Any stuff related to unofficial F2 patches goes in here!

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I agree with making the Raiders not hidden, but using the smallest circle size. I also noticed that when I completed Fallout 2, only 16 of the 17 main locations were labeled. Presumably the Raiders base is the 17th, since it was the only other location with a town map screen. I think it might not have gotten a label because it was changed to a hidden location. When I used Bishop's map it should have been added. From what I've read here it seems that it was intentionally left as non-hidden in the final release, even though that may not always have been the case.
 
Mr. Handy said:
I agree with making the Raiders not hidden, but using the smallest circle size. I also noticed that when I completed Fallout 2, only 16 of the 17 main locations were labeled. Presumably the Raiders base is the 17th, since it was the only other location with a town map screen. I think it might not have gotten a label because it was changed to a hidden location. When I used Bishop's map it should have been added. From what I've read here it seems that it was intentionally left as non-hidden in the final release, even though that may not always have been the case.

The location button on the menu was always missing from the game. But hey, whadya know I just fixed this. 8) In the next release the Raider's base will finally have a label in the menu. I had to make this one from scratch, btw, and I think it fits perfectly with the other labels.

EDIT: On another note, does anyone know if there is max number of labels that can fit in that menu?
 
cosma_sebastian said:
@Per
Are you planing to update you guide with the fixes from this patch?

The answer to this is a definitive no. I document the official game content which is universal and constant, and this is a mod, however fair and balanced. It makes much more sense for killap, who is in control of the patch's contents, to provide a comprehensive list of changes and/or more detailed information on how they impact the game. Even if I were to include such information, it would mostly amount to a great number of not really useful notes saying, "Oh, and if you're using killap's patch, this bug doesn't happen".
 
In that case, could you at least put a link to killap's patch in your "Preparation" section where you talk about the official patch?
 
Question About Killap's Latest Patch...

I've got a fresh install of Fallout 2(USA) v1.0, patched up w/Killap's latest "A" patch. I've checked the documentation, but it doesn't mention the answer to my question.

Does this patch fix the bug with Fast Shot & Unarmed, a.k.a. does it allow Fast Shot to work w/Unarmed, or does if fix the "no aimed shot w/Unarmed" bug? Thanks in advance for any info. :)
 
I am unaware of this bug you mention. What exactly is it?

Also, those traits you mention are hardcoded material. So sadly this sounds like an unfixable issue.
 
In Fo1, Fast Shot works with all weapons. This was a bit overpowered and went against the flavour of the trait, so in Fo2 they removed the bonus for Melee/Unarmed. However, they didn't remove the penalty (not being able to make targetted blows) for those attack types. Hard to say whether it was deliberate or not.
 
When you create a character, and choose the Fast Shot trait, you lose the ability to make an aimed shot with an Unarmed strike/weapon (not sure about Melee weapons), but it doesn't reduce the AP cost for said attack. AFAIK, the bug's been around since v1.00, and never fixed in the original patches.

Edit
Per beat me to it, but yeah. I figured a patch for this would look something like "if FAST_SHOT=YES, then UNARMED_ATTACK_AP=2".
 
Fortain said:
I figured a patch for this would look something like "if FAST_SHOT=YES, then UNARMED_ATTACK_AP=2".

Oh if only. :wink:

But yeah, all traits and perks are sadly hardcoded and therefore no real way to fix it. So sad there are so many issues with the perks, etc.
 
Well, unless my programming thinking is way off, there should already be a spot in the coding that basically says "if BONUS_HTH_ATTACK=YES, then UNARMED_ATTACK_AP=2"; in addition, there should be lines that say "if BONUS_RANGED_ATTACK=YES, then RANGED_ATTACK_AP=x", "if FAST_SHOT=YES, then RANGED_ATTACK_AP=x", and "if FAST_SHOT=YES and if BONUS_RANGED_ATTACK=YES, then RANGED_ATTACK_AP=y". Would it not be possible to add, somewhere in the code, a line that checks the status of Fast Shot, and adjusts AP cost accordingly?
 
Fortain said:
Well, unless my programming thinking is way off, there should already be a spot in the coding that basically says "if BONUS_HTH_ATTACK=YES, then UNARMED_ATTACK_AP=2"; in addition, there should be lines that say "if BONUS_RANGED_ATTACK=YES, then RANGED_ATTACK_AP=x", "if FAST_SHOT=YES, then RANGED_ATTACK_AP=x", and "if FAST_SHOT=YES and if BONUS_RANGED_ATTACK=YES, then RANGED_ATTACK_AP=y". Would it not be possible to add, somewhere in the code, a line that checks the status of Fast Shot, and adjusts AP cost accordingly?
As killap said, all traits are hardcoded, and there's no way to dynamically adjust a weapon's AP cost (let alone the AP cost of bare-handed and kick attacks) through scripts.
 
Hey, if you would be wiling to decompile the Fallout exe and sift through assembly...be my guest. 8) Seriously though, these things we want are all hardcoded so without the Fallout source, I cannot do anything about it.
 
My apologies; I thought that with all the patches/mods/conversions/etc. out there, that it had already been done. Thanks very much for your time, killap. :)
 
I found a serious crash-bug on 2nd level in SAD. I can't describe it, but it occurs when you set alarm in level 2 by attacking robots, and one of robots end his turn by standing on energy field (plate). If you want you can check out my save so you can see by yourself -> www.kiryx.cba.pl/slot01.rar

and the second is that when standing near robots and turn combat mode (you are with NPC) you can't end combat so you must fight then, because "there are nearby hostile...".
 
I just noticed something rather strange and I'm not sure how it can be fixed, if it's even possible or worth the effort. Seargent Granite in the oil rig is armed with a pulse rifle, but uses the "Small Guns-Rifle" animation frames. When the player-character, Marcus, or a generic Enclave soldier wields a pulse rifle, they use the "Big honkin' gun" frames.
 
Sticky said:
I found a serious crash-bug on 2nd level in SAD. I can't describe it, but it occurs when you set alarm in level 2 by attacking robots, and one of robots end his turn by standing on energy field (plate). If you want you can check out my save so you can see by yourself
Hmm I was not able to reproduce this. Can you?

Sticky said:
and the second is that when standing near robots and turn combat mode (you are with NPC) you can't end combat so you must fight then, because "there are nearby hostile...".
I may have gotten this fixed. Do you or anyone else for that matter have a save before the entire facility goes hostile?

Darth l33t said:
I just noticed something rather strange and I'm not sure how it can be fixed, if it's even possible or worth the effort. Seargent Granite in the oil rig is armed with a pulse rifle, but uses the "Small Guns-Rifle" animation frames. When the player-character, Marcus, or a generic Enclave soldier wields a pulse rifle, they use the "Big honkin' gun" frames.
If you got a save before you enter the last area with horrigan and the Enclave guys who will help you, try out the fix I have below.

right click and save-as
animation fix
Just copy this file to your Fallout2/data/maps directory
 
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