Vault-Tec Labs
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* {{Not bug}} (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, humongous installation) magner58: In the Intro there is talking only about GECK, but quest about Vic the Trader is already there in the Status before you talk to the Elder and actually get it. P.S. Probably those two are no real bugs, so feel free to mark them invalid. Just got excited as I decided to play Fallout 2 again after few years and there is your great project released :) <b>(I can see how this can be considered a bug but it's been like this from day 1 in the vanilla game and I believe it was done this way so that the player doesn't have to actually talk to the Elder to proceed in the game. I'd consider changing it, but this would surely make some veteran players angry. Anyway, thanks for the report and glad you're enjoying it all! -killap)</b>
 
* {{Not bug}} (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, humongous installation) magner58: In the Intro there is talking only about GECK, but quest about Vic the Trader is already there in the Status before you talk to the Elder and actually get it. P.S. Probably those two are no real bugs, so feel free to mark them invalid. Just got excited as I decided to play Fallout 2 again after few years and there is your great project released :) <b>(I can see how this can be considered a bug but it's been like this from day 1 in the vanilla game and I believe it was done this way so that the player doesn't have to actually talk to the Elder to proceed in the game. I'd consider changing it, but this would surely make some veteran players angry. Anyway, thanks for the report and glad you're enjoying it all! -killap)</b>
   
* {{Fixed}} (Tech info: Windows 7, Fallout 2 humongous installation, US English, FRP version 2.2 installer) A minor bug with Nagor (the guy with the missing dog in Arroyo). Go to the hunting grounds and kill the dog, when you pass the skull totem the message pops up "You stumble across the remains of Nagor, who died trying to save his dog." But there's no dead body yet, hes still alive untill you tell him that smoke is dead and he runs off. [https://docs.google.com/file/d/0B6QcNm_zxsUsRUZaMzE3akxnVjQ/edit?usp=sharing Savegame] <b>(Hmm, seems like an issue I introduced, but I'm not sure why I ended up making that change. Reverted to vanilla state. -killap)</b>
+
* (Tech info: Windows 7, Fallout 2 humongous installation, US English, FRP version 2.2 installer) A minor bug with Nagor (the guy with the missing dog in Arroyo). Go to the hunting grounds and kill the dog, when you pass the skull totem the message pops up "You stumble across the remains of Nagor, who died trying to save his dog." But there's no dead body yet, hes still alive untill you tell him that smoke is dead and he runs off. [https://docs.google.com/file/d/0B6QcNm_zxsUsRUZaMzE3akxnVjQ/edit?usp=sharing Savegame] '''(Hmm, seems like an issue I introduced, but I'm not sure why I ended up making that change. Reverted to vanilla state. -killap) (I think it was a fix for something I mentioned "''Tiny original bug with Nagor. If you refuse to help him and he goes to look for his dog alone, he will die. When you find his dead body there's a spatial script (atdeath.int) to tell you about it, but it don't work. It's looking for "(global_var(191) == 3)", should be "(global_var(191) == 4)".''" Clearly it was more to it than just changing the global. I'm removing the fixed status here as reverting to original state doesn't fix the original bug. -Darek)'''
   
 
* {{Fixed}} (Tech info: Windows 7, Fallout 2 humongous installation, US English, FRP version 2.2 installer) Another Nagor quest bug. If you tell him to go look for his dog, he will run to the wild. Follow him there. There would be three dead bodies - dog, gecko and Nagor. BUT if you look to the west, there is another alive and kicking Smoke. Plus the message "You stumble across the remains of Nagor, who died trying to save his dog." doesn't pop up either, when you get close to the totem pole. [https://docs.google.com/file/d/0B6QcNm_zxsUsdXY0aUNaal9tWDQ/edit?usp=sharing Savegame] <b>(Seems like a vanilla issue after looking at the code, but I'm confused how this wasn't spotted until now. -killap)</b>
 
* {{Fixed}} (Tech info: Windows 7, Fallout 2 humongous installation, US English, FRP version 2.2 installer) Another Nagor quest bug. If you tell him to go look for his dog, he will run to the wild. Follow him there. There would be three dead bodies - dog, gecko and Nagor. BUT if you look to the west, there is another alive and kicking Smoke. Plus the message "You stumble across the remains of Nagor, who died trying to save his dog." doesn't pop up either, when you get close to the totem pole. [https://docs.google.com/file/d/0B6QcNm_zxsUsdXY0aUNaal9tWDQ/edit?usp=sharing Savegame] <b>(Seems like a vanilla issue after looking at the code, but I'm confused how this wasn't spotted until now. -killap)</b>

Revision as of 09:12, 1 September 2013

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.

Bug Reports

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 submitting a report)

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

  • Your Operating System, The Fallout 2 Version, Language and Installation Type (e.g. Windows 7 64-Bit, v1.0, US, Humongous Instalation)
  • The F2RP Version and Installation Method of F2RP and Fallout 2 (e.g. F2RP 2.2 .exe Installer or Manual Instalation and Fallout 2 installed through Windows, GOG or Steam Installer)
  • Any other installed mods or patches (the best thing to do is NEVER install other mods or patches with the F2RP, this avoids all kinds of problems)
  • A savegame close to the place, person or people where the problem happens (NEVER save during combat to avoid corruption or any other kinds of problems)

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. Always avoid to save during the combat to avoid bugs. 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.

Locations

The Abbey

  • FIXED (Tech info: Windows 7 32 Bit, Fallout 2 Latest Patch, US English, FRP version 2.2 EXE, Windows GoG installation) When talking to the merchant who gives you the water pipe quest behind the Church if you pick the second then first option his dialogue won't change, additionally I think you should be able to use the Snap-Off Toolkit to beat this quest since valerie makes it seem like it has the same purpose as pliers and wrench. Savegame (Fixed the dialogue script error. As for the snap-off toolkit, isn't that the "Super Tool Kit"? That should work but you'll need the motor to do the full repair on the pump. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Stealing from Brother Samuel. If he notices that you're stealing from him, he does nothing (no warning or fighting). SavegameEdit: Same thing with Brother Matthew, Brother Max, Brother Jason, Brother Hank, Brother John, Sister Elaine, trader monk, both Petersons, Bill, Tom and those three merchants near water pump. -Mirak (Yup, looks like nearly all the people at the Abbey do not react to you stealing from them. I've corrected this. -killap)
  • NOT BUG (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) You can steal whole inventory of "monk the trader" (probably intentional) - Mirak (Assuming you don't get caught. You should in theory get caught if the numbers are against you. -killap) -Yes, you can get caught.
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Marcus armor. When I buy armor for Marcus, he just disappears. There's a green floating line "It fits nicely" in a place where Marcus was standing, but that's it. Game still acts like he's in a group though and his floating lines are still appearing. I remember that Marcus' armor wasn't working for me even back in 2010, but don't remember if it behaved in the exact same way. (But I'm currently playing F2 on totally different computer than 3 years ago) Savegame-Mirak (Works just fine for me. Did you choose the option for Marcus armor in the installer? -killap)  Yes, I did. (Bizarre. Do you have files inside your Fallout2\data\art\critters directory that begin with: "MALIE". Also, did you install the armors for Sulik/Cassidy/etc (i.e. the humans) as well? -killap) Only this one "MALIEUKL". No I didn't. -Mirak (That's it then. It's an installer error. It only copies the Marcus frms when you choose the human ones but you can only get the armor if you choose the marcus armor option. So yeah, in your case you can get the armor, but none of the animations are copied over. Obviously this is bad. Fixed. -killap) Is there some way for me to still get the armor now by copying certain files or is it not posibble?
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) I think there's a redundant line "Nothing out of the ordinary" when you examine Mrs. Peterson. Screenshot-Mirak (Yup, in addition to displaying the correct line it was also incorrectly displaying the default generic description. Fixed. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) When you talk to Brother Jason for the first time and you offer him escort to Gecko you can't mention tragic card player Wooz, so you can't persuade him right away. You have to talk to him again and then mention him. I think it's little confusing, because how should player know that information is relevant if he can't mention it the first time. (If you need a savegame you can use the one from previous bug report.) -Mirak (Two issues here. You could get that line even if you never talked with Wooz. And talking with Wooz never set the proper variable anyway. Both fixed. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Wrong/incomplete descriptions? ScreenshotScreenshot 2-Mirak (It's because these are the default descriptions for these critters. I did change "Sm" to read as "Small". -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Quest with whereabouts of Samuel and Tully doesn't want to cross out and I don't have required dialog options anymore with either of them. Probably Tully being the open end and something messed up when I gave Abbey hootch to him without mentioning Samuel, told Samuel about Tully though. Savegame- Xellos (I think I found a way in the script that could cause a situation like this. Fixed. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) If you are at the first floor of Abbey Church companions have wasteland-background, not the church one (Checked with Sulik and Myron) Screenshots: Sulik Myron-Trephs (Hmm, I clearly purposefully made it this way, but I guess it's odd now that I think about it since you can be both outside and inside at the ground level of the Abbey. Other locations in both F1 and F2 would display an indoor background in this situation (if the majority of the location is indoors). So yeah, I'll change this. -killap)

