Fallout patch 2.0

Shadowbird

Where'd That 6th Toe Come From?
I'm completely unsure how or if this will go, but here's the deal: I'm making an unofficial patch for Fallout, fixind bugs and other "bad stuff" as I come across it. I'm not saying when it will be finished, I'm not even saying it will be at all. I'm only working on it on my spare time, which is not much.

What I would be grateful for is for you people to post here (or mail me) bugs that you've found in Fallout, because it's quite imposiible for me alone to find everything.

Currently done (LIC stands for Low Intelligence Character):
  • Art:[list:60fe0b4f3c]* Interface cursor is now
    actarrow2iv.jpg
    instead of
    stdarrow0zq.gif
    .
Text:
  • * Radscorpions will always be called "Radscorpions", instead of "Rad-Scorpions", "Rad Scorpions" and whatnot else. Pip-Boy will always be called "Pip-Boy" instead of "Pip Boy", "PipBoy", etc.
    * In dialog and floats, actions will always be in square brackets ("[" and "]"), sounds (like "cough, cough") - in "<" and ">", and descriptive text ("talking to himself") - in "(" and ")".
    * Many texts have been shortened (since the log screen (and others) is so small). For example, instead of "The Rat was hit for 18 hit points and was killed." there is "The Rat was hit: -18 HP and was killed.", "You gain X experience points" is replaced by "+X ExP", etc.
    * Punctuation and grammar ("..." instead of " . . . ").
    * "You see" text will always be "You see:" instead of being "You see" in descriptions and "You see:" in general.
[/list:u:60fe0b4f3c]
Shady Sands:
  • Guard(s):[list:60fe0b4f3c]* The float 'You didn't turn out to be such a bad guy' is now in "good" (white) color instead of light-red.
    * The 'goodbye' option is now below "Why not?" option instead of the other way around.
    * The 'prepare to meet your maker' option is now below the 'I'll try not to make trouble.' option.
    * The two 'peasants' between Razlo's and Aradesh's houses have been assigned the guard scripts.
Katrina:
  • * Katrina's description will now say 'Katrina' only if she has told you who she is.
    * You are no longer forced to exit dialog after asking all the 'help me' questions.
    * Asking Katrina to tell about herself no longer yields the 'help me' question list - instead it gives 'where was this Vault of yours' option.
    * Asking about Water Chip no longer yields the 'help me' question list (return/exit lines options are given isntead).
    * "Tell me about yourself." and "Where was this Vault of yours?" options are no longer in the 'help me' list (and you no longer have to ask those questions to get the 250 ExP).
    * The "Don't you ever go to sleep?" option on longer replaces the 'tell me about yourself' option.
    * You no longer exit the dialog after asking "Don't you ever go to sleep?".
    * Katrina now becomes hostile if she catches you stealing from her.
    LIC:[list:60fe0b4f3c]* On subsequent dialogs, you only get 'hello again' and 'you will have to find another way to get your answers' replies, instead of the whole first-time dialog over and over again.
    * Katrina says "I'll assume that means yes." after you answer to her 'put your weapon away' (as it was intended in the game).
[/list:u:60fe0b4f3c]Seth:
  • * Seth will now talk to you if you try to enter Shady Sands.
    * Seth will now go to sleep during the night, except if you approach Shady Sands without having talked to him yet.
    * Seth now tells you he is the head of the guards in Shady Sands when you first talk to him.
    * You can now exit the dialog when first talking to Seth, instead of being forced to ask for information.
    * Seth's description will now say 'Seth, the leader of guards' only if he has told you who he is.
    * All nodes ('about this place', 'about raiders', etc.) are always available in the main node (if prerequisites have been met - for example, you have to ask about Shady Sands to be able to ask about raiders or Radscorpions).
    * When you ask Seth about Radscorpions, he now tells you that he knows about their cave.
    * You no longer exit dialog if you ask Seth to take you to the Radscorpion caves and then change your mind.
    LIC:[list:60fe0b4f3c]* You can now exit subsequent dialogs immediately.
[/list:u:60fe0b4f3c][/list:u:60fe0b4f3c]
Vault 13 cave:
  • Vault 13 Outer Door:[list:60fe0b4f3c]* Critters can no longer stand 'on'/'in' the closed door.
    * The description message order is now 'this is', 'to open this', instead of 'to open this', 'this is'.
[/list:u:60fe0b4f3c]
 
Good work!

