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

killap said:
Killap, I know this sort of perpetual bug squashing can be discouraging...
It's not discouraging. Its just every time I feel the patch to be great I get a plethora of bug reports. Why can't they all come in at the same time before I release. 8-) Just something I have observed over the years I have worked on the patch.

The patch is great. It's been so for a while. It still has bugs. No contradiction, there.

The reason for the plethora of bug reports after a new release is, I believe, new people trying it and rekindled interest from long-time users.

And thanks a lot for making the best game ever even better.
 
@Jepsen1977 and WraithUV

If you used the installer, it will like WraithUV said delete the patch000.dat file automatically for you. No major gameplay files were changed since the June patch and thus save game made with it should work just fine. There is no reason they wouldn't. Like WraithUV said, are you sure you deleted the patch000.dat file when you last played? Other than that I cannot think of anything else.
 
I see that some people have talked about the shopkeeper inventory purging issue. Since I was the one who originally brought it up, I feel I should add my two cents.

Here's the link to the original posts where killap and me talked about it. I'll let them speak for themselves:

http://www.nma-fallout.com/forum/viewtopic.php?t=12738&postdays=0&postorder=asc&start=1940#420393

The part relevant to the discussion is close to the bottom of my post. killap's reply and my further remarks can be viewed further down down on the same page -- one of them three posts down, the rest around 7-8 posts down.

Hopefully, this will add some food for thought. The shopkeeper inventory change is a deep-impact change in an attempt to minimize a deep impact bug. I realize that this breaks conservatism (as Per puts it), but I also believe the serious nature of the bug warrants drastic measures.

-- The Haen.
 
Haenlomal said:
The shopkeeper inventory change is a deep-impact change in an attempt to minimize a deep impact bug. I realize that this breaks conservatism (as Per puts it), but I also believe the serious nature of the bug warrants drastic measures.
I agree. I spoke with Timslip about the "too many items" bug and his verdict was that it was unfixable without altering the game in a major way (thus requiring source code). The only way around this is then to minimize the amount of objects on any one map, which is why I added the change of shopkeepers wiping the inventory. I am modifying this though so that game critical items (as well as quest items and keys) are not wiped.
 
killap said:
@Jepsen1977 and WraithUV

If you used the installer, it will like WraithUV said delete the patch000.dat file automatically for you. No major gameplay files were changed since the June patch and thus save game made with it should work just fine. There is no reason they wouldn't. Like WraithUV said, are you sure you deleted the patch000.dat file when you last played? Other than that I cannot think of anything else.

Thanks for the info Wraith and Killap. I am most of the time a fairly competent PC user (playing games for 20 years does teach you a thing or two about fiddling with patches and ini-files etc.) but perhaps I did forget to delete the file in question. If that is the case (and I think it is) then my apologies to you Killap for insinuating that the error was in your patch. Like I said I really appreciate the hard work you put into it.

The error I get when trying to load a game is: "Unknown software exception (0x80000003) address 0x7c901230" if that means anything to you Killap? Also the version number before using the installer was 1.02 and nothing more.

Finally like Wraith said starting over may not be so bad a thing. For one I know now NOT to take Doctor as a tag! At 92% I can heal a whooping 5 hp 3 times a day - what a skill! Once again thx Killap and I am looking forward to your next project.
 
shinfrank said:
Hi killap i was wondering in ya patch does it fix the bug that the addiction to jet would never disappear?
Not likely, since that isn't a bug.

Jet is a permanent addiction. There is a way to cure it, but it never goes away by itself.

If you want the spoiler information about HOW to cure it, search around. This has been covered dozens of times already.

Now on the off chance you made a typo, and you meant the situation where you can end up with a permanent Radaway addiction in the SAD (that isn't actually even an addiction in the first place), then yes. THAT bug is fixed with killap's patch, and is the only "permanent addiction bug" of any kind I know of personally.

-Wraith
 
ahhh ok thank you for the quick response its been a while since id played fallout never realized that it was meant to be permant
 
Small patch update ready.