Arroyo

  • NOT BUG (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Not really sure if it's a bug, but it's weird, because I don't think that vanilla F2 does this. It doesn't really happen every time I try this, but sometimes when I use Steal on one any generic Arroyo tribesman (or tribeswoman) I instantly lose 3 karma points. I didn't even try to steal anything, just using the Steal did that. The whole randomness of this got me thinking if this is some kind of failed Steal check that occurs when I use Steal on someone, but then again, it happens only with generic tribesmen.
    Here's the savegame (Charname stands near that villager, if it doesn't work load the savegame again): https://www.4shared.com/rar/1FbGoIOR/SLOT01.html(As discussed in the thread over at NMA, this is by design from the original devs. Anything bad you do to your tribe has repercussions, even just using the steal skill and not doing anything. -killap)
  • NOT BUG (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, humongous installation) magner58: In the Intro there is talking only about GECK, but quest about Vic the Trader is already there in the Status before you talk to the Elder and actually get it. P.S. Probably those two are no real bugs, so feel free to mark them invalid. Just got excited as I decided to play Fallout 2 again after few years and there is your great project released :) (I can see how this can be considered a bug but it's been like this from day 1 in the vanilla game and I believe it was done this way so that the player doesn't have to actually talk to the Elder to proceed in the game. I'd consider changing it, but this would surely make some veteran players angry. Anyway, thanks for the report and glad you're enjoying it all! -killap)
  • (Tech info: Windows 7, Fallout 2 humongous installation, US English, FRP version 2.2 installer) A minor bug with Nagor (the guy with the missing dog in Arroyo). Go to the hunting grounds and kill the dog, when you pass the skull totem the message pops up "You stumble across the remains of Nagor, who died trying to save his dog." But there's no dead body yet, hes still alive untill you tell him that smoke is dead and he runs off. Savegame (Hmm, seems like an issue I introduced, but I'm not sure why I ended up making that change. Reverted to vanilla state. -killap) (I think it was a fix for something I mentioned "Tiny original bug with Nagor. If you refuse to help him and he goes to look for his dog alone, he will die. When you find his dead body there's a spatial script (atdeath.int) to tell you about it, but it don't work. It's looking for "(global_var(191) == 3)", should be "(global_var(191) == 4)"." Clearly it was more to it than just changing the global. I'm removing the fixed status here as reverting to original state doesn't fix the original bug. -Darek)
  • FIXED (Tech info: Windows 7, Fallout 2 humongous installation, US English, FRP version 2.2 installer) Another Nagor quest bug. If you tell him to go look for his dog, he will run to the wild. Follow him there. There would be three dead bodies - dog, gecko and Nagor. BUT if you look to the west, there is another alive and kicking Smoke. Plus the message "You stumble across the remains of Nagor, who died trying to save his dog." doesn't pop up either, when you get close to the totem pole. Savegame (Seems like a vanilla issue after looking at the code, but I'm confused how this wasn't spotted until now. -killap)
  • FIXED Vanilla issues with Aunt Morlis and properly removing healing powder. Also fixed dialogue if you stole the flint but then planted it back on her.

Broken Hills

  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, RP version 2.2) Quest : Determin whether Chad is skimming money from the caravan runs. After I did that quest, and Markus put him in jail (i think he did :) ) i got caravan run to NCR (11th of each month). Who was caravan leader? Yes - Chad. Everything was okay, but after I reach NCR this guy doesn't want to talk with me and pay. Save : http://www.4shared.com/rar/RNUJzPwE/Broken_Hills__Chad_-_bugged_qu.html(Where did you get the caravan from? Redding? Broken Hills? You shouldn't have been able to from Broken Hills. -killap) Yeah, it's bugged. If You arrange with Bill to go on a caravan run and You actually pick the destination BEFORE You rat out Chad to Marcus, You can still go with the caravan that You chose before (But You can't change anything or even ask for a job again. After this run Bill doesn't offer You work anymore). I went to NCR with caravan and Chad has only prison "Leave me alone" floating text. Savegame(Game is saved on 11th and Chad is in prison) Edit: If You let Chad skip town the result is the same, only difference is that he pays You after successful run. -Mirak (And fixed in unreleased update. You're finding several ways to do things that are unexpected. Good job. -killap)
  • NOT BUG The table closes to Liz contains the entire barter inventory of Liz, and it can be looted without Liz getting angry or aggressive in fact she says nothing when you interact with it. (read the beginning of the page, savegame please)(This has been brought up countless times. There is a steal check on that table, so if you steal skill is good enough, you'll bypass it. Sneaking at the same time would also help with this. So yeah, no issue here. -killap)
  • CONFIRMED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Maybe there's some reason for this and it probably isn't only place where it happens, but when I barter with Doc Holliday he sells items for lower prices if I ask him to barter as oppose to when I just hit the barter button. Edit: Same thing with outfitter Bill.  Savegame-Mirak (Yeah, the issue is that modifiers are applied to bartering in the script (based on your karma, how you interacted with the person, etc) which are not applied when you press the barter button. This is a vanilla issue that can't be solved, sadly. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) When I try to bust Manson and Franc out of jail, I talk to mutie with cell key and persuade to him give the key to me. Then I saved the game and when I load the game again, both guys teleported from prison to Jacob's house without me doing anything. I tried that couple times with same result. (It doesn't happen when I steal the key) Savegame-Mirak (A vanilla bug. Good find. Fixed in unreleased update. -killap)
  • NOT BUG (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Same quest. When I wanted to reveal Jacob's plans about blowing up the purifier to Marcus, I can still tell Marcus, that Jacob and Aileen are planning to bust Franc and Manson out of jail even though they are not in jail anymore. I don't think that should be possible, because the dialogue insinuates that they are still in prison. Savegame-Mirak(While I see what you mean, this is actually a way to double a double cross. Not a bug. -killap)
  • NOT BUG Two NPC responses to stupid character in Broken Hills defaulted to "evil" on first visit despite positive karma (only "bad" thing I had was gravedigger). Mainly Liz and Francis would call my character scum and dialog would end, rather than the usual "stupid dialog" for them. Everyone else in BH had the usual "stupid" dialog. After I chewed some mentats, they would talk to me like normal. Possible wrong pointer for stat check in those scripts? Windows 7 64bit, Fallout 2 original CD, US, Humongous install, F2RP 2.2 auto installer. (I don't see any apparent bug in their scripts. For some reason Francis will call anyone scum if the town rep is too low, but I don't see anything in his in regards to player intelligence. Do you have a save game? -killap) Seems like it was town-response taking precedence over "stupid" response. I have this habit of always shoveling the brahmin crap first thing I reach BH because the rep loss is usually easy to recover from on a normal character. Went back later after doing the few things you can as stupid (tests & treasure quest) with my rep as acceptable and they had normal "stupid" dialog.
  • CONFIRMED When you ask Marcus "What weapons can you use", his answer is not voiced. (There is no voice file for this, sadly. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Kevlar armor for Dogmeat suffers from same problem as armor for Marcus. -Mirak (Yup, same installer error. Fixed. -killap)

