Any stuff related to unofficial F2 patches goes in here!

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I recently ran into a very funny little issue with the latest patch. I doubt I could tell you the exact steps I made inside the game, because I was quite a bit into it.

I entered the NCR Bazaar area and left Marcus there. I did the map quest for the slavers, after which I wiped them out for the rangers. I killed Lenny for Merk in order to gain his respect, after which he gave me the quest to bring the doctor's papers to him. I did this, and afterwards proceeded to kill Merk. I also needed to kill his 2 bodyguards and Mira because of this. After this, I went all around the main map (Vault 13, San Fran, Military Base, whatever), and the next time I came back to the Bazaar, the entire map was reset (but only the Bazaar, thankfully) and Marcus vanished! Mira and Merk's 2 bodyguards reappeared, as well as the slavers, but not Merk himself. I'm no programmer, but if I'd have to guess, I think this little bug probably has to do with Merk and his bodyguards shifting places and being inside the city at day and in the bar at night.
 
phr0zen said:
I entered the NCR Bazaar area and left Marcus there. I did the map quest for the slavers, after which I wiped them out for the rangers. I killed Lenny for Merk in order to gain his respect, after which he gave me the quest to bring the doctor's papers to him. I did this, and afterwards proceeded to kill Merk. I also needed to kill his 2 bodyguards and Mira because of this. After this, I went all around the main map (Vault 13, San Fran, Military Base, whatever), and the next time I came back to the Bazaar, the entire map was reset (but only the Bazaar, thankfully) and Marcus vanished! Mira and Merk's 2 bodyguards reappeared, as well as the slavers, but not Merk himself. I'm no programmer, but if I'd have to guess, I think this little bug probably has to do with Merk and his bodyguards shifting places and being inside the city at day and in the bar at night.
Umm, well maps are not reset for Merk to move around the map. He and his bodyguards move around by either being set visible/invisible at specific times. I have no idea why this would have happened. This sounds like some random fluke, but I wouldn't know why a map would randomly reset unless one was messing around with save games (or other data files) in anyway.

I would only be able to begin determing a cause if you could reproduce this.
 
killap said:
I would only be able to begin determing a cause if you could reproduce this.
That doesn't seem too likely, I probably won't be playing throught half of the game again in the near future. :) Just thought I'd share.


killap said:
Umm, well maps are not reset for Merk to move around the map. He and his bodyguards move around by either being set visible/invisible at specific times.
I know the map doesn't reset for this, I only said that I think it has to do with me killing Merk and Merk's shifting from place to place. I might be mistaken of course. :)
 
phr0zen said:
killap said:
Umm, well maps are not reset for Merk to move around the map. He and his bodyguards move around by either being set visible/invisible at specific times.
I know the map doesn't reset for this, I only said that I think it has to do with me killing Merk and Merk's shifting from place to place. I might be mistaken of course. :)
Hmmm...From what I have seen happening with this game, who knows. I'll look into this though. Thanks for bringing it to my attention and post again if you find anything else.
 
Well, the only other thing I noticed is that on the 4th level of the Military Base, the game ALWAYS freezes when Melchior's fire geckos are preparing to breathe fire. I don't think this is too serious though, probably just some random issue that only happened to me.
 
Good job

I am very impressed by the work so far. Killap has truly deserved absolutely no critic in his work and is truly, acting like a professional (Fallout) games designer.

BTW when's your (next) really final patch comin' out?

Since your patching pretty much fixed the game up, I will no longer be able to exploit the game's bugs 'to my bidding' - right? Then Per's Guide is extremely outdated on this matter - so please hand me over an update on this matter: Which character can do most things if the game, if not practically all (if that's still possible; it was possible in the unpatched game by exploiting its errors).

Also - I know t'is' off-topic right here - but do you perhaps know of any patch for the first Fallout game? I mean, I just played it and got bored after half an hour because of all the bugs. Sorry for strolling a little away from the topic guys. Cheers!
 
Re: Good job

SorgFall said:
BTW when's your (next) really final patch comin' out?
My last patch release will come out in parallel with my expansion. Hopefully in August, but I'm not sure now.

SorgFall said:
Since your patching pretty much fixed the game up, I will no longer be able to exploit the game's bugs 'to my bidding' - right? Then Per's Guide is extremely outdated on this matter - so please hand me over an update on this matter: Which character can do most things if the game, if not practically all (if that's still possible; it was possible in the unpatched game by exploiting its errors).
I don't really have the time to go through the guide and see what is still possible. I'm pretty sure all money cheats (ie dialog loops that one could exploit to get unlimited money) are fixed as well as other such instances. The only "exploit" that is still present (that I can think of off the top of my head) is the bag. If you have the bag in your inventory, all items below it are considered hidden and thus will not be removed if a script calls for an item to be taken out (like in the case of a quest where you find an item for someone.). The bag is hardcoded and thus I cannot fix it.

