Fallout: A Post-Nuclear War role-playing game bugs

SorgFall

Still Mildly Glowing
I want to list all bugs present in the original version of F1 (including the ones fixed in the official v1.1 and semi-official v1.2).

This will make a greater scope, and with a full and detailed list, we'll manage to solve all of its bugs.

I'm opening this thread because I have failed to see ANY list of Fallout bugs - even the patches (unofficial or official) fail to list them. So, shoot people.
 
You can start by searching my guide for words like "bug", "glitch" and so on. It doesn't include inconsequential dialogue glitches and inconsistencies, but it's a start.

Edit: Why is 1.2 semi-official?
 
The official site log lists a few bugs when patching;

Project Update: Work continues on the patch. We have found and fixed the following bugs: Geiger counter/StealthBoy switch, armor class bug, multiple NPC bug, save game corruption in combat, radiation bug, resetting maps when low on hard drive space bug, and others... No release date for the patch yet, but we'll let you know as soon as it is available. -- 30 Oct 1997 @ 1545 PST
Project Update: The DOS and Win95 patches are now available. Go to the Files page and download them now! The patch fixes many problems, especially the multiple NPC bug and the future corruption of savegames. There is no Mac version of the patch, as many of these fixes were already incorporated into the release Mac version. -- 13 Nov 1997 @ 1015 PST
 
Just so the public is aware, I will most likely be correcting bugs for Fallout 1 - this decision is not set in stone, however.

I will be using the teamx 1.3.2 patch as my base. I will be going through Per's guide and compiling a list of bugs he mentions. I will then compare this list to what teamx has already fixed and compile a new list of unfixed bugs. Any bugs not listed in Per's guide (or on the teamx site/patch readme) should then be posted in this thread.
 
Bofast said:
Yeah! Go Killap, you the Beardude :clap:

It sure would be great to have a completely bug-free FO1 :)
Heh, thanks.

Also, just so everyone knows I probably won't have my own personal patch, but rather submit my fixes to teamx.
 
killap said:
Bofast said:
Yeah! Go Killap, you the Beardude :clap:

It sure would be great to have a completely bug-free FO1 :)
Heh, thanks.

Also, just so everyone knows I probably won't have my own personal patch, but rather submit my fixes to teamx.

That's too bad. ;( 'Cause TeamX's work on F1 seems to be dead, and they update it every one or two years anyway.

So practically you do in months (or even days) for what TeamX would need probably around a decade or so. :crazy:

EDIT 1: I've also noticed that there's a lot more unfinished business in F1 than Fallout 2. For example, there are three not included whole (very large) locations as well. F1 seems a lot smaller than F2 mainly because of that.

EDIT 2:
killap said:
Just so the public is aware, I will most likely be correcting bugs for Fallout 1 - this decision is not set in stone, however.

I will be using the teamx 1.3.2 patch as my base. I will be going through Per's guide and compiling a list of bugs he mentions. I will then compare this list to what teamx has already fixed and compile a new list of unfixed bugs. Any bugs not listed in Per's guide (or on the teamx site/patch readme) should then be posted in this thread.

I would like to point you out that Per's guide covers only about 35% of the whole game, missing some of the many interesting moments that appear to be buggy, and has several mistakes on its part. It's nothing like his truly ultimate F2 guide.

You told me to note some of the bugs.

1. Well, v1.3.2 patch says that it fixes that Jarvis, poisoned (bitten by a Rad Scorpion) Seth's brother in Shady Sands, gets up after the player uses a Radscorpion-tail-made-by-doctor-Razlo antidote on him like he's supposed to (becoming a normal Shady Sands inhabitant). However, that does not occur. Instead, his lying body rotates for 90% and continues forever lying in that bizarre and unrealistic position. This has not occurred on one case, in which nothing at all happened when I played.

2. Numerous times when I exit the main part of Shady Sands (to the east part of the settlement, where the Brahma Pens and the Garden are present), the game crashes - but only on the upper half of the griddy bit. Also, the game crashed several times when using the main exit from Shady Sands as a location too. This is only the case with the game patched TeamX's unofficial patch. I'm gonna recheck this, 'cause it's a possibility it's actually introduced bu their expansion pack.

3. Their v1.3.2 patch deletes the ability to talk to a dog in a special encounter, which I believe was supposed to be a joke on the devs part (not quite remembering this one, sorry if I'm wrong).

4. The Medic in Vault 13 doesn't seem to heal when you are hurt. This has been fixed in the extremely buggy v1.2.5 expansion pack by TeamX.

5. The cave in which Vault 13 lies seems bad-built. There are whole gaps in several corners, as well as some walls, where light-torches can forever disappear.

6. The 'Ask about' replies supplied to the player in Shady Sands by Aradesh are extremely and considerably buggy (when you ask him about the locations and the merchants). A similar thing is with Ian's 'Ask about', but considerably less buggier.

7. Katrina that greets passengers at the entrance to Shady Sands has some extremely bad grammatical errors.

That is all for now.

P.S. Per might get insulted if I say this (please sorry!), but he seems to treat the game with a lot of disrespect, and when I read his guide, I got the picture like it was made to convince me not to play the game. It's reasonable I guess; he obviously played F2 and then was disappointed with F1 a lot, just like he himself writes.

P.P.S. Neither Interplay nor TeamX published the list of fixes in official v1.1 & semi-official v1.2 (unlike in TeamX's unofficial v1.3.2). Is there a way to find it out?
 
