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Restoration Project bug reports

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This page is solely dedicated to posting bugs found through playing Killap's Fallout 2 Restoration Project mod. Bugs will be categorized by location, and by whether or not they are confirmed, unconfirmed, fixed, etc.

Contents

Bug ReportsEdit

After new versions of the mod are released, all bugs that were fixed will be taken off of this page. Remember, posting bugs here will give killap easier access to them, and he will fix them quicker.

Posting bugs (Read this before posting about the bugs)Edit

Please, you MUST provide these details when describing your problem:

  • Your Operating System, The Fallout 2 Version, Language and Installation Type (e.g. v1.0, US, Humongous)
  • The F2RP Version and Installation Method (e.g. F2RP 2.1.2b, windows installer)
  • Any other installed mods or patches
  • A savegame close to the place or person where the problem happens, if you dont wanna submit a savegame that help killap/other devs then dont post the bug report here or elsewhere

{C} Also, if you want to post a bug that Killap will actually take the time to review or fix, you must provide the save game to make the bug fixing easier. There are two ways you can post here showing a bug:

  • 1: Use the "F12" key to take screenshots. These are acceptable for bugs that can be seen in things like dialogue or character appearances. Images can be posted on an image sharing website, like Photobucket, Imageshack, etc, and then linked here with ["image url" (<-- put a single space here -->) "screenshot name"].
  • 2: For bugs that are easier shown in-game, please upload a copy of a Save Game. The files for a saved game should be found in the directory Fallout 2 --> data --> savegame --> Slot 1, or however it looks on your computer. These files can also be uploaded to a virtual drive like skydrive or 4shared. These sites 4shared and skydrive provide virtual drives and the registration is free, remember to visit the sites once every 29 days to avoid the files being deleted. In addition, many ISPs still give their customers some free web-page / online file-storage space, so you can zip up the folder for the savegame slot you're sharing, upload it to your ISP userspace, and then link to that file from here.

LocationsEdit

The AbbeyEdit

  • CONFIRMED When offering to escort Brother Jason to Gecko, the map changes but the ingame clock does not change to reflect the passage of time. (Win 7 x64, Fallout v1.0 US, Humongous; F2RP 2.1.2b, Windows Installer, all installer mods except child patch) Savegame (Fixed in unreleased update - killap)
  • CONFIRMED When looking at Brother Matthew, you get the message - You Brother Matthew. (Win XP-SP3, F2RP 2.1.2b, Windows installer.) screenshot savegame (Fixed in unreleased update. - killap)
  • CONFIRMED You can examine the water pump and get experience then talk to merchant and then examine it once again for experience. (Fixed in unreleased update. - killap)
  • CONFIRMED 01/04/2012, Windows 7 Home Premium Service Pack 1; Fallout 2 v1.0, US, Humongous; F2RP 2.1.2b, windows installer When speaking to Brother Paul about the creature in the basement, Brother Paul says "I haven't see it, personally". This should be "I haven't seen it, personally." Brother Paul (Fixed in unreleased update. - killap)
  • CONFIRMED 01/04/2012, Windows 7 Home Premium Service Pack 1; Fallout 2 v1.0, US, Humongous; F2RP 2.1.2b, windows installer A player with good speech skill or high IN may have an option, while speaking to the Abbot, to give a long response that includes the phrase "while you're hoarding all this knowledge...". The text, however, reads "while your hording all this knowledge..." Abbot (Fixed in unreleased update. - killap)
  • CONFIRMED [Beta 1] Minor bug, the inventory frm of Abbey wine is too large for properly displaying in acitive item slots. (screenshot) NovaRain 07:49, February 19, 2012 (UTC) (Fixed in unreleased update. - killap)
  • CONFIRMED [Beta 1] About finding out the gravedigger (Tom) quest, Tom can appear as early as at 19:00, but in the dialog the Chosen One will say "it's past midnight", it might be better to make Tom appears after 00:00. (savegame, you can rest to 19:00 to see him appear.) (Win7 Ultimate x64, RP 2.2 Beta 1 RV 1, all options except children patch & YAAM.) NovaRain 07:49, February 19, 2012 (UTC) (Fixed in unreleased update - killap)
  • CONFIRMED [Beta 1] You can tell Marcus to take off the mutant armor, but there's no proper inventory image for it. (screenshot) And after the armor gets taken off, you can't tell him to put it on again. (savegame, right before buying the armor for Marcus.) (Win7 Ultimate x64, RP 2.2 Beta 1 RV 1, all options except children patch & YAAM.) NovaRain 07:49, February 19, 2012 (UTC) (Fixed in unreleased update - killap)
  • CONFIRMED [BETA1] The "Tough Guard" has a typo in his dialogue: "Hi there, traveler. Welcome to the Abbey. Keep your nose clean and we'll get alone just fine." - Dravean (Fixed in unreleased update - killap)
  • CONFIRMED [BETA1] I went down and killed the Deathclaw before I ever spoke to the Abbot or learned about the missing monk. When I did speak to the Abbot, he says, "Hello, my friend." and my only response is "I was down there earlier. I saw a few dead bodies, so I'm guessing one of them belonged to your missing monk. If it makes you feel any better, I killed the thing responsible for his death." Obviously, my character is saying this prematurely. - Dravean (Addressed in unreleased update. -killap)
  • CONFIRMED [BETA1] Sometimes people say, "The Abbey," while other times they say, "the Abbey." It should be consistent. I think we should treat it like the Den and the Hub. Only capitalize "The" if it starts the sentence. -Dravean (Fixed in unreleased update - killap)

ArroyoEdit

  • CONFIRMED Temple of Trials (ARCAVES.MAP): Critters can be found wandering outside of player reachable areas. (Vanilla Bug) (Fixed in unreleased update - killap)
    • Symptom: In elevation 3 of ARCAVES.MAP, Giant Ants can be found wandering outside of player reachable area. In theory, this can happen with any other critter on any other elevations, but due to proximity to the Exit Grid it is most likely to occur with Giant Ants on Elevation 3.
    • Cause: Lack of movement blockers at green Exit Grid.
    • Solution: Lay down a solid line of invisible movement blockers. Recommended starting from hex 26517 to hex 26511.
  • CONFIRMED Temple of Trials (ARCAVES.INT): Cameron fails to unlock door in Temple of Trials after conclusion of Trials. (Vanilla Bug) (Fixed in unreleased update - killap)
    • Symptom: PC steals Temple Key from Cameron and unlocks door. However, instead of sneaking out, PC initiates ritual combat with Cameron through dialog. At this point, inner door to Cameron's chamber is closed and locked. If PC exits through the door now, then when PC returns to the Temple, the inner door is still closed and locked.
    • Cause: If PC exits the temple without finishing combat with Cameron and without using diplomatic option, then game considers PC to have sneaked past Cameron, without checking to see if any combat has been initiated.
    • Solution: Have map script open and unlock both sets of doors on Elevation 3 on map entry if it detects that Trial has been concluded in any of the three possible ways.
  • CONFIRMED Hakunin's Chest (AICHEST.INT): Unable to steal from chest even if PC is out of Hakunin's sight. (Fixed in unreleased update - killap)
    • Symptom: If the PC manages to get Hakunin out of the tent without killing him (do this by inciting Hakunin to initiate an attack against the PC -- his AI makes him flee out of tent most of the time), then if the PC attempts to use the chest, nothing happens.
    • Cause: PC is failing Steal Roll. With Hakunin dead, this wouldn't matter. But with Hakunin alive and out of sight, Hakunin doesn't do anything against the player, but the player can't do anything either.
    • Solution: This is a bit challenging since the Chest as it is currently scripted has no way to tell if Hakunin can see the PC. Therefore, create a MVAR in ARVILLAG.H to point to Hakunin, then use it in AICHEST.INT to see if Hakunin can see the PC before rolling against the Steal Skill. No roll should be done (i.e. always succeed) if Hakunin cannot see PC.
  • CONFIRMED After stealing 100$ from Morlis' tent you have around 10 seconds to run to the exit grid and not get penalized with -3 karma. This penalty is received right after returning with the karma message showing out of thin air, which looks kinda weird. Same will probably happen for Elder's and Hakunin's chests as they also have "timeouts". Maybe at least there should be some kind of "You feel wrong about stealing from your tribe" message (or something) to avoid confusion? (I agree, it is a bit confusing. I assume the design idea was to give the player time to reconsider his/her actions and put the stolen stuff back. I've added a message to go along with the karma loss so that players are reminded why the loss happened. Added in unreleased update. - killap)
  • CONFIRMED As pointed by Gaspard: "Shouldn't Lucas, Arroyo's melee warrior give you a float text when either
    a) he teaches you
    b) your skill is already high enough
    I had the b) version, having my Unarmed a tagged skill + I leveled up in the temple and had it up to 100. Every time I talk to him the dialogue screen pops up and I get the same dialogue options - he offers to give 'warrior's help' - to teach me and then is forced to admit that there's nothing to teach me anymore etc. If he is not quest-relevant in any way anymore, then shouldn't he also give a float message instead from there on - just like the warrior who teaches you Melee Weapons' skill ?" (Not a bug, but it's a good suggestion. The fact that you can keep running through this dialogue is somewhat annoying too. I've gone ahead and made a minor script change to produce a dialogue float (the one he already gives in actual dialogue if he has nothing to teach) if your unarmed is too high. Changed in unreleased update. - killap)
  • CONFIRMED Win XP SP3, FO2 US 1.0 Hum, RP 2.1.2b full installer, Party Orders Addon 1.0d. I know that broc flowers and xander roots spawn in random places at the hunting grounds. There's one spot where they sometimes spawn that is not reachable. Screenshot It's not possible to reach that spot from the other side of the rock barrier, either. UPDATE: Found another spawn location that is unreachable. Screenshots (Fixed in unreleased update. -killap)
  • CONFIRMED In the dialog with Mynoc, there are some language errors (corrections here in bold):
    • "Never forget your roots ... greed and corruption. Be weary [wary] not to become like He-Who-Can-Not-Be-Named"
    • (Note: I think that for every instance of "He-Who-Can-Not-Be-Named," the word "-Can-" should be changed to "-Shall-" or "-Must-". Kaga obviously *can* be named, but he is not *supposed to* be named.)
    • "Are you so drunk ... to a whisper.] [no period] ... Kaga?"
    • "[Mynoc mumbles something ... He lead [led] many expeditions into the outside world, and it was there, [no comma] that [where] corruption began to poison his mind."
    • "When our tribe fell into these hard times, he deemed himself our people's savior, [no comma] and entered the Temple..." [that, or keep the comma and add the missing subject "he" in the clause "he entered the Temple..."]
    • Also, in the one-branch player dialog options, "[CONTINUE]" could be replaced variously with "[You nod]" or "Sure; go on." or "Mm-hmm..." or similar more-interactive phrasing. Plus isn't the convention in other dialogs to use [MORE] if a paragraph continues past the max line length?
(v1.0, US, Humongous; F2RP 2.1.2b, windows installer; no other mods) Memetics 08:06, December 18, 2011 (UTC) (All addressed except for the last point. I'm not entirely sure there was a convention - I've seen both used in various scripts. If people agree upon when to use MORE and CONTINUE then I can go through files and make it consistent. - killap) (Probably MORE is used when a line breaks mid-sentence; if there's no convention, though, I'd suggest "more" as the more-smooth transition. Memetics 14:30, December 30, 2011 (UTC))
  • It is possible to enter a map on the same space as an NPC. This happened when I returned from Klamath to Arroyo; the tribal woman must have been standing on the bridge map entry square when I had exited the Arroyo map previously. screenshotsavegame(And here's the save in Klamath right before running back to Arroyo: savegame) (v1.0, US, Humongous; F2RP 2.1.2b, windows installer; no other mods) Memetics 08:37, December 18, 2011 (UTC) (Yes, I've seen this happen, but it seems to be an engine issue. I really can't fix it. -killap)
  • CONFIRMED [Beta 1] Hakunin's dying speech at night didn't show anything. It's pitch black in the talking head area, and there's no voice for the dialogue. In daytime everything works fine though. (savegame, right before entering Arroyo) (Win7 Ultimate x64, RP 2.2 Beta 1 RV 1, all options except children patch & YAAM.) NovaRain 02:31, March 3, 2012 (UTC) (Several issues here. All fixed in unreleased update. -killap)
  • CONFIRMED [Beta 1] When you talk to Klint before completing the Temple of Trials, he says the dialogue part that should be displayed only after you finished the trial. (screenshot) (Win7 Ultimate x64, RP 2.2 Beta 1 RV 1, all options except children patch & YAAM.) NovaRain 10:32, March 11, 2012 (UTC) (Appearance mod is at fault here. Had to tweak my previous workaround. Addressed in unreleased update. -killap)
  • CONFIRMED (RP2.1.2b)Hakunin's dialog: "Also, will I mixed,,," (March 7, 2012. Little Chitsa) (Vanilla issue. Addressed in unreleased update. -killap)
  • CONFIRMED (Rp2.1.2 b, WIn7 Ultimate 64, Humongous installation, every option except children) When talking with Hakunin with negative carma there is "Cleanse soul" talk, when asked about details "how can I do that" he tells to clean his garden. After doing that, however, when talked to again (still with negative karma) he starts the dialog the same way, but when asked about how to "cleanse the soul", he says about the garden again (eventhough it's clean already). Only available responses are "I'm good with my soul as it is" and "goodbye". Makes little sense. (Vanilla issue. Yeah, an oversight on the devs. There are many such conversation oversights throughout the game. Addressed in unreleased update. - killap)

Broken HillsEdit

  • CONFIRMED Typo: When speaking with Doc Holliday for the first time choose response [1] then [3]. The doc will reprimand you for your lack of respect. There is an excess blank in his sentence. (WinXPx86, 2.1.2 UK, installer, humongous, all options installed except appearance mod, FO1 .223 sound and cassidy th) screenshot, savegame (Vanilla bug. Fixed in unreleased update. - killap)
  • UNCONFIRMED Logic error: You can ask Marcus about the news in town, he'll tell you about the escaped lunatics and ask you to find them despite them being back in their cells again. (WinXPx86, 2.1.2 UK, installer, humongous, all options installed except appearance mod, FO1 .223 sound and cassidy th) screenshot, savegame(Hmm, your save game says that the variable being checked is set to "JAIL_STEALTH", which means you successfully lockpicked the door to the cell. Did you happen to do this after you put them in jail? Or, I see that you are running 2.1.2 and perhaps not 2.1.2b? If so, there was an issue where lockpicking the cell doors in the other jail (the one with the supermutant) would cause that quest variable change. Either way, I don't see anything that stands out that would cause this to happen. Do you remember the dialogue line you said to Marcus that put everyone in jail? Was it about the breakout or about the mine? - killap) Sorry, you are right. Haven't installed 2.1.2b yet, thought I did. I will have to check this with the new version then.
  • NOT BUG Possible bug: About the ending of Broken Hills, I put the mutant-haters in jail and fixed the mine, but still get the "Racial Wars" ending. Here's my savegame right before the ending: savegame Is this a bug or did I miss something? - NovaRain (Looking the the variables in your save game, it appears that you did not tell Marcus about Dr. Henry's (NCR) intentions about the potential of their water being poisoned. - killap) Is this a new additional quest in RP 2.x? And I've recruit Marcus before telling him about Dr. Henry, thus all related dialogs are gone and this "quest" is uncompletable. -NovaRain (How about being able to tell Steve instead, when Marcus is not the sheriff of Broken Hills anymore? - Darek)
  • NOT BUG Possible Bug: I was in the middle of doing Black Hills and when I go to the sewer to finish the missing persons quest... there are no missing persons. I've gone through at least 5 times so I'm pretty sure I'm not overlooking the bodies. Given, I haven't played in several years so I don't remember where they were... but they aren't where I assumed they'd be (the room northeast with the torch. Seemed like the only obvious place besides the large area below there) and I don't see them anywhere else. Savegame -teronism (You need the quest active before the bodies show up. Yeah, kinda dumb, but that is how it was designed and I don't mess with this. That is the right area though. - killap)
  • NOT BUG Possible bug: Another weird bug: I tried going into the mines after i made sure I wasn't going down the wrong entrance to the underground, Sulik and Lenny kept taking 10-20 damage every couple seconds after it finished loading. I went over to Stodgers to get the experience but he just ran off with no prompts after the dialog was over. I try to heal Sulik and then the game says I'm dead, but instead of the splash screen everything went white. I was using same savegame as above. - teronism (The air in the mines is bad and will hurt you until you fix the air purifier. - killap)
  • CONFIRMED When you confront Chad about skimming caravan money, he says "Here's $1000 to keep you quite." - should be "quiet." (Typo fixed in unreleased update. - killap)
  • CONFIRMED If your reputation is low enough, Liz in the General Store says she won't sell you anything, yet you can still Barter if you press the button on the right. (While this may be true, I don't think you can disable the barter button through a script. - killap)It doesn't have to be the script. You can make it so that she won't barter unless prompted to in the dialogue. Though it might confuse some if they see 'This person will not barter with you' message and then choose to barter through dialogue, it is still better than the current implementation. (Alright, thanks to nudging by Darek, this has been addressed. There might be other critters in the game that still let you barter through the button despite saying they won't. Let me know if anyone comes across other instances like this. -killap)
  • CONFIRMED As pointed out by Yokebed; I killed the girl who sells the guns and other stuff. Then I took the complete stock (the container the closest of her room) and leave. But every few days, the container fill up again with armory, guns and stim. Pretty great bug no ?(Liz's map var gets reset when you leave the map, it's a bug in the map script.
procedure map_exit_p_proc begin
  set_map_var( MVAR_Came_From_Broken2, 0 );
 end
It's for Lumpy's accident and belongs in the broken2 map script, not broken1.
It just happen to have the same map var number, 23.
Also, there is a steal skill check on Liz's shelf (hilbox) even after she is dead, probably shouldn't be. If you fail the check when she's alive, she warns you to stay away, but when she's dead you get no message. So you have no idea why you can't open the shelf - Darek)

(Great find! There is still a problem here though. From what I can tell, the purpose of this variable is for the event that you come to Broken Hills, go to the east side from the world map, and then come over to west side, you won't find Lumpy under your car. This should only happen if you enter the first map from the world map. Makes sense. However, map variables are specific to the map, so if I set a map variable while on one map, this can't be used on another map. This means that lumpy's script, though intended to be checking for having come from the second map (map_var 23 on map 2), was in fact always check against Liz's death state (map_var 23 on map 1). I guess this was never noticed since either everyone takes the car to Broken Hills or no one kills Liz before encountering Lumpy. In any event, we can't set the came from map 2 map_var upon leaving map 2 and then check that var on the first map. Map variables won't work in this situation. I'm not sure of a quick solution at this time. - killap)

(Yeah I know how map vars work, just checked the gam files, not the exact purpose of it. Anyway, why not simply replace it with a global variable? If you don't want to add new ones for the patch, I think some of the first Gvars like 16, 19, 20, 29 and 32 are never used. Unless I'm wrong, maybe you can use one of those? - Darek)

(Eh, the idea of global vars did come to me, but I was hoping to avoid it. I'd have to check the ones you mentioned. I do have extras I put aside for the RP, but this isn't the case for the unofficial patch (maybe) and I really don't want to add any since it will break current save games. I really don't know of any other solution though, so I'll roll with this. I went ahead and used global var 29 for this. Thanks again for your sleuthing! - killap)

  • CONFIRMED By Yokebed again; When I kill him (Jacob), a conversation windows open, I'm pretty sure it was with Chad, he was asking me what I was looking for, I answer I'm looking for proof he takes money, and he said something like he never let me do it. I didn't understand because I was far from him and didn't speack to Marcus (or even learn to enter his home).The Chad bug is because he doesn't check what map he is on when he reacts to map variable 25. On Broken 1 map it's Jacob is dead, and on Broken 2 map it's if you enter Chad's house.
procedure critter_p_proc
begin
  if (metarule(46, 0) == 6) then begin
     if (map_var(25) == 1) then begin
        set_map_var(25, 2);
        add_timer_event(self_obj, game_ticks(0), 4);
        doTalk := 1;
     end
(Should just add 'if cur_map_index == 79' in there I believe. - Darek) (Nice find. Fixed in unreleased update. - killap)
  • CONFIRMED Windows 7 Home Premium Service Pack 1; Fallout 2 v1.0, US, Humongous; F2RP 2.1.2b, windows installer When speaking with Steve about Broken Hills, he mentions "the New Californian Republic"; this should be "the New California Republic". Steve and NCR (Fixed in unreleased update. - killap)
  • CONFIRMED Windows 7 Home Premium Service Pack 1; Fallout 2 v1.0, US, Humongous; F2RP 2.1.2b, windows installer I'm not sure to whom I am speaking in this scene, but it has to do with investigating Chad's skimming operation. The "minor's strike" should be "miner's strike". Miner's strike (Fixed in unreleased update. - killap)
  • CONFIRMED Windows 7 Home Premium Service Pack 1; Fallout 2 v1.0, US, Humongous; F2RP 2.1.2b, windows installer This screenshot shows the description of the evidence against Chad, which reads in part "a whole years worth of skimming money"; this should read "a whole year's worth of skimming money". (Fixed in unreleased update. - killap)
  • NOT BUG 1/31/2012 No time passes when shuffling crap savegame. I also seem to recall that the player used to be 'teleported' to the brahmin pen each time the quest is initiated, this is no longer the case. I might be wrong though. (A whole day passes (24 hours) so it will be night again. Check the pipboy. And no, the player was never teleported during this. -killap)
  • CONFIRMED In second and other visits to Broken Hills, in dialogue with Doc Holliday, every time you have sentence: "One of my friends is hurted...", though all companions and you are healthy. Savegame: www.4shared.com/account/dir/_H5TI_xX/_online.html#dir=104387328 (Slot 805) (WinXP SR3, FO2 v1.0, US, Humongous, RP2.1.2b, wininstaller) Little Chitsa, 7/22/2012. (Vanilla issue. Tweaked the way he checks for hurt followers to be in line with other doctors in the game. Addressed in unreleased update. - killap)
  • NOT BUG Win Xp Sp3 F2 Us 1.02d RP2.1.2b. Francis is snobbing me for no reason ( i'v heard of u , i dont asociate with scum ).My karma is over 1400 , cult of personality , i have yet to start any quests in BH. Save game: http://www.4shared.com/rar/8RLmijZ2/SLOT01.html(This is as it's always been. You need 5 town karma to talk to Francis. Go talk to Eric first or something (and don't shovel the crap yet). - Darek)
  • NOT BUG XP SP3 F2 US RP2.1.2b Liz has something more screwed in her scripts - I can take everything from the table (i.e. shop inventory), and she neither bothers to initiate barter with me nor attack me. *And* it gets restocked from time to time. Coupled with Percy's free-of-charge stuff it allows for making overkills of cash. savegame: http://triomed.nazwa.pl/temp/SLOT37.7z (In regards to Liz, you are just passing the steal check. Perhaps 130 steal doesn't seem like much, but it is enough for this check. No bug here. - killap ; yeah, but I'm not using "steal" skill, just accessing the (unlocked, since it's a table with stuff) container. Shouldn't there be some kind of info for player that he/she is stealing? I always expected that to steal, one has to act in a 'shady' way - using appropriate skills, that is. I'm not taking a pack of ammo from a locker, I'm robbing a shop, after all. For me, desired behaviour is a) "use" table to initiate barter (as in any other shop), b) "steal" on table to actually steal from it.