SorgFall said:
Also - I know t'is' off-topic right here - but do you perhaps know of any patch for the first Fallout game? I mean, I just played it and got bored after half an hour because of all the bugs. Sorry for strolling a little away from the topic guys. Cheers!
TeamX has a patch out - version 1.3.1. It fixes a lot of bugs still present in the game but there are still quite a few left. At one point I had planned to release my own patch for F1, like I did for F2 but I decided not to since TeamX was doing it. Perhaps at some point I will find and fix all the bugs in F1 and send them over to TeamX. That's for another day though. :)
 
Re: Good job

killap said:
SorgFall said:
BTW when's your (next) really final patch comin' out?
My last patch release will come out in parallel with my expansion. Hopefully in August, but I'm not sure now.

SorgFall said:
Since your patching pretty much fixed the game up, I will no longer be able to exploit the game's bugs 'to my bidding' - right? Then Per's Guide is extremely outdated on this matter - so please hand me over an update on this matter: Which character can do most things if the game, if not practically all (if that's still possible; it was possible in the unpatched game by exploiting its errors).
I don't really have the time to go through the guide and see what is still possible. I'm pretty sure all money cheats (ie dialog loops that one could exploit to get unlimited money) are fixed as well as other such instances. The only "exploit" that is still present (that I can think of off the top of my head) is the bag. If you have the bag in your inventory, all items below it are considered hidden and thus will not be removed if a script calls for an item to be taken out (like in the case of a quest where you find an item for someone.). The bag is hardcoded and thus I cannot fix it.

SorgFall said:
Also - I know t'is' off-topic right here - but do you perhaps know of any patch for the first Fallout game? I mean, I just played it and got bored after half an hour because of all the bugs. Sorry for strolling a little away from the topic guys. Cheers!
TeamX has a patch out - version 1.3.1. It fixes a lot of bugs still present in the game but there are still quite a few left. At one point I had planned to release my own patch for F1, like I did for F2 but I decided not to since TeamX was doing it. Perhaps at some point I will find and fix all the bugs in F1 and send them over to TeamX. That's for another day though. :)

I just mentioned that out of the blue (Per's Guide). I just thought you, as the most experienced Fallout 2 player, know what's probably the best and most moderate (and interesting) character(istics). Perhaps one of your own? Could you please reveal its statistics?

Another question - does your readme (patch) file include the fixes of the official patch - because it seems it doesn't, and it does include it. Also, where's the B version in the downloads section - it seems missing.

Too bad. Well, I won't touch F2 before I complete F1, and I won't touch it before a good patch comes out. So I shouldn't play Fallout for at least a season or so, right?

Also what is that B-Team mode that's mentioned in your signature frequently?

Sorry for all the many questions. Cheers!

EDIT: Actually, it seems that they have a newer patch for F1 - v1.3.2. according to their website (http://www.teamx.ru/eng/files/f1patch.shtml) I wonder why NMA downloads still has the old 1.3.1, instead of this newer one - and especially why the 1.1 patch, when the 1.2 patch (also new) is a prerequisite. Is there any way I can inform someone to fix this?
 
Re: Good job

SorgFall said:
I just mentioned that out of the blue (Per's Guide). I just thought you, as the most experienced Fallout 2 player, know what's probably the best and most moderate (and interesting) character(istics). Perhaps one of your own? Could you please reveal its statistics?
Oh I don't know. I haven't actually played through the game in several years now. All I have been doing is modding it and playing segments to test for bugs. :D From my actual game plays though, I usually play a high speech, high science character.

SorgFall said:
Another question - does your readme (patch) file include the fixes of the official patch - because it seems it doesn't, and it does include it. Also, where's the B version in the downloads section - it seems missing.
No, but I am pretty sure I include the 1.02 readme. If not, I probably should. Does it? As for version B, that is for those who have 1.02 included in the master.dat file. This is a rare case and almost no one needs to worry about it. The file is in the downloads section but just fell off onto the last page of it.

SorgFall said:
Too bad. Well, I won't touch F2 before I complete F1, and I won't touch it before a good patch comes out. So I shouldn't play Fallout for at least a season or so, right?
Actually, the 1.3.1 patch is pretty good. I suggest using it for F1. Its the best your going to get for a LONG time probably.

