Patches for Fallout 2

Discussion in 'Fallout General Modding' started by Celestial, Jun 4, 2003.

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  1. Corpse

    Corpse Mildly Dipped

    554
    Apr 7, 2003
  2. requiem_for_a_starfury

    requiem_for_a_starfury So Old I'm Losing Radiation Signs

    Apr 3, 2003
    What's up with the links they just open another page of this topic?

    That's not from Star Trek, this is the phaser from Star Trek


    There's something you could try to fix in FO2 please, in Modoc when you take the job to guard the brahmin from the wild dogs, sometimes your NPCs take it in their head to start shooting the brahmin, just been playing it today, Vic accidently hit a brahmin, and so Cassidy starts shooting them instead of the dogs, he killed 3 before I could finish off all the dogs. On a similar note, though I don't know if it's possible, when you get a random encounter with 2 factions fighting both will be hostile to you. This is especially annoying if you've joined the NCR Rangers and then meet some Rangers fighting some slavers.

    Don't you get that from Mrs Bishop, I know you're meant to get some sort of enhancement from her if your speech skill is low and you ask her how she learn't to talk so nice (after you sleep with her that is).
     
  3. Celestial

    Celestial Look, Ma! Two Heads!

    339
    Apr 21, 2003
    I've already sended the phazer pics to Jargo so he can convert them to .frm files. Working on the Zipgun...

    And to Requiem...:

    I'm not too good with scripts so I don't know if I'll fix this. :(
     
  4. Briosafreak

    Briosafreak Lived Through the Heat Death

    Dec 18, 2003
    I`ve received an e-mail with requests Locutus, here:
    the rest doesn`t show up, unfortunately.
    thanks to LegendOz (it reminds me of someone...)
     
  5. Celestial

    Celestial Look, Ma! Two Heads!

    339
    Apr 21, 2003
    1. Getting done the Sulik's sister thing would be very difficult. Since it would require couple new scripts (and as I writed I'm not too good with'em), changing the existing ones and adding a new voice file for Sulik himself (since I think he would say something new to you after finding her).

    2. Didn't know about that. I will take a look.

    3. I'll try to add the fire gecko pelts.

    4. Just like with Sulik's sister, it would need new scripts and (probably) a map.

    5. About the deathclaw animation. I think you're talking about Goris' battle-start animation. I would not fix that... but there would be a new ending for Vault13 deathclaws!
     
  6. Skynet

    Skynet Mildly Dipped

    501
    Jun 5, 2003
    Crash bugs:

    If you kill someone using Dynamite, game usually crashes.

    If you use Iguana-on-a-stick on Dogmeat to recruit him in the Cafe of the Broken Dreams, most of the time it crashes the game.

    Other bugs:

    In Broken Hills, if you have negative karma you can ask Liz what there is around to kill and then answer "You" when she asks what you had in mind to kill. After that you get stuck in dialogue mode.

    After you've been to the Enclave, Eldridge in New Reno becomes a little bugged. If you buy stuff from him he says you'll get a discount but he overcharges you horribly, and if asked for upgrades he always attacks.

    The best ending for Gecko, which would require you to optimize the plant and get the Gecko Holodisk from Gordon after talking to the Brain, is impossible to get due to a bug in the endings script.

    Unused maps:

    Denres1.map (Den area)
    Desrt13.map (Graveyard that has 3 map levels)
    Sfshutl2.map (Inside Hubologists space shuttle, doesn't have graphics)

    Putting these maps in use would be cool.

    Missing items:

    Tangler's hand
    Torn paper 1
    Torn paper 2
    Torn paper 3

    I think that torn papers belongs to shi base

    Other thinks:

    I hearded that there is sound files for endings for the Elder, Marcus, Harold and the President in the game files. Are you planning to do something for them?

    Suggestion:

    Can you tweak Davin and Mirian skills that they would be more usefull NPC's.
     
  7. Celestial

    Celestial Look, Ma! Two Heads!