DenEdit

  • CONFIRMED XP SP3 v1.0 UK 2.12 RP no other mods. You tell Lara about the party. You select 'Give me a bit to get ready'. You kill Tyler, Marc, and the 4 guards. Tell Lara you're ready and Lara's gang go to the Church. The first fight is skipped but Tyler and 2 guards are resurrected at the party. Also -  Derek's book appears in the Graveyard, toilet, and at the car door, but not at the 4th location. Additional - the effect of consumables stays with Chosen One on saved games but not on non-player characters. Eg. Apply jet/beer etc to opponent and buffout to self. Save game. Pip 30 mins. The opponents are suffering from withdrawl and you're still buffed. On the saved version opponents are 100%.(In regards to the Church fight, good find there. I found both a bug on my part and a vanilla bug. Both fixed in unreleased update. - killap)
  • CONFIRMED Unlogic way of the dialog as pointed by memetics - "Just picked up Vic - bought him from Metzger. When I talk to him, I choose "I need to ask you about something." Then I have the option to say "Where is your friend Ed, again?" Ed hasn't been mentioned yet at this point AFAIR, so I don't know how my character knows to ask about Ed. Dialog bug?" (Mistake on my part. Should be fixed in unreleased update. - killap)
  • CONFIRMED A minor one. Mom's dialogue after delivering a meal to Smitty and eating in her restaurant for the first time goes like this:
    - You have quite an appetite there. I love to see a healthy eater. Will that do it for you? {300}
    - Not a chance, Mom, I want seconds. {301}
    - No, not really. (etc.) {250}
    This happens because the reply {301} leads to the same node as the one at {360} where she teases you with some rather exotic dishes. Savegame (Vanilla issue. Fixed in unreleased update. -killap)
  • CONFIRMED A typo in dcVic.msg (extra dot at the end)
    {760}{}{It's a long story. I guess you could say that Metzger's keeping me here until I fix this darn radio. The crystal's shot and I don't have any spare parts. How does he expect me to fix it?.} (Vanilla issue. Fixed in unreleased update. - killap)
  • CONFIRMED There is a glitch when you try to throw out the squatters from the residential area to create the Orphanage. If you fail to find a peaceful solution, you can withdraw from combat and try to reason again - from a safe distance. Now, while this might not be right behavior, this is consistent with the rest of the game when you can sneak out of combat and talk to NPCs you just fought. What is not consistent, though, is that if you save the game after having started a fight and then reload it (it does not necessarily involve saving in combat), the leader of the squatters wouldn't initiate dialogue anymore, giving instead the same floating lines as the rest of them. Savegame (Fixing the larger issue at hand is difficult, but I did make it now behave the same way as in other situations. Addressed in unreleased update. - killap)
  • Nobody in Den recognizes that Metzger is dead even though his body lies in a doorway. He was killed by aimed shot to the eyes (though it wasn't a shot for no damage), if that is of any help. Might be a random glitch. Savegame (Odd, the variable for Metzger's death is not set in your save game. Sometimes variables are not set on critter death, though this usually only happens with a critical hit that causes no damage. Not sure what to say about your situation... - killap)
  • CONFIRMED After the fight at the church Lara's gang try to warn me from walking too far, but does nothing to actually restrain me. It quickly becomes annoying when somebody constantly calls to me from halfway across the map. Also, if you run from Tyler in Den Residential, he never appears back at the church and simply vanishes. Savegame (Yeah, the constant dialogue pop-up was the old way I had handled that situation. I have since modified it but forgot the change the frequency of the pop-up. Now, she'll only give that dialogue once. Addressed in unreleased update. - killap)
  • CONFIRMED Talking to a hostile Metzger (no response in that circumstance) and then killing him causes the scripts that recognize his death to become broken, meaning the player gets no special experience for killing him, Vic and the slaves cannot be freed and everyone else acts as though he was still alive. This was done by causing him enough injury to make him flee into his room, ending combat, locking the door and talking to him through the window before shooting him. If the player does not talk to him but proceeds to shoot him normally the issue does not arise. This appears somewhat similar in effect to the Pretty Boy Lloyd issue in New Reno. (Win 7 x64, Fallout v1.0 US, Humongous; F2RP 2.1.2b, Windows Installer, all installer mods except child patch) SavegameScreenshotScreenshot (Interesting vanilla bug. It seems the call to attack (self_attack_dude) causes the script to crash if the critter cannot "see" the player. I've fixed this for Metzger and Llyod. Fixed in unreleased update. - killap)
  • CONFIRMED When you sleep with Sheyla she initiates dialogue shortly afterwards. If you talk with her again before that and choose to sleep with her a second time, the game then locks up. Savegame. (Good vanilla bug catch. Fixed in unreleased update. - killap)
  • CONFIRMED Mom asks you to remove some squatters from "a large building in the western part of the Den". Since that map is now located to the south, Mom should change that in her dialog. Maybe south-west is an even better description? (Darek) (Went with south-west. - killap)
  • CONFIRMED Lara has 4 members in her gang,but after I agree to help fight with Tyler,she lost her pistolman. (WinXP,SP3, Fallout v1.0 US, Humongous, RP 2.1.2b, windows installer).Savegame:www.4shared.com/_H5Tl_xx/_online.html (Slot31)17-07-2011 (Lara has 4 in total, 3 helpers and her. If any of them did not make it to the house party battle, then this means one of them died. Save game link no longer appears to be valid. - killap) Update: You can actually see all FOUR members are alive. But in fight with Tyler only THREE of them takes part. Fixer m 14:12, February 3, 2012 (UTC) Savegame, Slot 8 (Hmm, I see what you mean. Looking at your map file though, the third guard is missing. I'm not sure how this happened. Can anyone reproduce this with their own games? We'll see what the beta testers come up with. -killap)Update savegame:www.4shared.com/archive/lmXzzzBf/Lara.html(Slot121-before I agree to help-Lara has THREE helpers.Slot122-we come to church-Lara has only TWO helpers.) 22-02-2012.(Little Chitsa) (Several issues involved here and all fixed now I think. -killap)
  • CONFIRMED After the fight at the church you can say that you need time to heal. Then if you go to the West Side to Lara's house - you will see Lara's gang is still there! Fixer m 14:12, February 3, 2012 (UTC) Savegame, Slot 7 (Hmm, this really shouldn't have happened, but I added a fix. -killap)
  • UNCONFIRMED In "Help Lara attack Tyler's gang" if you help Lara but ALL her thugs die (both in church & bar brawl) you get "1100 exp for ambushing lara's gang" and if Lara survives she wont reward saying that you killed Tyler's gang on your own. (I'm not seeing an obvious reason for this happening. I'd really need a save game to get to the bottom of this. - killap)
  • CONFIRMED Small bug with rebecca giving you booze. You can order and pay for several in a row, but you only get one (she uses it on you). I suggest having only exit dialogs in node007 (also, dumb line 344 makes little sense as a reply to Rebecca here, better to use line 343 to quit dialog). - Darek) (You're right. However, rather than changing when you can exit the dialog, I went ahead and scripted it so that upon the end of the conversation, Rebecca will use on the player however many beers were bought. Seems to work fine. Also changed the dumb dialog per your suggestion. Addressed in unreleased update. - killap) ((BETA1) I don't see it working, I only gain -1 PE even though I have ordered several drinks. -Darek)(Finally got this to work properly. - killap)
  • CONFIRMED (BETA1) Still problems with the church fight. The gunman don't show up every time. May have to try a few times, but it happens pretty often. Savegame, Slot 15 Also after the party fight, the spear wielding female always shows up, no matter if she's been killed at the church. The other gangmembers don't. One more thing, if you leave the map during the church fight, when you come back Lara has won and the other gang is gone. Talking to Lara will give you your reward but not let you continue to the party fight. Could the fight be re-started from where you left it instead (if only a very short time have passed). Also, one would think that if the player bails on Lara she would lose, not win (she can handle the church but not church plus party).(-Darek) Added by Little Chitsa: about gunman - it is what I reported above (named him "pistolman").This problem appeared in RP2.1.2b, in previous version all was aii right with him. Firstly I thought, that my FO2 was corrupted - I delete game and install FO2 v.1 US only - gunman appeared neare the church, as useal.Then I install RP2.1.2b - and he did't shou up again. Without gunman Lara can't handle the church, if Choosen not help, but for real help you must be a very good fighter, or you must have very many stimpaks. (Related to the above issue, but leaving it here anyway. Everything should be fixed now. -killap)
  • CONFIRMED (BETA1) Typo in Mom's dialogue: "There's gotta be something we can to about this." - Dravean (Fixed in unreleased update. -killap)
  • NOT BUG (BETA1) You can tell Flick you're looking for a trader named Vic even after Vic is in your party. - Dravean (You would think this is a bug, but Flick gives you a snarky response to the question if Vic is in your party. Perhaps the original devs poking some fun at the player? - killap)
  • (BETA1) NPCs are able to walk through the Brotherhood of Steel bunker's door. This causes the Brotherhood guard to say his red warning floats but the door does not play an opening animation. - Dravean (Yeah, I've seen this happen here as well as in other locations. I think it's an engine issue. -killap)
  • When you come in Den first time, there is only one rope in the house, where Tyler's party will be. If you replace this rope in any another place - it will be here all game. But if you do not replace it before leaving Den, this rope disappeared. Little Chitsa, 8/05/2012. (Does the orphanage get setup during this time? If so, that's the reason. It shares the same map and any items left on the pre-orphanage residential map will be lost. It's bad, but it's how the game works. - killap)
  • Win Xp Sp3 F2 Us 1.02d RP2.1.2b.Problems with gang war.( I have Sulik with ne.)After the church fight i save and then continue to the residential area.When i get there the dialog would not start , Laura's gang would move around for 3-5 sec and then the battl would start.After the battle Laura would not talk with me (just floats) nor give me the reward and remain there.I left the map and went to the church, there was Laura who again asked me to take part in the next battle.I was then teleported in the residential area to meet the other Laura.I reloaded and got the same result.I reloaded an this time asked Sulik to waiit for me , and this time i got the dialog when i got to the residential area and was able to finish the quest. (Several things have been fixed for this quest in the upcoming update. Without a savegame I can't really say whether this is fixed. We'll see how things look in the beta test. - killap)

Enclave Oil RigEdit

  • CONFIRMED (2.1.2b) On the lowest level in the room with the reactor you can walk into a "Power plant machinery". Screenshots: Pic 1Pic 2 And a zip file (with pics from the hubologist map as well) (Fixed in unreleased update. - killap)
  • CONFIRMED Windows 7 Home Premium Service Pack 1; Fallout 2 v1.0, US, Humongous; F2RP 2.1.2b, windows installer The Power Plant Operations holodisk mentions "Fortunately, this doesn't effect us."; this should be "Fortunately, this doesn't affect us. (Fixed in unreleased update. - killap)
  • NOT BUG [Beta 1] Part of wall in the barracks can not be seen through. (screenshot) (Win7 Ultimate x64, RP 2.2 Beta 1 RV 1, all options except children patch & YAAM.) NovaRain 12:11, March 4, 2012 (UTC) (This was done by the original developers to hide the lockers - which face away from the player). - Pixote (What Pixote said, though I think I had actually done this years ago. I could be wrong, but either way, unless different lockers are made, nothing will be done about this. -killap)

EPAEdit

  • CONFIRMED Appearance modification auto-doc has missing dialogue lines for the new bald dude appearance. (Fixed in unreleased update. - killap)
  • CONFIRMED 2.1.2 All options except Cassidy TH and smoking animation. Science hologram doesn't register the testing of Solar Scorcher (I killed a robot in the EPA with it, and he didn't notice. I also killed a floater with it outside the EPA map, didn't register). savegame (Currently, you actually have to land the final kill hit with the solar scorcher to get it to register. For the upcoming release, I've changed it so that you just need to hit a critter once with the solar scorcher. This all needs to happen outside the EPA (though the surface of area of the EPA does count). - killap)
  • CONFIRMED 2.1.2 All options except Cassidy TH and smoking animation. Air vent appears usable but does nothing upon use. savegame. Also, doors that require a passcode, when you first use them and click 'exit' (i.e. don't attempt to guess a passcode) on second attempt don't give any options, just 'exit'. Is this intended? (The air vent has its use flag set to on. Since this vent isn't special, I've fixed this. Also, yeah I see what you mean about the door code. Exiting without doing anything shouldn't give the failed access attempt dialogue. I've corrected this. All fixed in unreleased update. - killap)
  • CONFIRMED Skynet won't follow me when I go down to the utility level (which is normal). But when I come back to the ground, he just disappeared. (WinXP, US v1.0, Manual/Humongous installation, F2RP 2.1.2b with all options installed except YAAM & FO1 .223 sound, plus some simple weapon proto edits by myself) savegame (Fixed in unreleased update. Just don't forget that you'll have to talk to Skynet again once you come back up. - killap)
  • CONFIRMED The 2 mechanical dog disappeared when go down the rope to utility level. From there I have check several town but no avail, the other NPC stay in SF agree to join party confirm the disappearance. Main char edited to have 10 S.P.E.C.I.A.L. System: XP SP3/FO2 1.0 US Humongous/F2RP 2.1.2b Win Installer Full savegame (Fixed in unreleased update. Just don't forget that you'll have to talk to the dogs again once you come back up. - killap)
  • CONFIRMED Passable wall to the north of ground complex: screenshot; there is a missing blocker tile between those concrete blocks, exactly where Kitsune is standing. Other fences might also be affected by this, but I was unable to reproduce this bug with them. Let me also try to sneak a little suggestion for the map designer regarding this bug: to the east of exit grid there is a blocked-off piece of desert (screenshot) accessible through the hole-in-the-wall mentioned before and by running round-the-compound. I understand the line of blocking tiles is to prevent the player from wandering there but wouldn't it be better to have some sort of a scenery instead of transparent wall in the middle of nowhere (eg. cool-looking impassable river of green goo)? (Hole patched up. I see your point about the blocking issue but at this time I don't plan on doing anything about it. Sorry. 1st issue addressed in unreleased update. - killap)
  • CONFIRMED EPA plants seem to have GARGANTUAN line of sight, constantly engaging player in combat, which turns the ground level into unavoidable Navarro-like fight with 20 stationary targets that provide no challenge at all (standard-range plant spikes vs high-grade armors + guns?). Those ones in the building to the east also seem to "see" the player through walls. Savegame explains how berserk Sulik can kill them all (without any retaliation) while they are busy "engaging" my level 4 PC. EDIT: looks like my savegame has disappeared in a puff of smoke from the upload service' database (probably due to no downloads within month). Let me know here if it is still needed; same applies to my savegame from Klamath section below. (Yeah, I'm not entirely sure why their line of site is so long. They are using the standard spore plant AI settings, so they should act the same as other spore plants. - killap) (They had too high perception or something. I believe Pixote has fixed both these issues. - Darek)(Yeah, seems to be fixed now. We'll see what the beta testers says. -killap)
  • CONFIRMED When using the AGI-increasing syringe it was indicated that some hours passed before the player returned to consciousness. However, the ingame clock did not change to reflect the amount of time that passed. (Win 7 x64, Fallout v1.0 US, Humongous; F2RP 2.1.2b, Windows Installer, all installer mods except child patch) Savegame (Fixed in unreleased update - killap)
  • CONFIRMED Dex uses repeated dialogue in response to the player's queries about the nature of his presence in the cryo chambers under the EPA (this situation occurred when the player had not read about his history via the computer). (Win 7 x64, Fallout v1.0 US, Humongous; F2RP 2.1.2b, Windows Installer, all installer mods except child patch) Screenshot (Fixed in unreleased update - killap)
  • CONFIRMED Whenever trying to activate a computer terminal on ground level while in combat the game close and an error box appears "The instruction at 004e0e2c..." Savegame (Oops, there are several terminals throughout the EPA that suffer from this problem. All instances of crashing when using a terminal at the EPA in combat should be addressed. Fixed in unreleased update. - killap)
  • CONFIRMED Fruit fly doesn’t have picture in aiming screen. Savegame (Fixed in unreleased update. -killap)
  • CONFIRMED EPA Level Three, just outside the "Gender Bender". I am being poisoned through the wall! The first hex where the poison hits is where the red marker is, one more hex ahead (where my char is standing) and I lost ~40 HP. One more hex ahead and I'm dead! It seems like those three are the only poisonous hexes along the right side of the wall. Screenshot (Heh, nice catch. Fixed in unreleased update. -killap)
  • CONFIRMED A desk that's inaccessible, just inside the main entrance (to the lobby where the elevators are located) and to the right. Screenshot (Addressed in unreleased update. -killap)
  • CONFIRMED EPA Robot Maintenance, in the leftmost hallway leading to an elevator. While running between the red marked hexes, my character tends to take a shortcut through the corner in the second picture. Screenshot 1/2 Screenshot 2/2 (Yeah, I've seen this happen. Very odd scenery glitch. I put some blockers that should hopefully prevent this from happening. -killap)
  • CONFIRMED Typo in Kitsune's dialogue. "My father was worked at the Ministry of Agriculture for thirty-eight years." Screenshot (Fixed in unreleased update. - killap)
  • CONFIRMED Win 7 x32, Humongous; F2RP 2.1.2b, Windows Installer all installer mods except child patch. Lockers on Indigo sublevel can be accessed from behind and through the wall. Savegame The same is true for the wall locker close to the broken elevator on the red level. (I think I got them all. Addressed in unreleased update. -killap)
  • CONFIRMED Win 7 x32, Humongous; F2RP 2.1.2b, Windows Installer all installer mods except child patch. One more missing wall blocker, next to door on level 6. You can walk thru that wall. Skreenshot Savegame (Addressed in unreleased update. -killap)
  • CONFIRMED And you can enter the wall near doors to electric chair room (step a hex with the wall on it), cannot pass thru because pipes are blocking but the NPC/PC is visible on the wall. Screenshot Savegame (Addressed in unreleased update. -killap)
  • CONFIRMED That Dex can be gotten out alive if you don't use the ERSI is a bug. "He talks differently to you depending on your sex and karma, and the ERSI check is missing on 3 out of 4 dialog nodes." (from Darek's report here). Darek 'also adds: You can extract the new NPC's an infinite amount of times, as long as you don't use the ERSI. One would think that they can only die once.
(Darek was responding to Panzerkampfwagen's post: NPCs in EPA - well, I can't get ERSI stuff, but I've read somewhere, that this is known bug. Anyway, only Dex surived, when I tried to bring back to life those dudes, without using ERSI. I've tried many times (save & load) in various order, and still same sad effect - Kitsune and Cat dies.) (Both fixed in unreleased update. - killap)
  • CONFIRMED Windows 7 Home Premium Service Pack 1; Fallout 2 v1.0, US, Humongous; F2RP 2.1.2b, windows installer The EPA information computer's description of the Indigo Level says "our brilliant scientist are conducting..." Should probably be "our brilliant scientists are conducting...". (Fixed in unreleased update. - killap)
  • CONFIRMED Windows 7 Home Premium Service Pack 1; Fallout 2 v1.0, US, Humongous; F2RP 2.1.2b, windows installer The EPA information computer for the petting zoo says "we thought it'd fun to put them in a petting zoo.". This should say "we thought it'd be fun to put them in a petting zoo." EPA Zoo (Fixed in unreleased update. - killap)
  • CONFIRMED Windows 7 Home Premium Service Pack 1; Fallout 2 v1.0, US, Humongous; F2RP 2.1.2b, windows installer Part of the background information for the female Chinese spy being stored on the Blue Level says "...one of Delnay's scapels"; this should be corrected to "...one of Delnay's scalpels". (Fixed in unreleased update. - killap)
  • CONFIRMED 01/04/2012, Windows 7 Home Premium Service Pack 1; Fallout 2 v1.0, US, Humongous; F2RP 2.1.2b, windows installer Upon acquiring the keys to the shed, it seems to me that the description is a bit off. The description reads "Keys to allow access to storage sheds on ground." First of all, I'm pretty sure there's only one shed that these keys allow access to. Secondly, by saying "on ground" did you mean "on the surface"? So, perhaps "Keys to allow access to the storage shed on the surface" might be better. And why the heck do they weigh 2 pounds? Can you make it zero pounds, or 1 at the most? Keys (Description changed and made it 1 lb. I also saw another key that was 2 lb and also made it 1 lb. Honestly, there are probably many other items that have weights that make no sense. I'm not going to go through them myself though. -killap)
  • CONFIRMED 01/04/2012, Windows 7 Home Premium Service Pack 1; Fallout 2 v1.0, US, Humongous; F2RP 2.1.2b, windows installer On the green level, the Spore Plant information terminal tells us that the plants are "able to derived nutrients..." Should be derive. Spore Plants (Fixed in unreleased update. - killap)
  • CONFIRMED 01/04/2012, Windows 7 Home Premium Service Pack 1; Fallout 2 v1.0, US, Humongous; F2RP 2.1.2b, windows installer On the green level, the Spore Plant information terminal starts off by saying "After a global nuclear war, scientist believe..." Should be "scientists". Scientists (Fixed in unreleased update. - killap)
  • CONFIRMED 01/04/2012, Windows 7 Home Premium Service Pack 1; Fallout 2 v1.0, US, Humongous; F2RP 2.1.2b, windows installer The description of the bug spray found in the locked shed says "A spary can..." Should be spray Spray can (Fixed in unreleased update. - killap)
  • CONFIRMED [Beta 1] Minor bug, half of the guards shack at EPA entrance looks weird during night. (screenshot) NovaRain 16:03, February 20, 2012 (UTC) (Addressed in unreleased update. - killap)
  • CONFIRMED [Beta 1] In the green level, the computer for ravenous humans doesn't function properly. Choosing the "Information" option will exit the dialog window immediately. And you can't lower the force fields with the "Employee Access" option. (savegame) BTW, the wanamingo can't walk out of the small cave, is it intentional? (Win7 Ultimate x64, RP 2.2 Beta 1 RV 1, all options except children patch & YAAM.) NovaRain 16:03, February 20, 2012 (UTC) (Computer issue fixed in unreleased update. The wanamingo issue is also resolved. There was a reason it was like this, but this is no longer relevant. -killap)
  • UNCONFIRMED [Beta 1] Dogmeat can go down through the elevator shaft with you, while both K-9 and Robodog can't. (savegame) (Win7 Ultimate x64, RP 2.2 Beta 1 RV 1, all options except children patch & YAAM.) NovaRain 14:04, March 4, 2012 (UTC) (Maybe I already fixed this, but I could not reproduce it. Do check again when beta2 is released. -killap)
  • CONFIRMED [Beta 1] The green goo in different levels don't work consistently:
    • On the surface & utility & violet & yellow levels, some goo will hurt the player & NPCs if not wearing power armors, but having rubber boots in the inventory didn't help. The same thing happens on the level 4 in Military Base.
    • On the orange & indigo levels, the goo in toxic rooms only poison (if not equiping the gas mask in active item slot, or wearing power armors) but won't hurt the player. I think it might be better to give these poisonous goo a different color, like the red goo in the corner of orange level, to make them distinct from normal green goo. (Win7 Ultimate x64, RP 2.2 Beta 1 RV 1, all options except children patch & YAAM.) NovaRain 14:04, March 4, 2012 (UTC) (Addressed in unreleased update. Green goo burns and does damage just like other green goo. The red goo (which was added in the RP) causes poison damage and burns the throat. - killap)
  • There are several places near the walls, where companions are inaccessible. Savegames: www.4shared.com/account/dir/_H5TI_xX/_online.html#dir=104387328 (Slot 807, Slot 902) (WinXP SR3, FO2 v1.0, US, Humongous, RP2.1.2b) Little Chitsa, 7/22/2012. (Save game link dead. - killap; UPDATE: I out figured a roundabout way to access your savegames. Odd issues here, I think scenery pieces are at fault here. Nothing I can really do about this.)
  • CONFIRMED On surface house in upper right corner have windows with bullet proof glass, but you can fight thru them. Savegame: www.4shared.com/account/dir/_H5TI_xX/_online.html#dir=104387328 (Slot 901) (WinXP SR3, FO2 v1.0, US, Humongous, RP2.1.2b) Little Chitsa, 7/22/2012. (I'm not seeing this, unless it was fixed in recent mapping work my Pixote. Save game link dead too. - killap; UPDATE: I figured out a roundabout way to access your savegames. Fixed in unreleased update.)
  • CONFIRMED One of the elevators have wrong indication. If you come in this elevator from level 2, it indicate as if it is level 3. In all other variants of use indication in this elevator is right. Savegame: www.4shared.com/account/dir/_H5TI_xX/_online.html#dir=104387328 (Slot 702) (WinXP SR3, FO2 v1.0, US, Humongous, RP2.1.2b) Little Chitsa, 7/22/2012. (Yeah, I'm not sure what exactly is happening here... - killap) (Finally fixed this but forgot to note this here. - killap)
  • NOT BUG Linux 64 bit wine 1.4 Fallout 2 GOG.com version 2.0.0.10, RP 2.1.2b The western and eastern elevators in EPA first level doesn't work, making the exploration of EPA impossible. Savegame: http://ubuntuone.com/2PBYO4Ff7kECHmvxGAKnzv (The elevators work for me in your save game. Since you are running Linux, this is surely an issue with sfall, which is required for the elevators and other such things. There are many posts over at the No Mutants Allowed forums, as well as a section here about getting sfall to work under Wine. - killap)
  • CONFIRMED XP FO2 2.1.2b - minor bug when restore NPC (Kitsune, Cat, Dex) WITHOUT using ESRI, do not get close to any of them, then USE ESRI to restore one (in my case i choose Kitsune), then all of them act as if you used ESRI to restore them, resulting in getting all 3 for price of 1. Sorry i cant upload savegame for now, will try again asap.(Fixed in unreleased update. - killap)
  • XP Home SP3 32bit FO2 1.02.27.3 German CD Version, RP 2.1.2b Windows Installer, sfall 2.12a - I cannot reach the entry area of EPA to get back to the world map, because it doesn't want to let me scroll down to it. Maximum scroll down at Screenshot. (I also have such scroll issues at the elevator that goes from blue to violet). I'm stuck... Screenshots and Savegames: http://www.mediafire.com/download.php?64pe1z9w34i1f5v - btw i dont think it has something to do with Savegames because i tested it, maybe it's a bug with the map itself. Or I am totally wrong and it has something to do with sfall settings, but i tested around with them and nothing changed.(Yeah, sadly that map requires the high res patch. So, play at something higher than 640x480 - killap)