Den

  • NOT BUG Windows 7 Home Premium 64-bit, SP1; Fallout 2 version 1.02.28, US English, RP version 2.2 Quest: Help Lara fight Tyler's gang At this point (first time coming to the Den), I have done pretty much all of the Den quests that are available except for finding out how Becky can sell her drinks for less... anyway, in this save (SLOT15 - just before speaking to Lara to initiate the fight at the church), my Pip Boy still shows the quest "Find car part for Smitty". At some point during the ensuing fight at the church, this quest disappears from the Pip Boy... as you can see after the fight Edit: Never mind. "Find car part for Smitty" is on 'page 2' of the Status... I have to click on the little down arrow in order to see it. My bad. (Good thing you put it here anyway, might help others in the same situation. -Darek
  • NOT BUG (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Not sure if it's a bug or intentional, but player can loot drugdealer's inventory in residental area. I decided to mention it, because he actually restocks his "shop" and I'm not sure if it's supposed to be a shop or just a personal inventory. -Mirak (You should get caught stealing from them though, right? Assuming you don't have extremely high steal/sneak. But yeah, not a bug, their inventory is their shop. -killap) Actually no, I stole from him early in my playthrough and I had a Steal skill 60 (tagged). Found earlier savegame and tried it again. I just stole from him 5 things in a row on a first attempt with Steal 60. Savegame-Mirak
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Again, not sure, but after You set up the orphanage and talk to Flick, he's pissed off. If You accuse him that kids were stealing, You have option to tell him: "You're full of it... ...Time to die!" but nothing happens and combat doesn't start (like it usually does after these kinds of responses). If You talk to him again, whole thread about orphanage starts anew. Savegame-Mirak (Yup, this is a bug. Wow, not sure how this passed years of RP testing. Heh. Anyway, fixed. -killap)
  • NOT BUG (Tech info: Windows XP, Fallout 2 version 1.02.28, US English, FRP version 2.2, Humongous installation) I believe this is a Vanilla issue, if it is indeed an issue.  If I go to the Slaver's Guild for the first time and I convince Metzger to let me see Vic, the conversation with the guard to let me into Vic's cell goes like this: I say "About Vic..." and "The door's locked.  Could you open it?"  The guard apologizes ("Of course.  I didn't know you wanted to talk to him right now, sorry.  I just thought you were curious or something.")  I think this reflects the assumption that I've tried to open the door previously (why apologize otherwise if I haven't got the cold shoulder or a warning?).  Since I already know I'll get a floating warning of "Hey! Hands off!" I tend to skip trying to open the door in my games, which I know will lead nowhere (except maybe to a fight).  Not sure if this warrants a dialog change, but thought I'd bring it up.  Savegame - Merenbach (Eh, yeah I see what you mean. You could also stretch it to he was apologizing because he had thought (though he never verbally said it) that you were just being nosy. Heh, yeah, this is too minor nitpicking for me to consider. Sorry, I can't start going to this level of "bug fixing". Thanks for the detailed post though, with a save game and everything. -killap)

Dr. Sheng Hideout

  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Stealing from Sheng and his plant-pets and getting caught has no consequences, like in Abbey. Also you can steal those poisonous seeds from them and I think that shouldn't be possible? (Unless it's my unequipping bug again) -Mirak (Should be good now. And yeah you shouldn't be able to steal from the plant men. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Possible typo? Shouldn't it be "latter"? Screenshotand for context purposes Screenshot-Mirak (Yup, typo. -killap)
  • CONFIRMED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Plant-things in a lab are attacking me through closed doors. Savegame-Mirak (Yup, but I have no idea why. None of the shoot through flags are set. -killap)

Enclave Oil Rig

  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Typos: ScreenshotScreenshot 2-Mirak
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Brotherhood tech: ScreenshotScreenshot 2-Mirak
  • CONFIRMED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Should it display like this? Screenshot-Mirak (We would have to recreate all that scenery to support higher resolutions. -killap)
  • (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Not a bug, but it's really bizarre when you wipe out half the floor and Citizens of Enclave are walking around corpses and saying "God bless America" :) (Usually they also fight when they're around, but when you leave the area, they're no longer hostile and you can talk to them like nothing happened). They could maybe have some more proper "Please, don't kill me" lines after fight broke out. -Mirak (Haha, but that's exactly what we do in America. ;) Based on the script, the citizens should only go hostile if you fail to steal from them or actively attack them. But it is true that if you attack one, leave, then come back, he/she won't be hostile anymore. I've seen this with other critters too. -killap)

EPA

  • 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. You need to have the resolution patch installed, which is default with the RP installer. You can still play at 640x480 though. :-)
  • FIXED Agility increasing syringe is NOT removed after usage. 10 Agility is attainable for any character. (Interesting, this has come up before I always thought it was a regression that kept happening. However, while this might have been the case in the past, it looks like sometimes the game doesn't remove an item from the player's inventory. This seems to be related to the fade in/out that occurs. Odd that this doesn't always happen, but in any event, I've addressed this. - killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Force fields on green level can be shot through, I assume it shouldn't be the case ? Savegame- Xellos (Well, it seems that by default all force fields can be shot through. However, it is cheap in this situation, so I have disabled this flag. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Red carpet on the surface level gives description " (none) " when hovered upon SavegameScreenshot-Xellos (It was actually the wall with the window frame that was missing the description. Fixed. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Missing period in EPA plant description. ScreenshotAlso, red plants don't have this description, just a generic "Nothing out of the ordinary" one. Maybe give them the same description? Edit: Another missing periods: ScreenshotScreenshotScreenshotScreenshot -Mirak (Found others too. All fixed. -killap)
  • CONFIRMED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Plant sprays don't stack. Screenshot(Haven't used them yet.) -Mirak (It's because they have scripts attached to them and thus are treated as different items. Engine issue. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Probably default description for that console since it's probably not a Brotherhood tech. Screenshot-Mirak
  • CONFIRMED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Possibly nothing can be done about this, but holograms show on motion sensor. (Robots probably have some biological parts, so that's fine.) -Mirak (Yeah, it picks up any critter. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Alien's eggs are named Wanamingo Egg when hit/killed in combat ScreenshotEdit: Eggs on blue level also have wanamingo description. -Mirak (I've made a generic description here. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) I think that clearing the fan on the right side on violet level gives double exp (50 + 50) Savegame-Mirak (Yup, you're right. It was applied twice by accident. Fixed. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) I can't create Doctor's bag via Mr. Chemmie and I think I have all the ingridients (I assume that medical kit means first aid kit as it is written in Darek's walktrough.) Savegame-Mirak (The epac9 script wants you to have at least 2 empty hypos, though it only removes 1, like the dialog suggests. Medical kit means first aid kit, that should probably be changed in the dialog. -Darek)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) No time passes when EPA characters teach you new abilities. Savegame-Mirak (You're right. 2 hours now pass. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Kitsune dialogue. Extra space betwenn "His" and "education" ScreenshotApostrophe before powers? Screenshot-Mirak
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) I'm not sure about this, but Cat's dialogue and his history report are inconsistent with use of Sergeant abbreviation. Sometimes "Sgt." other times "Sgt". Feel free to tell me if these kinds of "bugs" are to minor to even mention. -Mirak
  • FIXED After running the diagnostic check, you can repair the voice computer on the yellow level for infinite times, each time with 500xp. This works even after you report back to the security hologram. (Savegame, before the diagnostic check and not meeting the security hologram yet.) (Win7 Ultimate x64, RP 2.2 installation with all options except the children patch & YAAM.) -NovaRain (I feel like this was working properly in 2.1.2b. Sigh, regressions. Fixed. Also added a new message saying the machine is repaired if you attempt to repair it again. -killap)