Version 1.02.21 of my patch includes:
Code:
• Having an NPC (who is not able to have sex) when talking with Miss Kitty would bring up dialogue options about NPCs having sex leading to a dead end in the dialog tree since these NPCs are not able to have sex.
• Becoming a Prizefighter now correctly raises your damage resistance by 5. This was broken before but now works thanks to Timeslip's engine tweaks.
• Doc Johnson in Redding now correctly asks for 48,000 for the phoenix implants and correctly removes 48,000 when you choose to get them.
• Kept the addition of shopkeepers wiping their inventory but now game critical items (FOB, etc) and quest items (such as keys, etc) are not wiped from the invetory and can be bought back like usual.
• Altered the WorldMap table so that encounters are not so frequent like they were in my previous patches. Still, it is much better for those who complained that encounters are too rare with faster systems.

Installer Version (recommended): download
Manual Version ("advanced users"): download
Mac Version: download
 
Fo2: Trader & deleting Inventory

Morning!

I have an little problem with Fo2.
I`ve read that there is an unofficial patch for Fo2 that delete the inventory bevor restocking from the trader.

Now heres my question:
Can i just copy the scritpfiles without the others. The problem is, that i have the german version (with gore/children... 1.02patch), and if i install it with the english language files it won`t work.
I know i could just copy the en-text files into the german folder...
But.. hmm.. i`m lazy! I want the german text :wink:

So is it possible and if so, witch files do i have to replace?

Thanks =)
Wolfz
 
~; said:
Hey Killap, i need have patch official v1.2 before install your patch, or your patch include 1.2 fixes?

thanks in advance.

Readme file !!
 
Per said:
Readme file !!
That's the truth Ruth! Sweet leapin Jeebus I wish folks would just read the README files! It'd save this forum a lot of useless posts and all of us a lot of grief. But then, those same people just can't be troubled to read, so they probably won't read this either.

Asking Killap to answer these kinds of questions with a thanks in advance is sort of like asking your brain surgeon, after having just removed a major tumor from your skull, "Hey, Doc, can you check the tire pressure on my car before I drive home? Thanks in advance."

Ok, on a different note, I'm cruising through this lastest version looking for any bug I can find. So far the new vendor system is working great.

The only thing I've discovered so far, and it is too minor to warrant a correction is that Festus's float dialog is in red after you fix and optimize the reactor even if you've only talked to him with kind responses and humored him.
 
Hi. Firstly I want to say I never even dreamed of anyone fixing the bugs in fallout2. So kudos to you, Killap.

On to my actual point. There are some very annoying bugs in the official release, which, after reading through this whole thread, I have not seen mentioned. If they've been fixed, that is awesome, but I want to be sure:

1.When you use Burst Fire, any corpses (or dead entities no longer visible because of being zapped out of existence with a Pulse weapon) that are between you and your target, or even on the same hex, will block and absorb your Burst Fire. In other words, corpses are obstacles to Burst Fire, rendering it useless in many combat situations. This bug was not present in Fallout1, which I find very strange. If it has been fixed, I am delighted, but since I've seen no mention of it in this thread, I worry. This is a serious issue permeating the whole combat system in a bad way.

2.Another bug which has bothered me is how they Developers made such a half-assed job in their overhaul of the ammo system for Fallout2. All Armor-Piercing ammunition in the game, save for HN AP Needler Cartdirge and AP Rockets, is essentially useless due to the ridiculous DMG MOD assigned to it. With most weapons, this is not a major issue, since one can always opt for JHP ammunition. However, there is only AP ammunition available for the 14mm Pistol. This means that the 14mm Pistol, a good weapon in Fallout1, is useless as anything else than merchandise in Fallout2. So, a fix which I assume to be rather easy for you experts to fix, is to simply fix the ridiculous DMG MOD of 14mm AP, changing it to the normal 1/1 and change the DR MOD of -50, whose original purpose was to make up for the terrible DMG MOD but which obviously doesn't suffice, back to 0 or something very slightly negative, rendering 14mm AP just a standard round of ammunition. That would make the 14mm Pistol the good mid-game weapon it was supposed to be.

