipe their entire inventory including any items you sell to them. One of the many complaints was that shopkeepers would clutter up with the items you sell them. I thought this was adding in some way to the "too many item" bug. It obviously won't solve it, but perhaps it will help. In addition, I also went through each script to check whether items that are taken from your iventory (such as holodisks, etc) are actually destroyed. About 90% of the scripts did indeed destroy the object after removing the item but there were several that did not. I went ahead and fixed this. Hopefully this too will delay the onset of that nasty bug.
 
killap said:
Heh, I cannot work on this forever you know. I think I have fixed enough in this game to put in the towel - for the patch at least. :D

Well, since it seems unlikely that we won't continue to find small bugs, who's up for carrying on the work of making minor or major updates? At the very least we should keep a list here of found but unfixed bugs - just in case.

I will have to look into this since I don't recall making any changes regarding that.

No, that would be an original bug.

Per said:
Does that mean the resistance bonus from becoming Prizefighter also works now?
Don't you already get a bonus anyway? I remember seeing a specific call for a resistance bonus in the NewReno header file, but I thought the engine was taking care of everything.

I think the perk (or reputation) correctly gives you an Unarmed bonus, but there's a resistance bonus called by the script, and that didn't work before, like all others of its kind. If Timeslip's change is in the engine and not script-specific I suppose it should work now, and if so I guess you should note it.

Per said:
Did you also do anything about solving that quest by blowing up the doors?
Yes. It is possible to finish that quest by blowing up the doors.

It's not in the patch notes is all.

Per said:
Only items they normally stock, I take it?
Actually, no. They wipe their entire inventory including any items you sell to them.

Hm, that doesn't seem very conservative (leaving aside the plausibility issues of rapid Gauss gun turnover in Klamath since there is such a ridiculous amount of guns and ammo floating around already). I don't know if anyone would truly object though.

In addition, I also went through each script to check whether items that are taken from your iventory (such as holodisks, etc) are actually destroyed. About 90% of the scripts did indeed destroy the object after removing the item but there were several that did not. I went ahead and fixed this.

So you mean now if you for instance give the watch to Cornelius, he eats it? Is that conservative? Isn't it nice to find it on him if you subsequently shoot him?
 
Per said:
killap said:
Heh, I cannot work on this forever you know. I think I have fixed enough in this game to put in the towel - for the patch at least. :D

Well, since it seems unlikely that we won't continue to find small bugs, who's up for carrying on the work of making minor or major updates? At the very least we should keep a list here of found but unfixed bugs - just in case.
Yes, I realize that. Like I mentioned, I am offering limited support so if some crash bug/quest bug comes along I shall most likely address it. Typos or minor dialog node issue I might not.

Per said:
I will have to look into this since I don't recall making any changes regarding that.

No, that would be an original bug.
I found the problem and am addressing it.

Per said:
Per said:
Does that mean the resistance bonus from becoming Prizefighter also works now?
Don't you already get a bonus anyway? I remember seeing a specific call for a resistance bonus in the NewReno header file, but I thought the engine was taking care of everything.

I think the perk (or reputation) correctly gives you an Unarmed bonus, but there's a resistance bonus called by the script, and that didn't work before, like all others of its kind. If Timeslip's change is in the engine and not script-specific I suppose it should work now, and if so I guess you should note it
Well, the way his tweaks work is that I would have to use the new function call he created. This means I will have to edit the header file and recompile the script(s) that use it. Not a real problem.

Per said:
Per said:
Did you also do anything about solving that quest by blowing up the doors?
Yes. It is possible to finish that quest by blowing up the doors.

It's not in the patch notes is all.
I shall do that.

Per said:
Per said:
Only items they normally stock, I take it?
Actually, no. They wipe their entire inventory including any items you sell to them.

Hm, that doesn't seem very conservative (leaving aside the plausibility issues of rapid Gauss gun turnover in Klamath since there is such a ridiculous amount of guns and ammo floating around already). I don't know if anyone would truly object though.
I am not sure what the problem is? The shopkeepers restock like normal. Now, it is just that everytime they restock I wipe the inventory before they get items. Thus, it is as if you are entering the town for the first time.

Per said:
In addition, I also went through each script to check whether items that are taken from your iventory (such as holodisks, etc) are actually destroyed. About 90% of the scripts did indeed destroy the object after removing the item but there were several that did not. I went ahead and fixed this.

