Any stuff related to unofficial F2 patches goes in here!

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I dont know for sure but from 200% to 300% it almost changes nothing,just a little increase(very little) in each steal.
Its easy to steal in the game, i dont remember any npc that was really hard to steal, just those kids, damn them...
 
It's update time everyone.

I have a new release for everyone to enjoy. This release fixes some minor issues, a crash fix or two, and adds to a dozen or so scripts instances where the expanded toolkit, electric toolkit mkII, and the supertool kit should have been utilized but were not. See the following list for more details of what is fixed.

As always, send in reports if you find anything screwy with my fixes or you find something I have not found yet. Enjoy!

Full list of corrections:
http://zcn.phix-it.com/fallout2/corrections.txt

Version A: (Includes previous official 1.02 fixes)
http://zcn.phix-it.com/fallout2/unofficialFO2patch_final-A.rar

Version B: (Does NOT include official 1.02 fixes)
http://zcn.phix-it.com/fallout2/unofficialFO2patch_final-B.rar

Code:
Fixes since March release: 

• Fixed starting position of the Vorpal Rat map so that npcs are not longer stuck if you come with the car. 
• Bug in Festus's script 
• Bug in Sir Robin's script that could potentially cause a freeze in the game if he was killed in combat? (not verified) 
• Minor spelling corrections 
• Fixed infinite karma when talking with Eric in Broken Hills (due to variable being reset after being rejected by powerplant dude) 
• Prevented trade with jail guard in Broken Hills. (can no longer easily get the key this way) 
• You can no longer get a "back to log on" option in the terminal even if you lack the prerequisites to get "log on" in the first place. (In sierra army depot) 
• A few robots either don't have scripts attached, or have the wrong team number. (Enclave) 
    -4 more security bots now have scripts.  
• Horrigan being able to shoot/not shoot through doors and doorways.  
    -Fixed one instance of this. Not sure if there are more. 
• You can no longer tell Murray to disable the reactor, then do it yourself and get double xp. (Enclave) 
• Corrected an instance where the Vault City ending would be disabled if you get a quest reward from Randal. 
• The Elder can no longer run through the forcefield of her prision cell.
• It is no longer possible to get the Wright murder ending if you never got the quest or heard about Richard Wright. 
• Corrected an instance where you could potentially not get any Gecko ending depending on a quest variable after you fix the plant. 
• The "stuck" doors on level 2 of Vault City's vault now correct pry open with the crowbar. 
• All scripts that check for regular lockpicks now also check for the expanded set. Same goes for the electronic lockpicks. (about 15 scripts corrected) 
• All scripts that check for the basic toolkits now check for the super version. 
• You can no longer get infinite xp by having McClure optimize the disk. 
• Fixed crash with using the bulletin board during combat in Klamath. 
• It is now possible to peacefully let Lloyd go. Before, both end options would lead to combat. 
• Fixed a bug that prevented you to tell Balthas about Jonny being at the Ghost Farm if you brought Laddie to Jonny. 
• Corrected a dialogue error in T-Ray's script while offering him $900 for the car.
 
WOW! That was quick, indeed. :)

One question, if I may. You wrote:
You can no longer get infinite xp by having McClure optimize the disk.
But I'm still able to. Is this info saved somewhere, so it's only my savegame?

Other glitches I found (I wouldn't call them bugs, since they are minor):

In Redding, after finding out who cut up the whore, then letting him go, and telling about it to the Marion. He gives me a crackdown, and I can shout back at him. After that, I can go back to the start of the dialogue, just like if we were talking for the first time, and he gives me the widow Rooney mission and the sheriff's badge (not for real, though).

The other is, that in Broken hills, the tipping does not work for Phil. What I mean is, that I always pay the price of the drink, the tip is not deducted.

-edit-
Am I supposed to be able to take everything from Liz's store, off the third table? Why would I trade with her, then?

Also, something seems bugged in Marcus' script, because when I tell him about the missing people, he also puts Jacob's gang into jail (I already did the 'jailbreak')

Save needed?
 
Neither one comes with patch000.dat, so, can i use seraphs patch or the patch of the 1.02?
And if i do so,what will change? Is there any crashes because of the using of the two patches?And how about inutilising some fixes?
 
