Any stuff related to unofficial F2 patches goes in here!

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MagicLizard said:
My GF installed Killaps latest patch and when she enters Vault City she gets three messages saying: MacRae_Ptr ==0

Yeah...bout that. :wink:

Once again another mistake on my part. I left the debugging messages in by mistake. Never did this before, but for some reason it happened. This is fixed for the next version. (which is actually nearing completion :D ).
 
killap said:
MagicLizard said:
My GF installed Killaps latest patch and when she enters Vault City she gets three messages saying: MacRae_Ptr ==0

Yeah...bout that. :wink:

Once again another mistake on my part. I left the debugging messages in by mistake. Never did this before, but for some reason it happened. This is fixed for the next version. (which is actually nearing completion :D ).

Awesome, another "final patch" thanks for great work.
 
Another thing: Randal in Vault City wants to see your citizenship papers every time you talk to him, maybe he has a REALLY bad memory but I think its a bug.
 
Vault City

BUG

Vault City

I did buy the False citizen papers, used them, then turned in the guy that sold them. Everyone still refers to me as citizen. Now I can't get the option to become a citizen or talk to McClure about the optimize disc.

MagicLizard wrote:
My GF installed Killaps latest patch and when she enters Vault City she gets three messages saying: MacRae_Ptr ==0


Got that too but didn't see it as a big deal.
 
Think this is new:

In the endings script for New Reno, more specifically the Mordino endings, the script checks if (global_var(GVAR_VAULT_JET_QUEST) == REDDING_PROBLEM_DELIVERED_ANTIDOTE)). I'm pretty sure that GVAR_VAULT_JET_QUEST should be GVAR_VAULT_REDDING_PROBLEM instead. This is the variable that uses REDDING_PROBLEM_DELIVERED_ANTIDOTE, and it would also make more sense that the power of the Mordinos hinges on their Jet control of Redding, not what specific stage the player is in with regard to the quest with Dr Troy.
 
Darth l33t said:
If I get both the implant enhancements before using the hintbook, my CH doesn't rise. I'm guessing this is YAEB just like the Jet antidote, but on the off chance it isn't... I can put up a save if you want.

I have done my own investigations into this one, and I think it's an engine bug. Each implant seems to lower the maximum charisma value by 1 -- at least, for the purposes for raising the stat by a script. So if you have one enhanced implant, your maximum charisma becomes a 9. Two enhanced implant means an 8. The script will only be able to raise charisma up to this point, and no more. Since the game engine silently ignores any stat raise that takes it above the maximum limit, and since your modified script assumes that this value will always be 10, this explains why charisma isn't raised when enhanced implants are involved. I strongly suspect that this will impact charisma stat raising with ACE too, though I haven't verified it.

There are ways around this. The Gifted trait raises the maximum limit by 1. For example, if you have both enhanced implants, and also have the Gifted trait, then your maximum limit is 9. Also, items such as Mentats and Mirrored Shades seem to be able to go over the limit. I think the Gain Charisma perk will also overcome this limitation, but I haven't tested this out yet.

Anyway, a few more bugs for you:


Random Encounter -- Press Gang

When you look at Press Gang members, the game will display either "Recruit." or "Sergeant.". The actual text is randomly decided each time the player looks at the Press Gang member. There are two errors here.

1) The text should read "You see a recruit." or "You see a sergeant."
2) The labelling should be consistent for each instance of a Press Gang member. So once he or she is (say) a recruit, he or she shouldn't get a sudden promotion. I haven't looked at the script closely, but I think you may need a new local variable to keep track of this stuff.
3) The scrname.msg for Press Gang members is empty. This should be adjusted to something appropriately short and succint. ("Press Gang member" works here, but sounds so cumbersome...) In a related note, there are a few other missing entries under scrname.msg as well, mostly for random encounter type critters.


San Francisco -- ACE

When asking ACE about the Enclave, it states that the Enclave is likely the "remains" of either the federal or local government in effect before the war. Since remains is usually used for once-living bodies, this term is perhaps not the best word to use here. It should be "remnants".


San Francisco -- Matt

Matt normally dies a couple days after you give him the VertiBird plans -- Horrigan kills him. However, it is possible to go to the Enclave, kill Horrigan, beat the game, and then come back to San Francisco, and still see Matt standing there -- provided that you beat the Enclave before Matt's time limit is up. However, Matt still dies after two days -- even though Horrigan is already dead! The easiest fix is to add a conditional check to see if the player has beaten the game. However, a more "realistic" fix is to let some time pass between each trip to and back from the Oil Rig -- the trip should take some time on tanker, and not be instantaneous like it currently is. Exactly how long will depend on the co-ordinates given by the Navarro mainframe and San Francisco's real time co-ordinates. Someone better than me in geography will have to help out here, though.