SorgFall said:
I would like to point you out that Per's guide covers only about 35% of the whole game, missing some of the many interesting moments that appear to be buggy, and has several mistakes on its part.

:question:

My guess would be you need to hit Ctrl-Reload in your browser. Feel free to tell me about any mistakes, I do keep a log of things to fix or adjust.

I agree that if killap deems the Fo1 patch project important and worthwhile enough to take on, it's also important enough to do his own patch.
 
Per said:
SorgFall said:
I would like to point you out that Per's guide covers only about 35% of the whole game, missing some of the many interesting moments that appear to be buggy, and has several mistakes on its part.

:question:

My guess would be you need to hit Ctrl-Reload in your browser. Feel free to tell me about any mistakes, I do keep a log of things to fix or adjust.

I agree that if killap deems the Fo1 patch project important and worthwhile enough to take on, it's also important enough to do his own patch.

Sorry, I meant the details. While you at F2 scope into practically every possible imaginable thing, I made a test and your guide didn't help a lot my friend (I already completed the game).

Plus, I've noticed between 30 and 50 bugs in the game. In free time I'll e-mail them to you so that you can include it in your guide.

P.S. I might've seemed over-critic. Sorry. That was a mistake on my partI was just slightly annoyed how you presented F1, a game which I adore much more than F2.

EDIT: I've just remembered of another bug. The .223 Ammo does not work properly (far too powerful). The TeamX fixed this only in its heavily bugged update pack (v1.2.5), rather that in their patch.
 
SorgFall said:
Sorry, I meant the details. While you at F2 scope into practically every possible imaginable thing, I made a test and your guide didn't help a lot my friend (I already completed the game).

I'm still puzzled because I haven't consciously applied any different inclusion criteria to the Fo1 guide. I have almost literally been through all parts of all scripts in the game. It's not like I'm oblivious to what's actually in it. Your 35% figure implies that the Fo2 guide has 300% as much detail relative to the actual game content, and I just can't believe that is true, in fact I am convinced it isn't remotely accurate. Fo2 is much more complex when it comes to scripts, requirements, skill use, interlocking quests etc., and this is certainly reflected in the guide. Not my doing.

Plus, I've noticed between 30 and 50 bugs in the game. In free time I'll e-mail them to you so that you can include it in your guide.

I'd appreciate it. (They'll have to be reproducible, though, and I won't note completely inconsequential dialogue glitches, for instance - I haven't for Fo2.)

EDIT: I've just remembered of another bug. The .223 Ammo does not work properly (far too powerful). The TeamX fixed this only in its heavily bugged update pack (v1.2.5), rather that in their patch.

Was this confirmed as a bug by the developers?
 
If you have a plethora of bugs listed somewhere SorgFall, please post them here too.
 
Per said:
SorgFall said:
Sorry, I meant the details. While you at F2 scope into practically every possible imaginable thing, I made a test and your guide didn't help a lot my friend (I already completed the game).

I'm still puzzled because I haven't consciously applied any different inclusion criteria to the Fo1 guide. I have almost literally been through all parts of all scripts in the game. It's not like I'm oblivious to what's actually in it. Your 35% figure implies that the Fo2 guide has 300% as much detail relative to the actual game content, and I just can't believe that is true, in fact I am convinced it isn't remotely accurate. Fo2 is much more complex when it comes to scripts, requirements, skill use, interlocking quests etc., and this is certainly reflected in the guide. Not my doing.

Plus, I've noticed between 30 and 50 bugs in the game. In free time I'll e-mail them to you so that you can include it in your guide.

I'd appreciate it. (They'll have to be reproducible, though, and I won't note completely inconsequential dialogue glitches, for instance - I haven't for Fo2.)

EDIT: I've just remembered of another bug. The .223 Ammo does not work properly (far too powerful). The TeamX fixed this only in its heavily bugged update pack (v1.2.5), rather that in their patch.

Was this confirmed as a bug by the developers?

I have no idea bug everyone keeps reference to this .223 ammo bug (I myself don't know 'bout it) and Celestial and TeamX have both made a "patch" that fixes this "bug".
 
Alright, went through Per's guide and compiled a list of bugs still present in the 1.2 game. Then compared this list to what Teamx said was fixed and removed ones they fixed in their patch. I might have overlooked some of the Teamx fixes and thus listed them here despite them being fixed. Anyway, here is a list of known bugs. Again, if you know of a bug not listed here (or know of one that claims to be fixed by teamx but is not) please post it here.

Again, I make no promises that I will embark on fixing any bugs for Fallout 1. At the moment, I just want to compile list of known issues.

Code:
Shady Sands
-----------
After your first conversation with Razlo he will refuse to speak with you if you are a Childkiller or Berserker. However, he'll talk to you if you are currently doing either of the Shady Sands quests, if you carry a Scorpion Tail, or if you approach him after 19.00. I guess his aversion isn't that deeply rooted after all

If you take Tandi to the east side of Shady Sands by way of the town map, you won't drop her off right away. If you then attack the peasants she may turn on you, or stand there watching. In either case, you get the 400 xp when you leave to the west side as long as you don't kill her.

Junktown
---------
If you come here at night, you get one chance to ask nicely to be let in (IN 5 and a Speech check), or you'll have to wait until morning. If you step inside without permission Kalnor will come running to attack, but if you just run to the northern exit grid he won't be hostile when you return (this will not work if Ian is with you).