    339
    Apr 21, 2003
    1. Dynamite crashing: There's nothing I can do about it since it is a engine error (I think).

    2. Noted.

    3. Noted. :)

    4. um... noted?

    5. Fixed already.

    6. I'll try to add the Den area back. The Hubologist shuttle... hmm... I don't know. I think it should use some unique graphic that's not in the game. I'll check the graveyard however.

    7. Items: Already knew about them. :wink: Tangler's Hand is from F1 Boneyard. The papers should give you the password to the Emperor computer... but they don't.

    8. Ending sounds: Damn. Almost forgot about them. I will do my best with'em. 8)

    9. Miria & Davin: No. They should be crappy as NPC's.
     
  8. Briosafreak

    Briosafreak Lived Through the Heat Death

    Dec 18, 2003
    One can enter on the Shutlle, i don`t remember how, but it`s somewhere on the archives here at NMA, it was made, with graphics and stuff, but it`s impossible to get out, that´s the unfinished part that could be done. The way it was supposed to let us go to the Enclave always seemed silly to me, that`s one quest i don`t think should be finished.
     
  9. Corpse

    Corpse Mildly Dipped

    554
    Apr 7, 2003
    Didn't realise that was happening, try pasting the URL on a new browser address bar.

    The phaser in your post looks much better.

    I have a working zipgun frm (the zipgun from FoT), let me know if you want it.

    I have an updated map of the den (Eastern Area), I added an exit grid to it that leads to the Residential area, but I found a few bugs in the map script of that sector; mostly to do with lightning and Anna (the ghost). The lightning does not change in the area and when Anna appears and you are in the map it crashes the game; I suppose a new map script shouldn't be too hard to put together.
     
  10. requiem_for_a_starfury

    requiem_for_a_starfury So Old I'm Losing Radiation Signs

    Apr 3, 2003
    Hmm I've got one request not necessarily to Locutus but I'd like to see a use for the zippo lighter, I'm sure it'd require major scripting but I was thinking that you'd need to have the zippo to be able to use the molotov cocktails. Ah well it'd probably be impossible to implement.
     
  11. Corpse

    Corpse Mildly Dipped

    554
    Apr 7, 2003
    It would definitely require a lot of scripting but it wouldn't be impossible; I've got an idea of how to do it but it would require a few things:
    1- A new prototype item for the molotov when is not lit (Misc item not weapon), this is what you would find sold by dealers and in random encounters.
    2-Dealer scripts: this would be the most time consuming task, edit all the inventory scripts for all dealers who sell molotov cocktails and swap the molotovs for the new item mentioned above.
    3-Lighter script: Edit the lighter prototype to give it the Use function and SID, then create a new script that removes the unlit molotov from your inventory and replaces it for a lit one so you can throw it.
    4-Worldmap.txt random encounter tables *Optional : If you want to change any molotovs that appear on random encounters to unlit molotovs.
     
  12. ColJack

    ColJack Where'd That 6th Toe Come From?

    422
    May 7, 2003
    to the best of my knowledge the molotovs you get are not lit...

    but i get your point.. script it so that it just acts like a rock when thrown and not lit..
    and you need a lighter in your inventory to light them..

    this brings in a whole new set of scripts as well though..

    you would have to script it so that if you then flamed a person who you just chucked an unlit molotov at, they would have to do the burning dance thing..

    and you could have someone capable of making them from empty nukacola bottles, some flamer fuel, and a rag..

    and you could also have a critical failure with the flamer where the pilot light goes out, and you need a lighter to re-light it.. ( and then from that you start down the long road of jaming guns and the repair skills comming into their own.. which a lot of people don't like the idea of.. )
     
  13. Corpse

    Corpse Mildly Dipped

    554
    Apr 7, 2003
    I had intended to make it a Misc item (you wouldn't be able to throw it) and the original molotov proto file would remain unchanged (fire damage only seems to work with this PID). That would simplify things a bit but a thrown weapon that deals normal damage would be cool too, I would skip the bit that ignites them (a bit out of my league) if you flame them since the flamer damage would do that anyway.