Gecko

  • NOT BUG (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Zomac in access tunnels has a stealable leather armor. Image: http://postimg.org/image/whzdnkc1x/ (He was carrying this in the vanilla game. Ghouls can't wear armor, so while I'm not sure why he's carrying it, I'm not going to remove it since it was like this from the very beginning and really isn't a bug anyway. -killap)
  • FIXED When using Gamma Gulp on Lenny (the new skin), he says "Error" in green text once, and no effect from the drink occurs. Sadly overwrote that savefile, but it should be repeatable (only tried once so far).

Hubologist Stash

  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Like in previous reports Ashton and guard in a "vault" don't react to stealing. (btw. you can send that guard to Ashton over and over and he doesn't really care that safes are wide open after he comes back, maybe limit that option to only one use?) -Mirak (Do you happen to have a save game before/or just after entering the Hub stash? -killap) Here's just after. I convinced the guard that AHS-9 sent me. Savegame
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Missing period in motorcycle description. Screenshot-Mirak
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Hubologists here are not hostile after I wiped out their base and I think that those in wasteland are. Also Ashton and guard in the vault are not hostile when I kill the other guards. (And when I kill Ashton and send the guard after him, he doesn't return) ScreenshotSavegame -Mirak (I fixed the situation of not being hostile after wiping out their main base. However, I can't confirm the rest of what you said. Your save game launched me right into combat as soon as I move. See my first comment above about getting another save game here. -killap) (Perhaps I've changed something since, but it's working fine for me. In terms of the vault guard, just make sure you're in his view, because companions and tables will block him and he won't initially attack. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Ashton is probably supposed to be male, but has a female model (discovered in combat) -Mirak

Klamath

  • NOT BUG When confronting the Duntons, Sajag is still on the Duntons side if you pick a fight.  Not sure if this was on purpose or not. (The Duntons are now on "TEAM_KLAMATH_CROOKS", which is everyone in the Golden Gecko (except Sullivan). The rest of the town will no longer go hostile except for the GG is what killap meant to say. - Darek) (What Darek said. -killap)
  • FIXED When You get a "Hand wipe" in Bathhouse, You lose Your virgin karma title, but it's probably just a handjob so it doesn't really make sense. (read the beginning of the page, details and savegame please) Why? I suppose this is common for all versions, it's not really a bug, it's just a technicality. Handjob shouldn't pop Your cherry, yet it does in RP. (This has been brought up time and again and I'm going to change it just to stop these reports. The original devs explicitly set the sex status variable to increase in this case. Is a 'hand wipe' done by others different than done by yourself, sure. Does it constitute sex, no, not by the definition of it. Well, actually, that last part is open for debate, but by the strict definition of the word, I believe the answer is no. But since the 'Virgin' title was removed from the game, perhaps this was overlooked and the devs may have been correct in considering this situation sex. However, it should not be considered a situation where you can 'pop your cherry'. - killap)
  • FIXED If you refuse to give a tip to Aldo "the town greeter" immediately and do it later - 5$ will not be subtracted from your money (Vanilla bug. Good find. -killap)

Military Base

  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Extra spaces: ScreenshotScreenshot 2Minor inconsistency: Screenshotvs. Screenshot-Mirak (All fixed. -killap)

Modoc

  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, GOG version, RP version 2.2) If you close the door to Miria's room, and then you try to have sex with her without the required Charisma (which normally makes Grisham run into the room and attack you), the game gets stuck in cutscene mode (and therefore refuses to respond to any input) because he's too stupid to open the door. Out of two times reproducing the bug, one time he just continued standing where he was and one time he ran into Davin's room but still stalled the game. (Save: https://dl.dropboxusercontent.com/u/79607449/SLOT10.zip) (Took me a few tries with this save game, but I finally got him to not enter the room, thus leaving the game with all the controls locked. That's really strange. I'll look into this. - killap) (Okay, I added fail safes/improved how this works, so this should hopefully never happen again. Strange how the pathing in this game seems to randomly break. Anyway, all good now. -killap)
  • NOT BUG (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) When I try to seduce Davin as a long haired dude, he adresses me as a "beautiful woman" (Grisham and Miria have the proper dialogues). I have to say that I'm mightily offended! :) Savegame (Heh, while that line is funnier playing a male with long hair, there is no bug here. This is the dialogue option that the original devs chose for male chars with Davin. There is a different line for females. No issue here. - killap)
  • Some bugs about Miria and Davin:
  1. FIXED If you save the game in Modoc main street, after loading the save, both of them will be "teleported" back to their room. (Map enter procedures can't handle party member checks! This line in her map procedure need to be replaced:    "if ((party_member_obj(16777380) != 0) == 0) then begin". Could use local, map, or global variables to tell that she is a party member (or married, not sure which is the best here). Maybe there is some variable for that already, though the globa for "player is married" is no good as that would affect Davin too. Edit: Seems other party members can have the party members checks just fine (by the looks of it), not sure what is going on here -Darek) (Vanilla bug. Fixed. It's odd, it seems that it's the game load that is the problem here, not the map enter procedure. Entering other parts of Modoc runs the party member check just fine, whereas on game load it doesn't. Bizarre. Anyway, there are checks for specifically telling who the player is married to (married_to_miria vs married_to_davin) -killap)
  2. As reported by nwhaxyz in the NMA thread, sometimes Miria will disappear forever after the toilet explosion. She doesn't reappear after map transition. Looks like she got left in the old B&B map elevation. It seems Davin doesn't have this problem, at least I tried seven times in a row he's still with me. (She's dead, that's why she disappears. It's not only her, Davin too and anyone with low HP that get's caught in the blast. Don't let them get too close to the explosives when you exit the latrine. Would be nice if a message could be added that tells you this and this party member has died, but not sure how easy that would be. -Darek) (But the player still has "Married" reputation title instead of "Separated" if she/he is dead in this case. Maybe the game doesn't register their "death" correctly? -NovaRain) (Yeah it doesn't register it at all, just rips her out of the game. It's the map change that does it. You can do the same thing by planting explosives on her and leave the map. -Darek) (Doesn't the game just do damage to these NPCs? I thought these odd death issues only happen on insta kills? -killap)
  3. FIXED If female player married Davin, talking to Grisham he'll sometimes have the float "you take good care of my daughter." I didn't try if Uncle Biff would have the same problem ("niece" instead of nephew). (Biff has the same problem -Darek) (Vanilla bug. -killap)
  4. FIXED A small inconsistency in the wedding dialog, in mcMiria.msg: {411}{}{Uhhh... Continue please...} But in mcDavin.msg: {411}{}{Uhhh... Continue, please...} I suppose there should be a comma between "continue" and "please" for Miria's dialog? (Vanilla bug. -killap)
(Savegames, slot2 is I just arrived in Modoc as female, slot3 is I married Miria as male, and slot6 is I married Davin as female.) (Win7 Ultimate x64, RP 2.2 installation with all options except the children patch & YAAM.) -NovaRain