3.Another, way more insignificant, bug is the following: When you get addicted to Jet, and while still on the drug high, you take a dose of Antidote, the Antidote doesnt get used up but remains in your Inventory. Worse, it not only cures the addiction, but the drug downer never arrives, which means you can permanently increase your action points this way. Like I said it's a minor bug and one can just refrain from exploiting it, but in case no one knew yet, it's there in the original version.

And once more, I'm delighted to see people are still working on making this awesome game as good as it's supposed to be!
 
ocelot said:
1.When you use Burst Fire, any corpses (or dead entities no longer visible because of being zapped out of existence with a Pulse weapon) that are between you and your target, or even on the same hex, will block and absorb your Burst Fire. In other words, corpses are obstacles to Burst Fire, rendering it useless in many combat situations. This bug was not present in Fallout1, which I find very strange. If it has been fixed, I am delighted, but since I've seen no mention of it in this thread, I worry. This is a serious issue permeating the whole combat system in a bad way.
Engine bug, cannot fix with the source code.

ocelot said:
2.Another bug which has bothered me is how they Developers made such a half-assed job in their overhaul of the ammo system for Fallout2. All Armor-Piercing ammunition in the game, save for HN AP Needler Cartdirge and AP Rockets, is essentially useless due to the ridiculous DMG MOD assigned to it. With most weapons, this is not a major issue, since one can always opt for JHP ammunition. However, there is only AP ammunition available for the 14mm Pistol. This means that the 14mm Pistol, a good weapon in Fallout1, is useless as anything else than merchandise in Fallout2. So, a fix which I assume to be rather easy for you experts to fix, is to simply fix the ridiculous DMG MOD of 14mm AP, changing it to the normal 1/1 and change the DR MOD of -50, whose original purpose was to make up for the terrible DMG MOD but which obviously doesn't suffice, back to 0 or something very slightly negative, rendering 14mm AP just a standard round of ammunition. That would make the 14mm Pistol the good mid-game weapon it was supposed to be.
Ammo damage has been discussed but no one really has come to any concrete conclusion on what it should be. Plus, it is a hard issue to fix. Still, Goz came up with something nice that seems to really help in the issue AP ammo being broken in the game. I am not including this in my patch, but will do so for the upcoming expansion. (of course it will be an option in the installer and one does not have to install it if he/she does not want it)

ocelot said:
3.Another, way more insignificant, bug is the following: When you get addicted to Jet, and while still on the drug high, you take a dose of Antidote, the Antidote doesnt get used up but remains in your Inventory. Worse, it not only cures the addiction, but the drug downer never arrives, which means you can permanently increase your action points this way.Like I said it's a minor bug and one can just refrain from exploiting it, but in case no one knew yet, it's there in the original version.
I know of the jet antidote being bugged. Sadly, it is hardcoded and cannot be fixed without the source code. Perhaps Timeslip would be able to fix this, but I am not sure.


The Masticator said:
The only thing I've discovered so far, and it is too minor to warrant a correction is that Festus's float dialog is in red after you fix and optimize the reactor even if you've only talked to him with kind responses and humored him.
Noted.
 
Trapper Town scripts messed up?

Dear Killap,

thanks for your fine work on a game that truly is an all-time-classic. Your patch was the reason why I dug up this wonderful game for a replay - and got addicted right away... again...

I got two problems at Trapper Town in Klamath: Slim won't give me the key, even if he tells me that I may have it - the only way to get it is to barter - and it's not possible for me to obtain the Fuel Cell Regulator from the broken car in the backyard. If I use the car nothing happens (no, I know that I can't drive away with that one) - but the package stays in the car as if glued there. I tried over and over again - even starting several new games didn't help (I got really annoyed by those dam***** rats after a while...).

Two more minor glitches which occurred to me were that Curtis speaks his lines in the wrong order when I first entered the Courtyard of Vault City (at revisiting the map that was fixed) and I couldn't tell Lynette that I wiped out the Raiders, even with the account book in my inventory. Maybe because I wiped them out before I talked to her firstly about the Raiders and I just have to revisit their camp. I'll just try that out.

