Any stuff related to unofficial F2 patches goes in here!

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killap said:
Right click and save. Don't click and wait for the download box to appear. It is because the file has the extension of .map
I tried right-click->Save Link As in Firefox, right-click->Save Target As in IE, and copying the URL to GetRight. Each time I got a 231 byte file which is just the HTML of the "Internal server error" message.
 
Darth l33t said:
killap said:
Right click and save. Don't click and wait for the download box to appear. It is because the file has the extension of .map
I tried right-click->Save Link As in Firefox, right-click->Save Target As in IE, and copying the URL to GetRight. Each time I got a 231 byte file which is just the HTML of the "Internal server error" message.

That is weird. I can right click and save target as with Firefox and I get a 231 byte map file, which is the correct file. Well, let me rar it for you then.

go to: fix
 
I just tried swapping your ENCFITE.MAP for the one in Fallout2\DATA\maps. I loaded up a save on the tanker just before setting sail, and when I entered the Enclave lobby, well, lets just say I had to quit. The ENCFITE.MAP from your patch is 220KB, while your new copy is 231B -- are you quite sure substituting it in is supposed to work?
 
Darth l33t said:
I just tried swapping your ENCFITE.MAP for the one in Fallout2\DATA\maps. I loaded up a save on the tanker just before setting sail, and when I entered the Enclave lobby, well, lets just say I had to quit. The ENCFITE.MAP from your patch is 220KB, while your new copy is 231B -- are you quite sure substituting it in is supposed to work?
Wait, why did you have to quit?

I admit I did not test this fix though the change was truly too minute for me to question. And yeah, substituting the files is all that needs to be done. As long as you loaded a save before ever going to the Enclave you should be fine.

Can you send me this save game of yours so I can test it as well?

EDIT:
Gah, wait a sec. I think I know what the issue is. The file I put up is indeed corrupt. Try to download the rar file again. I read what you wrote wrong. I though you said the file was 231 kb when in fact it was in bytes. Stupid me. Sorry about that...

go here: fix
 
Okay, that file worked, and yeah, Granite is using the big gun model now.

Have you decided whether the pulse rifle is getting a visible projectile yet? The pulse pistol has the pink one IIRC, so I see no reason the rifle shouldn't have one.
 
Darth l33t said:
Okay, that file worked, and yeah, Granite is using the big gun model now.
Good to hear it.

Darth l33t said:
Have you decided whether the pulse rifle is getting a visible projectile yet? The pulse pistol has the pink one IIRC, so I see no reason the rifle shouldn't have one.
I could. What is your take on this, Per? (and others)
 
Killap,

Have you fiqured out how to change the menu/loading screen for Fallout 2 yet? So we're not playing 1.02 anymore?

You can start givving version numbers to your fixes?
 
Raider's base & other

I think we sorted this out - we all agree that the Raider's base will go into the Addon pack (which, I think, we'll all take next to the patch) because it's not a bug.

I DISCOURAGE YOU KILLAP HIGHLY to change the numbers of the version - see it like this, your first patch ONLY patches fixes and the other adds-in what was supposed to be there (one way or another). The number change should be in your 3rd patch (hypothetical add-ons and changes - I won't grab this ever myself) because - is it a BUG that the game's version is 1.02? Is another version something that was SUPPOSED to be there?
 
I agree the patch number should not change, as this is not an official patch. However, some sub-identifier like "1.02 + K" might be in order. Still, it would require inclusion of the executable even in those patch packs that don't need it now, since it's a hexedit thing.
 
Update time everyone! 8)

This is most likely the last update I will be making for this patch for a long time. That is unless of course a serious flaw is found. Minor issues will not be addressed for some time though.

Below is a list of what is new in this update. Grab the new files found below or wait until they are posted on NMA. Changes have been made to the readme file and a FAQ has been added to address common questions that I have gotten here. Please read it before coming to this forum with issues.

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:
Changes since June 06: 
 