Here's what I learned reading through this thread:
Anything in the patch###.dat overrides files placed in the data folder. So if you have a patch###.dat, you might be overwriting the fixes killap made. That is also the reason, why you need to delete the 1.02 patch's .dat file.

IMHO most, if not all fixes Seraph made, are included in killap's patch too. As for the modifications... you could try combining the two (if you have Seraph's non-patch000.dat version), but most likely you'd end up messing something up.
 
So,you will never be able to use npc's mod that allows you to have all npcs?Or is there another way?As most of the mods...you cant use them either aint it?
 
Szappy said:
WOW! That was quick, indeed. :)

One question, if I may. You wrote:
You can no longer get infinite xp by having McClure optimize the disk.
But I'm still able to. Is this info saved somewhere, so it's only my savegame?

Other glitches I found (I wouldn't call them bugs, since they are minor):

In Redding, after finding out who cut up the whore, then letting him go, and telling about it to the Marion. He gives me a crackdown, and I can shout back at him. After that, I can go back to the start of the dialogue, just like if we were talking for the first time, and he gives me the widow Rooney mission and the sheriff's badge (not for real, though).

The other is, that in Broken hills, the tipping does not work for Phil. What I mean is, that I always pay the price of the drink, the tip is not deducted.

-edit-
Am I supposed to be able to take everything from Liz's store, off the third table? Why would I trade with her, then?

Also, something seems bugged in Marcus' script, because when I tell him about the missing people, he also puts Jacob's gang into jail (I already did the 'jailbreak')

Save needed?

Can you send me a save with the McClure issue. Also when you apply my patches, a reinstall of the game is highly suggested (unless you already do this). Just save your savegame folder and everything will work perfectly. Some of the issues you describe sound as if some of the new script files are being used and others are not.

heodien said:
Everything about installation is explained in the readme file that comes with my patch. All of Seraph's fixes (bug fix ones) are incorporated into my patch. Other mods will not work with my patch as they use the same script files that I have fixes applied to. If you find a mod that alters scripts that I have not yet, then the mod will work just fine. The npc mod is sadly one that does not work with my patch.
 
heodien said:
You can put it on your next release?I
What, the npc mod?

As it is not a bug fix, no I won't be including it in my PATCH. I may, however, consider making the REALLY popular ones compatible with my patch. (I did this for the npc armor mod awhile back - still need to dig that one up) Then again, there is always Megamod for you guys.
 
Ok, I fixed some other things up and recompiled the patch. Please redownload if you already downloaded this.

New fixes include
Code:
• Marcus will no longer send the conspirators to jail if you tell him about the missing people.  
• The jail guard will no longer keep complaining about the missing convicts if you double cross them and send them back to jail.  
• Arguing with the Sheriff about letting the "whore cutter" go will no longer lead to dialogue that starts all of his quests over again.  
• McClure's dialogue line about optimizing the plant will no longer keep showing up if you already told him about it.  
• Tipping Phil in Broken Hills now correctly removes that amount plus the drink cost.

Szappy said:
One question, if I may. You wrote:
You can no longer get infinite xp by having McClure optimize the disk.
But I'm still able to. Is this info saved somewhere, so it's only my savegame?
Actually, what I did WILL fix your problem, however, the problem you were suffering from was that you had the bag in your inventory and thus the data disk could not be removed. The script checks for this and if you are carrying it, you get the xp.

Also, the Liz inventory problem is not really a bug. The script does a skill check (steal) everything you check that table and if you are quick enough, you can actually take everything from her table.
 
Nice job with your new patch Killap! It seem its getting harder and harder to find any bugs. Well there's always those ants and scorpions but they are ok :P

anyways I was wondering how your work on the addon pack is going. Hope your not tired of modding yet. With Jargo and Dude_obj missing the modding community lost a great deal of talent. So I hope you stick around here.

Great job on fixing Lloyd. now he can die happy in the wasteland with some raider.

Sweet banner btw... Is there some sort of sale with those or something like that? If so I might have some bottle caps to spare..
 
