Any stuff related to unofficial F2 patches goes in here!

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cosma_sebastian said:
Something is annoying me a little bit:
Vault City Courtyard, after i recruit Cassidy,in the bar is nobody, but the floating text is still appearing.
Hmm.. did you by chance tell Cassidy to wait when this occurred?

cosma_sebastian said:
A little sugestion:
In Klamath, Dountons brothers expose bug(i don't know if it a bug, but they can't be expose, i think).
You mean expose them as cattle rustlers? This was never fully implemented by the original devs. At most you can confront them with the bug parts and get them to admit to you about it. (This was added by me)

EDIT:
Darth l33t said:
Valerie has lines in her dialogue file for the Val/Vic conversation when you are stupid. As far as I can tell, though, stupid characters can't start the conversation -- there's a gibberish line that just closes dialogue. I only tested this with a smart character and Psycho, though, so maybe a truly stupid character would work differently.

I just checked this and I am not sure what you mean. If you have iq less than 3, during the text float between Val and Vic anytime the player is supposed to say something, he/she will respond with a dumb response. As far as I can tell this works fine. As for starting the conversation (and a gibberish line) I am not sure what you mean...
 
killap said:
cosma_sebastian said:
Something is annoying me a little bit:
Vault City Courtyard, after i recruit Cassidy,in the bar is nobody, but the floating text is still appearing.
Hmm.. did you by chance tell Cassidy to wait when this occurred?
Does not matter if he waits or not, when i'm near the bar, the floating text appears, even without Cassidy on the map.
killap said:
cosma_sebastian said:
A little sugestion:
In Klamath, Dountons brothers expose bug(i don't know if it a bug, but they can't be expose, i think).

You mean expose them as cattle rustlers? This was never fully implemented by the original devs. At most you can confront them with the bug parts and get them to admit to you about it. (This was added by me)
Yes.
If i confront them in town they don't admit(with or without bug parts).
 
I don't know if this was mentioned already.

After you finish the game and 13 years pass, game just ends (screen "game over" or sth like that appears and game just ends). I don't know if it's some kind of quest related, but i happened to some of my friends. I think it would be good to turn it off because it's pointless. It won't help anyone, only piss off. sorry if it was mentioned already.
 
cosma_sebastian said:
Does not matter if he waits or not, when i'm near the bar, the floating text appears, even without Cassidy on the map.
Hmm, well I had taken a quick look at the script and if Cassidy is not currently in your party (you told him to wait) this issue might come up. Do you have a save game I could test? Send it to the address in the readme file.


cosma_sebastian said:
Yes.
If i confront them in town they don't admit(with or without bug parts).
Well, you actually have to confront them with the parts while on the grazing map. At the moment, I have not implemented this into the main map.


Sticky said:
After you finish the game and 13 years pass, game just ends (screen "game over" or sth like that appears and game just ends). I don't know if it's some kind of quest related, but i happened to some of my friends. I think it would be good to turn it off because it's pointless. It won't help anyone, only piss off. sorry if it was mentioned already.
The game has a built in 13-yr time limit. This is hardcoded so I am not sure how to remove it. I think someone was able to do this a while ago though. Search around and I am sure you will come across it.
 
Here.

I think it uses some workaround that messes with the game timer. Apparently the time variable itself will overflow after 13 years, so merely stopping the game from going into the end sequence won't fix the problem.
 
@cosma_sebastian

The problem is corrected. If you want the fix, go ahead and grab it from here. Just copy the file to you Fallout 2 scripts directory. For it to take effect, you must have Cassidy in your party and you must leave and reenter the Vault City courtyard. After that the fix should be working as it should.

On another note, while I was fixing this issue I spotted some more oddities with Cassidy and Marcus and I cleaned their code up a bit. Should perhaps fix more of those seemingly random NPCs oddities...(not sure, but one never knows with Fallout.)

If you or anyone else wants to test them, go ahead and do so.

Marcus fix
Cassidy fix
 
Ok, now i experienced something VERY weird.

I was coming with car from vault city to redding. Once i entered there, i appeared to be on the sheriffs office instantly! Well, loaded last save and went to redding and this time i appeared on the right spot on to next to car. One time random bug? I tested entering redding again for like 5 times, but didn't experience this anymore.
 
The player-character can't fix Old Man McGee's slot machine unless he's disposed of first, but Vic doesn't have any such problem.

killap said:
Sounds like an engine issue.
Bleah, YAEB. I hope you're reporting all these unfixable bugs to the FIFE team. I live for the day I can play a truley bug-free game of F2.
 
Darth l33t said:
Yleah, YAEB. I hope you're reporting all these unfixable bugs to the FIFE team. I live for the day I can play a truley bug-free game of F2.
Hehe I guess this will take some time. We've just began to start working on the NPC scripting system. The first results are already promising :-) At least a lot of Sulik's are running over the maps now.

The next problem will be that FIFE prolly won't support all Fallout file format that means somebody will need to port the FO2 campaign to make it compatible with FIFE. I can't see how much effort would be involved as we don't even know if we'll support the FO scripting language for example.

But there are good news too: all ruleset related scripts will be written in LUA. That means modders are even able to modify all combat rules, perks, stats, quests, etc. without needing to know a single line of C++. You could even modify the SPECIAL system if you think it lacks specific features.
 
GeneTheMean said:
Ok, now i experienced something VERY weird.