GeckoEdit

  • CONFIRMED Gecko bartender provides normal beer and booze, though in vanilla version you could buy only radioactive drinks in gecko. It makes an alcohol quest(Vault city) too easy to solve. Savegame (I agree, don't see why he now got a restocking inventory, and I found no indication that he was ever meant to have one. He's a bartender that sells radioactive booze through dialog only, it's fine that way. But if you feel he really must have an inventory, then please fill it with the radioactive stuff only. - Darek) (Yeah, not sure what I was thinking. He now only stocks radioactive stuff. Addressed in unreleased update. -killap)
  • NOT BUG If you have super toolkit and you have never met Skeeter before. His reaction will be like you already acquired his quest to barter super toolkit for parts to highwayman. (rp 2.1.2b full install without any mod) savegame (Eh, I don't consider this a bug. He is just notices you have an item he wants and is willing to trade something for it. It just so happens to be the fuel cell and is a quest he offers if you don't happen to have a toolkit. I see nothing wrong with how this is handled. - killap)
  • When you complete the find Woody quest for Percy, he will sell you items at half the price that you sell to him. For example, if I sell him a stimpack for 200, I can then buy it back from him for 100. I tested it by using F2SE. When you complete the quest GVAR_GECKO_FIND_WOODY=4, so if I set it back to 0 his barter rates go back to normal. Here's a save game with the Woody quest completed. (I'm confused, how is this a bug? You helped him, so he gives you better deals. - killap) :: (I presume it is a bug because you can make an infinite amount of money by selling and buying back the same item over and over again. If I sell him a stimpack for 200 and buy it back for 100, I just made 100. Do it 10 times and I'm up 1000. Percy should at least buy and sell an item for the same value) (exactly. you can buy off his *entire* inventory for free, by selling and buying a couple of times. either fix the sell price = buy price, or just tone it down to a sensible reduction. btw, there's another shopkeeper with the same issue, can't recall where ATM, but he also sells cheaper than buys after you finish some reputation quest. - vaxquis) (I understand, but I'm not seeing how this is different than having a really high barter skill. At that point I can sell goods for more than what the shopkeeper is selling them for. This modifier applied to Percy just simulates this. - killap) That's exactly the point; the barter system is absurd the way it is. Not only there is an abundance of items in F2, we have total lack of cash in most cities vs the amount of items PC has for sale (NCR comes to mind; NR and VC are weak too. only Den, Redding and SF seem stocked enough for me vs the gameplay time you reach them), you can steal some most powerful items quite easily - but you get the possibility to get tons of items for free due to insane way the barter skill works. I agree that having Barter > 200% could have the effect of sell price > buy price, but 50% barter + minor quest allowing for endless supply of meds, ammo & FN FAL for free every couple weeks from a shop in a main city? It's an overkill that spoils the fun of 'climbing the item ladder', if you know what I mean.
  • CONFIRMED There is little typo in dialogue with the ghoul from whom you get the plasma transformer. When you confess you are really working for Skeeter he says "I just he doesn't blow anything up this time", missing "hope" or any acceptable here verb". Screenshot. Probably a vanilla bug. (Vanilla bug. Fixed in unreleased update. - killap)
  • CONFIRMED The Brain's dialogue is bugged beyond recognition. It depend on whether on not you know the reactor is malfunctioning and whether or not you have the Ankh. I think there are other bugs, but didn't check it thoroughly:
    • 1.) You do not know about the reactor and do not have the Ankh. The Brain asks you if you want to Renew. If you say something about him being the giant rat, the dialogue proceeds normally (almost). If you ask him about joining or say that you were born ready, you'll never get to hear about the reactor problem from him, but he acts as if he already told you. He says that the Chosen One have something to do, but the player has no idea what exactly because the variable that keeps track of the reactor quest is set in the nodes that didn't show up.
      If the player hears him out but refuses ("Better a slow death than being ruled by a rat"), the dialogue ends. When you restart the dialogue, The Brain tries to reason with you without resolving to violence (see 3). This might be the correct behavior, but what about the Renewal? He no longer mentions it or demands that you joined his followers, unless you agree with his plan - and THEN he threatens to kill me if I refuse. At least after all that he correctly states what the player needs to do.
    • 2.) You do not know about the reactor and are wearing the Ankh. Same as (1) except for one thing.
      If you refuse his offer, the dialogue ends. When you restart the dialogue, the whole thing repeats again - he checks if you are wearing the Ankh before he checks if you refused his offer.
      Savegame (Ankh is lying at the feet)
    • 3.) You know about the reactor and do not have an Ankh. He acts as if you refused his offer. That might be the case, but you can learn about the reactor from Harold and have no idea about what his plans are.
    • 4.) You know about the reactor and are wearing the Ankh. Same as (2), except the variable is set already. Savegame (Ankh is lying at the feet)
    • 5.) The Brain says I need to speak to Gordon while wearing an Ankh to get the disc (that's why I need to agree to the plan and the whole Renewal thing). But Gordon hands me the disc anyway - so that part of the game is completely irrelevant to the game's plot. Unless there is a speech check.
      Suggestions: Do not let the player to agree to join The Brain straight away, OR, if you decide to leave the choice in place, make him tell the player his plans if he hadn't already and set the variable to whatever value it needs to be set to if it wasn't already. Actually, an additional variable to keep track of whether he told you about his plans might be a good idea, to distinguish between learning about the reactor from him or from Harold. That way, the dialogue should never begin as in (3) if you haven't gone though (1) before and refused.
      Make The Brain attack the player if he refuses the offer while wearing the Ankh. Make sure The Brain can't be talked to after that, so that the player can't sneak out of combat and talk to him again.
      (Sigh, it always makes me sad when I have to work on the Brain's script. It is such a mess to begin with and my RP additions just complicated it further. It really needs a total rewrite, but I just don't want to do that at this time - if ever. In any event, I've gone ahead and made some changes to make things flow a lot better now. Addressed in unreleased update. - killap)
  • CONFIRMED If you'll insert the hydro-mag part into the powerplant's maintenance terminal AND then log-off immediately, on another log-in the part is not there anymore. In that cause, it's impossible to repair the reactor. (WinXP+SP2, clean FO2 v1.0 US, humongous, RP 2.1.2b win installer - all options installed except the child patch and FO1 sounds, no other patches or mods installed.) slot09.zip --valcik (Wow, nasty vanilla bug! Early exiting of the repair procedure should be safe now. Addressed in unreleased update. - killap)
  • CONFIRMED Lumpy's placement is quite inconvenient sometimes. Savegame (Must have been some RP map adjustments that caused him to become obscured by a shelf. Fixed in unreleased update. - killap)
  • CONFIRMED 5/22/2011, Win XP SP3, FO2 US 1.0, RP 2.1.2b full installer, Party Orders Addon 1.0d. People in the bar talk to you with floating text even though you're not in the bar. Screenshot (Vanilla issue. Addressed in unreleased update. -killap)
  • CONFIRMED Win XP SP3, FO2 US 1.0, RP 2.1.2b full installer, Party Orders Addon 1.0d. Perhaps this has already been addressed by killap's update mentioned above, but I found another bug in the Brain's dialogue. I had already fixed and optimized the reactor when I took the Vault Village quest and went to ask the Brain to stop the molerat attacks on Vault City. He says I must do something for him in return, but then when I ask what it is I need to do, his dialogue jumps to him acknowledging that I already fixed and optimized the reactor and deserve his help, but in a very awkward way. It seems he should make that acknowledgment as soon as I ask him to stop the attacks and skip asking me to do something in return altogether. Screenshot -- SGHayden 07:42, June 5, 2011 (UTC)(Addressed in unreleased update. - killap)
  • (R.P 2.1.2b) Walking ghoul visible through the wall of Harold's house Screenshot1Screenshot 2 (Seems like an engine glitch. I've seen similar situations and I don't know of a way to fix it. -killap)
  • UNCONFIRMED 8/5/2012 There is a "The instructions at xxxx memory at xxxx. The memory can not be read" error pops up, when the character climbs back down into the Brain's cave after using the ladder. (Win 7 x64, Fallout2 v1.0 US Humanguous, RP 2.1.2b Manual installation) Savegames (I'm not seeing this even after several tries. Something corrupt in your install? Fluke crash? - killap)

KlamathEdit

  • CONFIRMED For the Guard The Brahmin quest I get the radscorpion backpack thing, then go to the woman to show it to her. I left the Duntons alive and didn't attack them during Tor's scenario. Showing the woman, she doesn't recognize I have them. In another save, I killed the Dunton's during the Tor scenario and was able to show her the radscorp backpack, but she says because the Duntons are dead I need more evidence and I can't bring it up again. Here is the save where she won't recognize the item. (win xp, latest patch all things installed, humongous.) http://www.mediafire.com/?g1yi1y1qkjkkt71
    Actually, there is a minor inconsistency with this quest - you can't convince Mrs. Buckner that Duntons are responsible unless you confront them with evidence first (if you have high Speech) or kill them. But surely killing them doesn't add more evidence, and if you are able to prove your point to Mrs. Buckner after that, you don't really need to get them to admit. Also, there is a pair of radscorpion claws in New Reno. Will they work for the purpose of this quest? (I've tweaked this a bit. Before you had to actually have confronted the Duntons before you could tell Ardin anything. I never intended it to be like that and instead you were supposed to first confront her about the scorpion claws and then provide further evidence. Also, yeah I believe there is another radscorpion claw set in New Reno. It might work in this quest, but it really shouldn't be in the game now that the brahmin quest has been restored. Both addressed in upcoming release. - killap)
  • NOT BUG Possible bug: During the "Guard the brahmin" quest you can approach the Dunton brothers and they ask you for help. If you accept they immediately brush you off in the next sentence. Wouldn't it be better to just present the "Get the hell out of here" response if you don't meet the prerequisite for the quest? (WinXPx86, 2.1.2 UK, installer, humongous, all options installed except appearance mod, FO1 .223 sound and cassidy th) screenshot, screenshot, savegame (Eh, yeah I see what you mean. It's not a bug, but I agree that it could have been done better. I might modify this, but it's not top priority. There are probably other such "issues" in the game and if I address this one then what would be stopping me from doing the others... - killap)
  • CONFIRMED Minor typos in file KCARDIN.MSG (Vanilla Bug) (Fixed in unreleased update - killap)
    • Line 343: Extra space at end of line.
    • Line 352: Missing period at end of line.
  • Missing Combat Armor mk2 from Toxic Caves in 2.1.2b. No current savegame available, but it is missing. Probably due to reconstruction of game from pre-1.02d state. See Per's section on Toxic Cave: http://user.tninet.se/~jyg699a/fallout2.html#toxic
    • "In the unpatched version there was significantly less stuff down here: no Combat Armor Mark II, no Bozar, no Plasma Pistol, less ammo. Also you couldn't use the Electronic Lockpick MKII to open the elevator."
  • CONFIRMED It is possible to exploit the Keeng Ra'at quest by first causing the cave-in with explosives for 600xp and then having Sulik kill him for another 300xp. This screenshot explains how to do reproduce it; quite hard and requires some luck (the real one), but not completely impossible. Savegame won't help here as it is not a runtime bug - everything is on the screenshot: 600xp for locking the Rat in cave, safe PC near the ladder and trapped Sulik standing near Rat's corpse. This is due to fact that the 300xp for whacking the creature is awarded unconditionally. I see a possible fix for this situation by setting any boolean variable right after the explosion occurs and placing a check for it in Rat's on-death event. (Hehe, I love when you guys figure out stuff like this. Great exploit! While it might make sense to get more XP for also physically killing the Rat, rather than having him suffer until his eventual death, I'll add a check to prevent the extra XP. No cheaters allowed. ;-) - killap)
  • CONFIRMED During the Dunton fight the Kid outside the bar turned hostile for no reason and started throwing rocks. Everyone else in the bar including people outside remained non-hostile. Ending combat after both duntons are dead does nothing. Leaving after duntons are dead and returning turns kid back to not hostile. Cant think of a reason why one random kid would start throwing rocks while everyone else stays friendly. If you harm the kid so he runs away and then end combat and walk next to the towns people they might randomly turn hostile. Save here: http://www.akigreus.fi/storage/SLOT49.zip (The peoples reactions as you are describing are not a bug per se, but rather that those in the bar are not on the same team as the rest of the town and will therefore not join in the fight. The one kid that attacks you is not random, he just happen to be the only one close enough to you. If you try to walk down through the town you will find that others will start attcking you as well. I do however believe that the Duntons belong to the wrong team. Instead of TEAM_KLAMATH they should be TEAM_KLAMATH_CROOKS. - Darek) (I agree with Darek here. Fixed in unreleased update. - killap)
  • CONFIRMED There is a misspelling in a Torr's stupid line. "grahmin" instead of "brahmin". (Fixed in unreleased update. - killap)
  • CONFIRMED Windows 7 Home Premium Service Pack 1; Fallout 2 v1.0, US, Humongous; F2RP 2.1.2b, windows installer When pinning the brahmin rustling on the Duntons, if the Duntons are dead, Ardin Buckner says: "Too bad their dead, or I would've shown them a thing or too." This should be: "Too bad they're dead, or I would've shown them a thing or two." Fingering the Dead Duntons (Fixed in unreleased update. - killap)
  • CONFIRMED If you notice the trap on the door inside Vic's, the status message says "You notice a trap in the door jam." - should be "door jamb." Memetics 10:20, December 18, 2011 (UTC) (Vanilla bug! Fixed in unreleased update. - killap)
  • CONFIRMED After you ask Jenny about Vic, she says "Vic was a real sweetheart ... stuff 'round here", and then you have three follow-up responses inquiring further about Vic. After her reply to any of those, instead of returning to this Vic-specific inquiry area so you can ask further questions relating to Vic, the conversation goes back to the main set of broader inquiry dialog options. If you want to know more about Vic, you have to go all the way back through the whole dialog, starting with asking yet again if she knows anyone who trades before-time stuff or has heard of a trader named Vic. Very redundant and unrealistic; it would make more sense to keep returning to the Vic-specific question set until a "Tell me something else" selection is made. (v1.0, US, Humongous; F2RP 2.1.2b, windows installer; no other mods) Memetics 11:09, December 18, 2011 (UTC)(I made it so that the other questions you can ask about Vic are available right after you ask a question. A much cleaner dialogue flow. - killap)
  • CONFIRMED An Ardin Buckner float text says: "If your anxious, try the bathhouse" - should be "you're". (Am playing INT=2, if that matters.) (v1.0, US, Humongous; F2RP 2.1.2b, windows installer; no other mods) Memetics 11:20, January 25, 2012 (UTC) (Vanilla bug. Fixed in unreleased update. - killap)
  • UNCONFIRMED Child floating dialog in Trapper Town: "I bet you do to bathe." Huh? I do what to bathe? (I think "to" is supposed to be "too", i.e., "so" or "indeed," as in "Mommy says tribals don't bathe, but I bet you do too bathe!") Memetics 11:20, January 25, 2012 (UTC) (The text I found read: "I bet you do bathe." which makes sense to me. -killap) I must've had a too-brief glance at the float and mis-read it. If I do see it again, I'll try to grab a screen shot. -memetics
  • CONFIRMED After recruiting Sulik: in PipBoy Status, in the Primitive Tribe section, the first quest item has a comma splice: "Sulik's sister is missing, find her" - should be a colon (:) or maybe a semicolon (;). Better yet: "Find Sulik's missing sister" would be consistent with (in parallel with) the wording of other quest items. Memetics 11:20, January 25, 2012 (UTC) (Yeah, I agree. Went with you last suggestion. -killap)
  • CONFIRMED When playing INT<4, in Klamath when you notice the Duntons' brahmin have been re-branded, your character's float-text is suspiciously intelligent and articulate. Could be dumbed down - maybe something like "Mmmm... moo-moos' burn marks not same. Look like bad-mans put new one over old ones." or something like that. Memetics 11:20, January 25, 2012 (UTC) (There was no dumb dialogue for this. Probably other places in the game like this. We really need a thorough dumb player run-through at some point. -killap)
  • CONFIRMED At the Golden Gecko, after you buy a round of drinks, one of the local news items Sajag the bartender reports is a missing "hunter". Your response asks about the hunter. But then the bartender talks about Smiley the _trapper_. "Hunter" ought to be replaced with "trapper" in both places. Memetics 11:20, January 25, 2012 (UTC) (Eh, other NPCs in Klamath refer to him as a hunter too. I see your point though that it's odd that he says hunter initially and then switches to trapper. -killap) Would suggest simply find/replacing all 'hunter' with 'trapper', then, since people rarely confuse the two professions. (No other characters are referred to as 'hunter', are they?) Probably one of those places where the devs changed their minds mid-project, and someone didn't get the memo. -memetics (Yeah, I'll buy that. However, Sulik does have one line of spoken dialogue where he calls Smiley a hunter. Other than that, I've changed about 5 references in Klamath of hunter to trapper. -killap)
  • CONFIRMED Sajag also says "... in Trapper Town (west of downtown)." Parentheses here look odd, as he's speaking to you, not writing to you. Could instead say "... in Trapper Town, west of here." Memetics 11:20, January 25, 2012 (UTC) (Agree. Vanilla issue too. Addressed in unreleased update. -killap)
  • UNCONFIRMED Something may be wrong in the Little Gecko / Golden Gecko critter scripting (if not a bug affecting all combat). When the geckoes are after me in Klamath at the still, and I duck into the shack and close the door, the geckoes just sit outside the door waiting for me to emerge, round after round, even if Sulik is outside attacking them. Similarly, when I went into the Toxic Caves to rescue Smiley solo, I had three Goldens on my tail and managed to lead them over to the room where Smiley stands. I opened the door at the end of one turn, took a few hits, stepped inside, and closed the door. Smiley then opened the door, ran one step out, and started attacking the Goldens. Since he was blocking the doorway, they circled him but did not advance - and did not fight back, even though he sat there kicking them, round after round. Their one-track-mindedness doesn't seem valid in such circumstances. They're animals, not robots. Memetics 11:20, January 25, 2012 (UTC) (Not sure what to say, even if I had a save game. Can you consistently reproduce this? -killap)
    • Re: the previous bug: yes; can be consistently reproduced for both Little Geckoes and Golden Geckoes, and may likely apply to other critters. In this savegame, Sulik and I are in the Klamath hunting grounds, where the still is located. Run to the left, or up and left, and get some geckos to attack you. (There's one Golden by the still, and another Golden plus two Little Geckoes north of the still a ways.) Then run down to the still and end your turn just outside the door. On your next turn (when you'll have sufficient action points), enter the building and close the door behind you. The geckos will run up to the building close to the door, but they will stand there while Sulik pounds them repeatedly.
    • On my last test, we killed one Golden this way, and then lured another Golden and two Little Geckos: one Little Gecko went after Sulik while the other two geckoes chased me. Sulik made short work of his Little Gecko; then, the other Little and the Golden waited outside the building for me. Sulik killed the Little Gecko first, which was closer to him. Then the Golden advanced a step toward him, where the Little had been - but then just stood there getting pounded, not attacking back. It seems as though they got fixated on me as their primary target, so they refused to attack Sulik.
    • In fact, it's normal for geckoes and some other creatures to run around the NPCs in order to keep attacking the PC - yet when the PC is inaccessible, it seems that this part of the AI combat logic breaks down. I haven't yet confirmed how this works with other creatures (animals or humans), but I suspect if any other critters' combat logic lets them make the PC their primary / sole target, they'll also have this tactical flaw whenever the PC becomes inaccessible. But it doesn't seem like all creatures act this way, so (not being familiar enough with the underlying scripting) I'm wondering if there's something in these creatures' scripts that would let them re-target another party member when the PC is inaccessible. (Your reaction to the previous bug post makes me think this is probably an engine issue, though, yeah?) Memetics 09:24, January 28, 2012 (UTC)
    • Additional data: There was one other Golden in the area; Sulik had dropped his sledgehammer and was punching and kicking the thing - despite frequent critical failures indicating Sulik's lack of Unarmed skill - until apparently he had swung too hard and crippled his own arm (lol)! Sulik ran away apace, and the Golden followed him ... when Sulik got about two dozen hexes away, he stopped, and the Golden parked on Sulik's tail. Then both of them just stood there, round after round... it looks kind of cute (screenshot), almost like Sulik has picked up a pet. (The Golden's pursuit of Sulik but its lack of attacking is perhaps another clue about the nature of this bug?) Memetics 10:26, January 28, 2012 (UTC)
    • Screen shots of Smiley fighting passive Geckoes in the Toxic Caves: screenshot 1 screenshot 2 Memetics 10:44, January 28, 2012 (UTC)
  • CONFIRMED When you're presenting evidence of the dead Duntons' cattle rustling, in Ardin Buckner's line "That settles it then ... Too bad their dead, or I would've shown them a thing or too." - "their" should be "they're", and "too" should be "two". (This already seems to be fixed in my version. Must have gotten a report before or noticed it myself. Anyway, addressed in unreleased update. -killap)
  • CONFIRMED [BETA 1] About Duntons, every time the downtown map gets loaded (entering from other maps or loading a savegame that I was in it), they always appear in front of Buckner house (screenshot 1) first and then walk to their house or Golden Gecko, no matter where they're previously at. And during Torr's brahmin guarding mission, they are not at the usual location (top-left corner) they should be, but near the scorpion pack south. (screenshot 2) Don't know if this is a intended change though. (Win7 Ultimate x64, RP 2.2 Beta 1 RV 1, all options except children patch & YAAM.) NovaRain 16:38, February 9, 2012 (UTC) (Found the problem, not sure why that line of code was left in though. Maybe I was debugging something awhile back and left it in by accident. Anyway, fixed. -killap)
  • (BETA1) Duntons, solve brahmin rustling:
    I don't think you should need further proof once you have gotten their confession.
    Also, I think you should get negative karma if you rat them out to Ardin, as you promise not to.
    If you first get their confession (250xp) and then solve it and tell Ardin (300xp), you now get double rewarded. Maybe you should only get 50xp extra when you already got the confession.
  • CONFIRMED (BETA1) When you successfully confront the Duntons they say "{706}{}{Alright Tribal, you win this time. Just leave us alone and we’ll get out of here.}". That makes sense while on the grazing map, but not in town. "Alright Tribal, you win this time. We’ll stop, now just leave us alone." or something to that effect would work better.
  • CONFIRMED (BETA1) Sally Dunton tells lady players who don't want female bath attendants to go to her brothers, even though they happen to be dead. (-Darek)
  • NOT BUG (BETA1) While fighting the rats on the mall map, one of them attacked me and this message appeared, "Rat critically missed and crippled her left arm." - Dravean (Maybe it was a female rat? ;) Yeah, that shouldn't happen and after looking around a bit, I'm not sure why this would happen. Maybe Darek the sleuth can work his magic. ;) - killap) (Upon further inspection, there really is no issue here. If the problem is about gender, well the rats are defined as female. If the issue was the "left arm" message, well that's maybe more of a debate. I believe technically rats do have arms, based on this googling: "They are tetrapods, meaning they have 2 pairs of limbs. They have 2 forelimbs and 2 hindlimbs. There is a manus (hand) on each forelimb and a pes (foot) on each hindlimb. The arm connects the manus to the shoulder. So, you can say that rats and mice have arms." So, w/e. :P - killap)
  • (BETA1) When I try to use repair on the broken repair bot that's located in the bottom corner of one of the Rat Caves maps, a message appears saying, "You got it?" - Dravean (Yeah, so that message comes up when you have someone in your party who is an expert in the skill you just used. It is supposed to be a float though and shouldn't appear in the message window. I can reproduce this but I have no idea how that message is appearing there. I believe it's hardcoded. - killap)
  • (RP 2.1.2b) In the last tunnel map, molerat visible through the wall Screenshot (Another engine graphic glitch I fear. - killap)
  • (07-08-12) When looking at the brahmin behind the Dunton’s a stupid character will make the same eloquent observation as a smart character about the re-branding.savegame (What version of the RP are you using? Maybe I fixed this in the unreleased update - it's been awhile... - killap) I use RP 2.1.2 B.
  • CONFIRMED (07-08-12) When playing as a stupid character and talking to Aldo (the town greeter) he asks you to give him $20 so he’ll become your friend (and everyone in town too). However, despite wanting to be gullible I can’t give him any money. In fact every answer leads to Aldo being offended and spitting on the ground. You can talk to Aldo afterwards as if nothing happened. savegame (Yes, it looks like this was never implemented. I went ahead and added a bit of dialogue for this. Minor stuff, but it adds to the game. :) - killap)
  • CONFIRMED (07-08-12) When playing as a stupid character I think the bulletin board has a typo in the following sentence: ‘Gorr. (look at the one notice that makes any sense)’ It’s difficult to determine whether that is a typo or not, the character being stupid and all. But since the ‘g’ is directly under the ‘t’ on the keyboard and the player refers to Torr in all other instances I think actually is a typo. savegameSavegame is the same as in the 2 posts above. (Vanilla issue. Yeah, I agree with your assessment. - killap)

Military BaseEdit

  • [BETA 1] At outside of military base, the first of left green field for entrance to base does'nt teleport to the interior. Old minor map issue. Screenshots: 12(Win7, RP 2.2 RV1 full + important fixes) - Hootl (Eh, this really isn't an issue. In fact, none of the hexes on the first row of that green grid teleport you. - killap)

ModocEdit

  • CONFIRMED Ran into an inconvenient bug; annoying but not game-crashing. From what I can tell, having Bess with you when you take on Grisham's job of defending his brahmin herd and save all 10 will cause the game to register that only 9 survived. When leaving the pasture, 10 living brahmin stand (and Bess making 11), but if you return, only 9 will remain. Grisham's dialog and the appropriate reward reflects as if 1 brahmin indeed was killed "due to your carelessness". I got the same result after several attempts, and only finally got fully compensated when I reverted to an older save (before REACHING Modoc), and completing the same number of errands, with the sole exception that I didn't heal Bess. [FO2 v1.2, humongous, F2RP 2.1.2b, Vista Home Premium OS, http://www.4shared.com/rar/IDlan_BC/SLOT10.html Addressed in unreleased update, thanks to Darek. What an odd issue and it definitely indicates something broken in the engine with the timer system. -killap)
  • UNCONFIRMED 1.My two old one's(don't see them here)-I'll copy it.In Modoc I was moving some stuff with sulik at his max compactibility and I was moving some bb's schels and I ended with 0 bb's schells weighting 4 kilos, Sulik had the 40 bb's too . I'll send you a save game in near future.
  • NOT BUG 2.Found another bug (but this time it could be Tungu's Miria for Real! mod problem) and again I must send you a savegame- Cassidy was in Miria room and when I talked to her(after taking mentats) about her the game freezes (goes black with some kind of a small fire in one place) and I didn't get a visit from her's dad.