Oracle said:
Nice job with your new patch Kilapp! It seem its getting harder and harder to find any bugs. Well there's always those ants and scorpions but they are ok :P

anyways I was wondering how your work on the addon pack is going. Hope your not tired of modding yet. With Jargo and Dude_obj missing the modding community lost a great deal of talent. So I hope you stick around here.

As always, thanks for the compliments.

Honestly, the expansion pack is on the backburner. I had taken a short leave of Fallout and only recently started up again to fix some last things for the patch. Once again my todo list for the patch is blank. :D

I will admit though that I have lost the insane modding drive I had months and months ago, so any work on the expansion pack will be quite slow. I will continue to still be here chugging away on any issues that come up with the patch as well as work needed for the expansion pack. So no major worries.
 
Ok, I fixed some other things up and recompiled the patch. Please redownload if you already downloaded this.
Nice! Talk about fast service :)

Actually, what I did WILL fix your problem, however, the problem you were suffering from was that you had the bag in your inventory and thus the data disk could not be removed. The script checks for this and if you are carrying it, you get the xp.
OK, I'm stupid. :oops:
I knew of this bag problem before. Why it didn't occur to me, that it was the cause... :?

Also, the Liz inventory problem is not really a bug. The script does a skill check (steal) everything you check that table and if you are quick enough, you can actually take everything from her table.
Ah, thanks for clearing that up. :ok:
 
I must profess my liking of this patch. Thanks killap.

Anyway, is there a way to get a "good" ending for the Hubologists? I have them fuel, the plans (BTW, I noticed a script bug. I'll let you know when I get more info) and did whatever they asked. Still nothing. :(
 
dalponis said:
Anyway, is there a way to get a "good" ending for the Hubologists?
As far as I'm concerned, any ending where they end up dead is a good one.

If you buy Nuka-Cola from a vending machine, you normally get a bottle, but sometimes you have to dodge a "can", which turns into a bottle when it hits the ground.

When you fight in the ring in SF, people all over Chinatown run to watch, then don't return to their original positions when the fight is over. Often, they block doorways and make buildings inacessible. I know the shopkeepers at least stay where they are, so is it possible to make everyone else stay put?
 
Thoroughly enjoing your patch killap. Well done!

I did notice 2 anomalies. I Started a new game as a male player and played through finishing Arroyo and Klamath and decided to restart with the same stats and play as a female.

1. Quest Obtain flint to have Mynoc sharpen your spear.
As a male with high speech Aunt Morlis gave me the flint no problem. When I played as a female with the same high speech she would NOT give me the flint no matter what. (I tried 2 or 3 times, I also had my save from when I leveled and put ALL my points into speech and she won't give me the Flint).

2. Torr's quest with the Dunton Brothers/Radscorpion Limbs.
As a male with high speech I was able to accuse them about the Radscorpion Limbs and they ran off and I got my XP. As a female with the same stats (I even set my speech skill to around 80% or so) and they would not run off ever. They would only fight me.

Not sure if these are bugs, or if this is what is supposed to happen? Just wanted to mention this. And this is using your currently released patch.

Thanks again for all the other bug fixes!
 
Jaesun said:
Thoroughly enjoing your patch killap. Well done!

I did notice 2 anomalies. I Started a new game as a male player and played through finishing Arroyo and Klamath and decided to restart with the same stats and play as a female.

1. Quest Obtain flint to have Mynoc sharpen your spear.
As a male with high speech Aunt Morlis gave me the flint no problem. When I played as a female with the same high speech she would NOT give me the flint no matter what. (I tried 2 or 3 times, I also had my save from when I leveled and put ALL my points into speech and she won't give me the Flint).
Hmmm. Very odd. I admit I did not test this with a woman, but then again it should make no difference. To get the initial dialogue line you need speech >50. Next a speech roll is made so it is here where it may take a few tries to get it to work. Are you sure doing this after several times it still does not work?

The same goes for the Torr quest. A speech roll is used so it is possible to fail this with a good speech (but extremely unlikely)

When I get the chance I will test this out for myself, but it seems you are just getting bad luck here.

dalponis said:
Anyway, is there a way to get a "good" ending for the Hubologists? I have them fuel, the plans (BTW, I noticed a script bug. I'll let you know when I get more info) and did whatever they asked.
No sorry, no "good" ending was ever made for them.
 
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