UP and RP updates

Discussion in 'Fallout General Modding' started by burn, Jul 9, 2019.

  1. scratch42069

    scratch42069 First time out of the vault

    11
    Apr 11, 2010
    v5 is out and I can confirm that saving in the temple is fixed. On a side note, I got to give thanks to burn for making RPU and being so diligent with these updates. Thank you for bringing life back into the wasteland burn :)
     
  2. Vega

    Vega First time out of the vault

    5
    Jul 29, 2019
    V5: yes saving is fixed, but Party Orders mod seems not working.
    I am trying with v1.3 and I just paid for sulik and pressing keys R (regroup), X (scatter), H (holster) not working.
    I tried with sfall Fallout 2/data/scripts/gl_partycontrol.int and without.
    I am wondering what I am missing. I have in Fallout 2/mods/ party_oders dat and ini files (default config).
    About early gameplay in Klamath:
    scr00000.png
    The human bones in slaughterhouse shouldn't be rather brahmin bones?
    scr00001.png
    Sulik shouldn't be referring to west area instead of east?

    EDIT:
    I've broken my laziness and looked into party orders source how to fix it.
    The file "party_oders.ini" from mods directory should be in main Fallout directory under name party_op.ini.
    Now Party Orders v1.3 is working with RPU.

    Redding:
    scr00003.png
    I can grab all sheriff stuff (from shelves and trunks) without him complaining. I don't even have to become his deputy. With all his guns I am so rich I can buy out Vic, car etc. So journey to redding and fro makes game so easy.

    Edit2:
    Why NPC Armor mod is not working/not included?

    Edit3:
    Again I peeked into source.
    The file from backup/rpu/data/scripts/gl_npcarmor.int should be in the data/scripts/gl_npcarmor.int
    And missing FRMs from killap RP in /data/art/critters/. For example for Sulik there are: NMSULJ* NMSUCA* NMSUMA* NMSUPA* NMSULA* files.
    Now it's working.

    Edit4:
    In v6 I've got russian lettered graphics.
     
    Last edited: Aug 1, 2019
  3. scratch42069

    scratch42069 First time out of the vault

    11
    Apr 11, 2010
    I'm not sure if you would like the bug report here or on github but I figured I would post it here to see what category this would likely fall under, RP bug, SFall bug or RPU bug before making a github issue. I have 2 issues that have cropped up in the years since Killap "retired" which make me think it's SFall related but here we go.

    Issue 1) Reputation in The Den not increasing after completing the various quests, despite being awarded karma for them. In RPU v6, I have completed all the quests except killing Metzger, the highwayman quest from Smitty, telling Karl to go home and the mummy quest and reputation is at Accepted in The Den. I was sure that you were able to get Liked at that point before or am I wrong?

    Issue 2) The Jonny is missing quest. Jonny reacts to the player only with the floats and will not enter dialogue, even if you have Laddie with your party or not.
     
  4. Vega

    Vega First time out of the vault

    5
    Jul 29, 2019
    In The Den (RPUv6) I got liked for:

    den_liked.png

    I believe nobody from maintainers reading messages here. I am posting my reports under under RPU and UPU github issues.
     
  5. Darek

    Darek is currently unavailable

    Jan 7, 2008
    Yeah it's a bad "fix" in every way. It's looking for a global variable that only Johnny can set, but since you can't talk to him that is not possible (well, technically you can kill him to set it, but it might be a bit problematic to talk afterwards).

    It's also not a good idea to make the quest depend on whether you have Laddie or not.
    What happens if the fragile little pooch dies? What's even worse is that there is a possibility to get the Johnny quest from Balthas without ever getting the dog, just like the devs wanted it, and now you can no longer finish the quest that way.
    EDIT: This doesn't actually seem to be implemented, not sure why the changelog claims it has. Either way, it's not a good idea.

    @burn Why don't you just fix it the way I suggested on the Restoration Project Bug Wiki? Or was there some problem doing it that way?
    EDIT: Yes there is a problem with a wrong entry in the Pipboy, so don't do it. Look at this instead:

    Code:
    Restoration Project, mcbaltha
    
    procedure talk_p_proc
    
       //added by killap (expansion)
       end else if ( (jonny_seed_active) and (node_25) ) then begin
          floater(240);
       //end added by killap
    
    New dialog line to stop you from being able to report that Johnny is in the caves more than once. Haven't checked why the node_25 check is there, but probably risk blocking some other dialog without it.