Arroyo -- Town Reputation

It seems to be impossible to get any other town reputation other than "Idolized" in Arroyo. That's probably because there is no town reputation penalty for doing bad things in the script. I realize that this may be more on the lines of an add-on, so I'll list a few things that I think should penalize town reputation.

1) Killing of anything in Arroyo other than ants, scorpions, spore plants, or geckos. This includes Cameron, even if you kill him fair and square in a proper fight in the Temple of Trials.
2) Getting caught stealing by Aunt Morlis (both times).
3) Not helping Nagor, and allowing him to die in the Hunting Grounds.
4) Turing down the offer to help Hakunin with the Spore Plants -- easily balanced out if and when the player changes his/her mind and finally kills the plants.

Cheers,

-- The Haen.
 
Re: Vault City

Superfly said:
Vault City

I did buy the False citizen papers, used them, then turned in the guy that sold them. Everyone still refers to me as citizen. Now I can't get the option to become a citizen or talk to McClure about the optimize disc.

How are you turning in the guy who sells you the papers? Is it through Lynett?
 
Haenlomal said:
Since remains is usually used for once-living bodies, this term is perhaps not the best word to use here.

The COD lists four meanings for "remains" of which only one is about once-living bodies. Seems OK to me.

However, Matt still dies after two days -- even though Horrigan is already dead!

If this was fixed for Gruthar, should be easy to apply the same fix here. Or apply the time-thing to Gruthar.

killap said:
How are you turning in the guy who sells you the papers? Is it through Lynett?

No, Wallace.
 
Re: Vault City

How are you turning in the guy who sells you the papers? Is it through Lynett?

No, I am turning him in by talking to the man at the front gate, in the back office.

Thanks PER
 
Hey every time i try to go to the sierra army depot the game gets an application error and crashes... i have uninstalled the game and even gone to an older 100% happy game that i've been to the SAD before to get the robot and that one crashes too.....
 
MoonScar119 said:
Hey every time i try to go to the sierra army depot the game gets an application error and crashes... i have uninstalled the game and even gone to an older 100% happy game that i've been to the SAD before to get the robot and that one crashes too.....

Well, I remember this happening with an older version of my patch but the issue was resolved. Are you sure you are running a fairly recent version of my patch? Also, save games will not work if they were made before using my patch or using REALLY early versions of my patch.
 
i'm using "unofficialFO2patch_final-A.rar" from back on page 71


i installed the game.... loaded the 1.02d patch then installed your unofficialFO2patch_final-A.rar


then i started a new game and got to wrights quest and boom.... can't get in base
 
MoonScar119 said:
i'm using "unofficialFO2patch_final-A.rar" from back on page 71


i installed the game.... loaded the 1.02d patch then installed your unofficialFO2patch_final-A.rar


then i started a new game and got to wrights quest and boom.... can't get in base

When you say "loaded" does that mean install? If so, installing the 1.02 patch is not needed if you are using version A of my patch. Also be sure no patch000.dat exists in your Fallout directory.


Superfly said:
Thats the easiest way to know it loaded right.
Only to a degree. It just means that the .exe file copied over correctly and not necessarily that all the fixes are loaded correctly. If you still have the patch000.dat file in your directory then that would screw everything up even though it says 1.02.
 
REDDING, DOWNTOWN:
Every time when i come from the well(from Downtown) or from the Great Wanamingo Mine and Mining Camp maps into Downtown area i get this message: "Redding's a mining town.Gold.................". This message should appear only when i first enter Redding.

Also, on the town map (where you choose where to enter) are 3 locations to choose from: Great Wanamingo Mine, Mining Camp and Downtown. So when you are in Great Wanamingo Mine and access the MAP button, you see that the name of the map is Mine Entrance which is the same name you get if you are in the Mining Camp and access map button.
 
In Broken Hills while talking to Phil the bartender and choosing "Whats there to do around here" as a female character he replies "You look like a pretty burly guy."
 
Per said:
The COD lists four meanings for "remains" of which only one is about once-living bodies. Seems OK to me.


Well, "remains" used by itself (as it is used in the text in question) is technically speaking not wrong, but an unusual way of using the word in English given how it scans. Which was why I suggested "remnants" as an alternative. And if you look up the word "remnants" in the dictionary, I'm sure you'll see it's a bit more suitable than "remains".

