Any stuff related to unofficial F2 patches goes in here!

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Glovz - well, then do you have any ideas how to add in FO2 new armor that are listed in dude_obj page. For example enviromental armor or tesla armor and so on?

Looks cool, but you say that there are no all this cool things in your mod :(
 
Silencer said:
Babax said:
Silencer, Killap why is it so difficult to implement models change after armor changing? Sad, sad,sad.... very sad :(

I guess it's not THAT hard, especially since that was already done by Jargo, but still, adapting it to work with the killapatch *is* workload.

Bitch to Bear Dude more.

It's not hard. Heck, even I got them to work together! :) But remember, Killap wanted to restrict himself (at first) to game fixes only, and having those characters change their appearance doesn't fit that category. I, on the other hand, had no such plan and went ahead and added Killap's fixes, the appearance changing, cult of personailty fixes, and other random things.

As for adding in new objects, there are a number of references right here on NMA. Look those guides over. I would recommend that you use Cubik's editing program when you are ready to try to add things.
 
@Babax

It's not hard to implement as I did so in a previous version of my patch. So far I think I promised you guys 2 times that I would be getting a version of the B-Team mod out that worked with my patch but I have not delivered on this. I promise I will get around to it. I got Uni work and exams coming up so Fallout time fluctuates.
 
A few suggested fixes:

1. The still in the Den uses string 102 ("You see a destroyed still") instead of 103 ("You have destroyed the still") when you destroy it. Needs changing in two places.

2. The contrived procedure for repairing the still means it can literally take Rebecca years to do it. Fix: Move everything in Rebecca's map_enter_proc to the still's, conditional on Rebecca still being alive. Start the timer directly when the still is destroyed. Keep the fixage in the map_enter, so the player at least has to leave the map once. And fix the still's appearance directly when repairing it.

3. The patch fixes the bug when killing Anna, but isn't it possible to make her unkillable? A script_override in her damage_proc? Or giving her 999 hp and allowing her to heal up when damaged, like the Overseer in Fo1? Or is it impossible to prevent instakills (they couldn't for the vorpal rat and bridgekeeper)?

4. When Jack in NCR goes to jail, he's still armed... does that qualify as a bug? Should it be purged or placed in a police container?
 
qusetion

i have a couple of questions, some may have been asked before but please bare with me as i try to read as much as i can given time restraints.

1)am i correct on the fact that if i install the latest version of killap's patch, that is the only patch i need as far as fallout 2 general bug fixing goes?(from what i've read, the celestial and seraph patches are not as up to date as killap's and do not work with killap's either)

2)is the megamod by mib888 being updated to include the latest killap patch everytime killap updates? how updated is the current killap patch that comes with the megamod update 4/5

3)earlier in the post, it was said that any mod that alters/adds pro files can be compatible with killap patch. are frm files compatible with killap too? as in i want to grab critter packs or use frm files from the finesse weapon mod and just pick and choose which weapons i want to replace the image, can i do that with killap patch?

4)when installing killap or adding other mods with pro/frm files, do i have to mark them as read only after installing them?
 
Re: qusetion

noodlesnspam said:
2)is the megamod by mib888 being updated to include the latest killap patch everytime killap updates? how updated is the current killap patch that comes with the megamod update 4/5

I have included all of Killap's script fixes up to his last release, which was around the middle of last month. I would say that I have only maybe 1/3 of his map fixes.
 
Alright everyone, here is something many of you seemed interested in. Those of you who want to use the B-Team mod with my patch can now do so. Below are the modified B-Team script files that are compatible with my patch. Read the readme file for installation. I only quickly tested this with Sulik, so I hope everything works as it should. If not, post and I will fix it up. Enjoy!

B-Team compatibility
 
Cantor said:
It does not affect Myron?
Ah, crap knew I forgot someone. Give me a second while I add him to the file.

EDIT: Ok, new file up. Myron is included. Let me know if any of the NPCs behave oddly.
 