I use the U.S. version of the game, no official patch applied, just yours (1.02.20).

Again thanks for your great work!

Regards,
2886fallout
 
Re: Trapper Town scripts messed up?

2886fallout said:
I got two problems at Trapper Town in Klamath: Slim won't give me the key, even if he tells me that I may have it - the only way to get it is to barter - and it's not possible for me to obtain the Fuel Cell Regulator from the broken car in the backyard. If I use the car nothing happens (no, I know that I can't drive away with that one) - but the package stays in the car as if glued there. I tried over and over again - even starting several new games didn't help (I got really annoyed by those dam***** rats after a while...).

Two more minor glitches [...snip...]
I can confirm the bug with the key. It's one of several items I've got noted in my growing file. You can steal or barter the key, but *any* method of convincing him to give you the key through dialog (including females sleeping with him) doesn't work. He SAYS he's giving it to you, and subsequent dialog with him acts as if he did, but he keeps it.

I've had absolutely NO problem getting the Fuel Cell Regulator however, in about 4 times through now since your patch release.

To 2886fallout: --
You might want to try "using" different parts of the broken car there in Klamath. I seem to remember waaaay back, even with just the official patch, there were some areas that would and some that would not give you the item. I usually click the trunk with the hand (use) cursor, and just for fun I then use repair on the engine area of the car. It just spits out some text, but I always do it for fun anyway. Yeah, I'm weird like that. :P

Like I said, I've had killap's October patch (plus updates as available) installed since it hit, and played through Klamath about 4 times now all told, and not once yet have I had any problem getting the part, so I figure it's worth a try.

-Wraith
 
Oh hey! One more thing I'd LOVE to see... namely, the stats for protection against electrical damage displayed for all armor. It's always bugged me that it was left out, seeing as some of the most powerful weapons you have to face in the game are electrical. This is an annoying oversight on the part of the original developers. They would have done better to leave the Laser Resistance stats out, because in that case all one really needs to know is that all the best armor suits take nearly all the punch out Laser unless there's a critical. One would assume the correct stats for Pulse might be relatively easy to dig out and make visible?

Killap said:
Ammo damage has been discussed but no one really has come to any concrete conclusion on what it should be. Plus, it is a hard issue to fix. Still, Goz came up with something nice that seems to really help in the issue AP ammo being broken in the game. I am not including this in my patch, but will do so for the upcoming expansion. (of course it will be an option in the installer and one does not have to install it if he/she does not want it)

So it's not just two lines you edit, one into 1/1 and one into 0? That's all it would take, I don't see a complicated issue of what stats to settle for. The average types of ammo in the game has those stats exactly (DMG MOD 1/1, DR MOD 0), so this would hardly count as 'taking liberties to change the game play too much', or any that sort of thing. It would simply neutralize an obvious blunder. The original makers did not intend to make the gun useless.

Btw, the same problem is true of the 9mm Mauser. 9mm ammo is useless for the same reason as 14mm is, and though it's possible to get your hands on the better 9mm Ball from a certain type of random encounter, it's way too tedious work. Therefore the Mauser is useless as well. However, few people would use that gun at the stage where it becomes available anyway, so the problem is without significance.

Anyway I'm starting the game over with your patch today. The list of improvements sure looks impressive. =)
 
Re: Trapper Town scripts messed up?

WraithUV said:
I can confirm the bug with the key. It's one of several items I've got noted in my growing file. You can steal or barter the key, but *any* method of convincing him to give you the key through dialog (including females sleeping with him) doesn't work. He SAYS he's giving it to you, and subsequent dialog with him acts as if he did, but he keeps it.
Hmm...that is weird. I never had that problem before. I don't have access to my scripts at the moment, but I shall take a look. Also, you shouldn't be able to barter with him in my newest patch. I included a new proto file for him to change this since it did not make sense (Per agreed with this) to be able to buy the key that easily from $1. I may have accidently not included it though which would be a really dumb thing on my part but I've done it before. Life's getting so busy to keep track of everything nowadays...
 
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