If you have Katja with you, you can ask her to pick the lock after you examine the locker (Doc Morbid area). She won't disarm the trap, though! You should have about 75% Lockpick to go at it yourself.

Pointless exercise: blow up the jail door with Dynamite, then go and get caught opening Killian's door. They'll throw you into jail, but there's no door, so you can just walk out of there without getting any xp or turning Junktown hostile. Return to Killian and he'll act as if nothing strange is happening. Repeat for as many times as you like for infinite bad karma.

If you save and reload in between talking to Gizmo and Izo, you won't get the reward since it's governed by a local variable that doesn't get saved.

Rescue Sinthia:
Don't save and reload in between talking to the raider, since his attitude towards you will reset and you may find you have no option but to fight him.

Bust the Skulz gang:
You have two days to prepare for the fight after you show the Urn to Vinnie. If you wait that long and then enter the casino map Neal will be dead; the game also likes to crash at this point, but if you first enter the map and then rest until he dies it should work. You won't be able to tell Lars about the attack, but you can tell Vinnie you're ready, and the Skulz will then storm the empty bar to no great effect (you can kill them for the 800 xp though).

The bar fight can be a buggy thing. It's happened that after I helped the Skulz kill Neal I got another 300 xp every time I entered the casino map, plus the Skulz members would spawn anew. Another time when I talked to Vinnie afterwards he gave me the dialogue where he asks if you're ready for the fight. A bug which seems to happen if you already helped get rid of Gizmo is that the guards won't be on your side and will turn on you if you attack the Skulz.


The Hub
--------
If you become an outlaw in the Hub, you won't be able to leave combat mode while on a map with living Hub cops on it.

Caravans:
Going back and forth will take 2-3 days from the time limit, but may take up to 20 days as measured by the calendar.

There is a scripting bug that is common to all three caravan houses. Talk to the caravan master on the day a caravan is due to leave and say you want to go; then, when given a choice of destinations, change your mind. You can now go to the entrance of the Hub and collect your salary from a newly spawned caravan leader.


Necropolis
-----------
You can use Traps or Lockpick repeatedly on either of the secret doors for 50 xp each time.

Going to the Military Base takes 2 weeks according to the time limit and 4 weeks according to the calendar. If you already destroyed the base Harry will know and not try to take you there. Instead you can ask him what he's going to do about it and let him and his companions walk off the map. This counts as taking them out as far as quest 1 is concerned.

You can get free healing from the Children by dropping all your money and agreeing to "donate all you can". There's a bug: if you try to haggle and then say you'll accept their price, you will exit dialogue and cannot talk to that person any more (the Junktown healer does not have this bug).

Each time you purchase healing from the Children, it lowers the Vault 13 invasion time limit by one day. Even if you're playing v1.0 this isn't a major problem.

Note that for each of the three maps the conditions for dehydration and/or invasion are checked only when you enter it, potentially resulting in discontinuities: it's possible to take the chip and have the watershed and hotel maps dry up, then replace the chip and find the church ghouls thriving; or you could enter one map and encounter invaders, then go and kill the Master and return to find the rest of the ghouls alive.


The Glow
--------
If you get a critical failure while picking elevator doors in the Glow, you'll get the message that you broke your lockpicks even if you didn't use any. This can be ignored.

According to the script you should be able to gain 700 xp by playing chess (each game takes two hours) and getting a critical success on an IN check. Since stat checks don't generate criticals this would seem to be broken, even though many claim to have done it (I blame the mushrooms). Playing chess does not make Zax "like you more" or anything like that.

# Disarm Traps for the Facility.
This pops up once you deactivate the robots from Zax. There's no way of getting it crossed out.


The Brotherhood
---------------
You can in fact get two IN rises, as long as you get the "smart" one first. Then use Psycho to lower your IN below 4 and talk to Lori to get the "stupid" rise. This would be a form of bug exploitation.

IN<4: If you're stupid and get caught by Rhombus, you'll enter a loop where Rhombus initiates dialogue and says the same thing over and over. To get out of this, hold down the A key and move away.

Vree won't talk to you if you get a bad reaction. Evil characters may be able to soften her up with Cult of Personality, which is about how useful that perk ever gets. You'd need to have the perk before talking to her for the very first time, though, and it's not available until level 12. Make sure she doesn't get blocked as she goes to the learning terminal, or you won't be able to use it.

A glitch: if you ask for your first ammo and armour requisition after getting this reward but before checking it out from Michael, you'll only get two ammo clips instead of three. This is because the requisition sets the number of items to be checked out to four, instead of increasing it by four.

IN<4: Although Talus will know if you rescued the prisoner, you can't get the reward or the xp unless you get smart.


Boneyard
---------
There's a way to get 2 points of Luck from Chuck, though it could be considered taking advantage of a glitch. When you first talk to him, choose the last line and get a reading. When getting the rest of the readings, just ask for advice and don't ask him what he does. Once you get your LK rise, you can talk to him again and you'll still have the option to ask what he does and get another reading (and another LK rise).

There's a dialogue bug here: if you talked to Zimmerman before talking to Razor but did not accept his quest, Razor will accuse you of killing the Gun Runners and you don't get the option to ally yourself with the Blades. This is easily fixed, though: just return to Zimmerman and accept the quest and you'll be able to confront Razor normally.