(Save games are no longer available. Not sure what to say about the bbs, I'd need a save game to really get to the bottom of it. The Miria issue has been reported before and is the result of using the Miria for Real mod. It isn't compatible with the RP Modoc map. - killap)

  • CONFIRMED 5/22/2011, Win XP SP3, FO2 US 1.0 Hum, RP 2.1.2b full installer, Party Orders Addon 1.0d. There are several spots in the northwest section of Farrell's garden—which is also the densest—where you can't attack critters even if you're standing right next to them. Screenshot (It's not that you can't attack, but rather what you can't attack with. No long range weapons will work (including spear and hammer as they reach 2 hexes), but unarmed and melee works fine (throwing knife works when set to swing). It's because the corn stalks (scenery 963 - 968) have their shoot-through flag off. I've known this a long time but figured it was as they meant it to be, that the critters could hide in the thick vegetation. Looking at it again I'm not so sure, at least it's not working too well. Let's turn the shoot-through flag on, I say. Either that or put a blocker under each plant, I mean if it's too thick to shoot through, you're not likely to be able to stand there anyway. No half-assed 'some things work while some don't for no apparent reason'. It's all or nothing. - Darek) (I went ahead and put blockers under all them. A few already had blockers anyway. I'm not quite sure what the true intention was - critters hiding does sound reasonable - but yeah it wasn't really working well. Addressed in unreleased update - killap)
  • CONFIRMED [Beta 1] An exploit. I can steal the 20x shotgun shells from Grisham, and after exiting the dialogue window, there will be another 20x shotgun shells appeared in his inventory. I can keep repeating the steal-talk-steal process for infinite shells. (savegame) (Win7 Ultimate x64, RP 2.2 Beta 1 RV 1, all options except children patch & YAAM.) NovaRain 05:08, March 19, 2012 (UTC) (Yeah, for some reason critters (or at least Grisham) disarm when you talk to them. Followers don't though. Anyway, I had added code awhile back to rearm Grisham when you talk to him, but this also adds ammo to the gun. Since the gun is full, it just goes to his inventory, which you steal each time. ;) Fixed in unreleased update. - killap)

Ghost FarmEdit

  • UNCONFIRMED Completed Modoc-Slags treaty quest, went back to Modoc, started Jonny quest, went down well, found BB gun, presented BB gun to Balthas, then went to Ghost Farm. Locked up immediately after loading Ghost Farm map. Tried not giving BB gun to Balthas, it locked up anyway. WinXP Pro, Fallout 2 Humongous installation, 1.02 official patch + 1.02.27.3 unofficial patch (Windows Installer) + Restoration Project 2.1.2b (Windows Installer). Save file in Modoc w/BB Gun before talking to Balthas again (Save game links dead. Can't do anything about this without a save game. - killap) Added by Little Chitsa: this happened, if you speak with Jonny in second visit to Ghost Farm, when you bring answer from Modoc.Only in this variant after starting Jonny quest and founding BB Gun game locked up after loading Ghost Farm map. Savegame: www.4shared.com/archive/HHeESoSs/Slot_610-_crash_in_Ghost_farm.html (Win XP SP3, FO2 v1.0, US, Humongous, RP2.1.2b, wininstaller) 2/08/2012.
  • CONFIRMED Bug with the dialogue. First falling through the fake floor and talking with vgir. Then going back to modoc and returing to ghost farm, this time nighttime and talking with the watchers and asking them to deliver you to vgir triggers the first conversation tree all over again. Bug with the scripting most likely. http://www.akigreus.fi/storage/SLOT50.zip save here. First load, talk to the guard next to the player and ask to be delivered to vgir. Next load walk to the open manhole to the left and talk straight to vgir, see dialogue difference. (You are correct. Vegeir doesn't take into account that you can be escorted to him even if you have already spoken to him. So for him that will be the first time you meet (every time you get an escort). - Darek)

I propose the following changes in mcvegeir... {C}procedure critter_p_proc {C}begin

if ((global_var(297) bwand 8192) != 0) then begin
 set_global_var(297, global_var(297) bwand (4294967295 - 8192));
 debug_msg("SETTING SURRENDER_TO_SLAG ON");
 debug_msg("going to force 1");
 set_global_var(297, global_var(297) bwor 536870912);
 anim(dude_obj, 1000, rotation_to_tile(tile_num(dude_obj), tile_num(self_obj)));
 anim(self_obj, 1000, rotation_to_tile(tile_num(self_obj), tile_num(dude_obj)));
 gfade_in(5);
 debug_msg("force_dialog_start(" + forced_node + "): " + obj_name(self_obj));
 forced_node := "Node010";
 dialogue_system_enter;
end
else begin

Change this to:

Procedure critter_p_proc {C}begin

if ((global_var(297) bwand 8192) != 0) then begin
 set_global_var(297, global_var(297) bwand (4294967295 - 8192));
 debug_msg("SETTING SURRENDER_TO_SLAG ON");
 debug_msg("going to force 1");
 set_global_var(297, global_var(297) bwor 536870912);
 anim(dude_obj, 1000, rotation_to_tile(tile_num(dude_obj), tile_num(self_obj)));
 anim(self_obj, 1000, rotation_to_tile(tile_num(self_obj), tile_num(dude_obj)));
 gfade_in(5);
 debug_msg("force_dialog_start(" + forced_node + "): " + obj_name(self_obj));
 if (global_var(131) == 2) then begin
  if (local_var(4)) then begin
   forced_node := "Node003";
  end
  else begin
   forced_node := "Node001";
  end
 end
 else begin
  forced_node := "Node010";
 end
 dialogue_system_enter;
end
else begin

And also two small changes in mcprotec... {C}procedure talk_p_proc

  if (global_var(388) == 4) then begin   change to...

  if (global_var(388) == 4) and (global_var(128) == 2) then begin

and...

   if ((cur_map_index == 24) == 0) then begin   change to...

   if ((cur_map_index == 24) == 0) or (global_var(131) == 1) then begin

(Went with proposed changes by Darek. Fixed in unreleased update. - killap)

NavarroEdit

  • CONFIRMED Upon scaring the mechanics away from their protected stashes (K-9 motor, vertibird plans), i am unable to get to either object without first killing the respective mechanic. This, despite the fact that the mechanic(s) are too far away to stop me from accessing their stashes. Stealth checks seem to fail every time (granted, i have 30 something sneak). This also occurs with the Doctor and his stash down stairs. I will provide a save game when I get home later tonight. Edit: damnmit I accidentally saved over it. My bad. (Yeah, these lockers don't check if the critter guarding them can actually see the player. All other lockers, etc in the game that have watchers do check this. Vanilla bug. Fixed in unreleased update. - killap)
  • UNCONFIRMED Talking to scientists at Navarro base doesn't give dialog option related to verti plans. So you cant talk to Quincy about them. (Are you sure you're talking to the right people? Do you actually have the quest to get the plans? Without a save game I can't easily do anything about this. - killap)
  • CONFIRMED The Drill Sergeant has 'sergeant' spelled incorrectly. Additionally, it appears that 'he' is still being referenced as a 'she' when 'looked' at, something the Wiki has noted before. (Win 7 x64, Fallout v1.0 US, Humongous; F2RP 2.1.2b, Windows Installer, all installer mods except child patch) (Bah, regressions. Addressed in unreleased update. -killap)
  • NOT BUG After getting taken to Navarro on the vertibird during the Salvatore's quest, you can't talk anyone out of fighting,even if you surrender and with CH 10 and insanely high Speech or if you're wearing APA. (Win7 x86, Fallout v1.02, sfall, Resto project 2.1.2b, Installer, All options) (This is supposed to pay homage to the F1 sequence where you can be taken to Lou. However, there was an oversight in dialogue if you come there wearing power armor. This has been addressed in an unreleased update. -killap)
  • CONFIRMED [BETA 1] Navarro first map seems to be broken (poseidon gasoline). Chris does'nt respond and my car disappears. I can steal from Chris for experiences points and he not fights or alarms the base.
    Savegame is from a few steps before entering to the navarro SLOT07(Win 7 32bit, RP 2.2 RV1, full install) - Hootl. To add to that, Starting hex is wrong (above gas station), going down through the vent just crashes with a black screen. Several critters unresponsive on all Navarro maps. Haven't seen anything like this before - Darek (Map script was missing from the map (or the reference to the map script in the map file was corrupted.) Either way, it seems to be working again. This is a pretty critical issue, so I'll send the updated file to all the testers. -killap)
  • Win Xp Sp3 F2 Us 1.02d , RP 2.1.2.b I cant detect the traps anymore ( i was able in the unofficial patch ) with Pe 8 and 120 traps , i had light step so some time after a step a trap would appear under my feet disabled.Were the traps made invisible again ? (Save game, please. - killap)

New RenoEdit

  • UNCONFIRMED Trying to access the upper floor of the Shark Club loads the upper floor of Salvatore's Bar instead, preventing doing any quests for the Bishop's family or related to them. (Win 7 x64, Humongous installation; Fallout 2 1.02 + Restoration Project 2.1.2b + sfall, no other mods) savegame (Save game expired, not sure what to say. Can anyone reproduce this? -killap)
  • UNCONFIRMED Taken upstairs by bishop daughter. NPCs vanish. Noticed that with a girl PC and mrs bishop, it wasn't a problem. Killap's Fallout 2 Restoration Project – sixth official public release (2.1.2) (Your NPCs are supposed to 'disappear' during this. They are waiting for you downstairs. Are you saying they don't reappear once you go back down? - killap) Yeah like the old bug of past. Gone completely. Not in casino or on second floor waiting. Saved game sent and received via e-mail. (I asked you via pm, but I'll ask here as well. Do you happen to have a savegame before you are upstairs? And you say female players don't have this problem? Do you have a save game to show this? Any players out there experiencing this issue as well? - killap) (I still can't reproduce this even after you gave me exact steps. - killap)
  • NOT BUG After Big Jesus has given you the job to kill Salvatore you can go back to him and say that the target is too well guarded, Mordino responds with a threat. The sentence structure in the reply you can give to that is bit odd, referring to both, the Mordino and Salvatore family. (WinXPx86, 2.1.2 UK, installer, humongous, all options installed except appearance mod, FO1 .223 sound and cassidy th) screenshot, savegame. (Not a bug, but perhaps poorly worded. It is a reference to the Mordino men already killed by the Salvatores. - killap)
  • CONFIRMED RP 2.1.2b on XP- Found Abbey by wondering, got a bottle of wine (which inspection called liquor, fyi, wine ~= liquor). When talking to Father Tulley in New Reno, when wine IS NOT in inventory, you get the quest to get him the hooch. But next time you speak to him, with the bottle of wine, there are no text paths available to give him the wine. Conversely, if you talk to him about "strange place for a preaching man" the first time you talk to him WITH the wine bottle in your inventory, you can complete the quest. savegame (make sure to take bottle out of inventory first time) (Fixed in unreleased update - killap)
  • CONFIRMED Critter Name (SCRNAME.MSG): Marjorie Reed's name shows up as "Researcher" instead of "Marjorie" when reviewing dialogue or when in combat.
    • Symptoms: See summary
    • Cause: The file that holds the lists of names (scrname.msg) lists Marjorie as "Researcher".
    • Solution: Open up file scrname.msg, locate line 542, and change it from "Researcher" to "Marjorie" or "Marjorie Reed" as desired.
      (Looks like this was fixed for the unofficial patch but regressed in the RP. Fixed in unreleased update - killap)
  • NOT BUG Father Tully calls Bishop "Bischop" twice in his dialogue. Not sure if this is just a typo or deliberate misspell made by the devs to place more emphasis on his drunken condition. However, he has no problem spelling other families' names and even uses both words in same reply which looks kinda weird: screenshot. Affected replies in nctully.msg: 470 and 590. (I really don't think this is a bug. I actually think it is a drunken reference to Bishop's chopshop - killap)
  • CONFIRMED As pointed by Not Lost Hope : "Minor inconsistency in New Reno, the "Wright's sons" that stand outside the Wright house, next to the kids who want your pistol, have a sprite that shows them holding a rifle, yet they are unarmed when you look at them ("He has 60/60hps." without mention of a gun). They do have a hunting rifle in their inventory though (for me to steal). There's one of them in the train station too and a couple of Wright's daughters with a fake gun as well. Also my NPCs happily walk through the door leading to Orville Wright, without opening it, before I ask for any permission to see him or anything. savegame (It has to do with something breaking the animation while the critters are unwielding. They are unarmed but they don't show it, just like the opposite of the robber cave bug. They do rearm when combat starts though. What I don't understand is that most critters with the ncwritee script start armed, only to get told to disarm in the map enter procedure (timed event). What's the point? It's like the mapper and the scripter had totally different ideas. So could either stop them from disarming in the script or remove their weapons from their item slot 2 (mapfix). - Darek) Also I'm a bit curious how well the warning sequence work, it's damned complicated. (I always assumed the devs had intended (after the fact) that the Wrights should look mainly unarmed and like normal citizens. Start a fight though and oh noez. But yeah, the map/script do contradict themselves. I went ahead and moved the weapons to their slot 1. -killap
  • CONFIRMED If you don't have 500$ to pay Nikki at the Salvatore's Bar for the information on where Lloyd is hiding, she acts as if you do and gives you the info for free. There is no option to tell her you don't have enough. Savegame (Added a money check and dialogue if you don't have enough money. Addressed in unreleased update - killap)
  • CONFIRMED Pretty Boy Lloyd is supposed to attack you if you dig up the grave with the money he stole yourself (right after you set off the bomb). However, if you click on him to talk just before that, he won't attack anymore. He also no longer attacks you if you leave combat and try to talk with him, though he has nothing to say. In the save below he is unconscious. If you click on him after he gets up, he won't attack. Savegame
    • Also, if you kill Lloyd after clicking on him as described above, his death won't be recognized by the game (thus disrupting Salvatore's quests).
      (These are similar issues to the Metzger issue further up. Fixed in unreleased update - killap)
  • CONFIRMED One of the Bishop's guards have a wrong text-file assigned /or whole NPC is misplaced/. (WinXP+SP2, clean FO2 v1.0 US, humongous, RP 2.1.2b win installer - all options installed except the child patch and FO1 sounds, no other patches or mods installed.) screenshot --valcik (What exactly is wrong here? What's wrong with the text? - killap) A marked guard use the same dialogue, like one of the men, who is guarding below the stairs. He wants the Bishop's suitcase from the Chosen one. Eh, it's minor issue, so ignore it eventually, killap. I don't have saved game there. --valcik (BETA1)( The guard that is pointed out by valcik was added by Pixote, it's not an original. It has the wrong script (ncbisgrd) when it should have ncbismen instead. It also has though guard AI but should use generic guard AI. He also has no inventory (no armor or weapon) which is good, but could be made very weak or not paricipate in a fight with Bishop for the sake of game balance. So either remove or implement him proper. - Darek) (Ah, well it looked like Pixote already addressed this (adding correct script/inventory), which is why I was originally confused. So, all should be good now. - killap)
  • NOT BUG While the Wright Murder quest is active, talking to Father Tully shows that the option to ask directly about the Salvatores has been replaced by a thread asking whether he knows anything about Richard Wright's murder. (Win 7 x64, Fallout v1.0 US, Humongous; F2RP 2.1.2b, Windows Installer, all installer mods except child patch) Savegame Screenshot (You need to talk to Jules to learn about the Salvatores to get this option to come up. No bug here. However, great bug report. Good description, save game present and even a screenshot to go along with it. The Bear Dude smiles. -killap)
  • CONFIRMED Some of the slot machines in casinos can not be accessed because 'somebody blocks them' - even though nobody is. Savegame (Wow, finally found the true cause to this vanilla issue. There were actually critters in front of the slot machines, but they were invisible. The slot machine wasn't checking for this and thought someone was actually blocking it. Fixed in unreleased update - killap)
  • CONFIRMED Win7 x32bit, Humongus, Windows Installer, all except children patch. Graffiti overlapping on NPC: Screenshot Savegame. (Yeah, the graffiti is misplaced. It's now one hex outside of the wall, needs to be moved in one step. - Darek) (Addressed in unreleased update. -killap)
  • CONFIRMED Two of the Wright children inside are girls, but use the boy sprite anyway. Shouldn't this be changed now that we have an alternative? (Darek) (Addressed in unreleased update. -killap)
  • CONFIRMED Win XP SP3, FO2 US 1.0 Hum, RP 2.1.2b full installer, Party Orders Addon 1.0d. The pit boss in the Sharks Casino says McGee is pissed off about you winning on his slot machine even though you haven't done it yet. Tested a bit and it looks like simply talking to McGee once and exiting the convo immediately triggers the pit boss to think this. Screenshot + Savegame -- SGHayden 20:39, May 29, 2011 (UTC) (Fixed in unreleased update. - killap)
  • CONFIRMED [During the secret virtibird meeting] I killed all Salvatores and Enclave soldiers during this.. event, when I simply goes to Vertibird, text appears that Enclave soldiers are still alive and going back to Vertibird. (Ah, that was an oversight. We didn't take into account someone killing everyone. In such a case, it should probably disable the player from being able to enter the vertibird, if that's possible. - Dravean) (Both Enclave guards need to be alive now. Addressed in unreleased update. - killap)
  • CONFIRMED Windows 7 Home Premium Service Pack 1; Fallout 2 v1.0, US, Humongous; F2RP 2.1.2b, windows installer When speaking to Father Tully about his days at the Abbey, the player has a potential line like "I've had enough of these amerature drunk stories..."; I think this should read "I've had enough of these amateur drunk stories...". Tully waxes nostalgic (Fixed in unreleased update. - killap)
  • CONFIRMED 01/04/2012, Windows 7 Home Premium Service Pack 1; Fallout 2 v1.0, US, Humongous; F2RP 2.1.2b, windows installer When speaking with Father Tully about Samuel and the Abbey, Father Tully may say "...I sure do miss that hooch though..." The text, however, reads "I sure do miss that hooch through Father Tully (Addressed in unreleased update. -killap)
  • CONFIRMED 01/04/2012, Windows 7 Home Premium Service Pack 1; Fallout 2 v1.0, US, Humongous; F2RP 2.1.2b, windows installer When a player who has planted marked cards wins against Monte, (s)he has a dialog option like "...C'mon, Monte. I'm just getting started." The text, however, shows the M in "I'm" in upper case. Monte (Addressed in unreleased update. -killap)01/04/2012, Windows 7 Home Premium Service Pack 1; Fallout 2 v1.0, US, Humongous; F2RP 2.1.2b, windows installer
  • CONFIRMED If the player bumps off Mr. Bishop while Mrs. Bishop is sleeping in the next room, something causes her to stand on the bed. The description still indicates that she is sleeping, however... what's up with that? Sleeping upright (I've seen this before, I think. A save game could be useful here. -killap) ((BETA1) She stands up when it's her turn in combat (even though she don't turn hostile, she's still on the same team). It's an engine thing to stand up unless you're knocked out.
nclabish.ssl
procedure combat_p_proc
begin  
   if ((tile_num(self_obj) == 15891) and (elevation(self_obj) == 2)) then begin
       script_overrides;
   end
end
That will keep her from standing up. Angela could do with a similar fix. Also, there is a small problem if the player decides to shoot them while sleeping. With this fix they will do nothing, without it they will stand up in the bed and draw weapon, but can't move or do anything since they are locked in the bed with blocking hexes. - Darek) (I've expanded upon this and ended up with a pretty nice fix. Either woman will continue to sleep unless attacked and then they will jump out of bed do their thing. Addressed in unreleased update. - killap)
  • CONFIRMED [Beta 1] About busting up Wright's still quest, Mrs. Wright will get blocked at outside of the commercial row map (screenshot, only visable with EDGE_CLIPPING_ON=0 & IGNORE_MAP_EDGES=1 in hi-res patch INI) when she's going to meet you at the church, thus you can't get the quest. (savegame, you can rest to 06:00 again, leave and re-enter the map to see her walking from outside of the map then getting blocked.) (Win7 Ultimate x64, RP 2.2 Beta 1 RV 1, all options except children patch & YAAM.) NovaRain 08:23, February 19, 2012 (UTC) (I *think* I found the cause of this specific issue, but Mrs. Wright does suffer from some other pathing issues which I'm still looking into. - killap UPDATE: And pathing issues resolved. Clearing animations are key here.)
  • CONFIRMED (RP 2.1.2b) Killed Salvatore hides under the rug Screenshot(Yeah, I've seen this happen with rugs, etc throughout the game. Engine issue. The rug has been shifted a bit, so hopefully this specific instance won't be a problem in the future. - killap)

New California RepublicEdit

  • UNCONFIRMED When fighting against Lenny in the ring under the bar outside NCR and the anti-mutant serum is used in the fight (since the player is without any weapons) against him, he collapses after one round and the game is stuck in some sort of loop (WinXPx86, 2.1.2 UK, installer, humongous, all options installed). (read the beginning of the page, savegame please)(Without a save game I can't do much. I've seen this reported before though and I really thought it was addressed. I'm pretty certain the last fix I implemented for this should have resolved it for good. All I can say is that if you (or anyone else) runs into this issue again, post a save game. - killap)
  • UNCONFIRMED Dofus hanged while walking and speaking. Configuration as always:Windows 2000 and Miria for Real! mod by Tongu installed.And here is savegame (Couldn't reproduce a crash, but I did notice he was spouting his text floats pretty darn quickly. I tweaked this slightly. - killap)
  • NOT BUG Possible bug - As pointed by Gaspard (note from ebbpp-I remember it was always like that but it is a bit strange I must admit.) : "Found something else: in NCR after telling Gunther about the spy and showing him the disc I get my reward, but Feargus is not taken away and instead walks away as if you told him that there's a spy and you've got proof." (Being a spy he is probably eavesdropping, and once he learns that you are on to him he skips town. There used to be a bug where Fergus would only run away half the time, but he was always supposed to leave when you tell Gunther. - Darek) (What Darek said - killap)
  • Bug at the quest "Stop brahmin raids": Attacking the Deathclaws, at the moment before they get away and the north-eastern path is revealed, leads to a fatal error in fallout2.exe. (Windows 7 x64, F2RP 2.1.2b windows installer over clean Fallout 2 1.0 US humongous, full installation with all options). Here the Savegame. (Shoot the Deathclaw for the error, maybe need high resolution to see them - mine is 1680x1050) (Yeah, just don't shoot them when this is happening. Pretty certain nothing can be done about this via scripting. - kilap)
  • CONFIRMED Win XP SP3, FO2 US 1.0 Hum, RP 2.1.2b full installer, Party Orders Addon 1.0d. When you try to open the door to the craps hall in the back of Duppo's house, you get the dialog window and have to provide a password. Well, if you try to exit through the side door of the craps hall, you get the same dialog, even though you're obviously inside already. Savegame + Screenshot (Fixed in unreleased update - killap)
  • CONFIRMED Win XP SP3, FO2 US 1.0 Hum, RP 2.1.2b full installer, Party Orders Addon 1.0d. Another scenery overlap bug. If you kill Westin where he stands, he disappears under a rug! There's still a tiny sliver of him visible between the rug and his desk, but it's very hard to catch. It's still possible to loot him using the POA PC looting command shortcut key, of course. Screenshot + Savegame -- SGHayden 07:51, June 5, 2011 (UTC) (Yeah, dead bodies and rugs don't mix well with this engine... Addressed in unreleased update. -killap)

Primitive TribeEdit

  • When entering "Primitive Tribe" the whole map is completely black without any objects, NPCs and so on. (RP 2.1.2b Windows installer, Windows 7, english version) ScreenshotSavegame (just go to the area)
  • CONFIRMED During the find out about the hunters quest, when you're in the cave and you decide to wait and see (the gecko kills the hunter), then report back that the hunters are dead, the shaman will still thank you for saving one of them and still ask you to do the herbs quest. (Fixed in unreleased update. - killap)
  • CONFIRMED Shaman doesn't give any healing powders for completing the spirit quest. As I have no savegame to prove it, I've decompiled his script and found the source of the problem:
First, I've checked if he is really eager to share some of his healing powders with the player (extract from tribec4.msg):
{180}{}{Thank you! You've saved my sanity. I cannot thank you enough. Please, take these healing powders as a sign of my gratitude.}
Second, dialogue node function using above message (Node009 from tribec4.int) does not place any object's in player's inventory, unlike function Node014, which correctly spawns three healing powders as a reward along the 100xp:
LVar1 := op_create_object(273, 0, 0, -1);
op_add_mult_objs_to_inven(op_dude_obj(), LVar1, 3);
I can't tell how many powders should player receive along the 500xp for releasing the ghost, but if I am allowed to suggest anything, it shouldn't be anything less than 5 (or maybe some antidotes in case he got poisoned by scorpions?). (Yup, I forgot to add them to the player's inventory. Fixed in unreleased update. - killap)
  • CONFIRMED When I start a combat in the woodland area when i try to end combat or pass my turn my game freeze (Windows XP SP3, Fallout 2 US v1.0 Humongous Install + F2RP 2.1.2b full install) Oni Kirimaru savegame (Hmm, so I can reproduce the crash with your save game, but I cannot reproduce it if I use my own save game. Can anyone else reproduce this with their own save games? Perhaps this save game became corrupt in some way? - killap) (Critters have run far off the map, so far in fact that I couldn't even see them. But I verified that they where actually there. I'm a bit curious what the player has been up to for the critters to be able to wander that far. I can see that he has been loading and saving a million times at least. Anyway to fix this I suggest adding blockers behind the exit grids to keep the critters from running astray. - Darek) (Yes I was loading and saving a millon of times but in that area only because i couldn't pass my turn so i was trying to find a way where the critters couldn't spot me and if they do i have enough AP to reach the exit - Oni Kirimaru) (It looks like Pixote addressed this in his latest map fixes. -killap)
  • CONFIRMED When playing stupid character (but maybe it is irrelevant) after giving Krom knives and spears in massage box appears line: {1000}{}{[The giant warrior nods respectfully to you.] Well, if it isn’t the great hero of the wastes. That was a pretty impressive feat, sending them Enclave dogs to hell like that. In fact, hearing tales of your exploits has inspired me to head back out into the wastes myself.} despite the fact that the Enclave still stands. Savegame (Simple, stupid bug. Fixed in unreleased updated. - killap)
  • CONFIRMED Windows 7 Home Premium Service Pack 1; Fallout 2 v1.0, US, Humongous; F2RP 2.1.2b, windows installer When speaking with Krom with a character with high Speech skills about the GECK, the player has a line like "I successfully conquered the Temple of Trails...". This should be "the Temple of Trials". Speech with Krom (Fixed in unreleased update. -killap)
  • While talking to the Primitive Tribe elder about Sulik, one of your responses is "Oh he's alright. ..." ("alright" is a non-standard spelling; should be "all right"). -memetics (Oh you grammar nazi. ;) This one is opening a can a worms. There are a good 200+ references to 'alright' in the RP. I even spent 5 minutes reading up on the debate of these two words. Many agree 'alright' is not a word. However, it seems to be gaining acceptance. Use "all right" when everything is correct and 'alright' when things are satisfactory. Eh, meh, w/e. :D) -killap) Well, you taught me something: not all sources consider "alright" a misspelling. Some now consider it a non-standard or slang usage in informal prose. I've amended my original comment for accuracy... all right? :-)
All of the sources I consulted (both online and in print) say that "all right" is the only accepted usage for formal (professionally-edited) prose. (Some do acknowledge that "alright" and even "a'ight" are gaining acceptance for informal prose, such as song lyrics and blog entries, but not for professional prose.) Anyway, the two terms generally have the same meaning, as Grammar Girl explains succinctly and intelligibly (contrasting them with similar pairs that have different meanings, such as "already" vs. "all ready").
Since we're trying to make the RP great and bug-free, I'll make the case for the term "all right" on the grounds that practically nobody's going to read "all right" and think it's the wrong usage, whereas "alright" will stand out to many as incorrect, so switching to "all right" throughout the RP shouldn't open any worm cans. More important, being distracted (either by grammatical / spelling errors or by non-standard usages) tends to take players out of the immersiveness of gameplay. Still, I can see how some players would *not* see this edit as an issue, just as many people now are comfortable using "disrespect" as a verb in conversational speech. It is, of course, your call: whatever you decide, I won't "dis" your decision. ;-) Memetics 05:53, January 30, 2012 (UTC)
  • CONFIRMED When asking about Sulik's sister's whereabouts, the elder says "[He closes his eyes ... ] The slavers are lead ..." (needs to be "are led" - the passive voice here takes the past tense of "lead". Analogous to "the slavers are kill" [present tense] vs. "the slavers are killed" [past tense]). Memetics 11:20, January 28, 2012 (UTC) (Addressed in unreleased update. -killap)
  • CONFIRMED (BETA1) Sulik will help you kill his tribe, but once combat is over he will go hostile against you. I suppose he just got caught up in the moment. -Dravean (Hah that would be funny if that were the case. Hmm, is stuff in critter_proc not run when combat is going on? That would be the only explanation... - killap) (And with further tweaking I believe I got this to work. - killap))
  • CONFIRMED (BETA1) It can be hard to examine the body of the young girl that's cut in half, because she's placed on top of a rug. I don't see a need for the rug. It's not like the Enclave soldiers blasted her in half and then decided to make sure her corpse was comfy by sprawling her out on a nice rug. Though I suppose that could have other, darker, implications . . . -Dravean (Body shifted to be off the rug. Addressed in unreleased update. - killap)