    Code:
    procedure Node025 begin
       set_node_25; // added by killap - expansion
       //set_jonny_pip(state_jonny_in_caves);
       //set_jonny_seed_active; --comment out by killap
       Reply(220);
       NOption(g_mstr(350),Node999,001);
    end
    
    Not sure why "set_jonny_pip(state_jonny_in_caves)" is commented out, probably a mistake as this is what is breaking the Johnny quest. Just add it in again.
    Don't know why Johnny-seed_active is commented out either but it is the same way in the Unofficial Patch, so maybe a bug fix?

    Code:
    Unofficial Patch, mcbaltha
    
    procedure talk_p_proc
    
             end else if (jonny_seed_active) then begin
                //added by killap
                if (jonny_pip == state_jonny_in_caves) then begin
                   floater(240);
                end else begin
                //end added by killap
    
    An earlier attempt to stop you from being able to report that Johnny is in the caves more than once. I think this has been put in the wrong place, because a floater before closing an open dialog window fucks up the dialog. Maybe that is why "Johnny-seed_active" is commented out?

    Code:
    procedure Node025 begin
       set_jonny_pip(state_jonny_in_caves);
       //set_jonny_seed_active; --comment out by killap
       Reply(220);
       NOption(g_mstr(350),Node999,001);
    end
    
    set_jonny_pip(state_jonny_in_caves)" is not commented out, so the quest probably wasn't ever broken in the Unofficial Patch.

    So to summarize; Revert Johnny's script back to what it was. Add "set_jonny_pip(state_jonny_in_caves);" back in Baltha's script. Clean up the code in McBaltha for the unofficial patch (Maybe make the same as in the RP?). Check what "jonny_seed_active" is for and possibly re-implement it.
     
    Last edited: Aug 13, 2019
    • [Rad] [Rad] x 2
  6. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    Actually I never had the dog with me in the quest, ever. No idea how to get him to follow you. I remember that once, years ago, I had him run to the water well and that's it.
     
  7. Hubal

    Hubal It Wandered In From the Wastes

    186
    Sep 11, 2014
    I have installed rpu6 and now some text is in russian.
     
  8. Hubal

    Hubal It Wandered In From the Wastes

    186
    Sep 11, 2014
    Darek could you post that script in here? Viki link doesn't work and I need my Combat Jacket.
     
  9. Hubal

    Hubal It Wandered In From the Wastes

    186
    Sep 11, 2014
    I've played RP 2.33 dozen times and it was working fine.
    I have copied the script and its still the same.Do I need to start new game?
     
    Last edited: Aug 5, 2019
  10. scratch42069

    scratch42069 First time out of the vault

    11
    Apr 11, 2010
    Good to know that it is indeed a break caused by RP. Just to clarify the issue, I tired different variations of the quest except going straight to Jonny before speaking to Balthas. Jonny doesn't enter dialogue if Laddie is in the party or not. Hopefully a proper fix can be created since I love that sweet combat leather jacket early in the game.
     
  11. Hubal

    Hubal It Wandered In From the Wastes

    186
    Sep 11, 2014
    Guys can you tell me exactly what does Cult of Personality perk fix? Where this perk is useful?
     
  12. Elsarild

    Elsarild First time out of the vault

    1
    Aug 10, 2019
    Not sure if this requires a bug report or not, but..

    I went into the toxic caves, saved 3 times before going down, saved Smiley, went back to klamath, did a quick save, but after trying to load it, all saves at the toxic caves, and the one in klamath has been corrupted.

    Should I upload the affected saves?

    Edit: Enabling debugging allows me to load them, i guess this is a repeat issue then.
     
    Last edited: Aug 10, 2019
  13. Hubal

    Hubal It Wandered In From the Wastes

    186
    Sep 11, 2014
    I have the same problem. Unable to load it said.
     
  14. burn

    burn Mildly Dipped
    Modder

    508
    Apr 22, 2012
    Jonny's dialog is reverted for now, but I need saves to make a proper fix and test it.
    I need to be able to reproduce issues to fix them, the guide is on github.
     
  15. Hubal

    Hubal It Wandered In From the Wastes

    186
    Sep 11, 2014
    Johnny is working properly now (version 8)
    I have no music in Primitive Tribe and Abbey.
    Also in Abbey trying to fix the pump fucks up the window pop-up. I can't do anything.
    In ddraw.ini I have this line
    ;Set to 1 to prevent the inventory/loot/automap interfaces from being placed on top of other script-created windows
    InterfaceDontMoveOnTop=1

    Any help?
     
    Last edited: Aug 13, 2019
  16. scratch42069

    scratch42069 First time out of the vault

    11
    Apr 11, 2010
    I can also confirm that Jonny is working as intended in v8. I can also provide save files at various points in the Modoc quest lines so you can do a proper fix.
     