Ghost Farm

Navarro

  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Flying to Navarro by vertibird from secret transaction area still gives you welcome line about gas station, which is little confusing. Screenshot-Mirak (At first I wasn't sure what that screenshot was supposed to be telling me but ah, that's a good one. Yeah, that's the line you get for entering Navarro in general, since it's all one map. Alright, I'll tweak this so you can get a different entrance line when coming via the vertibird. Got a save game too? -killap) Yeah, sorry should have pointed cursor over that line, anyway here's the Savegame-Mirak
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) I convinced Chris that I'm a new recruit, went to main gate and told the guard either "I'll be going" or "I have that pass somewhere" and then ran to the base and everybody acts like I belong there. Only when I go back to that talking guard and try to speak to him, he attacks. Also: When I tell him I'm a new recruit he gives me some directions, but when I try to talk to him again, he tells me to leave the base, but doesn't attack or anything (you can talk to him again and again) Savegame-Mirak (You are supposed to only get a float when you talk to him after you have "joined". There is a problem in the talk procedure that gives both the float and opens up the dialog window due to a "else begin" statement that is closed too early. The problem is in the segment just after the call to node013. -Darek) Edit: Also, background graphics in dialogue for that guard glitches weirdly when I'm "new recruit" and he's telling me to leave the base. -Mirak (Yeah, I think it's because of the simultaneous dialog and float, but didn't bother confirming it as that dialog window is not supposed to pop up anyway. So it doesn't really matter. -Darek) -Split second before the dialogue window pops up, I see the floating line appearing. -Mirak
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Going to base through air vent and then using the blue card from Gecko causes that Xarn immediately thanks me for rescuing him with floating line that insinuates that I've already talked with him. Very confusing for a first-time player. Savegame-Mirak (He doesn't seem to want to move in your save game either. Just gives the float. I'm not sure why I made this change to his script in the UP, but reverting this change corrects this problem. -killap)
  • (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Talking to drill sergeant without power armor repeatedly: 1. He asks about where is it and then he sends you to the armory. 2. He reminds you that you have to go to the armory. 3. Tells you it's for the second time you came to him without uniform. 4. Floating line about you still not being in the uniform. 5. Tells you base is on the alert and wants your papers (both options ends with fight) SavegameEdit: Heh, so after that floating line appears he attacks you, I just always managed to talk to him again before he attacked and didn't realize that, so probably no issue here. -Mirak (Hmm, yeah, I suppose it's possible to talk to a NPC before he/she attacks. You have to be pretty fast though. Very few scripts account for this, so it's not something I plan to do for everyone. -killap)