IN<4: You can't get the guard to let you pass, so you'll have to jump the moat (R.I.P. Dogmeat). Because of odd scripting, however, you'll be able to talk to Zack and Gabriel as if you were of normal intelligence.

There's a slight glitch with Zack's second discount: if you already got the first one, you'll only get a 10% discount if you trade with him immediately after getting the second one. If you leave conversation and talk to him again you should get the full 20%.

As far as I can tell from his script MacRae is supposed to give you +1 Melee Damage and +5% Damage Resistance. Don't see any particular reason why it shouldn't work, but it doesn't; presumably the engine just doesn't allow for these stats to be raised this way. Interestingly enough, virtually every other walkthrough states you can get an Unarmed and/or Melee Weapons bonus if your skill level is below 91%. Apparently not one of them bothered to actually check this.


Military Base
--------------
In the room to the right, use Science on the computer that isn't a "Mach IV" to turn it on. Use it (hand icon) until you break the security systems for 800 xp (this is actually a Gambling check, if you can believe it). Using Science on it again to disable the forcefields doesn't do anything (bug).

In the other room with computers there's another one you can do stuff with if you use Science on it. Fiddling with robot movement or sensors does nothing

On level 2 there's basically just stuff, stuff, stuff. You can kill the guard at the medical supplies room without alerting the others. The mutant named Abel was supposed to open the nearby forcefield if you provoke him, but it doesn't work and you can't even talk to him from behind the forcefield, plus to get there when the fields are on you'd have to know how to disable them on your own anyway, so I don't know what they were thinking there.


Cathedral
---------
Dane's ravings are badly scripted, so that each time you talk to him (even when you're asking him questions) you'll only see the last line of what are in actuality several. Hit the review button if you want to see the others. It actually does make more sense that way.

Take the elevator to level 2
Use the console to free the prisoners to the south and you get 2000 xp (chuckle). One of them is a boy who won't show up in the European versions; killing him as he goes past does not make you a Childkiller.

It's also possible to threaten the Master with the Brotherhood and he's supposed to let you go, but immediately initiates dialogue again and turns hostile instead.

There's a glitch here you can take advantage of: if you save and then load the game, any spawned mutants will have disappeared (and still count towards the maximum of twelve). Corpses from killed ones remain.


Random Encounters
------------------
Killing a child in the fisherman or peasant coast encounters does not affect your Childkiller status. The latter is a potential source of BB's.

Unless your karma is -21 or below you can tell Trent to hand over his things, in which case you get 1 Knife, 1 Desert Eagle, 20 .44 magnum FMJ and 20 .44 Magnum JHP. If you use a Water Flask or an Iguana-on-a-stick on him he'll give you some or all of his cash in return, but this can also crash the game, so I wouldn't.

Patrick the Celt is the lone traveller standing beside a cart and two boxes. If you talk to him about singing and ask if he 
knows the song "Na Gheala Mbeadh", your CH will go up by 1 permanently! Naming the song requires a Speech check, but you can cycle through his dialogue until you get it. Beware that if you leave dialogue before this, you'll only get to ask him the locations of Shady Sands, the Hub, Necropolis and Junktown in future conversations (you can meet him more than once). Note that if Necropolis is invaded he'll say that all the other places are too, because the script only checks that one variable. 

A little thing that I picked up on the NMA board: if you meet Patrick during night hours there'll be a Beer bottle on the ground. Use Steal on it and there'll be lots of stuff inside. This is a script bug; the stuff is most likely supposed to go into Patrick's inventory. If you pick up the bottle it's weightless and doesn't stack with other Beers, so you can drop it again and loot it when convenient.


Misc Bugs
---------
Saving the game near an irritable person and loading can cause them to attack "unprovoked". For instance, I saved the game after Kalnor had warned me that I shouldn't enter Junktown at night. When I loaded he was hostile, apparently thinking he had given me a warning and time to back away. Saving in combat mode while in the Hub and loading can cause the guards to attack, but if you immediately reload the same save they might not.

You were supposed to be able to fix the Saul/Trish relationship by talking to Saul first, then telling Trish she must let him keep on fighting if he wants to. This would have been done by talking to Trish in her room in the Crash House, for which there are several dialogue nodes - but all the time she's there, she's asleep and incommunicable.

Using explosives to damage the Military Base forcefields only turns them off if you make a Traps roll. However, failing the roll instead turns the emitter invisible so that you can pass beside the field.

There are three computers in the Military Base related to forcefields that don't do much of anything, either because they try to affect a set of unused forcefields scripts, or fail to properly affect the ones in place, or both.

The mother deathclaw is identified as a "he" when examined. The game also refers to some robots as "he", while Dogmeat is called both "it" and "he". Deathclaw eggs are "he" and add to the "men" kill category when slain.
 
killap said:
Again, I make no promises that I will embark on fixing any bugs for Fallout 1. At the moment, I just want to compile list of known issues.

I hope you really do consider giving Fallout 1 the same excellent treatment you've given Fallout 2. I know you've already done so much, but many here would greatly appreciate it.
 
OK, I decided to join The Bear Dude on this quest and put my skills to a good use... So all of us can finally play the first Fallout game the way it's meant to be.

I've fixed a small bug regarding the Vault 13 weapons storage. Namely, if player talks the officer into letting him in the storage, then save the game while in there, the officer will attack him/her when the game gets loaded.

I've experienced this bug recently and decided to fix it, so there it is. The rest of the bugs reported will be fixed accordingly, please stand by...