RaidersEdit

  • CONFIRMED Win XP SP3, FO2 US 1.0 Hum, RP 2.1.2b full installer, Party Orders Addon 1.0d. There's a spot on the bottom level of the caves where it's possible to shoot straight through 50 feet of solid rock wall. Screenshot -- SGHayden 07:36, June 5, 2011 (UTC) (Yeah, incorrect blockers used there. Should be good now. Fixed in unreleased update. -killap)
  • CONFIRMED 01/04/2012, Windows 7 Home Premium Service Pack 1; Fallout 2 v1.0, US, Humongous; F2RP 2.1.2b, windows installer Upon initiating dialog with Shadow-Who-Walks, the player may have an option to say (a line from Monty Python and the Holy Grail): "I'm French. Why do you think I have this outrageous accent? [Stare at him oddly.]", but the text actually reads "...[Stare at him odly.]" French accent (Addressed in unreleased update. -killap
  • CONFIRMED If you come to Raiders after first visit, all your companions spawn on one hex and can't follow you on surface.After changing location all is normal.Savegame: www.4shared.com/account/dir/_H5TI_xX/_online.html#dir=104387328 (Slot 811) (WinXP SR3, FO2 v1.0 US, Humongous, RP2.1.2b) Little Chitsa, 7/21/2012. (Also, such situation I found in little cavern- only twice in 15 or18 walkthrough- maybe it have such couse. Savegame: www.4shared.com/archive/NuAlGJqF/slot824-_All_in_one.html ) 8/05/2012, Little Chitsa. (Map tweaked in unreleased update. - killap

ReddingEdit

  • NOT BUG Caravan to the Vault City bug : When going with caravan to the Vault City there are empty encounters sometimes, and I always arrive to the Vault City alone (caravan master is missing). RP 2.1.2b + Magnus Weapons redone(latest), Save games : http://rapidshare.com/files/421426646/savegames.zip (This is a common misreport. The caravan master is actually inside the greeting center. Wade is there in your save game. As for the empty encounters, I never got to the bottom of this. - killap)
  • CONFIRMED If you killed the Alien Queen in EPA Blue level before taking "Clear out the mine" quest." You'll get the reward (3,500 XP & message) for finishing the quest when there's still one wanamingo alive. Looks like the Alien Queen in EPA gets counted in "GVAR_TOTAL_WANAMINGOS" number. Should I provide several saves at different game stages? - NovaRain (yes, savegames could help ) OK, here are my saves. The included note.txt stats the game stage in each save. savegames (The wanamingo on the green level of EPAMain1.map has mistakenly gotten a Redding-wanamingo script. - Darek) (Good catch, Darek. Fixed in unreleased update. -killap)
  • CONFIRMED In Ascorti's Ace, a female Chosen One using one of the slot machines can say e.g. "C'mon, sevens! Daddy needs a new plasma rifle!" Also, when gambling at one of the tables, the casino girl might say "Winner! You've tripled your money! Luck is in the house tonight! Well done, sir!" (Vanilla bug. Fixed in unreleased update. - killap)
  • CONFIRMED In Malamute Saloon if you give Fannie money before talking to Lou, the latter never mentions San Fran (the line {108} is never displayed), yet the option to ask where it is is still there. (Fixed in unreleased update. - killap)
  • There is a dialogue bug when line {192}{}{That do it for you, or was there something else you wanted to buy?} is never displayed because another one - {Ok, that's a good trade.} - appears on top of it. This bug applies to many other traders. (I don't think that generic trader dialogue can be overwritten. - killap) You can solve this with an extra node that says -MORE-. I believe I saw that solution in the game already.
  • CONFIRMED A minor inconsistency. If you sleep with Fannie, the screen will fade to black for a moment and you will be moved to one of the rooms in the back, but if you decide to just rest, you will remain where you were standing and there is no fading. (savegame please) Savegame (Eh, I don't really consider this an issue. It's more like she is giving you permission to take one of the rooms, and rather than forcing you to go there, the game gives you the opportunity to do other stuff first. - killap). I am merely comparing this to already existing cases like in Klamath. Besides, the game doesn't give you opportunities to do anything - it just skips 8 hours. (Yeah, you're right this is inconsistent. And interestingly enough, the player actually would not get moved in the case of Fannie in the original game. There was a comment in her script though to have the player moved but they never implemented it. This was addressed by Seraph way back and then incorporated in my fixes. Anyway, the player now gets moved to a room when he/she asks for one to rest. - killap)
  • CONFIRMED Despite Sheriff Marion being killed, active quests associated with him persist in the quest log despite the impossibility of actually completing them afterwards. Linked screenshot shows the "Kill Frog Morton" quest for reference. Similar issue arises with regards to Bishop in New Reno. (Win 7 x64, Fallout v1.0 US, Humongous; F2RP 2.1.2b, Windows Installer, all installer mods except child patch) Screenshot (Addressed in unreleased update. I'm not aware of this issue with Bishop. Any quests you have for him should be cleared when he dies. I'd appreciate it if others could confirm this. - killap)
  • CONFIRMED Win XP SP3, FO2 US 1.0 Hum, RP 2.1.2b full installer, Party Orders Addon 1.0d. The traps that appear when you go to fight Frog Morton are pretty buggy. If you try to disarm them, after a few tries, you usually end up "accidentally setting them off" but instead of blowing up they just disappear. ALSO, as shown in the screenshot, there's a doorway that renders over dead bodies, making them more difficult to see and access. Screenshot + Savegame SGHayden 17:12, May 26, 2011 (UTC) (This is an odd one that I don't fully understand, but Detective Darek found the segment of code at fault and I've commented it out per his suggestion. Many other traps in the game affected by this as well. -killap)
  • CONFIRMED Minor thing really, but the girl in Maddam Modjeska's house is using the small boy sprite instead of the small girl sprite. I am running the RP 2.1.2b. (Sigh, map regressions. Addressed in unreleased update. -killap)
  • CONFIRMED Doc.Johnson never update his inventory, as other doctors do.All game he will have whot he has after you barter him first time.(Little Chitsa) (Yeah, this is true. I'm not sure I will make his inventory update though. Maybe there was a reason it was done this way. - killap) It look very strange: he was teached medicine in Voult-City, he is citizen of Voult-City, and he is the only one doctor, who can sell stimpaks only once. (Since I've adding restocking to other characters in the RP, I've decided to do the same for him. He only restocks normal stims, antidote and money. - killap
  • CONFIRMED In dialog with Doc.Johnson about Redding problem, when he ask: "Who told you,,,",you have two answers.The second is:"Rumors", and it is true, but the first is: "McClure in Voult City" - but McClure never say a word about Redding, and you can't speak with him, if you don't know about this problem.You tell him about this - but only after speaking with Doc.Johnson.(Little Chitsa) (Yes and no. You *can* learn about the Redding shipment problem from McClure but no global is ever set regarding this. I've added this to his script and also modified the doc so you only get the McClure line if you've actually been to Vault City. - killap)
  • NOT BUG Is that bug or not - my Chosen One is woman, and I can't know anything about Fannie Mae, because I may speak with her only about miners, as in original FO2.( Win XP SP3, FO2 v1.0 US, Humongous, RP 2.1.2b, Marth 2, 2012, Little Chitsa) (Yeah, female players don't have this path with Fannie. - killap)

San FranciscoEdit

  • CONFIRMED The brotherhood's medical computer is still not working correctly and i don't know why this is being ignored since this is an obvious bug IMO. If you have CH=2 and and take both assault enhancements (dermal and phoenix) the charisma drops to 0 as expected, and in accordance to what's stated in Per's guide. At this point is does not matter if it displayed as "1" on screen because it's apparent from the savegame i provided that you can't raise it to "2" neither with the mirrored shades nor the perk "gain charisma" which both provide a "+1". So why does the medical computer do it? He even raises it to "2" which is even more unfair game wise. (WinXPx86, 2.1.2 UK, installer, humongous, all options installed except appearance mod, FO1 .223 sound and cassidy th) savegame (Found the cause. Fixed in unreleased update. - killap)
  • NOT BUG Speaking docks-easy to replicate as you enter the map- image Configuration as always:Windows 2000 and Miria for Real! mod by Tongu installed. (I actually can't find this dialogue anywhere in the game files. Can anyone else reproduce this? - killap) (It's part of the "Miria for Real mod". So that's someone elses problem. - Darek)
  • CONFIRMED (2.1.2b) In the hubologist area four doors close after opening when the rest stay open, their behaviour should probably be more consistent one way or the other. For example in the Shi area all doors except the one that looks different stay open. Pic 1, Pic 2, Pic 3 , and a zip file with the pics (enclave reactor room pics in there as well). (Addressed in unreleased update. -killap)
  • Possible graphical glitch pointed by unacceptable -"I loaded character stats from a .GCD-file, and started a new game (no old savegame used). I decided to travel around a bit, to check out the new world map and visit places (i.e. San Francisco) that has been changed. I found what is possibly a minor graphical glitch in San Francisco, outside the Hubologist compound. Check the tarmac along the right edge of the screenshot, and the sidewalks above and below the fold in the driveway. Maybe this is a way to add the view of the bridge? I don't think that there is something wrong with my installation. I normally run at 640x480 resolution, and this looks the same in 640x480 as it does in 1280x960. I tried several graphics modes with the same result. Direct link: [1] Since I had RP 1.2 before, I uninstalled and completely removed anything related to the old Fallout 2 installation. I then installed a North American version of Fallout 2, resulting in a clean 1.0 installation (placed at E:\Fallout2\). Nothing else was added beside the new RP 2.1.2 installation. I chose to install all of the additional content except Missing Children FRMs, 14mm/.223 pistol sounds from Fallout 1 and YAAM. (I'm pretty certain this is just the result of trying to make that map bigger for increased resolutions. Unless someone makes an entirely new piece of scenery there, I can't really do anything about this. - killap)
  • CONFIRMED As pointed by utunnels and confirmed by Derek - utunnels: Hmm, are NPCs supposed to fight Lo Pan's disciples during the match? Darke: Yes, of course they are. Actually there are two parts of the steel railing that still have the shoot through flag set. One is on the north side and the other is to the south, or hex 19704 and 21505 (sorry, too lazy to put up a picture)." (Another map regression... Addressed in unreleased update. -killap)
  • Unknown as to the conditions that triggered this, but when I left San Fran in January, I was contacted by Haukuin and told that the village was dying. I had no been to Vault 13, and did not have the tanker in working condition. I did use the FOB in the tanker. Save game (I think this is normal. As more time goes on in the game, you'll get these type of dream sequences. - killap)
  • UNCONFIRMED (Windows XP Service Pack 3, v1.0 (until install F2RP), US, Humongeous, F2RP v2.1.2b(Full), windows installer, no another mods and patches) After killed AHS-9 and Emperor(I don`t sure what Emperor is considered live-thing), whenever I entered Golden Gate, then crush. The error message is right here:The instruction at 00456b63 referenced memory at 01869838, The memory could not be read from (The message is end right here) savegame(Korea Server, Slot 2) (The save game link appears down, or at least I think so. I can't read anything on that page. - killap) Link updated. Sorry to use crushed link. Savegame(Slot 2)
  • CONFIRMED 5/18/2011: Running Windows XP SP3 updated with all patches via Microsoft Update in Parallels Desktop 6 on my MacBook with OS X 10.6.7. Humongous install, left at 1.0, RP 2.1.2b full using Windows installer, no other mods. I started a fight with everyone in the main map and ran to that first little building at the right edge of the gate/arch at the entrance of the map. There's a graphical glitch or something where I can stand in the doorway or even inside with someone right next to me, they can attack me, but I can't attack them. Screenshot of the guy attacking me that I can't attack. Also, the citizenry seemed to have trouble recognizing the doorway as a valid path. The guards would run towards the building, then run back on the next turn, even though there seemed to be a clear path. It's possible the path was in fact blocked but counter-intuitively. (I.e. just looking at it, a player wouldn't think it would be blocked. Perhaps some moving around of the blockers is necessary?) (Yeah, there was some blocker oddness there. Addressed in unreleased update. -killap)
  • UNCONFIRMED Win 7, v1.02, US, Humongous; F2RP 2.1.2b, windows installer, all included addons installed. Savegame when challenging the dragon for a test of skills, the fight will not commence. The first combatant will tell you his name and there will be the "FIGHT!"-sign, but he won't attack the PC. When entering combat yourself, you can fight to death but won't be able to leave the ring afterwards. This affects the (almost) vanilla game. With all official and community patches but without RP. Oppen. (This issue still seems to crop up but it really should be fixed. Maybe something engine related rears its ugly head from time to time... - killap)
  • CONFIRMED Running Win7 64bit with all patches, humongous install, RP2.1 installer used. Brotherhood base has white hexes around it, titled "scroll blocker". Screenshot inside the base (Should be fixed. Very odd that this can happen if you save a map, but I guess anything is possible. Addressed in unreleased update. -killap)
  • CONFIRMED [Beta 1] The fridge in Hubologist base didn't close the door automatically, unlike many others found in the game. NovaRain 11:50, March 4, 2012 (UTC)
  • CONFIRMED [Beta 1] If using dynamites to destroy the forcefields in Hubologist base, the emitters will be simply "gone", leaving a weird looking graphic glitch on the map. (screenshot, the forcefields in SAD work correctly though.) (Win7 Ultimate x64, RP 2.2 Beta 1 RV 1, all options except children patch & YAAM.) NovaRain 11:50, March 4, 2012 (UTC)(It would be better if we had some scenery to depict a destroyed/damaged forcefield emitter. Oh well. Addressed in unreleased update. - killap)
  • NOT BUG In dialog with Lao Chou about Chip's spleen you have two answers from Chip dialog - about losing a spleen.(WinXP SP3, FO2 v1.0, US, RP2.1.2b) Little Chitsa, March 7, 2012. (Unless I'm overlooking something, everything appears fine. The second comment about losing a spleen (the one with the word "incidentally" in it) makes perfect sense. - killap)Lao Chou never lose his spleen, he sold Chip's spleen.For whot I ask him about losing? We both know how that happend.
  • NOT BUG Dialog with AHS-7 have no answer: "I go to Kroket" (WinXP SP3, FO2 v1.0, US, RP2.1.2b) Little Chitsa, March 7, 2012. (Each question from the player about going to see Crocket leads to AHS-7 giving a response, so I don't know what to say. Do you have a save game? - killap) I can't say to AHS-7 that I go to Crocket- this sentence has lost in RP2.1.2b. Savegame:www.4shared.com/account/dir/_H5TI_xX/_online.html#dir=104387328 (Slot 904) (You need to speak with Dr. Jing Tie Gahng first. According to your savegame, you never did. -killap))
  • NOT BUG First time speaking with Ken Lee ( if you know, that you need fuel ) in first dialog screen you can say: "I need some fuel". If you chose this answer, Ken Lee will give you access to the Imperor, as if you already did all tasks, he must give you.Savegame:www.4shared.com/archive/-S7LKIex/SLOT144.html (WinXP SP3, FO2 v1.0 US, Humongous, RP2.1.2b, wininstaller) Little Chitsa, March 7, 2012. (There is a speech check to let you have the fuel without doing the quests. In your save you have speech 110 which gives you a 40% chance to pass that check. - Darek)
  • CONFIRMED [Beta 1] About the floating text of Shi people in both vanilla game & RP, it seems a bit weird for me that the result of HtH challenge (blue texts) always suppresses the praise for killing ASH-9 (green texts). Even if you killed ASH-9 after defeating Lo Pan / Dragon, they will still say something like "Now for the Hubologists!" when you've already killed them. The praise should suppress the defeat of Lo Pan / Dragon IMO. (Win7 Ultimate x64, RP 2.2 Beta 1 RV 1, all options except children patch & YAAM.) NovaRain 23:13, April 1, 2012 (UTC) (Yeah, that makes sense to me. Addressed in unreleased update. - killap)
  • UNCONFIRMED Win Xp Sp3 F2 Us 1.02d RP2.1.2b. Small bug, after u are trained 4 times by Lo Pan , and asking for another he gives the answer : " u have taken the test for the dragon " rather then " u know enough learn to use a gun " (unnoficial patch), i have not yet talked to the dragon. (Do you have a save game? -killap))
  • In taking Dragon's trials to prove my worth to him, I keep crashing. I saved my gamejust before I took my first turn during each match without problems until the fourth fight.No matter what I do, at the end of my turn the game crashes. The error text is below. "The instruction at 0042e428 referenced memory at 00000044. The memory could not be read from." Savegame Windows 7 x64, Fallout v1.0 Humongous; F2RP 2.1.2b, Windows Installer, all installer mods. - MrSynthetek 02:04, April 28, 2013 (UTC)

Sierra Army DepotEdit

  • CONFIRMED Minor cosmetic bug: When doing a status query on skynet's unfinished "vessel" via the computer, the text lines displayed are not left aligned. (WinXPx86, 2.1.2 UK, installer, humongous, all options installed except appearance mod, FO1 .223 sound and cassidy th) screenshot, savegame (Vanilla bug. Fixed in unreleased update. - killap)
  • CONFIRMED Some robots aren't released and are trapped as pionted by Skrag: "Sierra Army Depot, level 3: the four robots hiding in this section, shown in the picture, can never get out of the bay. They seem to get in each other's way, or the exits simply aren't big enough. It happens every time I get to this part of the game. Is there any chance of fixing this for the RP? Maybe making the exits wider, or removing the wall altogether? And the image. (Interestingly, there is no way for those bots to get out of there. Some type of exit for them should definitely be added. - killap) (Edit: Upon closer inspection it looks like this was the case in the original game too. Hmm, in any event the RP should now allow these bots to exit during combat. -killap)
  • The left-side door (the one leading to the alternative entry to the level, other than the elevators) on the maintenance level can still be opened normally despite the player manually locking them (it also shows up as picked when attempting to pick them). May apply to similar doors on each SAD level. (Win 7 x64, Fallout v1.0 US, Humongous; F2RP 2.1.2b, Windows Installer, all installer mods except child patch) Savegame (Hmm, this is an odd one. It doesn't always do the behavior you describe. I'm not sure what is wrong here. - killap)
  • CONFIRMED When "Return to Main Retrieval Menu" is chosen from "Virus Menu" the Main Menu is displayed instead of Main Retrieval Menu. Save (Vanilla bug. Fixed in unreleased update - killap)
  • CONFIRMED Windows 7 Home Premium Service Pack 1; Fallout 2 v1.0, US, Humongous; F2RP 2.1.2b, windows installer The Sierra Depot Evac Notice says in part "security will be be strictly enforced"; please delete one of the extra be words. (Vanilla bug. Fixed in unreleased update - killap)

Slave CampEdit

  • If you wipe out slaver camp before getting quest from NCR Rangers the quest cant be completed. (I'm pretty certain this isn't the case anymore. Sounds like you are running an old version of the RP. Do let me know if this still isn't the case in version 2.1.2b and beyond. - killap)
  • 5/18/2011. XP SP3 w/ latest updates running in Parallels 6 on MacBook w/ 10.6.7. Humongous install, left at 1.0, RP 2.1.2b full w/ Windows installer. Also installed Party Orders Addon 1.0d. Standing just oustide the south doorway of the main building, I started picking off the slavers inside. For the first couple of rounds, I would take some shots and then close the door so they couldn't shoot back but would have to run up to me. If I killed someone in the doorway, however, closing the door would not register the door as closed, allowing both myself and the slavers to shoot each other right through it! I tested this half a dozen times, differently each time. Without anyone dead in the doorway, it works properly. With anyone dead in the doorway, the problem occurs. Screenshots and Savegame. Usually what I do is shoot the chick in the leather jacket twice and shut the door. During her turn, she runs into the doorway, opening the door. During my next turn, I usually kill her and close the door. Presto! I can even walk several paces away from the door and still be able to shoot through it. Pretty neat, huh? (Fairly certain this is an engine issue. Good times though. -killap) Seems like the game designers may have intended for the body to be blocking the door, thus allowing shots to be fired through the doorway ... perhaps the bug is that the engine allows you to close the door while there's a body in the doorway. Memetics 12:26, January 24, 2012 (UTC) (This just came to me. I wonder if this is the result of the setting in sfall that allows you to shoot through dead bodies. Experiment with corpseLineOfFireFix in ddraw.ini if you could. -killap)

SubmarineEdit

Vault 13Edit

  • CONFIRMED Typo: You can ask Matt if he is a prisoner of the Deathclaws. There is question mark missing in that sentence. (WinXPx86, 2.1.2 UK, installer, humongous, all options installed except appearance mod, FO1 .223 sound and cassidy th) screenshot, savegame. (Vanilla bug. Fixed in unreleased update. - killap)
  • CONFIRMED As pointed out by Tora; Is this working properly? (The new science check for hacking into the overseer logs) I tried to do this with a 300 Science skill, and its failing every single attempt right now.. or is this referring to the "guess the password" option instead of the hacking attempt? (No, it's gotten the nodes mixed up. To pass you have to fail, so to speak. - Darek) (Yup, you're right. Fixed in unreleased update. -killap)

Vault 15Edit

  • When stealing from the Raiders on the second level, one caught me and attacked, but instead of showing damage done, the message window simply said '.'. Win XP-SP3, F2RP 2.1.2b, Windows installer. screenshot http://www.4shared.com/file/7us6l2lC/SLOT14.html (This has been reported before in other locations and isn't specific to Vault 15. Please refer to the entry in the "Misc" section for progress on this issue. - killap)
  • UNCONFIRMED Win7, Fallout 2, PL, Humongous, F2RP 2.1.2b, windows installer. One of the Darion's Guards is blind and deaf as a shoe. Everyone in the room with Dorian is dead, battle ends and the guy is still standing in front of a computer. Save before and after the fight (Save game dead. Sounds like an odd issue though. -killap)
  • CONFIRMED There is a weed on the wall inside Zeke's house, room with the ladder. Save (Nice catch. Addressed in unreleased update. -killap)
  • CONFIRMED Windows 7 Home Premium Service Pack 1; Fallout 2 v1.0, US, Humongous; F2RP 2.1.2b, windows installer This screenshot shows that one of the squatters says something like "...give a damn about what happens us?" He should say "...give a damn about what happens to us?". (Fixed in unreleased update. -killap)
  • NOT BUG Windows 7; F2RP 2.0; Windows Installer (?); Save Game in front of Vault 15 door, and another in front of Vault 15 cave entrance/elavator. Screenshot:?action=view&current=scr00000.jpg (right click>open image in new tab)The entrance door of Vault 15 is closed, and there does not seem to be a way to open it. When looking at playthroughs of others, the door is already blown open upon their arrival. (Old RP version, please update to the latest one. That said, the raiders can open the door from the inside if you start combat with them. - Darek)
  • CONFIRMED Windows XP SP3 in Mac OS X Lion with Oracle Virtualbox. Version of Restoration project 2.1.2b After help RNC to annex Vault 15, when you use the scale in the cave to go in Zeke's house you are teleport out of his house in front of all the tents of the camp of squat. (A bug in my unofficial patch. The original bug was in the vanilla game but my fix for it wasn't 100% correct. Addressed in unreleased update. - killap)