New Reno

  • NOT BUG Windows XP, Fallout 2 v1.0 UK 'White Label' CD, RP 2.2 no other mods. Myron's option to create Super-Stimpaks is missing. He still has the option to create Jet, (which he doesn't do). Perhaps this was changed in error. There's no mention of a change in the change-logs. (It works. You are just not smart enough. Eer, I mean your character. ;) You nead IN 8 and Science 76% and then ask him to make normal stimpacks, then the extra option will come up. -Darek). Apologies! IN 10 Science below 76.
  • FIXED Windows XP, Fallout 2 v1.0 UK 'White Label CD, RP 2.2 no other mods. Off-screen blockers missing South East of Salvatore's Bar. This allows Chosen One to access the junk building to the South East. You can walk through the new scenery which has been added there. (Uploaded image Scr23.png to the Edit Summary). (read the beginning of the page, savegame please)
  • FIXED Windows XP, Fallout 2 v1.0 UK 'White Label' CD, RP 2.2 no other mods. Off-screen blockers missing at Galgotha. This allows NPCs to use the exit area and reappear in the scenery. There's 1 on the East side and 1 at either end of the North side. (Uploaded images Scr21.png & Scr22.png to the Edit Summary).  (read the beginning of the page, savegame please)
  • Windows XP, Fallout 2 v1.0 UK 'White Label' CD, RP 2.2 no other mods. I also get the 'heart health' conversation option with Renesco once I ask for something else. I suppose it's not a logic problem if Cassidy is in the party. I don't get the 'meds/heart condition' conversation option about Westin with Bishop. Possibly Doctor/Science skill too low?  (read the beginning of the page, savegame please). Science 55 required.
  • UNCONFIRMED Logic error: You can ask Renesco about "some pointers on heart health" even if you haven't taken Westin assassination quest yet. (Savegame, before talking to him for first time) (Win7 Ultimate x64, RP 2.2 installation with all options except children patch & YAAM.) -NovaRain (I see nothing wrong with the script. Are you by chance using older save games? -killap) Nope, I start a new game in RP 2.2 and run to New Reno directly from Arroyo. -NovaRain
  • FIXED Tech info: Windows 7, Fallout 2 version 1.02.28, US English, GOG version, RP version 2.2 Whenever you fight in the jungle arena, if you save during the fight and then load, your character will disappear and you will get an error message, you can fix it by opening the inventory during that bug.  http://www.4shared.com/rar/VpPiCPmF/SLOT05.html (Same issue also exists in San Fran. Problem fixed. -killap)
  • CONFIRMED Win 7 64bit, US F2 Humongous, RP 2.2 Auto : Big shelves in boss Salvatore's room still produce "you cannot pick it up ..." message when clicking on their right part SaveScreenshot1Screenshot2- Xellos, just found the same happens with shelves in the commander office in navarro too (Yeah, this is an old vanilla issue. I thought Pixote came up with some graphic hack though. Either way, the Salvatore one can be addressed, but the Navarro one is too difficult without a different scenery piece there. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Some of Rico's floating texts lack punctuation, not sure if it's on purpose. Screenshot-Mirak (Eh, who knows exactly what the original devs wanted. Since some had it, I went ahead and added periods to all of them. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) In one of Monte's "tips" there seems to be an extra space between "but" and "you" Screenshot-Mirak (Vanilla bug. Yup, extra space. Heh, I'm just fixing this as soon as you post them. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) More sex stuff. Similar to Klamath handwipe. In Cat's Paw You can lose Your virginity with oral attention and more sadly, by talking to prostitute. -Mirak (Heh, you just aren't agreeing with the original devs are you. Come on, weren't told about the repercussions of 'holding hands'? ;) Anyway, fixed like I did with Klamath. The way these scripts were setup, it's clearly an oversight, especially in the case of just talking. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Incomplete description for Cat's paw magazine issue #5 Screenshot-Mirak (Yeah, another user brought this to my attention. There were a few other item text lines that somehow got mangled in this release. Anyway, all fixed. -killap)
  • CONFIRMED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) I'm not sure if anything can be done about this, but You can buy Monte's cards via barter and then he still whines about losing the cards. Cards should be stealable, but not tradeable. (But of course, if you steal them and then sell them to him... Vicious circle...) -Mirak (Yeah, there isn't a good way to solve this. Ideally, you couldn't ever buy/sell that item to him, but that's not possible with the engine. Oh well. -killap)
  • UNCONFIRMED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Pit Boss from Desperado got probably tired of his job and started running away all the way to exit grid and then he just disappeared. Not sure why, no fight broke out or anything. I tried to leave the area, sleep a little, then come back, but he didn't return. I got savegame only after his disappearance. (I've noticed it too late) Screenshot-Mirak (Very strange. No idea. -killap)
  • UNCONFIRMED I know it probably doesn't belong here and I apologize in advance, but why is so extremely difficult to steal anything from pimps, drug dealers and hookers in New Reno? I mean I have Steal 100 and I can't steal almost anything even though I can regularly steal anything I want from anybody. Just not here. (I stole from that dealer from Den with no problem at all). I don't think that it was so hard in vanilla, was it introduced in RP? Thanks. -Mirak (I haven't changed a thing here. Perhaps random number generators are against you. -killap) Or maybe I just don't remember it correctly and it was always like this, but it's almost unreal.
  • UNCONFIRMED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Most of Bishop's men in Shark club don't have their weapons equipped. Edit: Strangely, guards relaxing on the second floor are all battle ready (Apart from baldie near the stairs, he had his combat shotgun equipped, but when I looked at him and then checked his inventory via Steal, he had that shotgun in his inventory. Screenshot Weird.  -Mirak (By default all these guards have their weapons equipped. For some reason everyone is unequipping in your game, as seen in the other reports you made below. No idea what is going on here. This never happened to me on my playthroughs. -killap)(You remember wrong killap, I have confirmed with vanilla. On the first floor, of all the guards I checked in the mapper, none of them had them equipped. On the second floor they do, but unequips their second item slot because of a bug that is tied in with the barter bug I have mentioned previously. The guards by the stairs used to have their weapons in item slot 1 but that was changed for the RP. -Darek)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) When I talk to pit boss in Shark club and ask about McGee, he starts talking about me winning McGee's fortune even though I haven't touched that slot machine yet. Savegame-Mirak (Huh, very stupid bug. Not sure how this slipped through. Anyway, fixed. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) McKneely's floating texts lack periods. All of them, so maybe it's intentional. Screenshot-Mirak (Huh, not sure, but I went ahead and added periods to all them. They are all complete sentences anyway. -killap)
  • UNCONFIRMED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Guard on second floor at Shark club in a southern room had this in his inventory Screenshot-Mirak (Yeah, he had that equipped. Like I said above, all these guards are unequippping in your game for some unknown reason. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) When You talk to Bill at Salvatore's bar you can ask him if he ever killed anybody and then tell him "Not before I beat the living crap out of you." I think that combat should start, but it doesn't and you can talk to him again like nothing happened. Savegame-Mirak (Nothing is wrong with his script. The actual problem is that he's partly inside the bar counter and thus can't see you or move to attack. I had to reposition him a bit. Fixed. -killap)
  • CONFIRMED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) I don't remember if it was in vanilla, but You can now steal both gun and leather jacket mk2 from Eldridge after You talk to him (or maybe barter with him). Gun that appears in inventory after talking to npc is fairly common, but armour is not, so I decided to mention it. Screenshot-Mirak (Eldridge is wearing a real armor unlike most other critters (vanilla), but due to a problem with how the game handles equipped items, they end up where they shouldn't be. I wrote about it here.-Darek) (What Darek said. Also perhaps related to the other equipping problems you had above. -killap)
  • NOT BUG (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Find your stolen car quest. Talk to Cody, make sure he blames Jules. Go talk to Jules, threaten him not to harm Cody and let him take you to your car. Buy your car back, BUT go back on foot. Talk to Cody again (kick Marcus and Lenny from group). He can still take you to chop shop and you still get the 500 exp even though you already know where your car is and you own your car again. Uff. Savegame (Not to mention that getting exp only when Cody takes you there doesn't make much sense, player should get same exp if Jules takes him there or even if player finds it on his own. But you probably considered this before) -Mirak (If you look, the dialogue changes slightly depending upon whether you had already gone to the chop shop. You initially ask to go to where you car "is" or later it changes to "was". So no bug there. As for the XP, well, the code explicitly says the xp is for Cody taking you to the Chop Shop. So, it was the intent for the player to get this for that, but should it be for only if you've never been there? Maybe. And I guess Jules doesn't get any XP for this because it's more unlikely for the player to question a kid rather than the dude standing next to the car area. So yeah, I'm not going to change anything here. -killap)
  • NOT BUG (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Beneath the train station three out of four Wright's sons/daughters don't have their weapons equipped (Edit: Well most of the Wrights in and around Wright's mansion have their weapons in inventory, so maybe it's ok). If player starts killing slaves here, Wrights let you and don't seem to care. They also don't care about player stealing all the booze from crates and tables around the still. Doesn't make sense, there should be "Stay away from there" line. Savegame-Mirak (The Wrights intentionally do not have their weapons showing. No bug there. As for them not caring about your looting, well, it was never implemented by the original devs or me. If I start here then what prevents me from having EVERYONE in the game freak out when you loot their stuff. Not worth it. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Wright's children (the new girlie models, both of them have small statuette in their inventory) have probably wrong description. ScreenshotScreenshot 2-Mirak (Yeah, they didn't have scripts for some reason. Fixed. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) An extra space in dialogue with Angela Bishop? (Between "?" and "There")  Screenshot-Mirak (Vanilla issue. Good eye. Fixed. -killap)
