F1: NPC Mod

Avega

First time out of the vault
Ian, Katja and Tycho will wearn any armor and will have level ups.

Known bug: If you have >2 party members fallout VERY slow down when npc in any armor and on big distance of you. It's not my bug. Be sure with scripts all ok. It's engine bug. I will try to correct this, but at moment don't know how it possible.

Mod: http://mynah.nm.ru/f1_npc_mod_eng.rar

Please anybody see to strings 1999>2100 in *.msg files and correct my borken english.

PS:
BEFORE installation mod i reccomned install my unofficial Fallout 1 patch. It fix more than 50 bugs.

Patch: http://mynah.nm.ru/fallout_unofficial_patch1.3beta.rar
 
wow I was waiting for something like this :) Great job. I'll try this as soon as possible
 
Avega, any chance of seeing a change log for your unofficial patch?

I try translate it to english and then post there.

[EDIT]
About unofficial patch. It's just beta. Not all fixes included. And this not completed work. But all fixes work correctly :)

Some fixes:

-No more random disapears, doubling and tripling party member
-Dogs no more talk with you and not give you money in random encounters :)
-Water chip always removed from inven if you complete "Vault 13 water chip quest"
-Can't cheat in combat with Garl (quck open and close combat mode)
-No double Killian
-No double Lars
-Remove "Desk vs Saul". Now he have normal apponent (hmm.. don't know it word in english).
-Skulz no doubling
-Gizmo correctly give quest (before: if you exit from dialog with "0" you have quest too)
-If you talk with water merchant after complet water chip quest - don't have new count down to "vault 13 death"
-Travel to Irwin Farm now 1 hour. Not 11 days :)
-Only once have exp points in "DeathClaw cave"
-Can't have unlimited money/stimpacks if complete blades quest.
-Can't have unlimited Razor holodisks
-If you wearn Power Armor doctor in the Brotherhood of Steel correctly up your strength
-Don't disapears three muts on the Military Base after save/load
-You can't go to Military Base from Necropolis if base eploded
[/EDIT]

That's not all. Some fixes i don't remember :) Some fixes so small, that no needed to includ in the list.

And sorry for my very-very broken english.
 
Silencer said:
Slavs rule! :D

You mean that whenever Poles are tinkering around with something, Russians already did it?

Some comments on the Fo1 bugfixes:

-No more random disapears, doubling and tripling party member
-Only once have exp points in "DeathClaw cave"

I thought these were fixed by the official patch.

-Dogs no more talk with you and not give you money in random encounters :)

Weird, never happened to me. Any particular part of the map?

-Can't cheat in combat with Garl (quck open and close combat mode)

I never noticed that. If you start combat mode after appearing on the fight map and then end combat, Garl thinks he's been beaten?

-No double Killian
-No double Lars
-Remove "Desk vs Saul". Now he have normal apponent (hmm.. don't know it word in english).
-Skulz no doubling

I'd be interested to hear about the cause(s) of these bugs. I just know that map is buggy but not the reason or the exact trigger(s).

-If you wearn Power Armor doctor in the Brotherhood of Steel correctly up your strength

Hm, never happened to me. Doesn't your armour get removed?

-You can't go to Military Base from Necropolis if base eploded

I thought you couldn't anyway, since Harry's dialogue changes?
 
Per said:
You mean that whenever Poles are tinkering around with something, Russians already did it?

What? Did i hear someone hissing, infernal nordic maggot? :P

Per said:
If you start combat mode after appearing on the fight map and then end combat, Garl thinks he's been beaten?

Yup, I heard about that one before. Easiest way to complete the quest, it is.

Per said:
I thought you couldn't anyway, since Harry's dialogue changes?

I believe I had heard about this one too, but I don't know if it is with regard to the patched or unpatched version.

Avega said:
And sorry for my very-very broken English.

Uh, no problem. But we do have a spell check feature here ;)

Am I correct to assume this patch doesn't contain the 1.1.patch? A quick glance at the files would seem to indicate so.
 
-I thought these were fixed by the official patch.
Sometimes, you can see this bug in version 1.1 too. Especially if you try add new party member.

Weird, never happened to me. Any particular part of the map?
To me don't happened too. But this bug really exists. This is in peasvict.int script.

