Any stuff related to unofficial F2 patches goes in here!

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At certain times of day, if you go into Vortis' building the Overseer (the one in metal armor) thinks you're trespassing even when you're in the main room. I noticed this happening at 9:53 AM, and at 10:00 AM he goes into the back room. Need a save?
 
The guide sez: "Also the overseer in metal armour will attack if he sees you between 4 a.m. and 12 a.m., so rest until noon to be safe."
 
killap said:
So, this is all intended behavior then?
I'm sure it isn't. I can't see any reason why the overseer would object to you being in the main room, considering that the business is open 24/7. I assume that he's supposed to attack you if he sees you while he's in the back room, but "back room time" and "go hostile time" don't match up in his script.

Another bug: It's impossible to plant anything on Goris or Skynet using Steal -- it always says there's no space.
 
Hi guys, guess this would be my first post and i hope i added this in the correct thread. I have just a few questions regarding the unofficial patch and the survivor mod. I have tried installing the two mods in this step:

1)Install medium installation of FO2 (250+mb I think)
2)Install the latest patch (1.02d)
3)Install the unofficial patch of killap(final A)
4)Install survivor mod(1.20c)
5)Install the survivor US patch

So far Iam having no problem. Iam able to see the title screen of the survivor mod and is still on the temple of trials. Iam just wondering will the unofficial patch and mod work together? Or are there any issues with using both the unofficial patch and mod together. I just need to know so that if ever they are not compatible I will just reinstall FO2 again with just the unofficial patch or the suyrvivor mod. Thanks for the time reading my first post. :D
 
Darth l33t said:
Another bug: It's impossible to plant anything on Goris or Skynet using Steal -- it always says there's no space.
A deathclaw or a robt is not supposed to be able to carry any item. That's pretty obvious.
 
ktchong said:
A deathclaw or a robt is not supposed to be able to carry any item. That's pretty obvious.
Then how is Skynet supposed to carry his weapons? They have hands/manipulators, so I see no reason they couldn't carry things. And they can both carry stuff just fine if you trade it to them.
 
Darth l33t said:
Then how is Skynet supposed to carry his weapons? They have hands/manipulators, so I see no reason they couldn't carry things. And they can both carry stuff just fine if you trade it to them.
You can't steal an item out of (or plant an item into) someone's hand. That is like in real life: a thief, no matter how good at stealing he is, can never pickpocket something that someone else is holding in hand.

Goris and Skynet do not wear a backpack, cloth (i.e., that has pockets and places to put items,) utility belt or anything that can hold items. So they do not have any inventory slot (other than their hands/manipulators to hold items, which you can't steal from.) So, it makes perfect sense that you can't use steal to plant items on Goris or Skynet.
 
But it makes sense to steal a Bozar from a guard because he keeps it in his Bozar pocket?
 
impe20 said:
So far Iam having no problem. Iam able to see the title screen of the survivor mod and is still on the temple of trials. Iam just wondering will the unofficial patch and mod work together? Or are there any issues with using both the unofficial patch and mod together. I just need to know so that if ever they are not compatible I will just reinstall FO2 again with just the unofficial patch or the suyrvivor mod. Thanks for the time reading my first post. :D

That mod is not compatible with my patch. Pretty much most mods aren't
 
New bugs to report

Hi Killap,

Found out about this mod quite by accident through googling (and yes....I admit, a bit of ego surfing. :roll::wink:) I'm amazed to see that Fallout2 is still going strong, especially with a well made patch like yours. So I've decided to dust off the old game and try it again with your latest patch. So far, I've been up to Klamath, and the difference is already noticeable. Congratulations on the fine work. :D

Anyway, you said to keep on posting bugs and comments, so I thought I'll contribute a few. All these are what you'd consider "minor" in nature, so don't lose sleep over it. :wink:

1) Arroyo - Cameron.

When you fight him in the Temple of Trials, the message window refers to him as "Warrior", not "Cameron". The original developers probably used "Warrior" as a placeholder name before they settled on "Cameron" as the final name, but forgot to update the scrname.msg file once they had done so. To save you a tiny bit of trouble from hunting, it's entry 849.

2) Klamath - The Dunton brothers.

Entry 110 in kcdunton.msg contains an instance of "you're" that's probably supposed to be "your".