  • UNCONFIRMED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) ALL the guards at Stables keep SMGs foolishly in their inventories. -Mirak (See my other comments about this odd issue you're having. No idea what is happening. -killap)
  • NOT BUG (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Deliver suitcase to Bishop quest. Give him the suitcase and ask for payment, his response doesn't make much sense (Yeah, I know that's one of many, many similar instances, but this one is little different, because Bishop's response kinda contradicts what you just said to him) Screenshot-Mirak (Eh, I don't see this as a problem. -killap)
  • NOT BUG (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation)  Mason and two other Salvatore's goons on second floor leave lootable metal armors on their bodies after player kills them, guards on ground floor do not. (Edit: Same with some of the guards on 2nd floor of Desperado, could it be somehow connected to my "equipping mystery" or were these armors lootable in vanilla?) Savegame-Mirak (No, they have real armors, same as in vanilla. Most critters have a stamped armor, ie they get the stats of an armor without actually wearing one. A few have the real deal. -Darek) Thanks for clearing that up. Last time I played vanilla was maybe five or six years ago so I got some thinks mixed up. -Mirak
  • NOT BUG (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) You can still gamble at Nikki's table after you wipe out Salvatores, but I know, it's probably same with other Reno families. -Mirak (The economy has to gone on, ya know. ;) Yeah, I believe this happens with the other families (but please confirm), so I'll just leave it as is. -killap)
  • CONFIRMED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Secret transactions quest. Once I got here, three of the Salvatore's guards go immediately towards the exit grid. I think the cause of this is that I have watched that transaction earlier with Wright's kids and game acts as though the transaction's already over. I faintly remember that I've noticed this in vanilla a long time ago too, ahh good times. Savegame-Mirak (Yeah, this scenario kinda sucks and is an oversight on the devs part. If you go to the transaction via Salvatore, then you can't go there via the kids (fixed by me), but if you first go via the kids, then you can still go to it via Salvatore. And you need to go to it via Salvatore if you want to join his family. Eh. -killap)
  • CONFIRMED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Lloyd quest. Go with Lloyd to Golgotha, let him dig and send him down the manhole. Go after him, kill him, save the game, load the game and Lloyd's body disappears. Savegame -Mirak (Interesting. I can confirm what you say and it also looks like any body disappears down there too. Not sure why this is happening though. -killap) (The engine automatically removes anyone that is in party.txt, so this is no bug in it self. The question is more to remove or not to remve him from there. I don't think there is any need for him to be there, but iirc it would invalidate old saves. Same with the chicken in Modoc and the doctor in V15. I think I've mentioned this before, or maybe I just figured it wasn't important enough. -Darek)
  • NOT BUG (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) It's probably nothing, but just to be sure. Once you're Mordino made man, other Mordino's men have several different lines when you talk to them (or just passing by them), but if you have any weapon equipped, they say only one line all the time "Nice piece you got there". -Mirak (Yeah, there is only one line, that takes precedence, when you are holding a weapon. -killap)
  • UNCONFIRMED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Some suspect lines about crippled limbs during boxing matches. ScreenshotScreenshot 2-Mirak (Unconfirmed cause I don't have a save game (and screenshot is not enough for an issue like this). The concatenating/order of these messages is handled by the engine, so I don't have much control here. Perhaps something happened in one of the ammo mods? Or Sfall? -killap) Savegame with Cassidy crippled the same way Savegame-Mirak (If you have a look in proto.msg:
In proto.msg:
{546}{}{ and is wielding a %s.}
{547}{}{ and is wielding a %s with %d/%d shots of %s.}
Could be changed to...
{546}{}{ and is wielding a %s }
{547}{}{ and is wielding a %s with %d/%d shots of %s }
The punctuation where there shouldn't be one looks worse than a missing one to me, but then again, most of the time NPCs are not crippled. I don't know what's best.
Yeah, that's my concern. I'm assuming it way like this in vanilla as well with sfall, etc? -killap) (It's a vanilla bug (without any kind of patching). I'ts probably possible to play around with dots, spaces and capital letters, change a word here and there and make it work. But I don't find that kind of thing fun and don't really think it's worth it. Personally I would make the change I suggested, but others may preffer it the way it is now. -Darek)
Also, apparently I can't spell for shit. lol
In interface.msg I wrote "{106}{}{NPC CRIPLLED}". Should obviously be "{106}{}{NPC CRIPPLED}". -Darek)Heh, and I just blindly copied it over. :P -killap) (Yeah it's funny how the mind auto-correct things. Though I'm a bit disappointed in Mirak, he should have spotted it :P -Darek)
  • FIXED If you talk to Louis Salvatore while standing behind him, and get him pissed off, he will "sound an alarm", but it is bugged, because it will not activate until you get in from of him. You could potentially get him so "sound an alarm" and still leave the club unattacked.
  • FIXED If you talk to Louis Salvatore while standing behind him, and get him pissed off, he will "sound an alarm", but it is bugged, because it will not activate until you get in from of him. You could potentially get him so "sound an alarm" and still leave the club unattacked.
  • FIXED In New Reno Cat's Paw, if you ask to buy sex for companions, and choose Skynet (read a book for Skynet), the screen will fade to black (that's normal) and the game will hang (the screen remains black, had to ctrl+atl+del to go back to windows). Very curiously, it seems, as when the screen fades to black, it gets refreshed again and again without limit. After returning to windows, and trying to open the (still running) fallout window again, I briefly was able to see the words "THE END" written on the fallout screen, until it got refreshed to complete blackness again. Shocked
  • FIXED Skynet keeps twitching weirdly and won't move after the combat. The only way to "fix" him, is to tell him to put away his weapon.
  • FIXED If you try to pick Wright's safe, and trigger the trap, the safe becomes bugged (unopenable) - you can still try to "open it" (obviously, it will still be locked, and you get the message that it is locked), but if you try to "pick" it again, nothing happens (picking animation plays, but no message, no anything). (Bug introduced by me in unofficial patch. -killap)
  • (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Just confirming that you can still gamble at both Shark club and Desperado after wiping out the respective families. However, the dialogue with croupier is a little different (they're afraid of you), but I'm not sure if it's because I killed everybody or because I'm Wright family member or prizefighter or something else. And pit boss is not amused by me wiping the whole family out, his dialogue remains the same. (btw. you can still ask him about McGee even after he disappears -Mirak (Thanks for checking on the gambling. As for the pit boss and McGee, he should no longer talk to you about him if he is dead. It's possible you did a one hit kill on that old man and his death was never registered. -killap) No, McGee disappeared after I gave him money from slot machine (not right away, but when I returned he wasn't there anymore) -Mirak (Got a savegame?) Here's savegame after McGee disappearnce: Savegame
  • FIXED (Tech info: Windows 8.0 - 64-bit, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) After completing the "Help Guard a Secret Transaction" quest for Salvatore, when the character returns to Salvatore to be made a Made Man, both Salvatore and Mason refer to stuff the character is to receive, but the character conversation line to "Take the Items" does nothing and no new equipment shows up in the character's inventory.  The character has done no other stuff for any of the other families, and the character has been careful to make both Salvatore and Mason happy with him .Save File - John (It doesn't matter what Mason thinks if Salvatore doesn't like you too, but you do get $50 as it is. Salvatore has a "happy" counter that needs to be over 15, and in your save it was only 14. If you start with "I have information for you, Mr. Salvatore." when you introduce yourself, that gives you an extra point. Still that is only 15, and it needs to be at least 16. I can't see where that would come from, so I think it may actually be bugged (though you still wouldn't have made it). -Darek) Thank-you, Darek, for the information.  I went back and replayed the initial meeting with Salvatore, and by doing the suggestion in Per Jonner's guide (repeatedly telling Salvatore "I have information" and then "I must be in the wrong room"), my character was able to get the items once he was a Made Man.  So, I suppose, while that may be a bug, based on your information, if the bug was fixed, then it might make this particular event unachievable.  As it is, it works just fine - John (Yeah I can't imagine the "I got information" exploit was ever intended as the sole possible way of pleasing Mr. Salvatore. I suggest shutting down the exploit and change the counter requirement to >= 15, or maybe even >= 14 as the information bit is a bit stupid when you never have any information to give. -Darek) (I changed the check to be >=15. I also shut down the exploit. -killap) (I think it would be better changing the check to >=14. Because with >=15 player must choose the "information" line than praise Savlatore's reputation to get the maxinum respect from Salvatore, but for players choosing the praise option directly thinking it's the most polite line of all, they won't be able to get the maxinum respect. Which seems a bit unfair IMO. -NovaRain
  • NOT BUG (Tech info: Windows 7 - 64 bit, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Bug in one of the dialogs with children on Wright's map. One dialog is unclickable so you can't respond with it. To reproduce it you need to have gun in your inventory/hands and talk with one of the child and go through these lines: -Why do you have pot on your head? -Whoa, sorry there, fearsome helmed warrior. -I just wanted to know... -No, no... it's too dangerous... -Look: in the wrong hands... (Unclickable bugged reply) Savegame-Trephs (This is intended and not a bug. You can click it, it's just that it leads back to the same place so you don't notice it. Read what it says. It gets too complicated so our hero wants to try and explain it again, and again... -Darek) Yeah, I was inattentive, my fault. -Trephs
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Extra space in dialogue with drug dealer after finishing the game Screenshot-Mirak
  • FIXED Eldridge gets stuck if you save/load when he's on his way to check his dogs.
  • FIXED Eldridge's front door get's locked even if its opened, should probably be closed first.