Do you think it would be possible to fix some 'loose ends' as well (e.g. the Children Spy quest?)

Also, will you leave Chucks script as is?
 
Silencer said:
Do you think it would be possible to fix some 'loose ends' as well (e.g. the Children Spy quest?)

Also, will you leave Chucks script as is?
I'm really ashamed to say, but I have no idea what are you talking about... :oops: If you (or anyone) have the time and will to enlighten me, please do so - but use e-mail, I'd like to keep this thread for requests only.
 
Corpse did a small patch that fixes a few unfinished quests in Boneyard: the children spy quest is now finishable, Romeo&Juliet quest. Many unused characters has also been added.

To my knowledge this patch was never released for public. It would be a nice to integrate it with your patch. Ask about it from Corpse.
 
Shadowbird said:
K. So. I'm completely unsure how or if this will go, but here's the deal: I'm making an unofficial patch for Fallout, fixind bugs and other "bad stuff" as I come across it. I'm not saying when it will be finished, I'm not even saying it will be at all. I'm only working on it on my spare time, which is not much.

What I would be grateful for is for you people to post here (or mail me) bugs that you've found in Fallout, because it's quite imposiible for me alone to find everything.

Here's what I've done so far (I'll update the list as I go):

Texts:
  • Mega dialog fixes, mostly punctuatioin ones. Game text modifications to make them shorter (since the log screen is so small). E.g. Instead of "The rat was hit for 18 hit points and was killed" there's "The rat was hit: -18 HP and was killed". And stuff like that. This is more of a taste question than any real bugfix, so I don't count it as one.
    The Vault 13 door description now goes "This is...", "To open this...", instead of "To open this...", "This is..."
    Consistency - Radscorpions will always be called "Radscorptions", instead of "Rad Scorpions", "Rad-Scorpions" and whatnot else, "Pip-Boy" will always be "Pip-Boy", etc.

Art:
  • Interface:[list:cf204c6340]The almost square interface arrow pissed me off a long time ago, so I just copied the one used with actions over it. Looks and feels much better IMO.
[/list:u:cf204c6340]

Maps:
  • Vault 13 entrance:[list:cf204c6340]Added "multihex" flag to the big Vault 13 door, otherwise it let you "stand" on it. Try using an item or skill on the door, you'll see what I mean.
Shady Sands:
  • Moved Seth a bit more to the entrance, and Katrina a bit away - to make sure you always talk/fight with Seth first if you're hostile.
[/list:u:cf204c6340]

Map scripts:
  • Shady Sands:[list:cf204c6340]Moved player's starting hex closer to the exit grid so that you can stand outside Shady Sands without fighting if hostile.
[/list:u:cf204c6340]

Scripts:
  • Raiders:[list:cf204c6340]Khan raiders won't tell you to put your weapon away if hostile.
Shady Sands:

