Any stuff related to unofficial F2 patches goes in here!

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1.) The guard at Navarro, the one you give the password to seems to forget that you just gave him the password if you talk to him again.

2.) The Quartermaster in Navarro, the one near the Advanced Power Armor, is supposed to direct you to it but he keeps telling me to come back later. I might be doing something wrong here.

3.) The Brotherhood stat upgrades don't seem to work after the Fallout 2 Hintbook sets all your stats to 10 and them have them lowered through the combat implants.

4.) Player character skips from level 97 to 99, missing 98 entirely.

5.) If you ask her out Ms. Kitty mentions your quest to save your tribe, even though you never mentioned it. And it doesn't really seem to be common knowlege as it only tends to come up with other NPCs when the player character brings it up.

6.) Many of the characters who raise your skill levels will refer to the character as being inept with that skill even though the skill is incredibly high. Perhaps the dialogs that lead to these increases shouldn't be availble if the skill is high enough. If my skill is at 300% percent it doesn't make a lot of sense for Lil Jesus to chastise my use of a blade. . .

7.) Angela Bishop won't talk to you if you're wearing any type of Power Armor.

8.) The line that leads to your following the Salavtores to the desert transaction should be in brackets like all other actions in dialog.

9.) "Take care of Officer Jack" should have a period after Jack.

10.) Vortis seems to get stuck in his room and even tells you not to go in there if you try to open it.

11.) Bishop's guards don't seem to recognize you when you tell them you're there to see Bishop, the ones at the bottom of the stairs on the second floor.

12.) Bishop's safe won't "rearm" the dynamite after intially disarming it- going to a different map doesn't seem to help.

13.) Mordino's line after becoming a Made Man- needs a "the" in there.

14.) Got stuck in the ring after killing the first opponent in San Fransisco.

15.) Lo Pan, and possiblly The Dragon, say you have to fight five men- I believe six is actually the number you fight.

16.) Lo Pan, and I'll bet The Dragon, ". . .you are better even a fighter then I am." - the better should be after the a I think.

17.) Lo Pan and probably his dragon buddy, says you must fight his men and then they will take you on- but what actually happens is that they ask you to take on their rival.

18.) When challenging one of them you given the actions to attack right away or wait to get into the ring. The actions are denoted by dashes- all other such actions are done with <> I believe.

19.) The quest also denotes the desire of the quest giver for the battle to be hand to hand- I don't seem to recall that ever being asked, at least not by Lo Pan.

20.) During the final battle in the ring the bystanders watching got turns to move.

-Ryan P. Fialcowitz
 
RyanFialcowitz said:
3.) The Brotherhood stat upgrades don't seem to work after the Fallout 2 Hintbook sets all your stats to 10 and them have them lowered through the combat implants.

4.) Player character skips from level 97 to 99, missing 98 entirely.

Both hardcoded issues.

5.) If you ask her out Ms. Kitty mentions your quest to save your tribe, even though you never mentioned it. And it doesn't really seem to be common knowlege as it only tends to come up with other NPCs when the player character brings it up.

Could be seen as an instance of breaking the fourth wall.

9.) "Take care of Officer Jack" should have a period after Jack.

Doesn't it end with "for Mira"? Maybe the second quotation mark should be moved to after "of".

20.) During the final battle in the ring the bystanders watching got turns to move.

Could possibly be fixed if you add combat_p_proc code for everyone on the map and NPCs to override if a fight_going_on variable is set. Though I'm not sure there's a real problem as it is now.
 
1.) It's possible to get quests to kill both AHS-9 and The Shi Emperor- but impossible to get both of the crossed off. Even if you can't actually finish both quests- getting the other crossed off after killing your target would be nice. Perhaps one gets crossed off when you complete the other?

2.) The description for AHS-7 lists him as the second in command, if AHS-9 is the highest wouldn't that make AHS-8 the second in command?

3.) When getting zeta scanned in San Fransisco your floating text appears over AHS-7's making it hard to read. In fact the whole floating text goes by pretty quick, hard to ready anyway.

-Ryan P. Fialcowitz
 
RyanFialcowitz said:
2.) The description for AHS-7 lists him as the second in command, if AHS-9 is the highest wouldn't that make AHS-8 the second in command?