Bug reports are more than welcome, please feel free to post them here. Killap (and me, myself and I) strongly recommend patching the game with the official 1.1 patch, thereafter with the semi-official 1.2 patch and in the end with the unofficial 1.3.2 patch (the last two can be found on the TeamX website). Happy bug-hunt!
 
So practically you do in months (or even days) for what TeamX would need probably around a decade or so.
As I've noticed, you have very long tongue. Don't judge people, or one day they'll start judging you...
Try to do something yourself, when we'll talk.

Now about bugs. I don't understand, why some people think that all developers are telepaths. We are not. So if you want bugs to be fixed, tell us about those bugs. There are e-mails for bugreports in 1.3.2 patch readme file. If you found bug -- e-mail your report to us. No feedback -- no bugfixind. All is very simple here.

About timing. We don't want to release patches, then release pactches on patches and then another patches on patches on patches. We're trying to check everything out before release. Yes, it takes time. Considerable time.

But... if you want those fixes here and now... you may have it.

Fixes by Per's guide:

Shady Sands
-----------
After your first conversation with Razlo he will refuse to speak with you if you are a Childkiller or Berserker. However, he'll talk to you if you are currently doing either of the Shady Sands quests, if you carry a Scorpion Tail, or if you approach him after 19.00. I guess his aversion isn't that deeply rooted after all
Fixed.

Junktown
---------
Pointless exercise: blow up the jail door with Dynamite, then go and get caught opening Killian's door. They'll throw you into jail, but there's no door, so you can just walk out of there without getting any xp or turning Junktown hostile. Return to Killian and he'll act as if nothing strange is happening. Repeat for as many times as you like for infinite bad karma.
Fixed.

If you save and reload in between talking to Gizmo and Izo, you won't get the reward since it's governed by a local variable that doesn't get saved.
Fixed.

Bust the Skulz gang:
You have two days to prepare for the fight after you show the Urn to Vinnie. If you wait that long and then enter the casino map Neal will be dead; the game also likes to crash at this point, but if you first enter the map and then rest until he dies it should work. You won't be able to tell Lars about the attack, but you can tell Vinnie you're ready, and the Skulz will then storm the empty bar to no great effect (you can kill them for the 800 xp though).
Fixed in 1.3.2, need confirmation though.

The bar fight can be a buggy thing. It's happened that after I helped the Skulz kill Neal I got another 300 xp every time I entered the casino map, plus the Skulz members would spawn anew. Another time when I talked to Vinnie afterwards he gave me the dialogue where he asks if you're ready for the fight. A bug which seems to happen if you already helped get rid of Gizmo is that the guards won't be on your side and will turn on you if you attack the Skulz.
Fixed in 1.3.2.


The Hub
--------
There is a scripting bug that is common to all three caravan houses. Talk to the caravan master on the day a caravan is due to leave and say you want to go; then, when given a choice of destinations, change your mind. You can now go to the entrance of the Hub and collect your salary from a newly spawned caravan leader.
Fixed in 1.3.2.


Necropolis
-----------
You can use Traps or Lockpick repeatedly on either of the secret doors for 50 xp each time.
Fixed.

You can get free healing from the Children by dropping all your money and agreeing to "donate all you can". There's a bug: if you try to haggle and then say you'll accept their price, you will exit dialogue and cannot talk to that person any more (the Junktown healer does not have this bug).
Fixed.

Note that for each of the three maps the conditions for dehydration and/or invasion are checked only when you enter it, potentially resulting in discontinuities: it's possible to take the chip and have the watershed and hotel maps dry up, then replace the chip and find the church ghouls thriving; or you could enter one map and encounter invaders, then go and kill the Master and return to find the rest of the ghouls alive.
Fixed.


The Glow
--------
If you get a critical failure while picking elevator doors in the Glow, you'll get the message that you broke your lockpicks even if you didn't use any. This can be ignored.
Fixed.

According to the script you should be able to gain 700 xp by playing chess (each game takes two hours) and getting a critical success on an IN check. Since stat checks don't generate criticals this would seem to be broken, even though many claim to have done it (I blame the mushrooms). Playing chess does not make Zax "like you more" or anything like that.
Fixed. Don't blame the mushrooms :). In v1.0 it was possible. I have no idea, why designers changed this in a patch.


The Brotherhood
---------------
You can in fact get two IN rises, as long as you get the "smart" one first. Then use Psycho to lower your IN below 4 and talk to Lori to get the "stupid" rise. This would be a form of bug exploitation.
Fixed.

IN<4: If you're stupid and get caught by Rhombus, you'll enter a loop where Rhombus initiates dialogue and says the same thing over and over. To get out of this, hold down the A key and move away.
Fixed.

Vree won't talk to you if you get a bad reaction. Evil characters may be able to soften her up with Cult of Personality, which is about how useful that perk ever gets. You'd need to have the perk before talking to her for the very first time, though, and it's not available until level 12. Make sure she doesn't get blocked as she goes to the learning terminal, or you won't be able to use it.
Fixed.

A glitch: if you ask for your first ammo and armour requisition after getting this reward but before checking it out from Michael, you'll only get two ammo clips instead of three. This is because the requisition sets the number of items to be checked out to four, instead of increasing it by four.
Fixed.