Babax said:
Thanks thanks thanks thanks!!!
Killap - you are the best!!! :lol:

Sure. And to admins out there, if you want to put this file under the download section that is fine by me.
 
when i first enter vault city, right after the city description, i get

MacRae_Ptr ==0
MacRae_Ptr ==0
MacRae_Ptr ==0

3 lines just like that, possible minor bug i guess

also, the B-team script for vic isnt working properly, when you take off his armor, he looks like a tribal, basically exactly like sulik.

update: cassidy looks like sulik too now after i remove his armor, so im guessing everyone else with the b-team script will look like sulik.
 
noodlesnspam said:
when i first enter vault city, right after the city description, i get

MacRae_Ptr ==0
MacRae_Ptr ==0
MacRae_Ptr ==0
Known and fixed in the next unreleased update.


noodlesnspam said:
also, the B-team script for vic isnt working properly, when you take off his armor, he looks like a tribal, basically exactly like sulik.

Hmm.. I think I know what may be causing this, which means I have to go through those scripts again. Give me a bit as I have a bunch of other work to do today. I shall look at it later tonight. For the moment I have pulled the file from my server.

EDIT: Ok, file back up. Same location, and the bugs mentioned should be fixed.

B-Team compatibility
 
thx killap, sulik and vic work now, but cassidy when u take off his armor, instead of looking like a tribal, he looks like joshua from vault city, basically the typical fallout 2 townperson model. i havent got far enough in the game to test out all the npcs yet.
 
noodlesnspam said:
thx killap, sulik and vic work now, but cassidy when u take off his armor, instead of looking like a tribal, he looks like joshua from vault city, basically the typical fallout 2 townperson model. i havent got far enough in the game to test out all the npcs yet.

Hmm...really? I just double checked the script and I am using the same values that the B-Team mod did. I admit I did not test this fully. Could you maybe send me a savegame? Use the address found in the readme of my patch.

EDIT: Hmm, I think this may actually be a bug in the B-Team mod. I just did another quick check through the proto list and it seems they are in fact pointing to the wrong one.

Try this new cassidy file.

cassidy fix

EDIT 2:

Please test out each armor and each NPC and make sure they all work as they should. Like I said I have not tested this nor are we 100% sure the B-Team mod is bug free. Also make sure your NPCs are leveling up as they should when they are wearing their armor.
 
killap, i just sent you a savegame file to your email address.

just tried out cassidy, he now looks like cassidy with leather armor mark II on, when you take it off, he looks like a doctor.

Edit:

also, when you remove their armor and exit the screen and they revert back to their original graphic without the armor, their weapons get automatically removed also. however, when you remove their weapons only, it works fine as they still have their armor on when you exit the combat customization and chat screen.

vic has leveled once when in armor, but sulik has not, this may be that they level at different times so i cannot say anything definitive about sulik or cassidy.


EDIT2:

I downloaded the inventory editor and tested every armor on vic, cassidy, and sulik. everything works..even the bridgekeeper robes, which i thought was quite cool. with the exception of the cassidy problem mentioned in this post, all the armors work.
 
Bug: The level 9-13 Mysterious Stranger loads a Hunting Rifle in one place where it should be a Shotgun.

Suggestion: Let combat implants check for Combat Armor II and Brotherhood Armor, with Combat Armor taking precedence. It makes sense, and isn't unbalancing in any way.
 
noodlesnspam said:
killap, i just sent you a savegame file to your email address.

just tried out cassidy, he now looks like cassidy with leather armor mark II on, when you take it off, he looks like a doctor.
Ok, so here's the issue. I originally used the value that the B-team had and you said a generic F2 citizen appeared when Cassidy took off his armor. I then used the id that corresponded to the Cassidy you first meet in VC. Now a doctor appears when you take off his armor. Thinking this might have been Dr. Troy (as his id is one under the Cassidy id) I incremented the id number by one. Now cassidy turned into a turret when his armor was removed. I am at a loss here since these numbers are not corresponding to what should be showing up. Even just using the original B-team mod file causes an id mess up.
 
Well, it doesn`t matter if Cassidy looks like a turret or a doctor, or even a dog - without an armour. He`s always in some armor, so I don`t think that it`s an annoying bug. :lol:
 
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