So you mean now if you for instance give the watch to Cornelius, he eats it? Is that conservative? Isn't it nice to find it on him if you subsequently shoot him?
No. Any script that specifically added the item to the individual's inventory was left just like it was. Other scripts that do not use the function "remove_pid_qty" (which includes a call to destroy the object) already included a call to destroy the item. Those that did not (like less than a dozen) have a destroy call had one added by me. Cornelius actually had a "remove_pid_qty" call and thus this means that the item was being destroyed.

EDIT:
I went ahead and made a small update. I fixed the Miss Kitty issue as well as fixed the issue with not getting a damage resistance bonus after becoming a prizefighter. Redownload the files from my signature to get the latest fix. Or download the two files separately: one and two. Just download and copy over the two files to your Fallout2\data\Scripts folder and overwrite the ones already there.

I also made a quick fix to the Mac version (found a bit up) It would have crashed before in certain cases since some scripts were checking for Timeslip's tweaks when no such tweaks work under Mac OS.

Here is the link to the Mac version again: download
 
killap said:
I am not sure what the problem is? The shopkeepers restock like normal. Now, it is just that everytime they restock I wipe the inventory before they get items. Thus, it is as if you are entering the town for the first time.

Well, that's a change, isn't it? The too many items bug is a bug, but shopkeepers keeping items isn't. That's just how the game works.

There is another small thing. Someone mailed me about being able to learn about Myron's hookers from Jules. I'm sure this was something you added, but it's not listed in the corrections file from the June release.
 
Per said:
killap said:
I am not sure what the problem is? The shopkeepers restock like normal. Now, it is just that everytime they restock I wipe the inventory before they get items. Thus, it is as if you are entering the town for the first time.

Well, that's a change, isn't it? The too many items bug is a bug, but shopkeepers keeping items isn't. That's just how the game works.
I realize it is a change to the game, but I did it in the hopes that it would slow down the inevitable occurence of the too many items bug. The fact that there are so many items on each map is the problem and thus wiping the shopkeeper's inventory of your useless items should help. Since this bug is unfixable anything to aid in its slowdown is a plus.

Per said:
There is another small thing. Someone mailed me about being able to learn about Myron's hookers from Jules. I'm sure this was something you added, but it's not listed in the corrections file from the June release.
Was this something that was broken? I remember something regarding this but it has been awhile. I did not add anything regarding this so if there was a change it must have been due to it being broken before. I will look again and see what I did.
 
killap said:
Was this something that was broken? I remember something regarding this but it has been awhile. I did not add anything regarding this so if there was a change it must have been due to it being broken before. I will look again and see what I did.

The bug was that even though Jules gave you the same info as Marjorie Reed, it wouldn't set the right flag, so you could only go to the Stables as a hooker if you had already been there. The fact that this guy could do it indicates your fix is working as it should, so it just appears to be missing from the list.
 
First of all, I have to join in with the accolades. Amazing work, and truly appreciated. Looking forward to your expansion.

One thing I'm confused about though...
killap said:
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
All these are things you added in and removed again? Just wondering. I thought the Tragic addiction was always there, and the "bug part" of the brahmin rustling quest in Klamath was supposed to be there but was just broken...
 
Kyuu said:
First of all, I have to join in with the accolades. Amazing work, and truly appreciated. Looking forward to your expansion.

One thing I'm confused about though...
killap said:
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
All these are things you added in and removed again? Just wondering. I thought the Tragic addiction was always there, and the "bug part" of the brahmin rustling quest in Klamath was supposed to be there but was just broken...
Those were things I had added to the patch which are not technically bug fixes and thus have been removed to be included in my upcoming expansion. Playing Tragic was (and still is) available in the game. You never could get addicted to it before until I went ahead and added in the things to make it work. Obtaining the addiciton wasn't broken, it just wasn't possible. The same is for the bug parts in Klamath. The parts existed in the game but did nothing. This case is a little different only in that there was some partial dialogue already written for it. Still, it was way too incomplete and thus I had to add several lines of code and dialogue. These changes went beyond bug fixing and thus have been removed from the patch. All these things can be found (and expanded upon) in my upcoming expansion though.
 
sry

I'm sure this dumb and simple question will get me yelled at... but oh well....

Anyway, so I have the patch and all that, but what is this expansion you speak of?
 
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