  17. Darek

    Darek is currently unavailable

    Jan 7, 2008
    The Hoss fight in NCR is still not working properly. Here's my thoughts on it.

    Good idea to use damage_p_proc, so you don't have to wait for his turn to end the fight. But you need to check that it only runs during that one fight, for instance with a team Loner check. Also, you only need to set the 'BEAT_HOSS' gvar when he is knocked out, it's otherwise taken care of in dialog.
    I noticed a problem with Hoss animation getting stuck in a knocked down position a few times (not knocked out), probably from combat closing before his turn so he can get back up. He comes back to normal after map change/loading save, so maybe no big problem. Also may be fixed in a later sfall version than I tested with?

    Code:
    schoss
    
    procedure damage_p_proc
    
       if (has_trait(TRAIT_OBJECT,self_obj,OBJECT_TEAM_NUM) == TEAM_LOANER) then begin
          if ((self_cur_hits <= (self_max_hits / 3)) or (is_critter_prone(self_obj))) then begin
    
             if (is_critter_prone(self_obj)) then begin
                set_global_var(GVAR_NCR_BEAT_HOSS, 1);
    
             end
             call surrender;
    
          end
       end
    
    Can probably remove combat_p_proc completely, can't see what purpose it serves anymore (was added by killap). At the very least, remove the prone check, as nothing in combat_p_proc is run while he is unconscious anyway.
    The "(self_cur_hits <= (self_max_hits / 3))" check in timed_event_p_proc is likely redundant too.

    It is also possible for Hoss to flee from the player without surrendering the fight, which is a bit silly. With this he will surrender.

    Code:
    schoss
    
    procedure timed_event_p_proc
    
          end else if (critter_is_fleeing(self_obj)) then begin
    
             set_local_var(LVAR_Used_Gun, 1);
    
             call surrender;
    
    // add that in just after the (dude_pulls_gun) section. Chose LVAR_Used_Gun, as the resulting dialog response fits better in my mind.
    
    --------------------------------------------------------------------------------------------------------------------------------------------------------

    Sierra Army Depot
    Activating the alarm by using the consoles in Sierra Army Depot didn't always work. With this it will.

    Code:
    Both wsterm1b and wsterm2a
    
    procedure Node002a begin
       set_map_var(MVAR_Security_Level_1,1);
       set_global_var(GVAR_SIERRA_BASE_SECURITY);
       call Node001;
    end
    
    ---------------------------------------------------------------------------------------------------------------------------------------------------------

    RP addition that I think should be removed; - SAD Sentry bots in storage area was not supposed to fight the player, plus they are not implemented properly anyway (no weapons and wrong AI). Remove the new code or just disable it like this:

    Code:
    wcdedbot
    
    procedure combat_p_proc begin
    
       if (map_var(MVAR_Robot_Activation) == 1) then begin
    
    change to
    
       if (map_var(MVAR_Robot_Activation) == 2) then begin
    
    ----------------------------------------------------------------------------------------------------------------------------------------------------------

    SanFran
    The two shop owners in SanFran stop spawning money in their inventory after 7 years of game-play, add this to keep spawning money.

    Code:
    fcgunmer
    
    #define LVAR_Restock_Fix              (9)
    
    procedure map_enter_p_proc
    
       if ((game_time < 0) and (local_var(LVAR_Restock_Fix) == 0)) then begin
           set_local_var(LVAR_Restock_Money, game_time - 1);
           set_local_var(LVAR_Restock_Fix, 1);
       end
       //Insert it just above this line.
       if (game_time > local_var(LVAR_Restock_Money)) then begin
    
    Code:
    fclaocho
    
    #define LVAR_Restock_Fix              (10)
    
    procedure map_enter_p_proc
    
       if ((game_time < 0) and (local_var(LVAR_Restock_Fix) == 0)) then begin
           set_local_var(LVAR_Restock_Money, game_time - 1);
           set_local_var(LVAR_Restock_Fix, 1);
       end
       //Insert it just above this line.
       if (game_time > local_var(LVAR_Restock_Money)) then begin
    

    ---------------------------------------------------------------------------------------------------------------------------------------------------------

    To fix issues with Chad (RP version) - dialog crash and failure to end combat when he was supposed to:
    Chad dialog interface bug with starting combat in broken1 map. Node021 don't close. Not sure exactly what the problem is, but it's something to do with using attack_complex without a proper way to exit dialog. Just change Node018 to look like this instead of going through Node 021 and Node992.