Vault CityEdit

  • CONFIRMED Vanilla Bug: When you win the game, you are explicitly authorized by Lynette to enter Vault City with any companion, but the Doctor still becomes hostile if you enter the vault with Marcus. I think there is a missing check where he might want to know if you already destroyed the Enclave if you aren't the Captain of the Guard. His behavior should be the same. Anyway, I don't know if it's already fixed in the RP, I still didn't won the RP this time, and prior times I didn't talked to Lynette after winning, so I was unaware of this. Oppen. (Vanilla issues here. Dr. Troy wasn't the only one with this issue. Val and Barkus had similar problems. Val would warn that you would get in trouble having Marcus/Lenny there. And Barkus would initiate combat. He also doesn't have any end game specific dialogue, like everyone else does. To fix this, I added a simple float line for him. All addressed in unreleased update. - killap)
  • CONFIRMED Typo: When you try to sell off Vic in the Servant Allocation Center, in the sentence where Barkus utters concerns about his age, it should read "[...]once he leaves your care[...]". (WinXPx86, 2.1.2 UK, installer, humongous, all options installed except appearance mod, FO1 .223 sound and cassidy th) screenshot screenshot (Vanilla bug. Fixed in unreleased update. - killap)
  • NOT BUG Stuck doors in Vault can't be destroyed by explosives. I think it's vanilla fallout issue. (Hmm, there is no code in place for explosives to actually destroy the door. I admit it is a bit out of place for some of the doors to be destroyable and others not. Still, this might have been intended. It does say that the explosives don't even put a scratch on the door. - killap)
  • When I try to put a Plastic Explosive on a VC guard at the second gate (the one that doesn't let mutants in) using sneak and steal, the game crashes whenever the explosive explodes and kills its target or I leave the area. Does not seem to crash when I use Dynamite, probably because that doesn't instantly kill one of the guards and does not trigger whatever makes the thing crash. (Not much point of a savegame as this is just the old explosives bug. Very nice analysis though, spot on. - Darek) (What Darek said. No known fix for this issue and this isn't specific to Vault City either. - killap)
  • CONFIRMEDAs pointed by gurf -"Well, got first bug - small one. Inside the Vault in Vault City on 2nd floor there are stuck door. Character says that somebody really strong'd be able to open it - but somehow I opened it with bashing with a knife but I still can't go thru them or close/open them " (read the beginning of the page, savegame please) (Hmm, this is an old vanilla bug that should have been fixed by now. I'll need a save game or a confirmation from others before I go back and look into this. - killap) (I have reproduce the bug - just attack door with knife SAVE - Mad-Ivan ) (Thanks for the savegame. Why the knife does this though doesn't make any sense. Honestly, I'm a bit confused here... - killap) (I could reproduce the same thing with my own saves, sometimes it worked to hit the doors with my bare fists even.The problem is with the type of door (animated), as some of the same doors without script behave in the same way.The problem seems to come from the Hero Appearance Mod somehow. When deactivated it works as normal again. Mash confirmed and said he'd look into it. - Darek) (Fixed in latest sfall and thus addressed in unreleased update. -killap)
  • CONFIRMED 5/26/2011, Win XP SP3, FO2 1.0 Hum, RP 2.1.2b full installer, Party Orders Addon 1.0d. It is possible to shoot through the Vault City gate even when it is closed! Screenshots + Savegame
    (Only hex is the culprit. Addressed in unreleased update. -killap)
  • CONFIRMED 5/26/2011, Win XP SP3 FO2 1.0 Hum, RP 2.1.2b full installer, Party Orders Addon 1.0d. It is possible to steal from Cassidy's desk even when it's locked. Tested with unlocking and relocking also. Savegame I'm pretty sure I've seen this bug in other places in the past, although I can't remember where. (Yeah, this can happen in a lot of places. Any container that is locked via a script can have this issue. -killap)(And fixed, as well as 17 other containers that had a similar issue. -killap)
  • CONFIRMED 1/04/2012, Windows 7 Home Premium Service Pack 1; Fallout 2 v1.0, US, Humongous; F2RP 2.1.2b, windows installer After freeing Joshua from servanthood, our intelligent hero has an option to say "Hopefully, he won't make his way back into the city." But the text reads "make this way...". Screenshot (Vanilla bug. Addressed in unreleased update. -killap)
  • CONFIRMED 1/31/2012, There is a typo in the conversation with proconsul Gregory. When you ask him: "What's the benefits of being a Citizen?" Should be either:"What are the benefits (plural) of being a Citizen." or "What's the benefit (singular) of being a Citizen." (Vanilla issue. Addressed in unreleased update. Went with the plural fix. -killap)

Vault City VillageEdit

  • CONFIRMED If i accept the quest and talk to Ian, I am forced to finish it by delivering the guns, no matter if I talked to the Brain &/or McClure. The only way to do it "peacefully" is to talk to Connar and say that McClure is a reasonable man (the long answer) and after that I must NOT speak with Ian and do the rest of the quest, otherwise I wouldn't get Vault Village's second quest. (from BR4ZIL's post here; later also reported by Panserkampfwagen.) (I think I fixed this. A savegame would have been useful. We'll see what beta testing tells us. -killap)
  • CONFIRMED This is related to the previous report above. At first I got Connar's money for weapons, but when Ian told me about the McClure solution I completed that questline instead, but I could not tell Connar about it afterwards, so I decided to put the quest to rest by getting the weapons from Harry and giving them to Connar. All of a sudden I have Connar standing in the Tap House and cursing me for betraying him, but at the same time he still stands around the village thanking me for getting him the weapons. I am running the 2.1.2b version BTW. (Your first point should be fixed with the report above. As for the other issue...he was in the Tap House? I really could use a save game here. I can see this happening if the game wasn't reporting the map correctly or didn't properly make him invisible. But I have no idea what that would be happening... -killap) Added by Little Chitsa:it seems that questline have logical error: for full completing this quest you must after Brain go to Connar firstly, then to McClure (and you have experience from bouth and quest is complete). If you firstly speak with McClure, you have experience from him, but after that you can not tell Connar about solution (and have no experience from him) and quest is not complete.(27-02-2012)Yeah, various logic issues here. I've cleaned this up. Addressed in unreleased update. - killap)
  • NOT BUG Found a way to get the Peaceful solution despite the bug. First talk to Connar to get the quest, tell him you will speak to McClure about the situation (i did not get the money, im not sure if it will matter). Speak to Connar again and ask about the molerats, he will give you a talisman. Next go to Vault City and speak to Ian, talk to him about the molerats too. After that, go to Gecko and talk to the Brain about stopping the molerats from attacking the patrols. You should ge the exp now. Go back to Connor and tell him you made a deal with Vault City (even when you havent talked to McClure yet) and this will give you exp. Now finally you can go to McClure, he will confirm that the molerats stopped attacking the patrols. the quest should be marked complete and going back to Connar will confirm that they have started expanding in a month or something, the problem is... the molerats are sill there.(The molerats only leave when the village gets a wall setup. Even though they are there, it doesn't mean they are attacking patrols. - killap)
  • CONFIRMED [Beta 1] Like the report above, after completing the village quest in the peaceful way, "another" Connar will appear at the corner in the Tap House. I did buy the weapons but didn't gave him though. In another playthrough I didn't buy the weapons, but the problem still happened. (screenshot, savegame) (Win7 Ultimate x64, RP 2.2 Beta 1 RV 1, all options except children patch & YAAM.) NovaRain 16:42, March 20, 2012 (UTC)(Addressed as mentioned above. - killap)

Encounter BugsEdit

  • "A patrol unit and dogs subduing slavers" random encounters around Vault City are bugged in a way that patrols won't actually fight slavers. Hereis an example of this: the patrol and the slavers are just standing there taunting each other after the slavers are done with the dogs. If hero comes closer to the slavers they will attack. [I am running Windows XP service pack 2 and I have the GOG version of the game (which is 1.02 US) with full installation of the Restoration Project 2.1.2b]
  • NPC can get stuck on one of the "Desert" random encounter maps. (See this NMA thread post for details.) (v1.0, US, Humongous; F2RP 2.1.2b, windows installer; no other mods; savegame) Memetics 13:47, October 3, 2010 (UTC) (Based on what I'm seeing in the save game, this isn't a map issue. It's the issue where Vic becomes unresponsive after getting knocked out in combat and you leave the map. -killap)
  • Verti-assault team encounter (started by pissing off the Enclave guy in Gecko reactor) is never triggered while having "WorldMapFPSPatch" set to 0 in ddraw.ini. They pop up right after setting it back to 1, so one can effectively stumble upon them anywhere, even with the Enclave already destroyed. Savegame available on demand. Also, from this screenshot (taken 2/10/2242!):
    • It is possible to play "simple traveler" while wearing advanced Power Armor (yeah, simple) - wouldn't those soldiers recognize it?
    • Those 6 guys to the north are spawned rotated in the wrong direction and even though the commander gives a "search area" order, they doesn't seem to bother. OK - they move SOMETIMES (like the top-right corner dude), but it is still not a full search (well, there isn't really much to search on this map anyway). Once you run near them, they correctly start turning around.
    • If the bug can not be easily fixed, perhaps this encounter could also be turned into normal but reoccurring one like Kaga (more fun)?
    • EDIT: WorldMapFPSPatch 0 also seems to affect (in the same manner as above) the meeting with Bess' gang around Modoc and "RP's special encounter" after beating the game. However, the second encounter didn't kick in after setting the variable to 1 (unlike the Enclave bird case); cows' one is not confirmed. I have also noticed that disabling Horrigan's encounter through ddraw.ini is (PROBABLY) ignored with FPS patch 0 - he shows up right on time. At least that's what happened to my last playthrough with latest RP version; in 1.x branch his, uhm... meeting was correctly bypassed. (Hopefully using the latest sfall will correct this. -killap)
  • CONFIRMED I cannot access car's trunk in one of the encounters. Configuration as always:Windows 2000 and Miria for Real! mod by Tongu installed.And here is a savegame Confirmed by Skrag with fallowing image(The problem is with the MOUNTN5 map. The scroll blockers have been moved from their original placement. The easiest fix is to change the car placement hex in the RNDMNT map script, from 20678 to 20877. - Darek) (Fixed in unreleased update. - killap)
  • You cannot hit firegeckos with spiked knuckles-I get that on two different fire gecko vs sth encounter's while trying to finish survived fire geckos.Configuration as always:Windows 2000 and Miria for Real! mod by Tongu installed.And here is a closest savegame (This seems to be true, at least as far as that save goes, and it's unarmed not only spikes. Need to check on my own save. Yup, it breaks on mine as well. What happens is that if you have low unarmed skill and then miss or crit miss on a standing fire gecko, the hit n miss animation won't play. I tried it on Fallout 1.02 (no sfall) and it was broken there as well. Odd one, engine? - Darek) (Yeah, sounds like engine issue... -killap)
  • Possible combat mechanism glitch pointed by unacceptable: "My next find is a bit more complicated. After walking around the world map I eventually ended up in Vault City. There I recruited Cassidy, and headed off for The Den. Between Modoc and The Den I ran into a caravan attacked by highwaymen. I stepped aside and patiently waited for them to fight each other, to be able to loot the corpses afterwards.
    I am aware that saving while in a fight is discouraged by some, but this occurred without any save or load. The caravan consisted of one caravan master, one guard, and two slaves. The highwaymen were four in total. One of the highwaymen is wielding a 10 mm pistol, and is shooting at the caravan master (constantly missing, hitting another highwayman instead). She suddenly hits the female slave, the female slave walks up and starts attacking with her fists, but the highwayman does not fight back and instead run to the left edge of the map.
    This is a screenshot from the savegame I did after observing this strangeness: here. Far left is the female highwayman (with a crosshair and -43% hit chance marker). To the right of her is the attacking female slave. The highwayman was completely unharmed (as far as I remember) before the female slave started attacking her. I downloaded F2se and added Awareness to my character, revealing that the highwayman currently have 37/55 HP in this savegame. She also have two rounds left in her 10 mm pistol, but she will just stand there being slowly beaten to death 1-2 HP's at a time. If I go any closer the highwayman will run south, but will not fight back against the pursuing, unarmed, female slave. Neither will she attack me if I start shooting at her.
    Another strange thing about this fight is that I can hit the leftmost female highwayman every time, armed with the HK P90c, firing single shots. With a -43% hit chance I'd expect critical failures rather than scoring two hits each turn. The other targets (with hit chances -22%, -28% and -34%) are virtually impossible to hit. Burst firing with the P90c does not generate hits, neither am I able to score hits with the combat shotgun in the given conditions. Only single shots from the P90c work for those highly unlikely hits.
    I tried killing off the other two highwaymen, the female slave, ended combat and walked up to the formerly malfunctioning highwayman. She now fired her last two rounds at me, and switched to unarmed attack afterwards. She did not run away this time, and bit the dust soon afterwards.
    I can provide the savegame, it's about 1 Mb in size. I'm just not sure where I could publish the ZIP-archive.
    If I load this game, and do not attack anyone (just choose to end my turn), Cassidy will start attacking me within a turn or so. These "companion attacks" have happened to me before when saving in a fight and not starting to attack someone after loading, possibly also in unmodified Fallout 2, can't really remember. Not a huge problem, but still a bug I think. Since I had RP 1.2 before, I uninstalled and completely removed anything related to the old Fallout 2 installation. I then installed a North American version of Fallout 2, resulting in a clean 1.0 installation (placed at E:\Fallout2\). Nothing else was added beside the new RP 2.1.2 installation. I chose to install all of the additional content except Missing Children FRMs, 14mm/.223 pistol sounds from Fallout 1 and YAAM. (I really appreciate this detailed description. However, this sounds like an engine issue, which I cannot fix. -killap)
  • problem with Holy Hand Granade encounter as pointed by Quanti - "Holy Hand Grenade encounter, after I kill the Vorpal Rat with the Holy Hand Granade, no input will work. Mouse still moves, but trying to hit end combat or any interface button does nothing.
    Can't upload save right now, hopefully I'll get it up soon, just wanted to post and see if anybody was familiar with this bug. (I've heard of this before but this was waaay back. Too made a save game was never included. -killap)
  • empty encounters still exists as pointed by utunnels- "Empty encounters(I have a save if someone is interested, but I guess this is an old bug)" (I'm hoping that the latest sfall and high res patch fix these issues. If not, we'll have to really dig into this. -killap)
  • As pointed by DrapiChrust - "Highwaymen don't use the jet they are carrying anymore. In the vanilla they were doping themselves at the very beginning of their first turn in combat." (This is probably because they no longer use the Beserker AI. I really can't recall why I changed the AI, maybe it was because they would never use their guns? -killap)
  • NOT BUG Guardian of forever missing weapon. I enter the room to the right of the lockers where the Solar scorcher is located, (normally) however this time the gun is no where to be found. I'm using Killaps latest release of RP-Ver.2.1.2b, Sfall2.1.2a,and the patch/version-1.02.27.3 of fallout 2 which is the trilogy set with installed patch. I unfortunately don't have the save, since it was a awhile ago on my current saves. I recently found the Wiki and thus I add this. I searched everywhere, and looked at an older version on youtube and its exact whereabouts, it's not in the footlockers nor the lockers themselves (This weapon is no longer found at the Guardian of Forever. However, I believe the weapon was accidentally left out of its new location. Addressed in unreleased update. - killap)
  • CONFIRMED Since I was cast out from Vault City, their patrols started refer to me as 'Citizen'. Savegame (This script had a few errors in it, actually. It even lead me to find related issues in a few other scripts. All vanilla bugs. Fixed in unreleased update. - killap)
  • The Unity patrol, after finishing some wolves, started shooting Chad's caravan from Broken Hills for no apparent reason. I am sure nobody was hit before the fight started. Anyway, the patrol decimated the caravan, killing everyone including brahmins. Yet when I reached caravan's final destination, Gecko, I was told that the caravan ride was a success and was even paid. Savegame. (after the initial bloodbath) Even more strange, when the same bug happened on my way to Vault City, I was still paid for my lousy job. I then was immediately hired to guard a caravan to Redding, and upon my arrival I was told that a ride was a complete failure, even though no one attacked us. Unfortunately, I don't have a save for that, sorry. (Hopefully caravan issues will be addressed once I get to the caravan section below. -killap)
  • CONFIRMED One of the homesteaders has H&K Caws that she can not use, Savegame Related to the error below. Fixed in unreleased update. - killap)
  • CONFIRMED Errors in WORLDMAP.TXT:
    1) [Encounter: NEW_Mobsters] - type 01 is listed 2 times, therefore only mobsters with Sniper Rifle spawn
    2) Yakuza do not use their throwing knives. I don't know if there is an error in their script, they certainly do have an appropriate animation.
    3) Homesteaders with H&K Caws and Grease gun don't have animations to fire them. (Nice finds. I also corrected a few other minor inconsistencies. Fixed in unreleased update. - killap)
  • If you play as low IQ character (lower than 4 IQ), almost every step in wasteland is greeted by Kaga encounter but you never actually see the encounter nor Kaga, as it's just empty field you teleport into at least twice per moving between squares. (Really? Can anyone else confirm this? -killap)
  • 5/22/2011, Win XP SP3, FO2 US 1.0 Hum, RP 2.1.2b full installer, Party Orders Addon 1.0d. Got an encounter with a VC patrol fighting slavers. Went into sneak mode, ran off to the edge of the map, and started picking them off. At one point, I was shooting a guy with a 23% chance to hit and consistently "accidentally" hitting another guy nearby, whom I had a 31% chance to hit. And by "consistently" I mean every fucking time, until I finally killed him. Well, a couple of times I actually hit my target. But every other time, instead of just missing my target, I would hit this guy near him. I have screenshots showing the hit chances and a savegame which seems to be corrupted. Screenshots + Savegame (Engine issue? No idea. -killap)
  • CONFIRMED 5/26/2011, Win XP SP3, FO2 US 1.0 Hum, RP 2.1.2b full installer, Party Orders Addon 1.0d. What should be floating text is appearing in the description. It was homesteaders, I believe. One of the groups with a couple people bearing SMGs and some kids. The particular text that appears in the description window is "Leave us alone!" Screenshot (Fixed in unreleased update. -killap)
  • Win XP SP3, FO2 US 1.0 Hum, RP 2.1.2b full installer, Party Orders Addon 1.0d. Another case of scenery covering dead bodies. Screenshot
  • Also re: Enclave vertibird assault team: When I encountered the Enclave vertibird assault team after using the Gecko reactor control computer to contact the Enclave, the encounter map has the descriptions of "Arroyo Desert" -- even though I was nowhere near Arroyo. (reported by ktchong here.) (You mean in the auto map? Was this with 2.1.2b? We'll see what the beta testers come up with. -killap)
  • Just below ktchong's post, sword 1119 reports game crash after PC reads "the hintbook". (Hmm, I'm curious what version of Windows this was. Can anyone reproduce? -killap)
  • CONFIRMED Windows 7 Home Premium Service Pack 1; Fallout 2 v1.0, US, Humongous; F2RP 2.1.2b, windows installer At the RP Developers special encounter, approaching Adam reveals that he "seems to exhume charisma and awesomeness". Perhaps you meant to say he "seems to exude charisma and awesomeness"? (Addressed in unreleased update. -killap) (Hahah . . . oh man. I should really do another read through of all the RP text. -Dravean)
  • NOT BUG King Arthur's knights fighting Vorpal rat has plasma rifles and Gattling laser, but dead Knight (anybody) have only money and cells, without any weapon. (WinXP SP3, FO2 v1.0 US, Humongous, RP2.1.2b, wininstaller) Little Chitsa, March 8, 2012. (It was meant to be this way. - Darek)
  • [BETA 1] Mobsters vs. Yakuza encounter. A few of the Yakuza members fought normally, but three of them spent the first round moving away from me, and then the rest of the battle they sat there and did nothing while the mobsters punched and shot at them. They would only react if I drew close to them, in which case they would move away from me. The ones that behaved strangely had throwing knifes equipped, while the ones that worked had wakizashi blades equipped. I have the new wakizashi animations installed. -Dravean
  • [BETA 1] Empty “Angry Bandits/Kaga” Encounter. I was on my way to Modoc when the special encounter icon appeared, and (since I have high outdoorsman) the game asked me if I’d like to encounter a band of angry bandits (AKA, the second Kaga encounter). I accepted the encounter, but the map (a Mountain Cavern map) was empty. There was nothing but a cave entrance that lead to a bunch of radscorpions. I reloaded the game, and it happened again with the same map. I’ve gotten the second Kaga encounter on other maps, so I’m guessing there’s something about that Mountain Cave map that’s preventing him and his cronies from spawning. -Dravean
  • CONFIRMED (RP 2.1.2b) Critters in the "Pack of wolves" encounters are reffered as dogs when hit, looked with "binoculars" etc. Could they be changed to the proper "wolf critters" (the ones present on the military base entrance map) (Addressed in unreleased update. - killap)
  • Mercenaries never use grenades (hubbologists use grenades actively all time) Savegame: www.4shared.com/account/dir/_H5TI_xX/_online.html#dir=104387328 (Slot 140) (WinXP SR3, FO2 v1.0 US Humongous, RP2.1.2b, wininstaller) Little Chitsa, 7/21/2012.
  • Maybe not bug, but sometimes make uncomfortable situations: some critters has no "hand" in droped meny, so I can't move them, if they block my way or car- members of caravans, mobsters, farmers, dogs in Wright's house. For example savegame: www.4shared.com/archive/cXlkAHU-/SLOT135-farmer.html (WinXP SR3, FO2 v1.0 US Humongous, RP2.1.2b, wininstaller) Little Chitsa, 8/05/2012.
  • Big cavern, that may have two entrance, sametimes have lock points (1,2 or 3) for critters, living in it. Savegame: www.4shared.com/53ewOubY/SLOT810-_lock_points_in_cavern.html (WinXP SR3, FO2 v1.0 US Humongous, RP2.1.2b, wininstaller) Little Chitsa, 8/05/2012.

Misc. bugsEdit

  • UNCONFIRMED Equipping the sniper rifle in the active weapon slot (1) freezes the character animation in the inventory window and, when the inventory window closes (2) the character is gone. The rifle can be equipped in one of the two weapon/item slots not currently in use and the animation will not freeze in the inventory screen, but if the character tries to switch to the rifle in the normal screen nothing will happen. Windows 7 64, Fallout 2 humongous install, only mod installed is the Restoration Project 2.1.2b windows installer, screenshot showing before and after here (http://tinypic.com/r/2comx00/7). (This is what happens if the frms for the new rifle animation are not present. So unless I fixed this awhile back for my build (and never made note) or the proto files on your end got corrupted, I don't know what to say. We'll see what the beta testers come up with during their run. -killap)
  • Getting critically hit and knocked off my feet doesn't actually knock me off my feet, nor do I suffer AP loss. This isn't the first time it's happened and it doesn't seem to matter where I am or who shot me. Npcs don't seem affected by this bug. 2.1.2b everything installed, winxp, eng. http://i53.tinypic.com/16j33u1.jpg (For issues like this I'll just say what I normally say. If using the latest sfall/high res patch doesn't help, and everything is from a clean installation, then this is probably an engine issue. -killap)

^ The knockdown issue is definitely an engine issue. Same thing happens in Fallout 1 all the time. --Sduibek

(Does this happen all the time or only once in a while? I've been trying to see this without success. -Darek) Well, I just meant I've seen it countless times over the years. Sorry for the unclear verbiage there. If I can get something concrete, I'll post it here. --Sduibek