    As to a new script to make molotovs, that would be quite easy to do, and of course it would require a moderate traps skill (above 40-50%, when it comes to it just about anyone could make a molotov) and a few extra items like an empty Nuka-Cola or booze bottle, and a rag.
     
  14. Celestial

    Celestial Look, Ma! Two Heads!

    339
    Apr 21, 2003
    To Corpse:

    I've found your Mysterious Stranger patch. I would like to use it in the 1.04 version.

    To ANYONE!!!: How to change the version number in the main menu??? I know it's somewhere in the fallout2.exe file!
     
  15. requiem_for_a_starfury

    requiem_for_a_starfury So Old I'm Losing Radiation Signs

    Apr 3, 2003
    I was going to say it'd be easier to replace the existing Molotov proto with the dummy item and make a new proto for the actual weapon, strange that it only works with the one PID, presumably (not that you'd want to) you could change the flame/improved flamer into the molotov or vice versa. I'm going to try and add this to FOT once I find a sprite of the zippo, but I'm just going to make the molotov use ammo, and replace the sprite and description with that of the zippo. Then make a new ammo entity using the moltov image.

    Can you script it for the player to make things? or do you need to set it up for an npc to do it, like myron and the various drugs?

    On a different note I'd like to add some shotgun slugs to the game, anyone know what I'd need to set the ammo class modifiers to? I'd like to make them have some armour penetration properties.
     
  16. Wooz

    Wooz Vault Sweeper Admin Orderite

    May 18, 2003
    Corpse wrote:
    Playing a bit too much Arcanum have we? :wink: :P
     
  17. Skynet

    Skynet Mildly Dipped

    501
    Jun 5, 2003
    I noticed this bug while playing a game. There is unused button on the world map screen. I think that it's supposed to be the Raiders button, but because of some kind of bug it is empty.

    About the unfinished quest in Klamath to expose the Duntons as cattle rustlers using the Radscorpion Limbs. One walktrougth says that dialogue regarding to this quest exists, but is unused (Dunton's dialogue maybe). Has anyone confirmed this?

    Using Heart Pills to cure Cassidy's heart problems, now that would be a great feature!

    By the way, is there Stealth Boy in the Fallout 2?, if not that would be a nice to add.
     
  18. Celestial

    Celestial Look, Ma! Two Heads!

    339
    Apr 21, 2003
    1. And I read somewhere that in the 1.00 version the button appeared but replaced the Arroyo one. I will try to fix this.

    2. Didn't heard about the existing dialogue. I prefer turning the radscorpion limbs into a pleasing sexual device from Golden Globes studio in Reno (yeah!).

    3. Hmmm...

    4. I don't know if there is an animation for the adv. power armor with turned on stealth boy so it could crash the game. Even if it was there I don't think that's a good idea. :?
     
  19. ColJack

    ColJack Where'd That 6th Toe Come From?

    422
    May 7, 2003
    the missing button was probably for the missing locations.. the abbey has a blue lable..


    Wooze69.. get your quotes right.. i said that.. not corpse, and i've never played Arcanum in my life..
    it's just another logical step from what he suggested..
    and a slight twist on the weapons mods that some characters can do, like the halfwhit in the new reno arms basement.. and myron making stimpacks..
     
  20. Wooz

    Wooz Vault Sweeper Admin Orderite

    May 18, 2003
    Sorry :? BTW my nick has no "e" :wink: :lol:

    Anyways, being the next logical step or not, in Arcanum, with the appropriate technological skills, You (player) were able to make molotov cocktails, frag grenades, etc.. from elements you found throughout the game. Now it could be a nice feature in Fallout but I think this has already been discussed or is still being discussed in the FO3 Ideas section.

    But having an NPC such as smitty in FO1, Algernon in FO2 who can upgrade weapons and make others, basic ones (molotovs, zip guns) out of "raw materials" could be easier to script and would be less a pain in the neck for someone trying to include it in FO2, the arcanum player-manufacturer feature probably next to impossible to do...
     
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