I'd be interested to hear about the cause(s) of these bugs. I just know that map is buggy but not the reason or the exact trigger(s).
Start combat with Gizmo or Skulz, when Lars/Killian on the junkcsno.map, while combat not end, go to junkkill.map. You will can see Killian and Lars here too and may talk them.

Hm, never happened to me. Doesn't your armour get removed?
If you wearn Power Armor and will try to increase stength, sometimes strength will fall to one unit. This is in script boslori.int

I thought you couldn't anyway, since Harry's dialogue changes?
After some manipulations - exit dialog with "0", you can go to base again with Harry.

Am I correct to assume this patch doesn't contain the 1.1.patch?

I have very slow dial-up internet :( It's reason for not included 1.1 patch.
 
2Avega:
I can understand slow connection, but I can't understand the reason to release patch v1.3 unofficial without v1.2 semiofficial. The last one is still untested and not avilable for download. If you plan to maintaine your patch as a separate project, not associated with F1 update, and nest you fixes on v1.1, than your version number of 1.3 will confuse people greatly... Just the same story happened already with all those 'patches' for F2. There are plenty of them, but no one knows exactly, what are the fixes, and in which point patch becomes a mod. :(
 
Alchemist said:
, but no one knows exactly, what are the fixes, and in which point patch becomes a mod. :(

Any time it's not an official IPLY patch. That means, every time.

Alchemist said:
I can understand slow connection, but I can't understand the reason to release patch v1.3 unofficial without v1.2 semiofficial. The last one is still untested and not avilable for download.

I'm sure that if you posted a link, Avega would be more than happy to combine the two ;)
 
I know about 1.2. It's reason for 1.3 version of my work.

But i will not include it into my patch.

I'm sure on 100% version 1.2 it's just european version. In 1.2 only three scripts other than in 1.1. But this scripts correctly work in 1.1. (falloutw.exe other too, but (IMHO) no new fixes)

1.3 b - you see B? ;) It's not associated with F1 Update. And... F1 Update version 1.3 too? I was don't know about this :( Sorry. It's realy may confuse many people
 
2Silencer:
Any time it's not an official IPLY patch. That means, every time.
Not at all. There is major defference between fixing or reenabling nonfunctional due errors but implemented feature and attemtpts to 'make the game better' implementing own code or altering game object stats on wish. That's what I mean.

I'm sure that if you posted a link, Avega would be more than happy to combine the two
He known where to get it for several monthes. :)

2Avega:
I'm sure on 100% version 1.2 it's just european version. In 1.2 only three scripts other than in 1.1. But this scripts correctly work in 1.1. (falloutw.exe other too, but (IMHO) no new fixes)
Engine v1.2 have some improvements in string handling mechanics. Anyway the only method to make sure is to dig executables. And this could hog a lot time without any significant result. So I don't plan to get the truth.

F1 Update version 1.3 too?
Yep. Moreover, it's planned to have two stages. The patch which will include bugfixes only and the mod which will use patch as a platform. So casuals will be confused indeed.
 
Alchemist said:
Not at all. There is major defference between fixing or reenabling nonfunctional due errors but implemented feature and attemtpts to 'make the game better' implementing own code or altering game object stats on wish. That's what I mean.

Yeah, I get your point. But tell me, is making Beer not weightless pacching or modding? Or adding a new quest that was dropped from the original game? The 1.05 "patch" contains a B-Team mod, which was never considered by the original devs. So it's safe to assume that only Mods can effectively be made. A mere patch would be very, very small, and probably not noticable.

Also, we draw a thick line between Mods and Patches here at NMA to avoid this sort of confusion with posting thread and such, hence, if it isn't official, it belongs in the Modding section. ;)

Alchemist said:
He known where to get it for sevral monthes. :)

You sneaky Russians :P Cheers!
 
Alchemist said:
2Silencer:
Any time it's not an official IPLY patch. That means, every time.
Not at all. There is major defference between fixing or reenabling nonfunctional due errors but implemented feature and attemtpts to 'make the game better' implementing own code or altering game object stats on wish. That's what I mean.

Regardless, Silencer is right as far as this forum's policy is concerned. Fan-made patching unavoidably involves judgement calls; for instance, you can't know whether a partially functioning feature was intended to be fully included or fully removed. By our definition, any tampering with the game not done by BIS is technically modding. (The child patches fall outside this definition because they only supply missing content found in other official versions.)

So casuals will be confused indeed.

I'm confused already.

Edit: Too slow again!
 
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