Boneyard
---------
There's a way to get 2 points of Luck from Chuck, though it could be considered taking advantage of a glitch. When you first talk to him, choose the last line and get a reading. When getting the rest of the readings, just ask for advice and don't ask him what he does. Once you get your LK rise, you can talk to him again and you'll still have the option to ask what he does and get another reading (and another LK rise).
Fixed.

There's a dialogue bug here: if you talked to Zimmerman before talking to Razor but did not accept his quest, Razor will accuse you of killing the Gun Runners and you don't get the option to ally yourself with the Blades. This is easily fixed, though: just return to Zimmerman and accept the quest and you'll be able to confront Razor normally.
Fixed.

Gun Runners:
IN<4: You can't get the guard to let you pass, so you'll have to jump the moat (R.I.P. Dogmeat). Because of odd scripting, however, you'll be able to talk to Zack and Gabriel as if you were of normal intelligence.
Fixed in 1.3.2. It is not odd scripting. Stupid characters weren't supposed to get there.

There's a slight glitch with Zack's second discount: if you already got the first one, you'll only get a 10% discount if you trade with him immediately after getting the second one. If you leave conversation and talk to him again you should get the full 20%.
Fixed.


Military Base
--------------
In the room to the right, use Science on the computer that isn't a "Mach IV" to turn it on. Use it (hand icon) until you break the security systems for 800 xp (this is actually a Gambling check, if you can believe it). Using Science on it again to disable the forcefields doesn't do anything (bug).
Fixed in 1.3.2.

In the other room with computers there's another one you can do stuff with if you use Science on it. Fiddling with robot movement or sensors does nothing
Fixed in 1.3.2.


Cathedral
---------
Dane's ravings are badly scripted, so that each time you talk to him (even when you're asking him questions) you'll only see the last line of what are in actuality several. Hit the review button if you want to see the others. It actually does make more sense that way.
Fixed.

Take the elevator to level 2
Use the console to free the prisoners to the south and you get 2000 xp (chuckle). One of them is a boy who won't show up in the European versions; killing him as he goes past does not make you a Childkiller.
Fixed.

It's also possible to threaten the Master with the Brotherhood and he's supposed to let you go, but immediately initiates dialogue again and turns hostile instead.
Fixed.

There's a glitch here you can take advantage of: if you save and then load the game, any spawned mutants will have disappeared (and still count towards the maximum of twelve). Corpses from killed ones remain.
Fixed.


Random Encounters
------------------
Killing a child in the fisherman or peasant coast encounters does not affect your Childkiller status. The latter is a potential source of BB's.
Fixed.

Unless your karma is -21 or below you can tell Trent to hand over his things, in which case you get 1 Knife, 1 Desert Eagle, 20 .44 magnum FMJ and 20 .44 Magnum JHP. If you use a Water Flask or an Iguana-on-a-stick on him he'll give you some or all of his cash in return, but this can also crash the game, so I wouldn't.
Fixed.

Patrick the Celt is the lone traveller standing beside a cart and two boxes. If you talk to him about singing and ask if he
knows the song "Na Gheala Mbeadh", your CH will go up by 1 permanently! Naming the song requires a Speech check, but you can cycle through his dialogue until you get it. Beware that if you leave dialogue before this, you'll only get to ask him the locations of Shady Sands, the Hub, Necropolis and Junktown in future conversations (you can meet him more than once). Note that if Necropolis is invaded he'll say that all the other places are too, because the script only checks that one variable.
Fixed.

A little thing that I picked up on the NMA board: if you meet Patrick during night hours there'll be a Beer bottle on the ground. Use Steal on it and there'll be lots of stuff inside. This is a script bug; the stuff is most likely supposed to go into Patrick's inventory. If you pick up the bottle it's weightless and doesn't stack with other Beers, so you can drop it again and loot it when convenient.
Fixed.


Misc Bugs
---------
You were supposed to be able to fix the Saul/Trish relationship by talking to Saul first, then telling Trish she must let him keep on fighting if he wants to. This would have been done by talking to Trish in her room in the Crash House, for which there are several dialogue nodes - but all the time she's there, she's asleep and incommunicable.
Fixed in 1.3.2.

There are three computers in the Military Base related to forcefields that don't do much of anything, either because they try to affect a set of unused forcefields scripts, or fail to properly affect the ones in place, or both.
Fixed in 1.3.2.

The mother deathclaw is identified as a "he" when examined. The game also refers to some robots as "he", while Dogmeat is called both "it" and "he". Deathclaw eggs are "he" and add to the "men" kill category when slain.
Fixed.


Not bugs:

Shady Sands
-----------
If you take Tandi to the east side of Shady Sands by way of the town map, you won't drop her off right away. If you then attack the peasants she may turn on you, or stand there watching. In either case, you get the 400 xp when you leave to the west side as long as you don't kill her.
It is not bug. You rescued Tandi and she is alive, so you can receive your XP.

Junktown
---------
If you come here at night, you get one chance to ask nicely to be let in (IN 5 and a Speech check), or you'll have to wait until morning. If you step inside without permission Kalnor will come running to attack, but if you just run to the northern exit grid he won't be hostile when you return (this will not work if Ian is with you).
It is not bug. Many NPCs are scripted that way, so you could wait untill they "calm down" and try to interact with them again.

If you have Katja with you, you can ask her to pick the lock after you examine the locker (Doc Morbid area). She won't disarm the trap, though! You should have about 75% Lockpick to go at it yourself.
It is not bug. Katja is supposed to pick the lock, not ot disarm the trap.