If there was one, yes. AHS-X doesn't refer to their rank within the Hubologist hierarchy, but how far their alignment has come. AHS-9 is the one who is closest to the "alignment", and is therefore in charge. AHS-7 is the one after him that is the closest to the "alignment", therefore he is the second in command. As long as AHS-7 has a higher alignment than everyone except AHS-9, he is the second in command.

I hope this is understandable, the above text sounds like gibberish when I read it over.
 
1.) Copying the vertibird plans from the Shi yourself doesn't seem to work. Possibly because the copy command also says "back".

2.) When you return to Chip to tell him who has his spleen, the "right" should be "alright".

3.) Apparently Dr. Fung won't talk to you if you're a Hubologist- thus making the spleen quest uncompletably. Even if that was what the designers intended there should be someway to still complete the quest.

4.) Is there a way to get fuel for both the tanker and The Hubologists? Getting the fuel for the spaceship seems to be impossible if you want to get to The Enclave.

5.) Several quest entries in the Pip Boy never get crossed out even though it is now, through the mis-actions of the player, impossible to complete them, the spleen quest and the spaceship fuel quest come to mind.

6.) Some of "The Wilders" need punctuation in their combat floats.

7.) I think, not positive though, that I got The Unwashed Villagers encounter twice.

8.) The caravan encounters where the guards order you to put away your weapons- all the floating texts are overlapping.

9.) All the doors in Modoc seem to close after you open them, strange when all other doors in the game stay open.

10.) Guarding the bramhin in Modoc doesn't have a quest entry.

11.) During the shotgun wedding both Miria and Jo, I believe, use the same text color.

12.) The guy in the slaughterhouse disappeared after I failed to guard the brahmin.

13.) If you enter New Reno via Commercial Row you will start in the upper left corner while your car is in the lower right. The same thing happens in the east side of The Den.

14.) When you give the watch back to Cornelius and tell him Farrel stole it you follow him to Farrel's house and watch them go at it. When this happens both of their floating text is the same color.

15.) When telling Johnny's father that he is still alive: "Some people called Slags have rescued him." There should be a "the" before slags.

16.) Karl after telling him to return to Modoc: Boy, nothing like seeing a grown man cry.] There is a bracket missing at the beginging of the sentence.

17.) When killing rats for Ferrel every little thing seems to block my aim. In all other areas of the game this doesn't seem to occur. Probably not a bug but damn annoying.

18.) The Broken Hills General Store has the entire contents of the shop on the nearby table. I believe it's supposed to intiate conversation with the shop keep like it does in other parts of the game.

19.) The car doesn't follow you to the Residential map in Broken Hills and instead stays on the first map.

20.) When giving the Cat's Paw to Typhon the action needs some punctuation and capitalization. This also occurs with the rest of the items you give him as well as his comment AFTER he gets the doll.

21.) When diverting power to Eric's home in Broken Hills the action in the dialog needs capitilization and punctuation.

22.) Redding Sheriff refers to his leg being broken even after you fix it.

23.) Widow Rooney in Redding needs punctuation and capitalization in the action when you kick her out. Same goes for the fighting miners in the pub and the sheriff after you croak Frog Morto and Rebecca in Vault-15.

24.) Lou, in Redding puts San Fran on your map- this makes the Survey Map in The Military Base a little useless by the time you get it. Perhaps you could put it somewhere where you can get it earlier?

25.) Are they Wanamingos or Aliens? The game is very inconsistent on this subject.]

26.) The caravan drivers in Redding seem a little buggy- from their dialog it sounds like they're supposed to be on the map all the time and only leave on the three dates.

27.) No caravan driver seems to show up on the 1st didn't check the third one.

28.) When talking to Tom Murray in The Enclave you can say: "I need you to shut down your atomic reactor." - but his dialog and you subsequent dialog infer that the line should read: "I am going to shut down your atomic reactor."

29.) One of the mutants in the Remenants Of The Master's armies: That was not good idea to hurt me. - needs an a in there.

30.) Ms. Kitty: Makes sweeping gesture at Cat's Paw. - needs a the in there.

Well, that's it for as far as looking for bugs. One last thing though- with regards to the text responses that are like three lines and the third line is unreadable- couldn't these lines be re-written to only take up two lines? Just a thought. I hope some of these reports help you to make a better Fallout. Good luck,

-Ryan P. Fialcowitz
 
RyanFialcowitz said:
2.) When you return to Chip to tell him who has his spleen, the "right" should be "alright".