  • Marcus dupes rockets. Giving him two empty Rocket launchers and either normal or AP rockets, then pressing "Use best weapon" in the "Combat control" screen equips and reloads a Rocket launcher and also reloads the other launcher in his inventory, using only rocket. The launchers can then be unloaded in the trade screen and the process repeated. Marcus has his special armor from Abbey if that makes a difference. Version 2.1.2b, all optionals except weapon sounds installed, using Win2k. Some additional testing seems to show any NPC reloading any two guns dupes the ammo. Savegame (Interesting. Most certainly an engine issue though... -killap)
  • NOT BUG It seems that "Bonus HtH Damage" perk doesn't work in F2RP 2.1.2b (Win) version (it doesn't effect game's interface and in-game damage). Or maybe there's some problem with sfall mod. (In the earlier versions of F2RP (1.x) it was OK). (v.1.02d, US, Humongous, F2RP 2.1.2b, windows installer, no mods) The damage remains the same. Without Perk Without Perk 2 With Perk With Perk 2 This isn't a bug. In fact, the vanilla version of the Bonus HtH Damage perk was bugged, and this was fixed with the latest release of RP and sfall. It's a bit too much to get into the details right here, but you can go to this thread on NMA for the technical discussion leading up to the discovery and resolution of the bug. -- Haenlomal
  • Certain knives won't stack; may happen with other weapons, too. (See this NMA thread post for details.) (v1.0, US, Humongous; F2RP 2.1.2b, windows installer; no other mods; savegame) Memetics 13:47, October 3, 2010 (UTC)
  • Hireable NPCs can get overloaded if you trade them items while they're not in your party; after adding them to the party, they won't trade - even just to give you some of their items - if they are still overloaded after the trade. (See this NMA thread post for details.) (v1.0, US, Humongous; F2RP 2.1.2b, windows installer; no other mods; savegame) Memetics 13:47, October 3, 2010 (UTC) (Engine issue. -killap)
  • CONFIRMED Fallout 2 Hintbook (NIF2HINT.INT): Charisma fails to max out to 10 if PC started with 10 Charisma and has obtained any of the enhanced combat implants
    • Symptoms: See problem summary.
    • Cause: When PC obtains any of the enhanced combat implants, internally the game assigns a permanent -1 to the bonus charisma stat. The script for the Hintbook only tries to increase the base charisma stat. Since base charisma stat remains unchanged (i.e. at 10), ultimately nothing happens.
    • Solution: Use sfall's set_pc_extra_stat() function to manually set Charisma to the proper level. Something like this:
max_stat(STAT_ch);
if (has_trait(TRAIT_PERK, dude_obj, PERK_dermal_enhancement_perk))
   set_pc_extra_stat(STAT_ch, get_pc_extra_stat(STAT_ch) + 1);
if (has_trait(TRAIT_PERK, dude_obj, PERK_phoenix_enhancement_perk))
   set_pc_extra_stat(STAT_ch, get_pc_extra_stat(STAT_ch) + 1);
max_stat(STAT_iq); (Addressed in unreleased update. - killap)
  • The floating text is rolling very furiously, when some of your opponents lies unconscious in the combat. (WinXP+SP2, clean FO2 v1.0 US, humongous, RP 2.1.2b win installer - all options installed except the child patch and FO1 sounds, no other patches or mods installed.) slot10.zip --valcik (*Shrug* engine issue? -killap)
  • [This seems to be more sfall-related than RP-related bug] Chopped messages appear randomly during combat. Somebody has posted same bug in V15 section (single dot "." in the message window); I've got that one a few times as well (in different locations), but also managed to nail a bit better example: screenshot of "and your armor bypased" message.
    I suspect these partial messages might be caused by selecting "brief combat messages" in options, since I haven't encountered any of them after switching back to "verbose" [Nope, it happens also with verbose messages]. It seems that function used to format message strings regarding attacks on player badly cuts the overly-detailed critical hit information, leaving partial sentences or no text at all, which happens in the dot case. EDIT: got another example screenshot. (I'm hoping using the latest sfall and high res patch fixes issues like this. -killap)
  • [Addition to chopped messages.] Win XP SP3, FO2 US 1.0 Hum, RP 2.1.2b full installer, Party Orders Addon 1.0d. Screenshots including a critical "sending you head over heels". SGHayden 20:25, May 29, 2011 (UTC) (See my above comment. -killap)
  • Female PC with metal armor armed with the wakizashi displays combat armor frames standing around with the new animations. Walking, running and attacking show metal armor frames.Made a Savegame
  • Arroyo dreams causing crash while being in the city. Configuration as always:Windows 2000 and Miria for Real! mod by Tongu installed.And here is a savegame (Save game no longer there. No idea what the problem might be. -killap)
  • Some items cannot be used up - like heart pills on Cassidy or oil can on Tip Woodsman. You are getting the right effect but items instead of being deleted stay in your inventory. Configuration as always:Windows 2000 and Miria for Real! mod by Tongu installed. And here is a savegame (Hmm, the engine handles this I believe. Can anyone confirm? -killap)
  • CONFIRMED As pointed by Dravean-the info in installer hasn't been updated:"I just noticed that in the installer, it still describes the Talking head for Cassidy as being "from Mutants Rising, modified by Pixote"
    You also might want to note that that particular talking head doesn't actually talk, as the description is misleading to anyone that isn't in the know." (Now correctly says Continuum. Also changed the heading to say "Non-talking head..." so people know there is a head but it doesn't talk. Addressed in unreleased update. -killap)
  • CONFIRMED As pointed by memetics - "the .gcd file won't save character appearance. I assume this just hasn't been implemented (yet?) with the new character appearance selection feature." (Fixed in latest sfall and thus addressed in unreleased update. -killap)
  • As pointed by memetics (note from ebbpp- I seem to remember this on an original game-but still it shouldn't occur)- "Back on topic: found an interesting anomaly - not sure it'd be considered a bug, but anyway: when under Trapper Town, I tried clicking to use the ladder while Sulik was blocking me from getting there; the game made the sound of the ladder climb anyway, yet I didn't move. The sound also gets generated if one clicks the ladder from a distance and then clicks on a ground destination, aborting the ladder climb. (Not really a bug needing fixin', but a curiosity, I guess.)" (Sounds like an engine issue. -killap)
  • Possible karma behavior glitch as pointed by rex303 - "going to primitive tribe, I run into outcasts who attack me. after killing them Sulik leaves the party telling me I have problems with people.
    this usually happens if he's in my party when I kill "good" people (and loose karma), never happened when I killed robbers, gangs, highwaymen and so on.
    shouldn't outcasts fall into the "bad" people category (I think killing them also gives positive karma)? if so, sulik shouldn't complain about it, right? (killing outcasts also gives the "berserker" trait or something like that)" (Hmm, their script marks them as "bad" critters. Can anyone confirm this issue? -killap)
  • Problem with critters vs doors as pointed by utunnels - "Hmm, just found an annoying bug, critters can run through a lock door.
    First time I saw that was in the Den, a thug run into the house of the BOS so I was not be able to kill her until I returned from San Fran I guess.
    The second was in Navarro, the guard outside Xarn's door ran into Xarn's room, so I couldn't get in anymore(for some reason I can't open the door). (I've seen this happen, especially with NPCs. Engine issue? -killap)
  • As pointed by Not Lost Hope - "Cat (from EPA) becomes invisible when I tell him to remove his armor. I can't interact with the invisible Cat in any way, so can't tell him to put the armor back on. When I move about he is visible when running but can't be seen when walking/standing around." Apparently the naked Cat doesn't have a pistol animation. It's weird though, after reloading and playing further along I can't seem to be able to reproduce the bug, instead he also unequips the .44 magnum when I tell him to take off his metal armor. But luckily in this savegame he happily turns invisible. Or maybe it's something to do with how he seems to be overburdened? savegame (Maybe fixed now? I swear I remember this issue from awhile back. Sadly the save game no longer works. We'll see what the beta testers come up with. -killap)
  • CONFIRMED Possible major traps error pointed by Skrag - "Traps - if you critically fail to disarm a trap, it's supposed to go off, but there is no damage done, no explosion and the trap plate simply disappears. Seems to happen to all traps i've encountered so far - Temple of Trials, SAD, Redding... I assume it's a bug on all of them." (I thought it was a problem with the engine, but there's a problem with the scripts. See more on it here- Darek) (Very odd, don't fully understand. Followed Darek's advice though. Addressed in unreleased update. -killap)
  • NOT BUG Possible karma error as pointed by SkyHiRider - "Found a small issue with the patch/restoration - when I get the Cult of personality perk and then become a slaver, Lenny and Cassidy will leave my party (I'm too evil for them to follow) but Sulik and Vic will stay. From what I read Sulik and Vic should leave me too(or attack me) so it's weird that the perk works on them but doesn't work on Lenny and Cassidy." (From Darek: Sulik is specifically told not to leave if you have the Cult of personality perk. Weird, but that's what his script says. So not a bug. So yeah, nothing to be done. - killap)
  • Possible Kitsune error as pointed by zlykiss - "anyway I've got a problem with kitsune from EPA. I cannot trade with her, she doesn't remember combat settings and doesn't fight at all, just runs away :/
    Ive got Weapons Redone and Miria mod but im not using her because my char has low charisma :]
    edit: after reinstalling without Miria mod its still the same savegame" (This sounds like the infamous issue that comes up with a NPC is knocked out in combat and then you leave the map. Engine issue... -killap)
  • There are some spawning issues as pointed by utunnels (note from ebbpp-I saw that to happened) - "Found some little bugs:
    1. Someone might want to look into Marcus' new model, sometimes he has bad offset I guess when a random battle is loaded. For example, I found him stood behind the Chosen One, so I strafed the front just to find he got killed instead. If I didn't move and let him take the first action, he just 'teleported' in front of the Chosen One.
    2. Enemies spawn inside walls, sometimes the Mysterious stranger too. I guess they use the same logic.
  • "." instead of the critical damage info (this has been confirmed by many others,by me too(ebbpp)) as pointed by DrapiChrust - "There are still some (one?) damage or critical damage info that shows up in the textbox as "." Got this once in The Temple of Trials" Images from BrecMadak: image1 image2 (Dup of reports above. Hopefully fixed in the latest sfall/res patch. -killap)
  • as pointed by memetics (Note: this one's a duplicate report to the one posted by Memetics, above; see the 6th bullet in this section. -M) - "Yet another issue: I've got Sulik's inventory too-overweight to trade, even one pound, in either direction. I think this is a vanilla bug; it seems that one can have a recruitable NPC, dismiss them (like Sulik does automatically in Primitive Tribe), give them a bunch of stuff - which they'll take without checking for overloading, apparently - and then rejoin them to the party. When trying to trade with them, either to give or take (even one pound), it seems that if after the trade they'd still be overloaded, the trading dialog reports "Sorry, that's too much to carry."
    This seems very odd when the character is only *giving* you items, just shedding weight rather than adding any. I suspect that this won't be (easily) fixable via the trade screen after overloading has happened, but maybe the weight restriction can be checked for hireable NPCs during trading when they're not a party member, so they don't get overloaded in the first place? Sulik overloaded - can't trade - savegame (also shows the unstacked sharpened spears).
    Hope that helps! I'll try posting notes to the wiki, too." (See comment above. Engine issue. -killap)Added by Little Chitsa:once I was overloaded because of jet posteffect-and I could not trade with members of my party-"Sorry,that is too much to carry".
  • a wrong information values bug as pointed by BrecMadak-"whenever i tell Cassidy to heal himself now, and right after entering his combat control, it does not show the updated hp of himself, although it flashes the screen considering it is done, as its true. But when you exit talking with him and then entering again you can only see that way." (Engine issue. -killap)
  • CONFIRMED As pointed by NovaRain- "Possibly a bug: Skynet won't follow me when I go down to the utility level (which is normal I know). But when I come back to the ground, he just disappeared.
    Here's the savegame before I go down to the utility level: savegame (Should be in the EPA section. Related issue there which I have fixed for the upcoming release. -killap)
  • As pointed by Michi - "I noticed a small bug with 2.1.2b
    In the quest chain to clear the village near Vault City of rats....
    I spoke with the Stark, then went to village, then back to VC to speak with Joe, then to councilman, then to Brain, then back to councilman - got xp.
    When I go back to village, the guy there is still asking me when I am bringing the weapons, although all the villagers are saying thank you for saving us."
  • As pointed by 5,0 Orginal -" don`t know if its already cleared but its kinda odd, the game don't notice that Goris left the party, so you're forced to dump him by yourself again.
    If you completed the search for the GECK and take Goris with you before completing the Redding Quests, he leave after a short while because something is wrong with his pack. If you're now going to Redding and try to complete the Sheriff Quests, Lou didn't want to talk with you, cause no mutants allowed so you have to go to vault 13 first, take Goris with you, dump him and then you can talk to Lou." (Hmm, that's odd. Really which there was a save game here. We'll see what comes up in beta testing. -killap)
  • When starting the game, it sometimes shows a flat white or gray screen instead of one of the usual "Loading" pictures. All times are such shows. (Hopefully fixed in the latest sfall/high res patch. If not, then it's just the fact that your hardware is so new and the game is so old. -killap)
  • After getting the Kevlar armor upgrade for Dogmeat in Broken Hills, the armor item appears in the player's inventory. Placing it into an active item slot and exiting the inventory causes the game to exit with an exception error. (Win 7 x64, Fallout v1.0 US, Humongous; F2RP 2.1.2b, Windows Installer, all installer mods except child patch) Savegame Caused by the K9 armor being too big, whether in file size or dimension I don't know. Resizing it to 50% fixed it anyway. - Darek) (Whoa you're right, crashes for me too.. That's definitely way too big when you hold it in your inventory. -killap)
  • When attempting to disable a forcefield using Vic his name does not appear in the status box when it shows that he has failed. His name does appear when he succeeds; this happened in the Hubologist Base but may possibly apply to any situation involving disabling forcefields. (Win 7 x64, Fallout v1.0 US, Humongous; F2RP 2.1.2b, Windows Installer, all installer mods except child patch) Screenshot
  • Long haired and bald dude has broken leather jacket animation when run. (win 7 x64, fallout 2 v1.0 US, humongolous RP 2.1.2b full installed)
  • When trying to use the New Reno vertibird as a stupid character, I get no dialogue options other than "Err..."(lines {401} and {402} in NewRVB.msg seem the relevant stupid options, but I wasn't getting them). I've had the same situation for talking to various other npc's as well - possible bad install? (Windows XP SP3, F2RP 2.1.2b, manual install.) Savegame
  • NOT BUG Win XP SP3, FO2 US 1.0 Hum, RP 2.1.2b full installer, Party Orders Addon 1.0d. The messages for healing crippled limbs are a little weird. At least on one occasion, I got four separate messages: (1) You heal the damaged [limb]. (2) You earn 50xp for honing your skills. (3) You heal 0 hit points. (4) You earn 50xp for honing your skills. Screenshot Wouldn't it make more sense to have just one message granting you 100xp for healing a specific limb? Or two at most, with one for the limb and another for the XP? -- SGHayden 20:31, May 29, 2011 (UTC)(Umh, you didn't get 100xp for fixing your limbs, only 50. The other 50 was for a successfully healing yourself (though in your case you already had full health). So there are in fact two skill checks and it's very possible to fail one and succeed with the other, that is why four lines are needed. The real bug is that you got 50 xp you probably shouldn't have, but that's the engines fault. - Darek)
  • NOT BUG This is not a bug, strictly speaking, but I noticed that when you gain enough experience to advance a level, the message for gaining a level comes *before* the message about how much experience you just gained. Screenshot showing the status window with an update about Cat Jules gaining abilities because I just advanced a level, followed by the message about the XP I just gained in the preceding firefight. Not huge, but counter-intuitive. Is this hardcoded? -- SGHayden 07:47, June 5, 2011 (UTC) (Yeah, hardcoded. Yeah counter-intuitive, but eh. -killap)
  • NOT BUG Swift Learner perk doesn't affect experience gained from killing rats (at least in the Klamath rat caves) nor the "Kill Keeng Ra'at" quest being completed. It does add the 5% gain to the experience gained from using first aid and doctor skills. A savegame Win 7 64-bit, GOG version of the game, 2.1.2b installer, full install. Dorian grave 19:47, July 1, 2011 (UTC) (It's only cosmetic. You do get the extra XP, it just don't show in the message window. - Darek)
  • Custom sound for .44 Magnum / .223 may be cause of certain crashes; see BurntAluminum, Draven, and Puokki's conversation here. (I've seen this come up so many times, that I think I'm just going to pull the old F1 gun sound. Sure it brought back more of a bang, but if it is at fault for any reason then it just really isn't worth it. -killap)
  • My "long haired dude" is reverted to a "generic default dude" whenever I load a saved game. Both the sprite and the art/msg on the character sheet is affected. And I have no idea why this is happening, because I haven't messed around with the installation in any way. It's just a manually installed (humongous) 1.0 US version with the RP 2.1.2b applied without any other patches or mods.
    At first I thought that it had something to do with loading the game while I was still in the Temple of Trials, before switching to the Vault 13 suit, but no, this problem persists even after completing the trials. How could this be? Is the saved game data somehow not registering the "style" information? (From Gillsing, as reported here.) (Really wish there was a save game here. -killap)
  • Talking to Miria cause Kitsune dialog to appear. (Screenshot),(Screenshot) & Chyro Chamber appear after kitsune dialog ended.(Screenshot). Winxp sp3 FO2 v1.0, US, Humongous install, F2RP 2.1.2b Window installer & run Miria for Real! Mod by Tungu.(Savegame). (Hmm, doesn't happen to me with that save game. Did it happen right after clicking on her? I'm thinking the Miria For Real! mod isn't actually fully compatible with the RP. -killap)
  • In the NPC combat control screen, under Chem Use, two of the options are "Stimpacks when hurt a bit" and "Stimpacks when hurt a lot". I'm thinking this would be more accurate if it said "Healing drugs", since stimpacks aren't the only healing drug in the game, and the NPCs do use them. (Is that script-based, or engine-based, though?) (v1.0, US, Humongous; F2RP 2.1.2b, windows installer; no other mods) Memetics 11:40, January 25, 2012 (UTC)
  • After collapsing the supports to trap Keeng Ra'at, Sulik is trapped behind the rubble. Yet rather than being trapped forever, like Keeng Ra'at, like magic my party member escapes to the next level with me when I climb the ladder. This would appear to be a general bug, but I'm not sure there's any easy way to check whether an NPC is trapped or not, or to bump them out of your party and keep them stuck, if so (perhaps dying after a week or two from thirst and/or starvation). May not be worth the effort to fix, but it does seem buggy. (Screenshot) (Savegame) Memetics 11:40, January 25, 2012 (UTC)
  • Not sure if this is just in Smiley's script or part of a general critical-miss thing: status window reported "Smiley critically missed and took 1 hit point, knocked down and hurt himself." (Should be "fell down" or "was knocked down"?) Memetics 11:56, January 25, 2012 (UTC)
  • CONFIRMED One frame of Sulik's sledgehammer attack, when he is right-facing, sometimes appears to have a vertical white bar on the right-hand edge of the frame (or maybe it's green - seems different in the dark cave interior than in the mouth of the cave). I saw this in the Toxic Caves, but then couldn't reproduce; then just recently I saw it in a cave on a random encounter map when fighting the little Deathclaws. In this savegame, where you're standing on Sulik's right side, try shooting Sulik. He'll strike back with the sledge, and mid-swing, the glitch appears as a vertical white bar along the right-hand edge of one frame of the animation. (Note: I couldn't get F12 to take a screen shot mid-animation; it always took the shot after the animation was over.) Can someone confirm this from the savegame or independently? Memetics 11:38, January 28, 2012 (UTC) (Yup, one frame glitched for Sulik in leather armor. Addressed in unreleased update. -killap)
  • Time to time one of my companions stop fight.First time when I found this trouble (in previous playing) I do not know whot to do, but when they gain a level, they start fighting automatically.In last gaming I accidently found the solution (while playing).You must choose in dialog screen:"Put your weapon away".then go to combat control screen and click "Use best weapon".But usially (no matter, what he answer in dialog), you see, that he do not put away his weapon and you must retern to dialog and again choose "Put your weapon away".After this he really put it away, and if you click "Use best weapon", he will fight in combat again.WinXP, SP3,Fallout 2, v1.0, US, Humongous, RP2.1.2b, windows installer.Savegames:www.4shared.com/account/dir/_H5TI_xX/_online.html#dir=104387328 (Companions never fight.7z)-(Slot130-Vic, Slot131-Cassidy, Slot132-Sulik) (Little Chitsa, 27.02.2012)
  • Upon loading a saved game or moving to a different map, party members' AC's, Strength stats, and damage resistances will revert to their base AC and resistance as if they were wearing no armor at all. If the party member were ordered to "Remove the armor" he's wearing in the dialog screen, then that party member's AC and other resistances will actually DECREASE by the extra stats that should have been granted due to the NPC's wearing the armor in the first place! That means that in doing this, a party member could theoretically have a ZERO AC and ZERO resistance for everything down the board (regular, explode, plasma, etc.)!
    What's even worse: This means that when ANY random encounter begins, all party members will be automatically reduced to only their natural unarmored protection and will become VERY vulnerable, especially when the enemy carries burst weapons!

    I had first noticed this bug after giving Sulik Power Armor to wear and giving him a lot of my valuable inventory. I kept seeing the message "Sulik is overloaded" so often due to Sulik being given his original strength and other stats (without power armor) after moving to a new map. At this point, Sulik's sprite is that of himself wearing Power Armor though his strength and other stats correspond to that of the*un-armored* Sulik. I tested this on other party members with Power Armor to find this same deleterious effect.

    (FO2 1.0 English Humongous Install + 2.1.2b Restoration Patch, WinXP SP3). These phenomena are illustrated in this zip file. Documentation describing this problem more in detail are also available in this same zip file. (Earl, bug description originally submitted on 07/18/2012, updated on 07/21/2012)
    Warning! Loading this save will corrupt your whole game.
    This is not really a bug but rather an issue with how the game handles write protected files. In this case write protected proto files in the save folder. If they are write protected the game can't update them properly and will add the write protected files into the normal game proto folder, still write protected and causing more problems. Never ever do that.
    To fix your game, load your save. Remove the armors from your NPCs and save. Go to your save folder \DATA\SAVEGAME\SLOT92\proto\critters and \DATA\SAVEGAME\SLOT92\proto\items and remove the write protection. Then go to \DATA\Proto\Critters and \DATA\Proto\Items and delete all protos modified 2012-06-24 22:18. Also, don't load any other 'corrupt' savegames without removing the write protection first, or you will just restart this mess again. (Darek)
  • CONFIRMED Jet Antidote available in SF Tanker, Cal's Shop, although the cure for Jet Addiction has not officially been discovered by Dr. Troy yet. (Note that the "Find Endorphin Blockers" quest for New Reno is still open in the savegame within this zip file tested using FO2 1.0 English Humongous Install + 2.1.2b Restoration Patch, WinXP SP3.) (Earl, originally submitted on 07/18/2012) (I think I might know why this isn't fixed in the RP. However, this fix wasn't in the unofficial patch for some reason, but it is now. Addressed in unreleased updates. - killap)
  • Mentats addiction will not always fade away with time. My character has become addicted to Mentats, and while my stats returned to their normal values after some days, the message "ADDICT" near the monitor (the one who shows combat messages) is still there, and Mentats addiction is still listed in character screen, even after sleeping for 3 months.^Windows 7, F2 1.02.27.3, US, Humongous. F2RP 2.1.2b, windows installer. Save: SLOT01.zip(Engine bug. Data has gone missing from the timer event que, or more likely never been entered there in the first place. -Darek)
  • CONFIRMED (Windows 7 Ultimate, FO2 English Humongous Install + 2.1.2b RP) When I have bought the Dermal/Phoenix upgrades and try to use the Fallout 2 Hintbook (or whatever it is called), my screen goes black and locks the mouse in one place, so I can't use the Task Manager to close the program.
    Can someone check if it is something in the game that is still buggy, or if it is just me that sortof fails with my Luckcheck? Savefile on SkyDrive
    Thanks for a job well done, and for reading this. Savefile provided here: https://skydrive.live.com/redir?resid=5C4E5A5FEC6B3EAD!242 (Good catch. Fixed provided by Darek, thanks! Addressed in unreleased update (both unofficial patch and RP). - killap)
  • RP 2.1.2b on linux 64 bit, Wine 1.4 unable to use hunting rifle. I also have Fallout2_High_Resolution_Patch_4.0.2 and 49+ city limit patch installed, running the game in a 800x600 window, in dx7 mode. Every time I try to use it, the character disappears. Savegame: http://ubuntuone.com/15t4ny2IWmbzB4890RXc3wAfterAfter reinstalling everything EXCEPT the new rifle and wakizashi animations, the error doesn't exist anymore, the game runs as it should with the SAME savegame. (Based on your other post about the EPA, it sounds like something isn't right with sfall under Wine for you. There should be instructions (on this page or over at the No Mutants Allowed forums) on proper setup of it. - killap)
  • RP 2.1.2b on linux 64 bit, Wine 1.4 If I try to sell a Geiger counter, the buyer acts like the value of the stuff would be not enough. After I take out the counter from the stuff I try to sell, everything turns back to normal. It seems it is a bug hunting the game like since forever. (Yeah, I've heard of this issue before. I think it's engine related and thus unfixable at this time. - killap)

Caravan bugsEdit

as reported by Darek, added to wiki by Glovz

(This is an awesome section of sleuthing. Hats off to you Darek! -killap)


Chad:

In procedure start, procedure map_enter_p_proc and procedure map_update_p_proc you have added the following code:

{C {C {C}if (metarule(46, 0) == 6) then begin

Chad_Ptr := self_obj;

end {C {C {C}

Why and what does it do? {C {C {C}It is interfering with Chad's normal behavior and should be removed or changed somehow. The problem is that while he's on a caravan run, that code makes it so that his script won't run until the second time you enter a map (if it's in procedure start, otherwise it's just the relevant procedure affected). So the first time he's on the caravan map you don't get his proper description, and he won't tell you the coast is clear. If you get no encounters at all and are moved to Vault City straight away, he will not show up until you exit and then return to the map again.

(It sets a variable that all can be used by any script on a map. I use this for the Chad house confrontation. I don't understand why it would cause the problems you are describing. It shouldn't be relevant on caravan runs because of the map check. -killap)

(I don't know what to tell you. What I said is true, but I have no idea why. Do you need to make a current town check, isn't it enough to check for cur_map_index == 79? I think it would work then. -Darek)

If you turn in Chad in BH, then no more caravan runs from there. (I believe I saw that this was being addressed already.

Well, if Chad dies you don't get any more caravan runs either, why should this be any different? In fact it's the same with all caravan masters. Then again, the devs did at some point have plans to replace Chad if he died/got arrested, as can be seen in the leftover files hcencha, hcenchb and the bhrndmtn map and script. $500 a run with an option to go back again within the same day. That's way better than what Chad has to offer.


After first encounter, Stanwell and NCR clad police guards are replaced by people in combat armor with lead guy saying "keep your eyes peeled" instead of "the coast is clear." On arriving in Redding... no Stanwell.

So Stanwell got replaced by Hal (Cattle run from Duppo) It's caused by a bug with G_var 338 in Rcstanwl.ssl, more on that below. But in short, because of that bug the caravan setup in bhrnddst.ssl can't start Stanwells caravan and goes through the list of possible caravans until it finds one it can do. Normally that would be the 'Default caravan' that many have reported, but not in this case. Anyway it happens if you have done a cattle run with Hal, since G_var 266 don't get reset afterward. Don't think anything needs to be done about this unless it causes problems to Hal himself.


Stanwell, the Redding - NCR caravan master:

The Stanwell caravan seems to work fine going from Redding to NCR, but is broken while going from NCR to Redding. I tried it several times and it consistently broke in the same way each time. Assuming the caravan run will have more than one encounter, the initial encounter on the way from NCR to Redding goes fine, and then the second one breaks the run. What happens is: ---Stanwell and the guards are gone/nowhere in sight ---There is a female caravan master called "Grand Master Trader" with several guards in leather armor and a cart. The guards have a float text if clicked on, but the woman is unresponsive; she has neither a dialogue screen nor a float text. ---Other than the pc and party and the Grand Master Trader and her caravan, no one else (encounters or enemies) is on the map. ---There's nothing to do but leave the map, which results in a repeat of this scenario for as many encounters were scheduled; at the end of the run the player and party materialize in Redding with no caravan folks around or in the tents (i.e. no Stanwell, no Stanwell's backup guy) and no way to get paid.

This happens when the caravan g_var is set to finished (or wrong value) before the caravan encounters g_var is set to 0. In this case it's a problem with G_var 338 in Rcstanwl.ssl. As far as I've seen it only happens when you talk to him while on map 94, G_var 338 gets set to 5, 6, 7 or 8, while it should remain at 4 (or 7 after the last encounter, or Stanwell won't show up back in Redding). {C {C {C}Simple solution...



{C {C {C}procedure talk_p_proc

if ((global_var(338) != 0) and (global_var(338) != 3) and (global_var(338) != 9)) then begin {C {C {C}

should be changed to:

{C {C {C}if ((global_var(338) != 0) and (global_var(338) != 3) and (global_var(338) != 9) and (not(cur_map_index == 94))) then begin {C {C {C}

Also, his 'Coast is clear' float in map update procedure keeps spamming and blocking the normal 5 lines he should be able to say when talked to. Can something be done about that? Maybe shutting of the float in the talk procedure and then turn it back on it after a little while?

Oh, and it would be nice if there was a check to not use that float while in combat as it looks ridiculous when you are still fighting (critters that are non hostile from the beginning, like caravans etc).