3) Klamath - The Dunton brothers (again).

I liked the way the player can now scare the Duntons into never bullying Torr again. However, I have a few comments about the actual implementation.

a) I'm not quite sure whether this belongs in a pure bugfix-only patch. To me, because you're adding new dialogue and condition checks, it would seem like it's more appropriate in your planned add-on pack. I personally don't mind it, but I have been reading through this thread and I had seen the debate, so I thought I'd toss in my two cents here.

b) I've noticed that you changed the condition from a map variable check to an inventory check for the existence of RadScorpion Limbs (Node024 and Node025). However, this could be circumvented in the unlikely event that the player decides to pick up one of the Limbs in New Reno first and then do this quest. My suggestion would be to keep the original map variable check, and update MVAR_Bug_Parts to 1 when the player is "close" to the map co-ordinates of the RadScorpion Limbs in the shed. This implementation would of course necessitate changes to other scripts (obj_dude comes to mind), but it would probably be cleaner and more elegant than what is currently present.

c) In Node924, it calls the UpReactMajor macro before redirecting the player to Node031. Given that the only place that calls Node924 in the script is Node030, and that it's a BOption macro call (i.e. a negative reaction), I think it should probably be DownReactMajor that is called in Node924.

d) In Node031, you have the following checks:

Code:
    if ((global_var(GVAR_RUSTLE_OVER) == 0) and (has_skill(dude_obj,SKILL_CONVERSANT) <= 50)) then
      GOption(441,Node903,004);
    if ((global_var(GVAR_RUSTLE_OVER) == 0) and (has_skill(dude_obj,SKILL_CONVERSANT) > 50)) then
      GOption(702,Node900,004);

I think the speech check for <= 50 should be removed, because otherwise, the player does not get the choice to be an utter heel and suck up to the Dunton brothers. The player should be able to choose from both lines 441 and 702 at the same time. As of now, players with decent speech will have to confront the Duntons instead of congratulating them on a great idea.

Also, the second GOption should probably be a BOption or at least a NOption call -- can't imagine the Duntons to have a positive reaction to the player confronting them about their Bugman scam.

I'm out of time now, but I'll have a bit more to post later. Once again, congratz on your great work!

Cheers,

-- The Haen.

Edit: Spelling errors...ugh. Hit spell check first next time....
 
Re: New bugs to report

Haenlomal said:
a) I'm not quite sure whether this belongs in a pure bugfix-only patch. To me, because you're adding new dialogue and condition checks, it would seem like it's more appropriate in your planned add-on pack. I personally don't mind it, but I have been reading through this thread and I had seen the debate, so I thought I'd toss in my two cents here.
The ability to scare off the Duntons was always in the scripts, but inaccessible because of a bug. Hence, adding it back in IS a pure bug-fix. The only non-bug-fixes I can think of are:
  • Using the poison syringe to poison yourself
  • Using radioactive booze to irradiate yourself
  • Saving the Deathclaws by killing Dr. Schreber (A developer has stated this possibility was deliberately removed)
  • Collecting the reward for exposing the NCR spy while stupid
  • Hiding the Raider's base (which killap took out of the last patch)
 
The ability to scare off the Duntons was indeed already in place, but not working. The reason for this was that it had a map variable being checked, which was never updated. I suppose it would be better to add a spacial to check if the player was near the rad limbs. What is everyones take on this?

I did, though, add some things to the Dunton "quest." The dialogue was about half completed and I just added a couple lines at the end to bring closure to it. This is all I did.
 
Well, you already know what I think about that. Adding a spatial would work too, and more efficiently than modifying obj_dude.

In general, I think that anything that requires you to add (not modify) new dialogues or totally new conditional checks should be part of an add-on. There will be exceptions, but I think these exceptions would be few.

Anyway, more bugs/comments:

Torr -- Klamath

You only get one chance to go with Torr to Guard the Brahmin. (Yes, I know you can do this via Rustle the Brahmin quest too). If you reject Torr's quest, you don't get a second chance with him. Instead, he only gives out float text, or a rather amusing dialogue if you're playing a stupid character.

I think that's a bug.