  • Seth:[list:cf204c6340]You are no longe forced to say "I'd like some information" the first time you talk to Seth - you can also exit dialog if you wish.
    If you've already asked "tell me about this place" once, you won't have to go through it again to ask about Radscorpions & raiders.
    You no longer exit with text "Nothing else" if you didn't ask for anything in the first place.
    Dialog does not end if you as Seth to take you to the Radscorpion caves and then decide not to.
    If you enter Shady Sands when you are enemy, Seth will give you one last chance to leave, instead of attacking you immediately (custom dialog).
Katrina:
  • Asking Katrina if she ever goes to sleep does not force you to exit dialog.
    You are no longer forced out of dialog after you ask her all the "help me" questions.
    You won't be given the option to say "Don't you ever go to sleep?" until you've asked "Tell me about yourself." (as it was intended in the game).
    When you are fighting Radscorpions, you no longer tell Katrina that you are looking for Tandi, and vice versa.
Ian:
  • You can now return to the "main" dialog node after asking about raiders (instead of being forced to ask either "who are they all" or "tell me about Seth").
    When you ask "about raiders" from the "main" dialog node, you are taken to the "they come from various groups" node, instead of directly "there are Khans, Vipers and Jackals". This gives you a chance to return, to ask more detail, or ask about Seth.
    The "Thanks" replies in sub-nodes bring you back to the "main" node instead of exiting the dialog.
    You can now ask Ian "What do you do here?" after asking about Shady Sands (originally, you could only ask him once - after telling your name).
    Hiring Ian is removed from "What do you do here?" node. It's available in the "main" node, why duplicate?
Aradesh:
  • You are no longer forced out of dialogue after convincing Aradesh you come through the mountains to the west.
    If Aradesh tells you to leave and not return, the townspeople will actually become hostile.
Razlo:
  • You won't be thrown out of dialogue after giving Razlo the scorpion tail, unless it's night time - in that case you'll be taken to the "It's late, come back in the morning" part.
    You can just answer "OK." to "Come back in the morning" in Razlo's dialog and leave dialog, instead of being forced to say "but i need your help".
[/list:u:cf204c6340]
Junktown:

  • Killian:[list:cf204c6340]You can now choose wether to exit dialog after Killian says "Take a look around".
    Removed Killian's reaction decrease when answering "my... village is to the west" or "not really. is there anything else up there?" (since there was no face animation, I assume it wasn't meant for the reaction to decrease. The texts, are nothing that should provoke dislike)
    Fixed the bugs in Killian dialog where you would get no text after saying "thanks" to few replies.
Phil:
  • You can now ask Phil "who was this traveler" even if you picked "how did he look like" first.
Dogmeat:
  • When Iguana-on-a-stick is fed to Dogmeat, there is a message commenting that, and the Iguana it is actually removed from player's inventory.
    If you want Dogmeat to think you are his master, you need not only wear Leather Jacket, but also have a Shotgun equipped (as in Phil's description).
[/list:u:cf204c6340][/list:u:cf204c6340]

Heh I've actually also started with bug fixing in my FO1 mod. The most noticeable bugs/glitches are mentioned in Per's guide (duh :D).
 
Frank Horrigan@BIS said:
Heh I've actually also started with bug fixing in my FO1 mod. The most noticeable bugs/glitches are mentioned in Per's guide (duh :D).
Hmm... couldn't find it. I found a therad by Per, addressing a few glitches, but no guide. Is that what you meant?

Oh, and do not quote the list, OK? It takes up a lot of space and there's really no reason to do that.
 
Silencer said:
Try looking in Per's signature...
I did [follow the link]. I was just hoping that there would be a way to read about the bugs (e.g. a separate section) instead of reading through the whole thing. Oh well... :)
 
I figure your best bet would be to look at the "loose ends" section, plus also the bugs usually are put as listed comments (i.e. the ones after the stars)
 
'tis OK. I looked the guide over, and it turned out to be much shorter that it seemed at first. Also, last night I finally got Noid's decompiler and original compiler to work together, so I can now use Fallout 2 uncompiled scripts as working examples, as well as extra C features that Noid's comiler didn't support (#define, for example), so I'm pretty much OK. :D

- [ EDIT ] -

And there is no "loose ends" section in Per's Fallout guide.
 
OK so it isn't called "loose ends", I see, it's "Unfinished Business":

Unfinished business
There's actually some of this!