• Fixed dialogue loop in Ardin’s script which prevented Rescue Torr quest from getting crossed off. 
• Completing the serum quest for Dr. Henry and talking to the robotic dog, but not taking him with you would reset the quest allowing you to redo it an infinite number of times. 
• Fixed a table in Valerie's workshop which was inaccessible. 
• Lou now has a dialogue option in her main tree to leave dialogue. Before you had to ask her something before being able to leave dialogue. 
• You can no longer get 50xp twice for healing the Sheriff's leg in Redding. 
• You can no longer walk into the lower table in Myron's living room 
Boxing name, "Lightning" now longer has an addition space after it in all the float messages. 
• Torr no longer thanks you for saving his Brahmin with red (angry) text. He now says it in the normal float color text. 
• Floating text no longer appears in Cassidy's bar in Vault City when the bar is closed and no one is around. 
• Having fixed the Vault 13 computer and then asking Westin for the guard job (and getting accepted) directly after reporting Bishop is dead is no longer possible. 
• Trappers in Trapper town no longer have all their float text in red. Their floats are now the default float color. 
• Goris no longer displays a dialogue option to heal if he is already at full health. 
• Vic no longer displays a dialogue option to ask where Ed is after you find him. 
• Bartender on Tanker in San Fran now restocks every few days 
• Before it was impossible to steal from Charlie in Vault City. This is no longer the case. 
• It is now possible to get all the town reps in Redding. 
• Tweaked Marcus' and Cassidy's scripts.  
• Sergeant Granite at the Enclave now displays the correct animation frames for holding the pulse rifle 
• Getting knife training (as a male) from Lil Jesus in Reno no longer increments the sex counter. This should only happen if you play a female character and actually sleep with him but for some reason the same would occur if you were a male. (even though you never sleep with him) 
• Killing the newly obtained brahmin by the Duntons, which were obtained upon successfully rustling the brahmin from Torr, no longer prematurely ends the game as if you had killed the brahmin in Arroyo. 
• Old Man Mcgee and his slot machine should now be completely bug free. (no more easy obtaining of money due to a bug, jackpot works as it should, etc) 
• Having sex with Miria or Dave and killing either Jo/Grisham is now COMPLETELY bug free. This was tested doing several combinations so now no issues should come up. (I hope :D ) 
• Raiders’ Base now has a button on the world map menu. 
• Raiders’ Base is no longer “hidden” and has returned to the state it was in the original game.


EDIT: Just made a quick correction. I had forgotten a fix in this release. Please redownload again if you had already done so.

New fix is:
Code:
• Sulik should no longer uses melee weapons when he has ranged weapons in his inventory and you told him to use ranged.
 
killap said:
This is most likely the last update I will be making for this patch for a long time. That is unless of course a serious flaw is found. Minor issues will not be addressed for some time though.
Well, you've certainly earned a break after all you've done. Should we still post any bugs we find here, for when you do decide to release another patch?
 
Darth l33t said:
Well, you've certainly earned a break after all you've done. Should we still post any bugs we find here, for when you do decide to release another patch?

Of course, post away if anything is found.

I only posted that to say I will only quickly fix critical bug. Minor issues will be addressed at some point, but they are not really a priority.
 
Great, Killap.

Another minus thing:

I arrive in klamath, then I go to speak with duntos directly. The following dialog line appear: "I was curious about all those brahmin you have out back. They don't all seem to have the same
brand on them."

But, I dont have seen the duntons brahmins yet.
 
belengario said:
Great, Killap.

Another minus thing:

I arrive in klamath, then I go to speak with duntos directly. The following dialog line appear: "I was curious about all those brahmin you have out back. They don't all seem to have the same
brand on them."

But, I dont have seen the duntons brahmins yet.

Actually, that has always been there and it is indeed technically a bug, but it is really just a result of what the programmers did.

The only way to get there to be new brahmin at the Duntons' house is to aid them in stealing from Torr. A line like that therefore obviously makes no sense to appear before or even after helping the Duntons as either you would know nothing about it or already know since you aided them.

This is most likely just the result of the "Find out who is rustling the brahmin" quest that never fully made it into the game.

Adding in this quest is definitely something to consider for the expansion pack. I could also just comment out the line for the fix pack, but perhaps I will just leave it be.

In conclusion, this is not something that came up as a result of my patch. 8)
 
I thought you got that line by triggering a proximity script somewhere in their back yard, not by doing the quest.
 
Per said:
I thought you got that line by triggering a proximity script somewhere in their back yard, not by doing the quest.

Just did a quick check and actually we are both wrong. Here is the check that made before that dialogue option is displayed:

Code:
if ( is_success(do_check(dude_obj,STAT_pe,0)) ) then

Seems odd to have this and never actually look at the brahmin.
 
I haven't been paying this all much attention lately, but why did you make the Raider's Base visible again?

And now I'm tempted to play the game again, just to find more bugs for you! :twisted:
 
Unkillable Cat said:
I haven't been paying this all much attention lately, but why did you make the Raider's Base visible again?
Well I am continuing to keep this patch as close to the original and only make bug fixes. The raiders' base was visible in the original 1.02 and though everyone here seemed split between it being visible and it not being invisible, I decided to just go ahead and revert it back to what it was before. Perhaps I will reconsider this someday, as I too was debating greatly over it. Time will tell I suppose. :wink:

Unkillable Cat said:
And now I'm tempted to play the game again, just to find more bugs for you! :twisted:
Be my guest. You supplied me with several lists of issues, all of which I belive I was able to tackle and fix. It should be getting tougher to find more now though. 8)


EDIT:
I'm feeling generous and because this is very easy to change, I have decided to post a city.txt file which makes the Raiders' Base hidden. Using this file is completely compatible with my patch and once again makes the base hidden like it was in my older patches. The link is found below.

To install it, just right click the link, and save-as somewhere. Next, copy this file to your Fallout2\data\Data folder. Remove the City.txt file that is in that folder and paste in this altered one. You will only have to start a new game if you already started one with this newest patch. If you have already been using my patch before, no game restart is necessary to keep the base hidden.

There, now everyone is happy. ;)

Download file to make raiders' base hidden
 
I was moving old threads and noticed this and this. If it's real, it should be possible to find the line in the random encounter spawn scripts that does this.
 
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