(All fixed in unreleased update. -killap)


Nording, the stand in clerk for Stanwell:

He is a bit messed up. You added a float for when you talk to him again after already being paid. {C {C {C}Well you got a misplaced parenthesis in the talk procedure that causes the float to come up before you've gotten paid (you never get paid).

if (global_var(516 != 1)) then begin

should be...

if (global_var(516) != 1) then begin

In node008a all the < and > are reversed and should be changed to the opposite of what they currently are (as it is now it is rewarding failure and punishing success). Also, I find it odd that Nording pays so little. First Stanwell promises you $2000 (- $1500 to + $500 bonus), and Nording says he'll settle the debt. You get a measly $100 (± $50 bonus) and you don't complain. Makes no sense. I believe the caravan profits where increased at a later state in development and they simply forgot about the replacement guys. Perhaps that is also why you get so little from Chad, but what do I know?

I'm not all to thrilled about Nordings placement on NCR1.map Could maybe place him a bit lower down in the NCR1 map script, so he don't stand deep inside the exit grid. I'll include a pic...

http://hem.bredband.net/darek1/ncr1.jpg

(All fixed in unreleased update. -killap)


Savinelli, Redding-New Reno Caravan Master:

While on a caravan with Savinelli (from Redding to New Reno), in one instance of a caravan screen, he was oddly changed to someone called "Grand Master Trader" and was a female sprite instead.

Exactly the same issue as with Stanwell, but this time it's G_var 340. So just add the same check for not being on map 94. Also has map 94 floats that are blocked by the 'Coast is clear...' message.

(All fixed in unreleased update. -killap)


Velani, stand in for Savinelli:

Exactly the same issues as Nording has in his script.

There are also a couple of problems in newr1.ssl. First of all you can only meet Velani in New Reno if it's the first time you enter that map, because of some slave_guild_ guy code (whatever that is) blocking it otherwise. The Velani code looks misplaced to me. {C {C {C}Second of all, the script that gets attached to him is for Nording and not his own.

Maybe this part in map_enter_p_proc...

{C {C {C}if (((global_var(495) bwand 131072) != 0) == 0) then begin

set_global_var(495, global_var(495) bwor 131072);

if ((global_var(518) == 0) and (global_var(383) == 1)) then begin

LVar0 := create_object_sid(16777252, 0, 0, 811);

critter_attempt_placement(LVar0, 27507, 0);

end

end {C {C {C}

Should look like this...

{C {C {C}if (((global_var(495) bwand 131072) != 0) == 0) then begin // and yeah, still don't know what the hell this is...

set_global_var(495, global_var(495) bwor 131072); // I couldn't find it's purpose.

end

if ((global_var(518) == 0) and (global_var(383) == 1) and (global_var(340) > 0)) then begin

LVar0 := create_object_sid(16777254, 0, 0, 812);

critter_attempt_placement(LVar0, 27507, 0);

end

(All fixed in unreleased update. As for the slave_guild_guy code, I'm not sure what that is either. It is only used in that one script. My only assumption is that it was code to ensure that Velani would only be placed on the map once. This then became obsolete when other code was added to handle critter placement/deletion. -killap)


Wade, Redding-Vault City Caravan Master:

Same problem as Stanwell, this time G_var 339. And the floats...

In Ben Wade's script, the content of nodes 006 and 007 are switched around, possibly resulting in a bug if the caravan takes heavy losses.

No they aren't. Or wait, I suppose you can say that. It's the casualty calculations that have been mixed up.

if ((global_var(273) < (global_var(279) / 2)) or (global_var(276) < (global_var(281) * 6 / 10))) then begin

set_global_var(339, 5);

end

else begin

if ((global_var(273) < (global_var(279) / 4)) or (global_var(276) < (global_var(281) * 4 / 10))) then begin

set_global_var(339, 6);

end

else begin

should be...

if ((global_var(273) < (global_var(279) / 4)) or (global_var(276) < (global_var(281) * 4 / 10))) then begin

set_global_var(339, 5);

end

else begin

if ((global_var(273) < (global_var(279) / 2)) or (global_var(276) < (global_var(281) * 6 / 10))) then begin

set_global_var(339, 6);

end

else begin

Damn, it's the same for all three Redding caravan masters and their temps too.

(Wouldn't be easier to just switch the nodes that are called/variables that are set rather than the whole condition statement? In any event, great catch. -killap)

(Well, no. X/4 is a smaller number than X/2. If you check for < than X/2 first, then it will never bother checking for < X/4. So the conditions have to switch places (not global value), or am I thinking wrong here? - Darek)

(No, you're right. That's what happens when I try and think when I'm ill. -killap

Got an empty encounter, and it happens every time on that save. The caravan is proper, just no other encounters. It's the second and last encounter (when you have only two scheduled encounters), going from Redding to VC. After a little testing I found out it's a problem with the world map y position. After checking the encounter tables in bhrnddst.ssl and doing some testing I realized it don't work quite as I expected.

Simplified it works something like this:

First encounter section:

1. Enter a map.

2. Set a world map location for the map.

3. check your position against an encounter table to determine what critters to put against you.

Second encounter section:

1. Enter another map (well, same map again really).

2. Set a new world map location.

3. Check your position against a different encounter table to determine what critters to put against you. ...and so on. This is all pretty clear. What isn't though is that when it is checking your world map position it does not get your newest map location (the one you just entered) but instead gets the old one (the map you just left). {C {C {C}I don't know if this was intentional, a bug , engine limitations or whatever, but I hope and think it was accounted for, or there would be a lot more trouble. Wouldn't it? {C {C {C}So yeah, anyway. To see if the second encounters table is correct you need to check it against the map position set in the first encounter. If it isn't you get a blank encounter, like the one I got.

In bhrnddst.ssl / Red_VC_Encounters procedure:

if (global_var(283) == 2) then begin

if (LVar0 == 0) then begin

wm_area_set_pos(44, 475 + random(-25, 25), 300 + random(-25, 25));

the last part should be changed to:

wm_area_set_pos(44, 475 + random(-25, 25), 325 + random(-25, 25));

Or perhaps you can adjust the table under the 'if (LVar0 == 1)' section instead. Either way, as it is now there's a 50% chance of an empty encounter here.

There is also a 98% chance of an empty second encounter when you are scheduled for four of them.

{C {C {C}if (global_var(283) == 4) then begin

if (LVar0 == 0) then begin

wm_area_set_pos(44, 475 + random(-25, 25), 575 + random(-25, 25)); {C {C {C}

last line could probably be...

{C {C {C}wm_area_set_pos(44, 475 + random(-25, 25), 525 + random(-25, 25)); {C {C {C}

Or change the table under 'if (LVar0 == 1)', I think it's meant to be the Redding_DNRV_Encounter.

Note that I haven't gone through all the other encounter tables, and I won't be doing it either. So there might be more bugs than these two.

EDIT: OK, so I did go through them all and this was the last I found. On the second map out of two you have a 97% probability to run into an empty encounter.

VC_Red_Encounter:

if (global_var(283) == 2) then begin

if (LVar0 == 0) then begin

wm_area_set_pos(44, 975 + random(-25, 25), 175 + random(-25, 25));

the last part should probably be changed to:

wm_area_set_pos(44, 975 + random(-25, 25), 225 + random(-25, 25));

(Wow, this must have taken some effort. Hats off for finding this! Question though. Don't the same changes need to occur for the reverse trip? So in the case of VC_RED_Encounter we'd need to also alter the if (global_var(283) == 2) then begin if (LVar0 == 1) then begin section of Red_VC_Encounters. Or maybe I'm not fully understanding this. -killap)

(Man I wish you would have checked this out when I had it fresher in memory, or at least before I lost everything I had in a harddrive crash. Oh well. First off, which method were you thinking of using, wm_area_set_pos or changing the table? I prefer wm_area_set_pos. Second, I don't understand your question about reverse trips. The wm_area_set_pos are not the same in both directions. So just because it's broken one way doesn't mean it's also broken the other, if that's what you meant. -Darek)

(I went with the wm_area_set_pos. My question was about whether being broken in one direction meant it was also broken in the other direction. Apparently not. Again, thinking when I'm sick... :) -killap)


Ferndown, substitute for Wade:

Exactly the same issues as Nording has in his script.

(All fixed in unreleased update. -killap)


Hal's Cattle drive:

There's a 50% chance of an empty second encounter out of 2 due to wrong x position: {C {C {C}In bhrnddst.ssl / NCR_Red_Encounters procedure:

{C {C {C}if (global_var(283) == 2) then begin

if (LVar0 == 0) then begin

wm_area_set_pos(44, 800 + random(-25, 25), 1200 + random(-25, 25)); {C {C {C}

the last part should be changed to:

{C {C {C}wm_area_set_pos(44, 775 + random(-25, 25), 325 + random(-25, 25)); {C {C {C}

Or adjust the table under the 'if (LVar0 == 1)' section instead. It's the Redding_NRNR_Encounter it should be. Since 'NCR_Red_Encounters' is shared with Stanwell's NCR - Redding trip, this should fix it for him as well.

(Same question to what I posted above. -killap)

Since Hal is the only cattle driver without a "coast is clear" float, would you consider giving him one? {C {C {C}Something like this:

{C {C {C}procedure map_update_p_proc

if (cur_map_index == 94) then begin

if (map_var(1) <= 0) then begin

float_msg(self_obj, message_str(14, 450), 8);

end

end {C {C {C}

I don't think it's the same person who wrote Hal's script that wrote the the other caravans, and the float is in generic.msg. So I consider it an oversight.

(Yeah, I'd say it's an oversight. Fixed in unreleased update. The temp caravan people don't have this either, though. I honestly don't recall, but do they not follow you during the caravan runs? -killap)

(No, the temps don't replace the caravan masters, they only show up to pay you if one dies, that's it. -Darek)


Caravans: This is really a vanilla bug, but y'ought'a be aware of it, because the RP exacerbates it in a minor way. I'm sure you're aware that, sometimes, when you finish a caravan encounter and leave, you jump back into the same encounter, with everything as it was (corpses still on the ground and such).

It comes from saving your game while on the caravan map (it's fine loading one though). When you leave the map and have encounters left, you are returned to the same map you just left (it will be in the state it was when you saved it, so if the critters where dead, they'll still be, otherwise they'll be alive). Revisiting the map like that does not effect the encounter count though, so it's more of an annoyance (also, tends to crash when loading or quitting a game from a revisited map).

I don't know if anything can be done with the engine, but if not the best solution is to have a second identical map and switch between the two for every encounter. It works. I had problems with the world map position not being accepted for the second map (turns out the new map needed it's own 'Area' in city.txt, can't share 'Area 44' with the original).

What I did was to use bhrnddst.ssl as the map script for the new map as well. Just edited it a bit to swap exit grids and set the correct 'wm_area_set_pos' depending on which map was currently being used. There was also a few checks for map 94 in Chad's script that needed to be changed to also include the new map (I just tested with Chad, the other caravan masters would need to be fixed as well). And sadly the same must be done for every critter that is in the caravan encounters, to keep track of the kill count. Also, when a game is saved on the new map it gets a label with error error, I believe something needs to be added to worldmap.msg or something, but didn't look into it.

If that's too boring for you, then maybe saving can be disabled via sfall?

(Ugh, that's a lot of work for this issue. Hmm, I'll think about this. -killap)


Check why robbers disarm after/on first turn.

Remember that old robber cave fix? I failed to realize that script was used for a lot of other places as well.

ecrobber.ssl procedure combat_p_proc

begin

if (do_once == 0) then begin

do_once := 1;

if ((wep_pid != 21) and (wep_pid != 293) and (wep_pid != 235) and (wep_pid != 407)) then begin metarule(43, self_obj);

end

end

end

Maybe you could add in a map check. something like...

if ((cur_map_index == 70) or (cur_map_index == 71) or (cur_map_index == 72) or (cur_map_index == 73) or (cur_map_index == 80)) then begin

And maybe even check that it's only for the second elevation (inside the cave) if possible?

(Fixed in unreleased update. -killap)


Brahmins that belong to other caravans you might meet on your run have two problems.

1. They belong to your team, so if anyone outside of your team accidentally hits them they will pull you into the fight.

2. If they are killed they are counted as your caravan losses and will decrease your salary.

Fix:

Copy everything from the ECCRTBRA script into a new one and then edit the team given to TEAM_CARAVAN or something (I believe that's the correct one). Also edit out the stuff in 'destroy_p_proc' procedure. After that you just have to edit the 'Build_Grey_Caravan' procedure in Bhrnddst.ssl and set it to use your new script instead of ECCRTBRA.

(Did you forget about this one? - Darek)

(I just hadn't gotten around to it. However, I have a different solution to this since I like to minimize the number of scripts/files I add to the game. My solution is this (I tested it and all seems to well):

In Build_Grey_Caravan of bhrnddst.ssl I add




critter_add_trait(Critter,TRAIT_OBJECT,OBJECT_TEAM_NUM,TEAM_CARAVAN);

right after the create object call for the brahmin.

Then in eccrtbra.ssl I make the following changes:

destroy_p_proc will look like:




procedure destroy_p_proc begin


  if ((self_team == TEAM_PLAYER) and (cur_map_index == MAP_BH_RND_DESERT)) then begin
      rm_caravan_brahmin(1);
  end





end

and map_enter_p_proc will look like:




procedure map_enter_p_proc begin


  if (cur_map_index == MAP_BH_RND_DESERT) then begin
     if (self_team == TEAM_CARAVAN) then begin
        // was already set in bhrnddst.int, but lets set again for the heck of it
        critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_TEAM_NUM,TEAM_CARAVAN);
     end else begin
        critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_TEAM_NUM,TEAM_PLAYER);
     end
  end else begin
     critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_TEAM_NUM,TEAM_BRAHMIN);
  end
  critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_AI_PACKET,AI_GENERIC_BRAHMIN);





end

This all of course assumes that adding the team trait to the brahmin in bhrnddst.ssl works and is recognized at map load. From quick testing, this seems to be the case.




If you get an encounter where two other teams are fighting, you can't rest on that map until both are gone (in those cases where the one left is not hostile). Probably engine related and not a big problem, so I haven't bothered looking into it.

(Yeah, engine related. -killap)


It looks to me like the car was meant to come with you for the caravan runs. But for whatever reason it was edited it out from bhrnddst.ssl with this comment; "// need to fix this querry". Was there a problem or is it something that could be reimplemented?

(Eh, I don't think the car should follow the player. -killap)


Stealing from caravan not implemented. How was it supposed to be? Steal from master and guards and get caught (now set to hostile)? {C {C {C}Or maybe containers somewhere, perhaps the carts?

(I'm guessing the caravan carts were to act as containers. Not something I plan to implement though. -killap)


What is default caravan with Grand Master trader?

Do you have any idea what the purpose with her was supposed to have been? I couldn't really find anything specific.

(No idea. -killap)

Kaga EncounterEdit

(Another great catch from Darek The Detective.)

It's always bugged me that Kaga doesn't flee properly. He just goes away like 10 hexes and then stands there and wait for you to shoot him down. Since he uses obj_on_screen to check when to disappear 10 is too little on default screen res, and with the high res patch it's a joke.

I suggest a change in his AI. Change his max_dist=10 to 30 or higher (that means that if you are closer than 30 hexes to him he will run away). It's maybe better to make a new AI for Kagas final encounter with max_dist=10, so unarmed players don't get in trouble (though I'm not sure if this is necessary).

In combat_p_proc procedure you have this code for disappearing:

  if (not(obj_on_screen(self_obj))) then begin
      set_global_var(399, global_var(399) bwor 64);
      destroy_object(self_obj);
   end

That part needs a 'if critter_is_fleeing' check or you risk a rather nasty endless loop bug (it had one originally).

Kagas disappearing act in critter_p_proc procedure is a bit wonky but I'm not sure what can be done. {C {C Problem is that he tries to move straight away from you and don't consider if the path is blocked or not, and if he can't move he don't do anything (change direction or disappear). {C}This works a lot better in my opinion (though not perfect). Basically he will disappear when off the screen or when 30 hexes away (for those with higher resolutions). First he will try to run away straight from you like it was before (I set it to 30 hexes, or that's what I think it means, but I'm not sure it's working properly), but only if he's 15 hexes away from you. If not (in case he's stuck or you are too close/chasing him) he will change direction and then hopefully run off the map. The 'rotation code' I added seems to work much better than the 'run from dude code' but has the obvious drawback that Kaga might run towards the player before going away. {C {C Anyway, this is just an idea for improvements. You can have a look and see if you think it's useful and maybe play around with the values or something.

procedure critter_p_proc
begin
   if (get_critter_stat(self_obj, 35) < get_critter_stat(self_obj, 7)) then begin
      if (not(local_var(7))) then begin
         set_local_var(7, 1);
      end
      if ((not(obj_on_screen(self_obj))) or (tile_distance_objs(dude_obj, self_obj) > 30)) then begin
         set_global_var(399, global_var(399) bwor 64);
         destroy_object(self_obj);
      end
      else begin
         if (tile_distance_objs(dude_obj, self_obj) < 15) then begin
            if (anim_busy(self_obj) == 0) then begin
               global_temp := rotation_to_tile(tile_num(dude_obj), tile_num(self_obj));
                animate_move_obj_to_tile(self_obj, tile_num_in_direction(tile_num(self_obj), global_temp, random(30, 40)), 1);
               global_temp := (global_temp + 1) % 6;
               while((anim_busy(self_obj) == 0) and (global_temp != rotation_to_tile(tile_num(dude_obj), tile_num(self_obj)))) do begin
                  debug_msg("flee loop: rot == " + global_temp);
                  animate_move_obj_to_tile(self_obj, tile_num_in_direction(tile_num(self_obj), global_temp, random(30, 40)), 1);
                  global_temp := (global_temp + 1) % 6;
               end
            end
         end
         else begin
            if (not(anim_busy(self_obj))) then begin
               animate_move_obj_to_tile(self_obj, tile_num_in_direction(tile_num(self_obj), rotation_to_tile(tile_num(dude_obj), tile_num(self_obj)), 30), 1);
            end
         end
      end
   end
   else begin
      if (not(combat_is_initialized) and (local_var(5) == 2) and obj_can_see_obj(self_obj, dude_obj)) then begin
         attack_complex(dude_obj, 0, 1, 0, 0, 30000, 0, 0);
      end
   end
end

(I would just like to clarify that raising his max distance in his AI will make him run away properly while still in combat. The code in critter_p_proc is for when the combat is over. Since I didn't know fully how Kaga was meant to act when running away, I just added the rotation code together with the existing code. That means that he still is likely to stay on the map after combat unless you try to get too close to him. If what is wanted of him is to completely run off the map right away, it's probably better to not use the old 'run away' code at all. - Darek) (At this point I don't feel like spending too much time on this, so I'm using your suggestions. I trust you. -killap) (We wanted Kaga to run completely off the map right away. At least I know I did. I find it silly and immersion-breaking for him to run away and then just stop and stand there. That makes it too easy for the player to pick him off from a distance while he just stands there and takes it until he dies. - Dravean) Agreed - in fact, shouldn't that (run away completely) be the case for all fleeing critters? -Memetics

  • Win XP SP3, FO2 US 1.0 Hum, RP 2.1.2b full installer. Kaga encounter with metal armor and raiders bearing assault rifles, combat shotguns, and grease guns. I knocked Kaga out and looted him, taking both his assault rifle and his combat shotgun. Before I could leave the map, however, he regained consciousness and came after me again. His animation showed him holding a weapon (presumably the assault rifle with which he initially attacked me) although I had just taken all of his weapons! Screenshot SGHayden 16:34, May 28, 2011 (UTC)
  • Win XP SP3, FO2 US 1.0 Hum, RP 2.1.2b full installer, Party Orders Addon 1.0d. Traveling on the world map, on about a dozen occasions, I was asked if I wanted to encounter an angry mob or a band of marauders or whatnot that was obviously a Kaga encounter. I would press "Yes" and then hold the "A" key to initiate combat as soon as the map would load, only to discover that the bandits I was supposed to encounter didn't show up on the map! There were definitely times when I did get the Kaga encounter, but I think holding the "A" key messed it up on these occasions, because I did it for every single one of these times that his band of hoodlums didn't show. I have 6 Screenshots + 2 Savegames, with the screenshots showing the "angry mob" or whatnot at the bottom of my status window that was supposed to show up in the map and the savegames from those "missed" encounters. - SGHayden 07:33, June 5, 2011 (UTC)
  • Win 7, FO2 US 1.0 Hum, RP 2.1.2b full installer. It's impossible for me to save during a Kaga encounter or the savegame will be corrupted and unable to load. Latest savegame before Kaga encounter (head south) corrupted Kaga savegame
  • (Amusing, related to the hi-res / Kaga-running-away and turning invisible problem: Sulik hammering away on an invisible Kaga. Screenshot.) Memetics 03:02, January 30, 2012 (UTC)
  • Win XP SP3, FO2 US 1.0 Hum, RP 2.1.2b full installer. This happened on a map with a cliff face but no cave. During the encounter where Kaga wears Leather Armor and wields a Hunting Rifle, one of his cronies got shot up real good and fled to the right edge of the screen; Sulik went after him with a Sledgehammer. My turn ends, everyone does their own actions... then it's Sulik's turn and I see his green outline lighting up for a moment (as in, several milliseconds) before the game crashes to desktop with an application error saying an instruction at 004e0e2c tried writing into 00005a05. I have two savegames in the affected turn: one in my turn and one in the bugged turn. -- Amitakartok 21:15, February 25, 2012 (UTC)
  • NOT BUG When Kaga run away and stop, he will stay as long, as you see him.But if you move screen so, that he is out of screen and return screen back, he disappear.Win XP SP3, FO2 v1.0 US,Humongous, RP 2.1.2b, wininstaller.March 2, 2012(Little Chitsa)(This is the way he was designed, to disappear when you no longer see him. The problem is more to do with the high rez patch letting you see more of the screen, so he has to run away a greater distance than before to disappear. - Darek)
  • Win Vista Home Premium, SP2, F2 US 1.0 Hum, RP 2.1.2b full

    Kaga encounter bug. During first round of fight, after Kaga's last bandit fires, the game crashes with: “The instruction at 004e0e2c referenced memory at 00005a05. This memory could not be written.” message. I've tried attacking the bandit who triggered the bug initially, but if I take him out, it just moves onto the next character who fires last. This occured once before and I finally worked around it by getting to the map edge before the glitch. Cannot do that this time. I cannot locate the “savegame” file according to your instructions. If there is another location you suggest, I'll load the file to MediaFire with a link here.

Car BugsEdit

  • UNCONFIRMED This not exactly relate to encounters, but I can walk on car roof when I stop in worldmap. I can enter on roof from left side of car. Screenshot. Savegame. (Yeah, I've seen this happen and I'm not sure what is the cause. *shrug* - killap) If the blockers are not touched by this bug (i. e. the character just appears behind the car, where he normally doesn't, then it might be because of the hex number on which the car spawned. I figured that sometimes scenery reacts different on different hex numbers. Though' I can't say if it's kind of "all even hex and all non-even hex" difference.--Mr.Lexx(talk) 22:29, September 19, 2010 (UTC) I confirm this-got the same situation. And here is a savegame
  • NOT BUG [copied from caravan bugs section] It looks to me like the car was meant to come with you for the caravan runs. But for whatever reason it was edited it out from bhrnddst.ssl with this comment; "// need to fix this querry". Was there a problem or is it something that could be reimplemented? (Eh, I think it's better for the car to not follow. -killap)
  • NOT BUG Win XP SP3, FO2 US 1.0 Hum, RP 2.1.2b full installer, Party Orders Addon 1.0d. One time when my car ran out of fuel, I dropped a bunch of stuff I didn't want to on the ground and left. Usually, when you drop stuff on a random encounter map, even one where you stop on your own, it disappears for ever. But the next time I ran out of fuel, all the stuff I dropped was right there waiting for me on the "Car Outta Power" map! Kinda cool. Tested it just to make sure. Left some more stuff, ran out of gas again, and sure enough, my new pile of stuff was waiting for me also. Screenshot + Savegame -- SGHayden 08:04, June 5, 2011 (UTC) - I think this is normal (not a bug), because when you leave the car on the world map, I believe it's saved in a special, permanent car-parking location map (so that the car doesn't just vanish when you leave the map), so your dropped equipment should stay there until you return. However, if your equipment is on the ground and you refuel the car, drive to another map square, and stop the car again (entering the empty encounter map), does your equipment re-spawn there? If so, that sounds like a bug. Memetics 13:13, August 27, 2011 (UTC) (What Memetics said. -killap)

EndingsEdit

  • NOT BUG Redding: Got the VC ending, despite the fact I gave the mining component to Marge LaBarge. I did give the doctor the Jet cure, but it's supposed to get overridden by giving the mining component to the quest related NPC's. I didn't leave Redding, and proceeded to complete the mining component quest (I had this problem with the vanilla version, so I think it's safe to consider it a vanilla bug. I believe I had a savegame right before winning the game, so I'll upload it in a while. Version of the savegame is vanilla with Killap's update. Oppen
    • EDIT: Just remembered I unistalled vanilla to play RP, so I'm not sure if I'll be able to check which savegame was. i can try by name, or give the whole package with all my savegames, though.
    • EDIT 2: Here is my savegame , you just need to convince Sgt. Granite to fight your side (my character has just enough speech to do that) and the battle will be won by itself, turrets fight by your side already and you have three companions in the area where you fight Horrigan. Oppen. Remember, it's for the vanilla version with Killap's update only.)
    • Giving the chip to one of the two parties does not override giving the doc the cure. If you deliver the Jet antidote, leave and return to downtown Redding at least one day later, and don't kill Dr Johnson then you'll get the VC ending. - killap)
  • NCR: Got the "Tandi gets replaced ending", even though I solved the situation at Vault 15 AND got the computer parts
  • Vault 15: Got the "squatters disband" ending, despite the fact i solved all of the vaults problems and spoke with Tandi regarding the vault and the parts she wanted.
    • My save game is right before the ending (sorry, you have to fight Horrigan). Running Windows Vista 32bit, using Miria For Real, building a better Miria, and Party Orders mods. Running the most up-to-date version of RP. -Radar E 33 (Sadly the save game below is no longer available. We'll have to see reports from the upcoming 2.2 release to see if any of this is still relevant. -killap)
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