Or "all right" for consistency.

3.) Apparently Dr. Fung won't talk to you if you're a Hubologist- thus making the spleen quest uncompletably. Even if that was what the designers intended there should be someway to still complete the quest.

Didn't killap fix the broken "kill-the-doctor" method?

4.) Is there a way to get fuel for both the tanker and The Hubologists? Getting the fuel for the spaceship seems to be impossible if you want to get to The Enclave.

At least if you're stupid there is - get it from the Brotherhood.

9.) All the doors in Modoc seem to close after you open them, strange when all other doors in the game stay open.

Wonders of technology.

11.) During the shotgun wedding both Miria and Jo, I believe, use the same text color.

Don't people usually all use the default yellow colour, with red for anger, green for sickness and some other variations?

15.) When telling Johnny's father that he is still alive: "Some people called Slags have rescued him." There should be a "the" before slags.

Perhaps.

19.) The car doesn't follow you to the Residential map in Broken Hills and instead stays on the first map.

Not a bug. Several locations only let you park in one spot.

24.) Lou, in Redding puts San Fran on your map- this makes the Survey Map in The Military Base a little useless by the time you get it. Perhaps you could put it somewhere where you can get it earlier?

She probably shouldn't.

25.) Are they Wanamingos or Aliens? The game is very inconsistent on this subject.]

They are what they are. It's just the people in Redding who call them wanamingos.

28.) When talking to Tom Murray in The Enclave you can say: "I need you to shut down your atomic reactor." - but his dialog and you subsequent dialog infer that the line should read: "I am going to shut down your atomic reactor."

Seems OK to me.
 
So, the spaceship is quest is only completable if stupid? Since you can get it when intelligent it seems silly that you have to be stupid to complete it. There really needs to be another way to solve this quest.

Regarding Lou in Redding, I like the idea of her putting it on your map- my point was that the map might find a better home at around the same point you reach Redding. But even if not she does mention it and it would make no sense for it not to go on you map. Also, consider that the enemies get tougher in that area to keep players from getting there too early.

-Ryan P. Fialcowitz
 
RyanFialcowitz said:
9.) All the doors in Modoc seem to close after you open them, strange when all other doors in the game stay open.

This could also lead to an odd bug where a door changed its position, so that it was closed while looking open, and open when looking closed. IIRC, Killap fixed this in his patch, but I'm not 100% certain he made the Modoc doors behave like the other doors in the game.
 
Unkillable Cat said:
RyanFialcowitz said:
9.) All the doors in Modoc seem to close after you open them, strange when all other doors in the game stay open.

This could also lead to an odd bug where a door changed its position, so that it was closed while looking open, and open when looking closed. IIRC, Killap fixed this in his patch, but I'm not 100% certain he made the Modoc doors behave like the other doors in the game.

Maybe the Modoc doors have springs attached. Not uncommon in farmhouses.
 
I could change the doors in Modoc, but for some reason they have special scripts with timers that close the doors. Never knew why that was the case.

I am entering my final week of finals so I will address all the problems posted here in the coming weeks. I haven't read through them all, but it seems to be a hefty list.
 
Killap could the door's have been a unused item that was intended for use in the whole game and where just not used any ware else? and just left in for the hell of it?
 
Currently using Killap's latest, last updated Dec 2, 2006. (although, I may have installed the 1.05 patch from Feb 6, too, can't remember.. which would be nice to know right now, I know).

When going to talk to Westin's guard in NCR, he goes over to take down the force field, but it doesn't go away.

reinstalled game, patched with official 1.02 and boosted my stats with Falche2 and ran down to NCR. Force field disappeared normally.

Info on my game, I have stopped Jack from blowing everything up. As well, I got the quest from Bishop to kill Westin before ever talking to Westin's guard. Before going to see him, though, I also ended up killing the raiders and talking to Lynette in VC and she told me to take Bishop's holo disk down to Westin. (just in case there is some script var that is causing issues of what quests I have when I talked to Westin's guard).

EDIT1: I also started a new game (with original patch(es)), boosted stats and outdoorsman and ran down to NCR again. Spoke with the sheriff (For the first time in *any* game) and asked about Westin. He said he had work and to go talk to the guard. I did so and the force field wouldn't lower now either. So it looks like it's not var related... (at least with the info i have above anyway!)