Why? Well, the reason why we only get one chance is because there is a conditional check to see if it's the first time the player has been in that map. If yes, it gives the player a chance with Torr. Otherwise, no. Note that this means two things:

1) If you accept Torr's quest, but tell him that you can't help him "now", you won't be able to get the quest.

2) If you are playing a stupid character, you don't get the very interesting dialogue with Torr, unless you initially reject Torr's attempt to recruit you. Why? Because successfully guarding the Brahmin forces Torr to stay at the Grazing fields, and you don't get the chance to talk to him again. (Yes, theoretically, you can access that part of the dialogue after you rescue Torr from the Canyon. But since stupid characters can't get Rustle the Brahmin quest normally, and you need to do that before rescuing Torr from the Canyon...well, you get the idea.)

Both of the above look like bugs to me! I think the original intention of the developers was to not let Torr bring up the quest again if the player picked line 165 (163 if the player is stupid), but still allow the player some time to prepare if he says he cannot help right "now" -- implying that the player can help later (see line 405). The easiest solution would be to take out the check for first time in town, and use GVAR_TORR_GUARD_STATUS with different states to keep track if the player accepted the quest, but needed to prep first, or otherwise.

Fuel Cell Regulator -- Klamath

Even though this object has a "Use On" command, you can't do anything with it. The player should be able to install this part in a running car himself, much like how he can (with a high REPAIR skill) insert the Fuel Cell Controller in the car. See zsDrvCar.txt for details. Fixing this will require adding new dialogue, so it can technically be considered an add-on, I suppose. But it falls under same category as the Duntons above, so it's up to you.

Frank Horrigan -- Enclave

Ok, I haven't gotten to the Enclave yet, but I know for a fact that this is a bug that persisted to the official v1.02D patch. And since I see no mention of it in your patch, I figure I'll mention it here.

Basically, aimed shots at Horrigan are bugged. If you critically hit Horrigan in anywhere but the head, it will give the message that his chest plate had been compacted -- the torso critical message. And if you hit him critically in the head, it will say his bionic eye was shattered -- the eye critical message. A quick look through the ai files indicates that there is supposed to be text for different parts of Horrigan hit, but for some reason they are not being displayed. I couldn't find anything wrong in the game text files and ai definition files at the first glance, so I suspect it's a proto definition issue. If it's not that, then it's an engine bug (ugh).

That's all for now!

Cheers,

The Haen.

Edit -- Corrected factual errors (oops) :oops:
 
Haenlomal said:
Frank Horrigan -- Enclave

Ok, I haven't gotten to the Enclave yet, but I know for a fact that this is a bug that persisted to the official v1.02D patch. And since I see no mention of it in your patch, I figure I'll mention it here.

Basically, aimed shots at Horrigan are bugged. If you critically hit Horrigan in anywhere but the head, it will give the message that his chest plate had been compacted -- the torso critical message. And if you hit him critically in the head, it will say his bionic eye was shattered -- the eye critical message. A quick look through the ai files indicates that there is supposed to be text for different parts of Horrigan hit, but for some reason they are not being displayed. I couldn't find anything wrong in the game text files and ai definition files at the first glance, so I suspect it's a proto definition issue. If it's not that, then it's an engine bug (ugh).
Do you have a save so I could experiment with this?
 
killap said:
Do you have a save so I could experiment with this?

Unfortunately, I don't...I've just finished Klamath, and won't be in the Enclave anytime soon. I suppose I can quickly create a new character, use FALCHE to boost it, then do a speed run. I'll e-mail you the save once I have it....do you want me to send it to the e-mail listed in your readme?

A few more bugs in Klamath:

Klamath -- Yellow Dog

After feeding the dog with Drymeat, he follows the PC around the town. However, he barks in red text, indicating he is angry. This should probably be green, or at least the neutral yellow colour.

Klamath -- Freeing Sulik

The player is supposed to get 500xp if they free Sulik from the Buckners via any means. However this is slightly bugged:

1) If you pay $350 to Maida, or if you ask Maida for Sulik's freedom after you rescue Torr, then you don't get the 500xp. Note that you do get the 500xp if you give Sulik the money directly.
2) It is possible to get 1000xp for freeing Sulik. How? Rescue either Smiley or Torr, then speak with Ardin. Then get Ardin to free Sulik as the reward for the rescue. Ardin will agree to release Sulik to you and ask you to talk to Maida for the final arrangements. You get 500xp at this point, even if you don't talk to Maida. If you then go to Sulik and give him the $350, you get an extra 500xp for doing so.