* Pip Boy entries for several quest-like things done in Shady Sands, Junktown and the Hub.
* A gang war between the Blades and the "Rippers" in the Boneyard, with the Blades as a regular gang instead of a bunch of wimps and Tangler as a big bad boss.
* A quest to deliver a Gold Locket from a Blade to an Adytum inhabitant.
* A Brotherhood miniquest to deliver Pulse Grenades from Michael to Sophia. Also more extended dialogue with Michael, and being able to con a Laser Pistol out of him.
* The Followers spy quest (it seems the name of the spy was Heather).
* A quest to join the Blades.
* A quest to rescue Zimmerman's son (Jason, not Josh) from the Rippers.
* A quest to stop the Blades and Rippers from attacking Adytum.
* A quest to deliver a Briefcase from Gabriel to a Follower named Jake (you can ask Nicole about him).
* Several named critters like a crone called Agatha in Shady Sands and a gambler called Hernandez in Junktown. Lots in the Brotherhood and the Boneyard, several of which would have been able to raise various skills.
* Finding a Key in Vault 15 meant for... who knows what.
* Happy endings for the Followers (with a pic showing an unbroken wall) and the Hub (with a pic showing Iguana Bob), and mutant invasion endings for Junktown (with a pic showing Harry the super mutant) and the Brotherhood.
* In-game effects of mutant invasions of the Followers, Hub, Brotherhood, Junktown and Shady Sands.
* A super mutant named Rae who you could talk into killing the Master (in a movie sequence, no less).
* The player planting a bomb to kill the Followers on behalf of the Children.

Also, if someone could make B-Team for Fallout 1... That'd rock!
 
Silencer said:
Also, if someone could make B-Team for Fallout 1... That'd rock!
I just might do that. ;) I already made a dialog node for Ian that makes him remove his armor (yes, he's actually wearing some from the very beginning)...
 
I've already fixed those scripts mentioned in the guide a long while ago. May I upload them on this page somewhere?

I've also made some other improvements for the game (if NPCs join depends now on your CH (you can also not have more than 5 NPCs in your party), NPCs can now wear other armors, NPCs can die of radiation (not actually the radiation the player dies of but still better than having them totally unaffected by it) m.m.).

I didn't want to release this stuff until I would able to release my mod, but since there are now others doing stuff that for some parts is already finished it may save them some time. ;)
 
Heh. "Others". Heh. AFAIK, I'm the only one working on a patch like this right now. You could just pack them and send them to me... I will most probably still work on my own, since integrating existing code by someone else is mostly much more tedious and (in the long run) more buggy than making everything by myself. For instance, when I was working on Seth script alone I already had 8 general .h files and one "seth.h" - if your scripts have any .h files, they would be have to merged, if not - it's much harder to understand what's happening in the script (when you have, for example, "47" instead of "PID_ITEM_LEATHER_JACKET"). Still, it's a great opportunity to have a chance to see how someone else has solved the problem - learn from other peoples mistakes and success, so to speak.
 
Could you have more than 4 NPC's anyway? Well, excluding quest NPC's e.g. Tandi, FoA Scouts, Paladins?
 
Shadowbird said:
I already made a dialog node for Ian that makes him remove his armor (yes, he's actually wearing some from the very beginning)...

You do know that the armour he wears doesn't affect his actual armour ratings?

By the way, I'm releasing the next edition of the Fo1 guide in a few days and it'll have lots of new bugs in it.
 
Per said:
You do know that the armour he wears doesn't affect his actual armour ratings?
No, I didn't know that. Thanks

Per said:
By the way, I'm releasing the next edition of the Fo1 guide in a few days and it'll have lots of new bugs in it.
Looking forward to it.

- [ EDIT ] -

It looks like in Fallout scripts are not allowed to modify the self_obj critter's stats... I tested this on Ian - nor armor equipping, nor set_critter_stat modified his stats. When used a Buffout on him, that worked. Anyone solved this?
 
Silencer said:
Could you have more than 4 NPC's anyway? Well, excluding quest NPC's e.g. Tandi, FoA Scouts, Paladins?

In my mod there are 6 new NPCs so far, so that is the reason why I included it.

By the way did you receive the scripts I send shadowbird?
 
So Shadowbird, have you made any more progress on this?

I've been hoping someone would make a patch like this for Fallout 1 for a long time now and this thread got my hopes up.
 
Progress is slow right now - I've been sick for two weeks, which has severly impaired my studies and I have to catch up, I have work and I'm also working on premade/starting character editor, so, yeah - it's slow. But it's going. The list won't be updated for a while, since I'm still going back and forth with things, I sometimes fix something, and then it turnes out it was intended that way or the fix just wasn't within the patch's "jurisdiction" (i.e. I want to keep this more or less a patch, not a mod).
 
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