Rescue Sinthia:
Don't save and reload in between talking to the raider, since his attitude towards you will reset and you may find you have no option but to fight him.
It is not bug. May be it was made by accident, but it is great to prevent players from cheating.

The Hub
--------
If you become an outlaw in the Hub, you won't be able to leave combat mode while on a map with living Hub cops on it.
It is not bug. Cops are simply trying to catch you.

Necropolis
-----------
Each time you purchase healing from the Children, it lowers the Vault 13 invasion time limit by one day. Even if you're playing v1.0 this isn't a major problem.
It is not bug.

The Glow
--------
# Disarm Traps for the Facility.
This pops up once you deactivate the robots from Zax. There's no way of getting it crossed out.
It is not bug. Robots deactivation turns on laser and gas traps on level 1. If you reactivate robots, traps will be deactivated and quest will disappear. It may be considered as missed quest, but not bug.

The Brotherhood
---------------
IN<4: Although Talus will know if you rescued the prisoner, you can't get the reward or the xp unless you get smart.
It is not bug.

Military Base
--------------
On level 2 there's basically just stuff, stuff, stuff. You can kill the guard at the medical supplies room without alerting the others. The mutant named Abel was supposed to open the nearby forcefield if you provoke him, but it doesn't work and you can't even talk to him from behind the forcefield, plus to get there when the fields are on you'd have to know how to disable them on your own anyway, so I don't know what they were thinking there.
It is not bug, it is missing quest. He was supposed to guard PA.

Using explosives to damage the Military Base forcefields only turns them off if you make a Traps roll. However, failing the roll instead turns the emitter invisible so that you can pass beside the field.
It is not bug, it was made by developers deliberately. Failing the roll gives the temporary effect, fields will restore with time.


Engine bugs:

The Hub
--------
Caravans:
Going back and forth will take 2-3 days from the time limit, but may take up to 20 days as measured by the calendar.
Engine bug, can't be fixed now.

Necropolis
-----------
Going to the Military Base takes 2 weeks according to the time limit and 4 weeks according to the calendar. If you already destroyed the base Harry will know and not try to take you there. Instead you can ask him what he's going to do about it and let him and his companions walk off the map. This counts as taking them out as far as quest 1 is concerned.
Engine bug, can't be fixed now.

Boneyard
---------
As far as I can tell from his script MacRae is supposed to give you +1 Melee Damage and +5% Damage Resistance. Don't see any particular reason why it shouldn't work, but it doesn't; presumably the engine just doesn't allow for these stats to be raised this way. Interestingly enough, virtually every other walkthrough states you can get an Unarmed and/or Melee Weapons bonus if your skill level is below 91%. Apparently not one of them bothered to actually check this.
Engine bug. Engine disallows to modify derived stats from scripts.

Misc Bugs
---------
Saving the game near an irritable person and loading can cause them to attack "unprovoked". For instance, I saved the game after Kalnor had warned me that I shouldn't enter Junktown at night. When I loaded he was hostile, apparently thinking he had given me a warning and time to back away. Saving in combat mode while in the Hub and loading can cause the guards to attack, but if you immediately reload the same save they might not.
Engine bug, can't be fixed now.


Other issues:
1. Well, v1.3.2 patch says that it fixes that Jarvis, poisoned (bitten by a Rad Scorpion) Seth's brother in Shady Sands, gets up after the player uses a Radscorpion-tail-made-by-doctor-Razlo antidote on him like he's supposed to (becoming a normal Shady Sands inhabitant). However, that does not occur. Instead, his lying body rotates for 90% and continues forever lying in that bizarre and unrealistic position. This has not occurred on one case, in which nothing at all happened when I played.
Fixed in 1.3.2. E-mail savegame with this bug, I can't see it.

2. Numerous times when I exit the main part of Shady Sands (to the east part of the settlement, where the Brahma Pens and the Garden are present), the game crashes - but only on the upper half of the griddy bit. Also, the game crashed several times when using the main exit from Shady Sands as a location too. This is only the case with the game patched TeamX's unofficial patch. I'm gonna recheck this, 'cause it's a possibility it's actually introduced bu their expansion pack.
Most crashes are caused by corrupted data. May be you have got a bad disk from gamesold, or your CD is corrupted, or files on your HDD have got corrupted. Another one possibility -- earlier releases. Release from 1.0 Sep 19 1997 is not compatible with 1.3.2 patch. We've learned it recently.

3. Their v1.3.2 patch deletes the ability to talk to a dog in a special encounter, which I believe was supposed to be a joke on the devs part (not quite remembering this one, sorry if I'm wrong).
It os not joke. Phils's script is attached to that dog :).

4. The Medic in Vault 13 doesn't seem to heal when you are hurt. This has been fixed in the extremely buggy v1.2.5 expansion pack by TeamX.
He heals you if damage > 3. He offers you healing if damage > 7.

5. The cave in which Vault 13 lies seems bad-built. There are whole gaps in several corners, as well as some walls, where light-torches can forever disappear.
We still don't have good mapper for Fallout1. Working with those we have may bring more bugs than game already has.

6. The 'Ask about' replies supplied to the player in Shady Sands by Aradesh are extremely and considerably buggy (when you ask him about the locations and the merchants). A similar thing is with Ian's 'Ask about', but considerably less buggier.
How this bugs look like?