    Code:
    hcchad
    
    procedure Node018 begin
    
       Reply(202);
    
       critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_AI_PACKET,AI_TOUGH_CITIZEN);
       set_local_var(LVAR_Personal_Enemy,1);
       set_local_var(LVAR_Safe_Attack,2);
       NOption(205,Node021,004);
       floater(206);
    end
    
    
    Chad is also supposed to give up when taking too much damage. Problem is that "terminate_combat;" is in the critter_p procedure while it needs to be in the combat_p procedure. So add combat_p_proc looking like this:

    Code:
    
    procedure combat_p_proc;
    
    
    procedure combat_p_proc begin
       variable max;
    
       variable cur;
    
         if (local_var(LVAR_Safe_Attack) == 2) then begin
    
             max := get_critter_stat(self_obj, STAT_max_hp);
    
             cur := get_critter_stat(self_obj, STAT_current_hp);
    
             if (cur < (max/4)) then begin
    
                terminate_combat;
    
             end
    
          end
    
       end
    
    
    Replace the section under "//added by killap - expansion pack" in critter_p_proc with this code

    Code:
    
    procedure critter_p_proc begin
    
    
       //added by killap - expansion pack
       if ( cur_map_index == MAP_BROKEN_HILLS2 ) then begin
    
          if (map_var(MVAR_House_Encounter) == 1) then begin
    
             set_map_var(MVAR_House_Encounter,2);
    
             add_timer_event( self_obj, game_ticks(0), 4 );
    
             doTalk := 1;
    
          end
       end
    
          if (local_var(LVAR_Safe_Attack) == 2) then begin
    
             max := get_critter_stat(self_obj, STAT_max_hp);
    
             cur := get_critter_stat(self_obj, STAT_current_hp);
    
             if (cur < (max/4)) then begin
                set_local_var(LVAR_Personal_Enemy,0);
    
                set_local_var(LVAR_Safe_Attack,0);
             if ( cur_map_index == MAP_BROKEN_HILLS1 ) then begin
    
                set_map_var(MVAR_Chad_Draw,1);
             end
    
             call talk_p_proc;
    
          end
    
       end
    
    

    There is one instance where Marcus wouldn't close the Chad quest properly.


    Code:
    hcmarcus
    
    procedure Node2021 begin
    
       set_global_var( GVAR_BH_CHAD, CHAD_CONFIRMED );
    
    Should be:
    
       set_global_var( GVAR_BH_CHAD, CHAD_ARRESTED );
    
    
    --------------------------------------------------------------------------------------------------------------------------------------------------------

    There is a problem in Sanfran where sometimes an invisible Bess will be set as your opponent, thus screwing up the fights.
    This will prevent that from happening:

    Code:
    fcdragon and fclopan
    
    procedure checkTestObj
    
                   if (obj == dude_obj) then begin
    
                      obj := 0;
    
                      debug_msg("FCLOPAN: FYI: found dude");
    
                   end
    
    should be:
    
                   if ((obj == dude_obj) or (obj == Bess_Ptr)) then begin
     
                      obj := 0;
    
                      debug_msg("FCLOPAN: FYI: found dude");
    
                   end
                   // Bess is party_member_obj(16777407)
    
    While checking the above, I looked at Bess's script. It seems that removing party members in the map exit procedure (which she tries to do) is not possible. The game just ignores it. It's a bit stupid that her script follows you around everywhere, but I can't think of a good way to prevent that.

    ---------------------------------------------------------------------------------------------------------------------------------------------------------

    Mr Wight in New Reno could never catch you tampering with his safe, as he couldn't see you behind the table. Moved the safe a bit so that he can. Link

    --------------------------------------------------------------------------------------------------------------------------------------------------------

    Add missing Sulik leather armor frame (from @Josan12). Link
    Last time I spoke to him, which was three and a half years ago, he said; "I also have a bunch of corrected animations for the NPC armor mod, and also the new armored talking heads mod.". Not sure if it's uploaded anywhere, but might be worth checking out.
     
    Last edited: Aug 13, 2019
    • [Rad] [Rad] x 3
  18. khai9999

    khai9999 First time out of the vault

    14
    Nov 16, 2016
    I got a bug when trading with sajag at klamath, my weight will become 0. This ain't happen when trading with maida.

    Been using RPU+fo2tweak v10+party order+inventory filter
     
  19. Hubal

    Hubal It Wandered In From the Wastes

    186
    Sep 11, 2014
    I got the same bug
     
  20. Blacksun

    Blacksun First time out of the vault

    29
    Apr 20, 2013
    i installed v8 over rp 2.3.3 yesterday and can't find party.txt anymore. i use a modified one i want to play with.

    and thanks a lot for continuing killap's endless fight against Bugout! ;-)