Or perhaps it's just the English tutor in me being overly picky -- in this case, please kindly ignore and disregard my comment. ;)


And finally, my long-awaited (?) bug list for the Den:

The Den -- Mom

When you first talk to Mom, she says a certain text as a greeting (line 406, or line 200 for stupid characters). You then get the option to ask her about several different topics. At the end of each discussion, the player can go back to the main node to ask about different topics, but Mom will greet you all over again as if you haven't spoken to her. The easiest in-game workaround is to exit conversation with Mom and talk to her again. Then the correct text (line 407, or line 201 for stupid characters) will be displayed.

This bug pops up because of how the script calls the set_herebefore macro. The local variable herebefore is set only after the conversation is over instead of immediately after Mom had displayed her text. So the fix is to remove set_herebfore from procedure talk_p_proc, and shove it in at the appropriate spots in Node001 and Node013.


The Den -- Mom (again)

A few lines do not display properly when Mom is speaking with a stupid character. Here they are:

Line 202 (Displays "Me .Haenlomal" -- that is, if your character's name is Haenlomal. That period should probably go at the end instead of the middle of the phrase.)
Line 221-222 (Displays "Well.Haenlomal you sure do look as though you're a might confused. I hate to see a critter suffer. Want something to eat?" -- note that there are two errors here, the "Well.Haenlomal" part, and "might" should be "mite".)


The Den -- Frankie

If you buy a drink from Becky, and then you go to Frankie and ask him for information without trying to buy a drink from him, you still get the option to ask him why Becky's drinks are so much cheaper than his drinks -- even though your character doesn't know the price of his drinks yet! But then again, I suppose we can pretend that the price is written on a billboard in The Hole somewhere.... ;)


The Den -- Metzger

A few lines need to be corrected.

Lines 210, 211, 212: Add a comma after "Slaver's Guild".
Line 367: Missing period at the end of the sentence.


The Den -- Smitty

If you deliver Mom's food to Smitty late, you still get the 150xp reward, though you don't get any stimpaks. The reason for this is because the quest is set to finished state instead of failed state. It's not like you deserve any reward for failing such an easy quest anyway. :) Because of this, a potential line from Mom (405) is never spoken by her -- which is just as well, because I think there's a bug there too that will cause her to keep on accusing the player of not delivering Smitty's meal in time, instead of just saying it once and then going back to the default 407 line.

In a similar vein, killing Smitty or Mom does not set the quest to fail -- this will keep the entry active in your PipBoy forever. Same thing happens for some of the other quests out there -- killing Anna the ghost, for example, jumps to my mind.


The Den -- Lara

There are quite a few typos and grammatical errors to fix here. I'll enumerate them one by one.

Line 320: "caravan's" should be "caravans".
Line 350: "buy" should be "by".
Line 370: "maters" should be "matters".
Line 372: Missing a period at the end of the phrase.
Line 381: "Don't you get it." should end in a question mark instead of a period.
Line 440: "out number" should be "outnumber".
Line 592: Add a comma after "Metzger". Note that the addition of this simple comma changes the meaning of the entire sentence!


The Den -- Gang fight between Lara and Tyler

Two errors here:

1) If you accompany Lara to the fight, and no trap is set for Lara, you do not get any bonus xp for simply walking off the map. You are supposed to get 1000 bonus xp for helping Lara's gang.
2) If you accompany Lara to the fight, and the trap is set for Lara, you get 1000 bonus xp for helping "Lara's gang to win the battle." This is supposed to be the 1100 bonus for helping ambush Lara's gang.


Golgotha -- Finding Sam Pritchard's grave and the map to SAD (Yes, I know this isn't part of the Den, but...)

When you dig up Sam Pritchard's grave using a shovel, and then search it, you get the following messages in the message window:

* You have found Pritchard's grave... and the map to the Sierra Army Depot.
* You gain 500 experience points.
* You gain 500 experience points.
* While searching Pritchard's body, you pull off his boots and notice one of the heels is loose. Prying it off, you find a wrinkled map that leads to something called "SAD." You enter the map into your PipBoy.

Are you supposed to receive both the first and last message? Are you supposed to receive 500 experience points two times in a row for a total of 1000 experience points? Also, you do not get the Gravedigger karmic title for doing this -- is this by design? Please note that in this game, I have not spoken to any of the Wrights. In fact, the only ones I spoke to in New Reno are Father Tully (for the hintbook -- I did not visit New Reno until after I had beaten the game), and Jules (to put Golgotha on the map). I had used the hintbook, so all my stats are at 10 (no enhanced implants, so no charisma stat raising bug for me) and all my skills are at 300.


Generic -- Using First Aid or Doctor skill (Yes, I know this isn't exactly related to the Den either...)

When you heal only 1 hit point, the message still says you heal "1 hit points." This is line 500 in skill.msg, and unfortunately it looks like this is yet another engine bug. :(


Cheers,

-- The Haen.
 
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