7. Katrina that greets passengers at the entrance to Shady Sands has some extremely bad grammatical errors.
Here we definitely need help of native english players ;).

I've just remembered of another bug. The .223 Ammo does not work properly (far too powerful). The TeamX fixed this only in its heavily bugged update pack (v1.2.5), rather that in their patch.
It is not bug, it is developers decision.

I've fixed a small bug regarding the Vault 13 weapons storage. Namely, if player talks the officer into letting him in the storage, then save the game while in there, the officer will attack him/her when the game gets loaded.
Fixed.

Old unreleased fix: Lorenzo animation now corresponds with the weapon he wielding.


And last but not least.

P.P.S. Neither Interplay nor TeamX published the list of fixes in official v1.1 & semi-official v1.2 (unlike in TeamX's unofficial v1.3.2). Is there a way to find it out?
There is a list of fixed bug in 1.2 patch archive.

Plus, I've noticed between 30 and 50 bugs in the game. In free time I'll e-mail them to you so that you can include it in your guide.
And where are your bugreports?
 
Wasteland Ghost said:
Wow! Nice job Wasteland. I have never underestimated you guys at all and was only offering my assistance in the work you guys have done for Fallout 1. So, that list of fixes is included in the file you linked? Those are the only bugs I am aware of which I found off of Per's guide. I know of no others so I cannot report any.

Again, awesome work!
 
Wasteland Ghost said:
Fixed. Don't blame the mushrooms :). In v1.0 it was possible. I have no idea, why designers changed this in a patch.

My brother was one of the people who said it was possible, and he played the same game as I, 1.2 straight out of the box. Is there any chance you could post the relevant part of the 1.0 script here?

Fixed in 1.3.2. It is not odd scripting. Stupid characters weren't supposed to get there.

Considering they can, I'd say the script's defaulting to smart dialogue is "odd".

If you take Tandi to the east side of Shady Sands by way of the town map, you won't drop her off right away. If you then attack the peasants she may turn on you, or stand there watching. In either case, you get the 400 xp when you leave to the west side as long as you don't kill her.
It is not bug. You rescued Tandi and she is alive, so you can receive your XP.

The bug can be said to be any of several things depending on preference:

* You brought Tandi home, so why didn't you get the xp already?
* Why doesn't she help the villagers even though she would before she was kidnapped? Why does she keep following you?
* If you antagonize her and her entire community, is the quest valid any more? If you accept the quest, then kill everyone in Shady Sands, then go and bring Tandi back, should that count?

If you come here at night, you get one chance to ask nicely to be let in (IN 5 and a Speech check), or you'll have to wait until morning. If you step inside without permission Kalnor will come running to attack, but if you just run to the northern exit grid he won't be hostile when you return (this will not work if Ian is with you).
It is not bug. Many NPCs are scripted that way, so you could wait untill they "calm down" and try to interact with them again.

The bug is the difference in his behaviour depending on whether you stay on the map ("Die raider scum!!!") or escape by running into the town ("He made it around the corner! Well maybe I was being too harsh and he belongs here anyway"). It's like the vault guards in Vault City in Fo2. I would have no problem with the reaction if you ran out into the desert.

If you have Katja with you, you can ask her to pick the lock after you examine the locker (Doc Morbid area). She won't disarm the trap, though! You should have about 75% Lockpick to go at it yourself.
It is not bug. Katja is supposed to pick the lock, not ot disarm the trap.

Not a real bug, no. But it sort of renders Katja's contribution meaningless.

Rescue Sinthia:
Don't save and reload in between talking to the raider, since his attitude towards you will reset and you may find you have no option but to fight him.
It is not bug. May be it was made by accident, but it is great to prevent players from cheating.

That you like the result doesn't make it any less of a bug.

If you become an outlaw in the Hub, you won't be able to leave combat mode while on a map with living Hub cops on it.
It is not bug. Cops are simply trying to catch you.

Is the bug then that it doesn't work the same way in all other Fo1 and Fo2 communities except for Navarro? How are the cops "trying to catch you" if you're so dangerous all they do is run away once combat starts?

Each time you purchase healing from the Children, it lowers the Vault 13 invasion time limit by one day. Even if you're playing v1.0 this isn't a major problem.
It is not bug.

Agreed, though the causality is a bit flimsy.

IN<4: Although Talus will know if you rescued the prisoner, you can't get the reward or the xp unless you get smart.
It is not bug.

Why would a stupid character not deserve xp for performing the same task and having it acknowledged?

Using explosives to damage the Military Base forcefields only turns them off if you make a Traps roll. However, failing the roll instead turns the emitter invisible so that you can pass beside the field.
It is not bug, it was made by developers deliberately. Failing the roll gives the temporary effect, fields will restore with time.

It's a blatant bug. The emitter magically disappearing is permanent and looking at the script it's obvious it was not deliberate.

Sorgfall, stop with the quote pyramids. You have been told more than once.
 
Per said:
Wasteland Ghost said:
If you become an outlaw in the Hub, you won't be able to leave combat mode while on a map with living Hub cops on it.
It is not bug. Cops are simply trying to catch you.

Is the bug then that it doesn't work the same way in all other Fo1 and Fo2 communities except for Navarro? How are the cops "trying to catch you" if you're so dangerous all they do is run away once combat starts?
Is the issue that there is no "if self_obj_sees_dude_obj" condition check? I haven't looked, so I am not sure. i know that several F2 scripts suffered from this.
 
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