I was coming with car from vault city to redding. Once i entered there, i appeared to be on the sheriffs office instantly! Well, loaded last save and went to redding and this time i appeared on the right spot on to next to car. One time random bug? I tested entering redding again for like 5 times, but didn't experience this anymore.
I once experienced such an issue. I was in New Reno at the time and I spawned in an incorrect spot than the normal one. Never happened again. Engine glitch? (there are so many of these it wouldn't surprise me)

Darth l33t said:
The player-character can't fix Old Man McGee's slot machine unless he's disposed of first, but Vic doesn't have any such problem.
Are you sure? All the testing I did on this I was able to repair the machine as the player. I actually never did any such testing with Vic.

Darth l33t said:
Bleah, YAEB. I hope you're reporting all these unfixable bugs to the FIFE team. I live for the day I can play a truley bug-free game of F2.
I gotta say though that with my patch I was able to play an entire playthrough without one crash or hickup. (For some reason I never experience many of the engine oddities you guys report) This was not the case with the original Fallout 2, so things have definitely improved. If I knew how to fix these engine issues I would ,but I have no experience with such things (reverse engineering that is) so alas, I am at a loss.
 
I've just tried replaying Fallout 2 with the Killap Unofficial Patch, it's been a few years since I've played Fallout 2 and I was looking for something that would run well on my old 400Mhz laptop. The problem is that travel on the world map is far too slow, so I get a huge number of encounters just traveling from one town to another. The game runs perfectly fine everywhere else and I don't have this problem playing the original Fallout on the same computer.

Presumably it's the patch that's slowing it down so that it doesn't run too fast on newer computers. Is there any way to restore the speed of travel when running it on a slower PC? If possible I'd like to enjoy the enhancements made to the game by that patch without travel being such a slow and frustrating experience.

Sorry if this is the wrong place to post this, or if this has been covered before. I had a quick search, but only turned up posts asking how to slow down travel.
 
Dave_K99 said:
Is there any way to restore the speed of travel when running it on a slower PC?
I tried backing up the fallout executable before installing the patch and substituting it for killap's version, and that seemed to work well.
 
Huge number of encounters, slow moving speed by foot (realistic) and bozar being a sniper rifle. These things are perfect for F2.
 
Darth l33t said:
Dave_K99 said:
Is there any way to restore the speed of travel when running it on a slower PC?
I tried backing up the fallout executable before installing the patch and substituting it for killap's version, and that seemed to work well.

Actually, you will want to use the official 1.02 patch's exe (that is if you game does not already come 1.02 patched). Just download the official patch that corresponds to the language of your game and use its exe file only. Nothing else.
 
One problem that I'm having has to do with the quest in NCR where you need to test the mutagenic serum. No matter what I do, the mutants don't die, however if I use the serum on the mutants Gond(?) and Lenny in NCR, it provokes attacks by the rangers and Merk, who says something along the lines of "I know Lennys death was no accident!" I'm running the 1.05.1 patch, and can't seem to get around this by reloading to before I accepted the quest.
 
BrotherMaynard said:
One problem that I'm having has to do with the quest in NCR where you need to test the mutagenic serum. No matter what I do, the mutants don't die, however if I use the serum on the mutants Gond(?) and Lenny in NCR, it provokes attacks by the rangers and Merk, who says something along the lines of "I know Lennys death was no accident!" I'm running the 1.05.1 patch, and can't seem to get around this by reloading to before I accepted the quest.
Are you using it in combat mode? If so, the mutant won't actually melt until you leave combat mode. You still get credit for using it even if you kill the mutant some other way, though. Lenny and Gond have specific checks for the serum that let Merk and the Rangers know you killed them, but I think you can use it on some random Broken Hills mutant and noone will care.

Bug report: You can take the job to guard Westin's pastures, even after fixing the Vault 13 computer, if you ask him for work directly after reporting that you killed Bishop. I can post a save if you want.
 
BrotherMaynard said:
I'm running the 1.05.1 patch...
Uh, then I cannot help you there. I only provide support for my patch. Also, are you using this when you challenge Lenny to a fight? It works fine there and no one cares about it in the end.

Darth l33t said:
Bug report: You can take the job to guard Westin's pastures, even after fixing the Vault 13 computer, if you ask him for work directly after reporting that you killed Bishop. I can post a save if you want.
Yeah, I suppose knowing that the Deathclaws are stealing the cattle and then actually seeing them do this (in the notion that you have no idea who they are) would be considered a continuity error. Good find and most likely something I would never have thought about if I had originally worked on Fallout 2.
 
killap said:
Yeah, I suppose knowing that the Deathclaws are stealing the cattle and then actually seeing them do this (in the notion that you have no idea who they are) would be considered a continuity error.
I guess it is, but that's not the point I was raising. Once you fix the Vault's food synthesizer, the deathclaws are supposed to stop poaching brahmin for food. If you ask Westin for work directly, he says the raids stopped on their own, but if you choose the dialogue option to ask for more work after collecting your reward for killing Bishop, you can get the job regardless.
 
Darth l33t said:
Once you fix the Vault's food synthesizer, the deathclaws are supposed to stop poaching brahmin for food. If you ask Westin for work directly, he says the raids stopped on their own, but if you choose the dialogue option to ask for more work after collecting your reward for killing Bishop, you can get the job regardless.

Ah, then I misunderstood you. Yes, this is indeed a bug then. Thanks again for bringing it to my attention.
 
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