EDIT2: Took the fresh install, installed the same patch from Killap (to make sure I didn't have an issue with the 1.05), edited my stats again, ran down and talked to the shewiff about Westin, talked to the guard and he said ok, moved to undo the forcefield, but it stayed up. So it looks like it is an issue with this patch.

EDIT3: btw, I did confirm in both installs that Maida says SE.

Sorry if it's a dupe. Didn't want to dig through 87 pages of posts ;)

FINALEDIT!: Well, maybe I should have deleted my patch000.DAT file before I started playing, neh? I saw that others were having some issues here and there and saw that's how they resolved it. So I deleted it on my original install, but my savegame would then crash. So I started a new game after deleting it and ran down to NCR again. *poof* force field went away.... meh. Would have liked to have finished before starting over again, but wth... :D

Ah well.. thanks for all your time and fixes. Glad to see the community is still alive after 10 years!

Major Yoshi
 
Glad to see that you managed to fix it. If you stumble upon some bugs (preferably those not mentioned since the release of the last patch) put them here.
 
Thanks Treupp.

Do we have a sticky somewhere that only contains open defects? I'm not sure where to look for defects that are not mentioned since the last patch. Other than starting my own list as I go through all the pages in this thread...

And since it's difficult to tell if you actually have Killip's patch installed, I'm wondering if it's possible to add an item into the game (using the holodisk or book image) that starts in your inventory that says what patch version is installed. I'm assuming, Killip, that you're using some type of revisioning system (number/date).

Having this level of information available to those that play will also help in reporting and making sure that they have the latest rev. Yeah, I've been managing QA teams for the last 13 years ;). Happy to help here if I can.

Thanks!

Major Yoshi
 
Glad you got it working out. However, the readme file that comes with my patch should have said to delete the patch000.dat file.

As for knowing when the patch is installed, I could add an item on the opening Temple map (like a rock) to quickly show that the patch is installed. I shall ponder this over...Again though, in the readme, I give some examples of places where early fixes are implemented. If these changes are not noticeable then the patch is not installed right. One such example is in Klamath with some dialogue modifications.

I appreciate your comments Yoshi (and everyone else who continues to play and find new issues)
 
Hey Killip,

Yup, the readme did, but it looks like both A and B have the same version of the readme and have the same instructions. It was a tad confusing.

I think the versioning being available somewhere (a rock is a good call) would be good. It helps for reporting issues and it helps you track what's been fixed in what release/version.

If you guys are interested, I'm looking into a free web hosted bug tracking system that could be used to track issues. I know of a couple of sites that do the hosting for free. Would allow people to submit issues directly to the system and make it easier to keep track of them.

EDIT: Found one that would work for this task quite easily and it's hosted for free. I could have the fields and flows set up by the end of this weekend. If you're interested let me know.

since I can't set my main email in the forum to a yahoo addy, feel free to email me at cradh43 if you'd like to chat about it. (that's also my yahoo messenger addy).

Just a thought...
 
Cassidy's Combat Control preferences still reset. :( Very, very annoying. Everything else works what was promised to work in the readme, though. Great job, killap!
 
MajorYoshi said:
Hey Killip,

EDIT: Found one that would work for this task quite easily and it's hosted for free. I could have the fields and flows set up by the end of this weekend. If you're interested let me know.

since I can't set my main email in the forum to a yahoo addy, feel free to email me at cradh43 if you'd like to chat about it. (that's also my yahoo messenger addy).

Just a thought...

If you would be willing to set it up, I won't refuse. It would definitely aid me in keeping track of bugs. Sometimes it is hard to sift through these pages and makes notes on them all.

Thanks for the offer. I have finals all this coming week, so I won't really be getting back to anyone until the following week at the earliest.
 
Hey, just running through F2 again with Killap's latest patch unfortunately I've just arrived at The Den and the care looks like this. I'm running the latest Killap patch with the children art patch. I also have removed Patch000.dat.
 
Trollhammer said:
Hey, just running through F2 again with Killap's latest patch unfortunately I've just arrived at The Den and the care looks like this. I'm running the latest Killap patch with the children art patch. I also have removed Patch000.dat.

I remember seeing that issues before. I think it was perhaps a 1.0 bug? Anyway, what version of my patch are you running? If you deleted the patch000.dat, then you must be running version A. Is this the case?
 
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