SorgFall said:
Also what is that B-Team mode that's mentioned in your signature frequently?
It is the appearance mod. All NPCs that follow you will change appearance depending on what type of armor they wear. This was a popular mod and I just made it compatible with my patch.

SorgFall said:
Sorry for all the many questions. Cheers!
No problem. I am not at home and thus browsing the web instead of working. 8-)
 
Re: Good job

killap said:
SorgFall said:
I just mentioned that out of the blue (Per's Guide). I just thought you, as the most experienced Fallout 2 player, know what's probably the best and most moderate (and interesting) character(istics). Perhaps one of your own? Could you please reveal its statistics?
Oh I don't know. I haven't actually played through the game in several years now. All I have been doing is modding it and playing segments to test for bugs. :D From my actual game plays though, I usually play a high speech, high science character.

SorgFall said:
Another question - does your readme (patch) file include the fixes of the official patch - because it seems it doesn't, and it does include it. Also, where's the B version in the downloads section - it seems missing.
No, but I am pretty sure I include the 1.02 readme. If not, I probably should. Does it? As for version B, that is for those who have 1.02 included in the master.dat file. This is a rare case and almost no one needs to worry about it. The file is in the downloads section but just fell off onto the last page of it.

SorgFall said:
Too bad. Well, I won't touch F2 before I complete F1, and I won't touch it before a good patch comes out. So I shouldn't play Fallout for at least a season or so, right?
Actually, the 1.3.1 patch is pretty good. I suggest using it for F1. Its the best your going to get for a LONG time probably.

SorgFall said:
Also what is that B-Team mode that's mentioned in your signature frequently?
It is the appearance mod. All NPCs that follow you will change appearance depending on what type of armor they wear. This was a popular mod and I just made it compatible with my patch.

SorgFall said:
Sorry for all the many questions. Cheers!
No problem. I am not at home and thus browsing the web instead of working. 8-)

Well I downloaded the patch some time ago, and I remember that it didn't include back then. Can't say if you included it in the meantime.

So what, I download the 1.02 official patch, then TeamX's 1.2 patch and then TeamX's 1.3.2 patch? Right?

Why not include that Mod in this patch... or the "fixit expansion set"?

EDIT: Why doesn't the NMA's files have the new TeamX's patches for Fallout, but rather just the old ones/

What's important for me is that TeamX's patch DOES NOT introduce any new bugs ore even controversial solutions. Especially not outright bringing something new in the game. If that's fulfilled, I don't care if they only solved a tiny bit of the bugs. :mrgreen: So does TeamX's patch have any such thing?
 
Re: Good job

SorgFall said:
So what, I download the 1.02 official patch, then TeamX's 1.2 patch and then TeamX's 1.3.2 patch? Right?
Uh, 1.02 is for F2, not F1.

Go to this place, the teamx site, and download the 1.2 patch then the 1.3.2 patch. That should be it. I don't think the 1.3.2 patch includes any new content, but check the readme. I know that they have another F1 mod that adds missing content. Again, not sure if their patch introduces bugs, but those things happen.

link: http://www.teamx.ru/eng/files/f1patch.shtml

SorgFall said:
Why not include that Mod in this patch... or the "fixit expansion set"?
What mod? My patch is strictly bug fixes and the mr. fixit set is not a bug fix.

SorgFall said:
EDIT: Why doesn't the NMA's files have the new TeamX's patches for Fallout, but rather just the old ones/
I don't run this place, so only an admin could answer this.
 
Re: Good job

SorgFall said:
EDIT: Why doesn't the NMA's files have the new TeamX's patches for Fallout, but rather just the old ones/

I think the simple answer is that the new ones haven't been uploaded by anyone involved. We ourselves don't go out looking to see if there's been any new mods or updates as that would be impractical.

Also, please trim your quotes if you aren't going to split them and reply to specific things.
 
killap said:
SorgFall said:
So what, I download the 1.02 official patch, then TeamX's 1.2 patch and then TeamX's 1.3.2 patch? Right?
Uh, 1.02 is for F2, not F1.

Go to this place, the teamx site, and download the 1.2 patch then the 1.3.2 patch. That should be it. I don't think the 1.3.2 patch includes any new content, but check the readme. I know that they have another F1 mod that adds missing content. Again, not sure if their patch introduces bugs, but those things happen.

link: http://www.teamx.ru/eng/files/f1patch.shtml

SorgFall said:
Why not include that Mod in this patch... or the "fixit expansion set"?
What mod? My patch is strictly bug fixes and the mr. fixit set is not a bug fix.

SorgFall said:
EDIT: Why doesn't the NMA's files have the new TeamX's patches for Fallout, but rather just the old ones/
I don't run this place, so only an admin could answer this.