Fixing this requires changes to both Ardin's and Maida's scripts. In Ardin's script, remove the giving xp reference in Node930. In Maida's script, add the xp reference to procedure barter_for_sulik (just before the line "call Node020"), procedure Node020 (just before the line "Reply(931);" -- you'll also need to add a "begin" and "end" at the appropriate spots), and Node034 (anywhere before the line displaying Maida's reply). You'll also need to modify procedure talk_p_proc and add an extra check for global_var(GVAR_SULIK_FREE) == 0 in the conditional call to Node034.

Or the easier fix: Have Sulik's script check GVAR_ARDIN_FREEDOM, and not going into the dialogue about him being in debt or needing to work for Maida if that value is non-zero. :)

In a similar fashion, freeing Sulik via Ardin as described above gives a boost of +75 to the general reputation. All other methods give a +10 boost to Klamath's town reputation. So this can be exploited to give a total of +20 boost to Klamath's town reputation and +75 general reputation in a similar manner to above. Conversely, it is also possible to miss out totally on the general reputation boost. Since it's quite difficult to guess what the original developers' intentions were (i.e. does it make more sense to increase general reputation, increase town reputation, or do both, when the player frees Sulik?), fixing this may prove problematic. Fortunately, once the decision is made in any way, the fix needed is similar to the fix for the double xp problem.

Klamath -- Maida

Line 460 in the message file contains two minor typos. There should be a comma after "Well", and "what" should be "that".

That's all for now. Comments/Bug reports from the Den to come as I go through it.

Cheers,

-- The Haen.

P.S. @killap: Do you have the source SSL files for the latest version of your patch?

Edit: A couple typos fixed...
 
Haenlomal said:
Frank Horrigan -- Enclave

Ok, I haven't gotten to the Enclave yet, but I know for a fact that this is a bug that persisted to the official v1.02D patch. And since I see no mention of it in your patch, I figure I'll mention it here.

Basically, aimed shots at Horrigan are bugged. If you critically hit Horrigan in anywhere but the head, it will give the message that his chest plate had been compacted -- the torso critical message. And if you hit him critically in the head, it will say his bionic eye was shattered -- the eye critical message. A quick look through the ai files indicates that there is supposed to be text for different parts of Horrigan hit, but for some reason they are not being displayed. I couldn't find anything wrong in the game text files and ai definition files at the first glance, so I suspect it's a proto definition issue. If it's not that, then it's an engine bug (ugh).


Yea i remember this as well. always thought this was the way it should be. hitting him in the groin however was the only way to knock him to the ground (on his knees) I like the idea if you can dismantle him like Lt. Lou in FO1. but his damned chest plate protected him.. one good crittical on the head shoud damage him so bad the his chest plate begins to malfuction.
 
Hi Killap.
Is it possible to use your patch and the B-team mod together?
I searched the forum but found nothing reliable.
Thanks.
 
Cantor said:
Hi Killap.
Is it possible to use your patch and the B-team mod together?
I searched the forum but found anything reliable.
Thanks.

At the moment no. You posting this just reminded me that I was going to dig up the B-Mod files I had altered to work with my patch. They are dated now though, so I will have to re-do them again to work correctly with my patch. I shall get that out soon for you guys. If I don't, please remind again. I have this tendency to forgot things like this.
 
Kwiatmen666 reported a few:

Karl - Den
When you give Karl alco, he falls asleep to the ground.When he wakes up, you can talk to him, but he doesn't stand up. Is this fixable?

Redding - Quest error
When he got the Redding location from Tubby (although he says it "might have been Maida Buckner") he got the quests "Clear out The mine" & "Take care of the Widow Rooney situation" crossed out in PIP-Boy. Also, Redding didn't nave the "Welcome" message upon first entry.

He could however buy the deed as usual from the mayor.

You have tampered with Tubby's script, haven't you?
Also, this error now persists even in newly started games.

Den - Derek's Book

For some reson, the quest entry didn't get crossed out. He hadn't talked to Derek at all.

Modoc - Marriage

He reports the marriage bug persists.
 
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