Sorry; meant 1.2. Is there any possibility, any at all, that you just look for once, just half an hour or so, TeamX's patch and proofread it? I mean I don't think any new fixes of bugs or additions or so - but just checkin' it, like corr. their readme file spelling errors, minor things like removing bad changes, something like that. And then upload it as your patch for F1? I mean the main problem is that I've actually figured out that you're the only one that can be trusted when it comes to fallout. :clap: For instance, their patch removes the possibility to talk to a dog in a random encounter, but it seems that it's actually supposed to be an easter egg - so they removed it. Also it seams that their NPC Mod is supposed to enable NPCs to level up - however this was already possible?

I meant that NPC Appearence Mod.
 
Re: Good job

Per said:
SorgFall said:
EDIT: Why doesn't the NMA's files have the new TeamX's patches for Fallout, but rather just the old ones/

I think the simple answer is that the new ones haven't been uploaded by anyone involved. We ourselves don't go out looking to see if there's been any new mods or updates as that would be impractical.

Also, please trim your quotes if you aren't going to split them and reply to specific things.

Is there a way for me to upload the new ones?
 
Re: Good job

SorgFall said:
Is there a way for me to upload the new ones?

Well, to tell you the truth I'm not 100% sure since I don't handle that sort of thing, but I assume you use the upload function in the files section, and then if your file isn't a pack of viruses that deletes everyone's hard drive it should be approved for downloading.

Also, please don't double post. (There's a lot to think about when posting, you see.)
 
Well, I got another one, although I don't think this one's more than a novelty either - but seeing as how stupid it is, I'll share. :P

I attacked the Enclave guards on the floor where the villagers and the former dwellers of Vault 13 are held prisoners. After this, I attacked the security 'bots, which; for some reason; didn't turn hostile when I attacked the guards. I defeated them, but meanwhile, the Elder somehow got through the forcefield and started running from me, spouting her "Evil one" lines, since she deemed me hostile after attacking those poor, peaceful security robots. When I killed all of them, she calmed down. I attacked the turrets afterwards, which; for some reason; also didn't turn hostile, even after this. The Elder went loony again afterwards, and one of the turrets mowed her down for around 450 damage. Ow. I immediately reloaded, since I thought that a game over was inevitable now - or who knows, maybe I'd have had enough time to complete the game.
 
phr0zen said:
I attacked the Enclave guards on the floor where the villagers and the former dwellers of Vault 13 are held prisoners. After this, I attacked the security 'bots, which; for some reason; didn't turn hostile when I attacked the guards.
Yeah, those bots actually don't have scripts to them. None were ever made. In addition, they cannot fit through the door. I guess they are for show.

phr0zen said:
I defeated them, but meanwhile, the Elder somehow got through the forcefield and started running from me, spouting her "Evil one" lines, since she deemed me hostile after attacking those poor, peaceful security robots. When I killed all of them, she calmed down.
I thought I made it impossible for her to escape through the fields. I looked at it again and redid how I placed the blockers. I think she won't go anywhere now.

phr0zen said:
I attacked the turrets afterwards, which; for some reason; also didn't turn hostile, even after this.
This is an interesting point. The turret only attack the player in 3 cases.
1. He has a party size greater than 1.
2. He is not wearing power armor.
3. If the turret security status is set to Active and not normal.

Now, not one script ever sets the turrets to active and thus if the player is alone (or has one friend) and is wearing power armor then he can attack the turret all he pleases. This is a bug. I have thus added a damage procedure which will cause the turrets on the level you are on to turn against you if you harm one of them or a guard on that level.
 
killap said:
Yeah, those bots actually don't have scripts to them. None were ever made. In addition, they cannot fit through the door. I guess they are for show.
Well, some of them actually did go through the door for me, since as soon as I attacked them, they started escaping from me.

Anyway, I'm glad this was useful after all.
 
Haven't been to these forums in AGES, and I'm looking to pick up FO2 again. I recall an annoying bug with your 'skills' button disappearing if you sell too many items to an NPC. Have you fixed this in any of your patches Killap?


Thanks in advance 8-)
 
Phil the Nuka-Cola Dude said:
Haven't been to these forums in AGES, and I'm looking to pick up FO2 again. I recall an annoying bug with your 'skills' button disappearing if you sell too many items to an NPC. Have you fixed this in any of your patches Killap?


Thanks in advance 8-)
Hey, good to see you again. You sent in some good bug reports in the past.

No, sadly the issue you speak of is hardcoded and thus cannot be fixed without the source. It is one of the few remaining nasty bugs left in Fallout 2.
 
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