New California Republic

  • NOT BUG (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) English is not my mother tongue, so pardon me if I'm wrong, but shouldn't it be "into that" instead of "in to that"? Screenshot-Mirak ('Into' is used to express the movement of something towards another thing. 'In to' on the other hand is just the combination of two parts of speech that come together based on sentence construction. The screenshot isn't about something moving towards another thing, so using "in to" is correct here. Yay English. ;) -killap)
  • CONFIRMED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Trouble with equipping just got more serious. I've noticed it affects party members too. When I look at Cassidy's model he wields HK CAWS (rifle model), when I talk to him and look at combat control it shows, that he isn't wielding any gun, yet I can tell him to holster the gun, then the HK CAWS appears in inventory. BUT when I give him Pancor Jackhammer to his inventory via steal and then click on "use best weapon" (while he's still wielding that HK CAWS which doesn't show in combat control) in combat control, he equips PJ and HK CAWS simply disappears. I've also noticed that party members are reequipping weapons almost every time when combat starts. I wonder what could've triggered this. Edit: Ah well, so it seems that HK just isn't stealable after Cassidy equips PJ, but shows via trade screen. Still weird. Savegame-Mirak (So I can see the weapon in his inventory, the combat window claiming there is no weapon, but yet the dialogue option to have him disarm. That confirms what you say, however, I can't confirm the rest of your report nor can I recreate the initial scenario. Sooo, I'm a bit confused what has happened to your game. *Sends out bat signal to Darek* :D -killap)(I told you I go by the Candy Suxxx sign, not the bat ;) Iknow what has happened but I have no idea how. Cassidy's and Sulik's weapons have been moved to item slot 1 without informing the art department about it. It's strange cause I'm pretty sure there's no command for this and I didn't even know the game could do that. I always thought the only way to get an item into a critters item slot 1 was by putting it there with the Mapper. Maybe something like this could happen if someone where to use the "control partymembers" option in sfall, but I think that has been removed. -Darek) So maybe that's it. I've checked option "Give common orders to party members using keyboard hotkeys" in the installer. -Mirak (No that's not what I meant (and it's not the same mod). I was merely thinking out loud, searching for something similar. I don't really have a clue. -Darek)(Actually, I was initially suspecting the common party members mod here, though it really should only modify party members, at least I think so. Perhaps further testing is required. The reason I say this is that you've been reporting some pretty crazy equipping issues that someone in the past would surely have reported by now if this was indeed a vanilla bug or introduced by the RP. Perhaps disable the mod (rename the ini file and the script file, which is GL_ptyop.int. I mean, I understand Darek's findings, but I feel like something is making it happen way more than it did before. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Iguana on a stick stand. You can steal brown-pinkish variant of iguana from Bob's inventory, yet you can't steal the green variant. You can buy both though. I think it should be unified so either both or none could be stealable. -Mirak (You can steal from the iguana stand guy? I'm not able to... -killap) ScreenshotSavegame-Mirak (Items spawn in both Mikey's inventory and in his shop box. I just wrote more about him in the RP thread over on NMA. -Darek) (Cool, thanks Darek. All fixed. -killap)
  • NOT BUG (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Vortis' slavers have this description ScreenshotCan't honestly tell if's something's wrong with that. -Mirak (That message had me scratching my head too, but I looked it up and it's meant to be that way. Probably just a humorous way of saying it's a big dumb guard. -Darek)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Don't sure if intentional or not. Dr. Jubilee complains about missing heart pills, even if you don't steal them. (however, you have to steal something else from his shelf). Stealing the pills and then immediately returning them back also triggers this. Savegame-Mirak (Oops, yeah, dumb mistake. Also, nice eye on putting the pills back. You're trying everything here. Fixed. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Missing period in dialogue with hubogolist. ScreenshotEdit: Another missing period. Screenshot Edit 2: An extra space in dialogue with Oswald Screenshotand in NCR holodisk Screenshot Edit 3: Minor typos in dialogue with Westin's brat ScreenshotScreenshot 2-Mirak (Vanilla bugs. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Vortis threatens to kill you if you mess with door to his room, yet he does nothing when you actually go there. Tried multiple times with same result. Savegame-Mirak (Yeah, this seemed to be incomplete in the script by the original devs. I've gone ahead and made him attack on the second attempt. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Redundant line when examining the terminal? Screenshot-Mirak (Vanilla bug. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) You can tell Elise about Slaver camp only when becoming a Ranger (after completing her quest). You don't have a option to tell her before and you can't tell her after, because she has only floating text. Savegame-Mirak (You now have the option after to tell her. I also found another dialogue bug while looking into this one. All fixed. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Guard doesn't want to let me out of Westin's ranch, only way is operating the console via Repair. Savegame-Mirak (Hmm, that's odd. Can you reproduce this situation? -killap) Save outside Westin's ranch Savegame(but I'm sure that first time I was at the ranch, guard let me out no problem (Huh, not sure how this wasn't reported millions of times before based on the issue I found. Anyway, fixed. -killap)
  • CONFIRMED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Huh. Got a quest from Elise. Killed Vortis and co. and freed slaves from pens. Didn't tell Elise right away. Now, I don't know if it's connected to it or not but.... Went to Slaver camp. Freed Kurisu peacefully. Came back and wanted to tell Elise about freeing slaves in NCR, but she now thinks I haven't freed them yet (it was possible earlier when I went from Vortis' straight to her.) But I went back to Vortis' place, closed and opened pens again and it worked. Elise now "knows" the quest's complete. Savegame-Mirak (Strange. It's not obvious to me of a situation that would have unset that flag. Is this save right after returning from freeing Kurisu? -killap) -I'm not sure, but I've probably done bunch of stuff inbetween, come to think of it, Slaver camp is probably not related to it.
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) In every other dialogue word Ranger has a capital R Screenshot-Mirak
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Deputy Karl will take you to prisoner (and acts like he's alive) even if you've killed him before Savegame-Mirak (Vanilla issue. An oversight. I've added a flag, which will only take affect when you kill him, so you won't notice a difference with this save game. -killap)
  • FIXED Missing script on peasant near the force fields once you enter the main part of NCR.
  • (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) If you retrieve the computer parts from Vault 15 without having completed the deal with NCR first you won't be able to do this quest ("Complete the deal with NCR"), as you can no longer speak to Tandi. (Vanilla bug) Savegame-Trephs
  • NOT BUG Same tech info as in previous post. Can't complete "Free the slaves in the slave pen, for the Rangers" quest due to terminals always respond with "Invalid Code Sequence" Savegame-Trephs (You need both science (which you pass) and lockpick (which you fail). Get lockpick up to at least 30% (still going to take you several tries) -Darek) Haven't found any mention of lockpick is required to complete the quest before, thanks for the help. -Trephs

Raiders

  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Disarmed traps in cave entrance have a "raised plate" description. (Triggered traps show correct descriptions.) Screenshot-Mirak (Yup, script was calling the wrong thing here. I would say vanilla issue, but it looks like I introduced this one in my batch of fixes for mines. -killap)

Ranger Safe Houses

  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Rangers at safe house (tested in the one near New Reno) do nothing when they caught you stealing from them. -Mirak (Yup, they're missing checks to react when the player fails to steal. Thanks for checking. Looks like I forgot to add these for several of the new NPCs in the RP. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Remnant description from Fallout 1 ScreenshotEdit: Same description has vane in Vault 15 after NCR annexation. (Yeah, most of the art from F1 is used again in F2 and lots of descriptions never changed (like the Brotherhood computers). Fixed this one. -killap)

Redding

  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) There is a little girl in Madame Madjeska's house with strange description. (Probably template for orphans from Den) Screenshot-Mirak (Crap, not sure how that slipped through. Anyway, fixed in unreleased update. -killap)
  • UNCONFIRMED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Maybe just an engine issue, but when I use Lockpick on a door in Wanamingo mine entrance I get instant crash. Savegame-Mirak (Can't reproduce the crash after several tries. Is the crash consistent for you? -killap) Yeah, three times in a row. -Mirak (Not sure what to tell you. I can't reproduce this. It's only that one door that your standing next to in your save game, right? -killap) Right. Edit: Now I loaded earlier save before entering Redding, tried it again and now it doesn't crash anymore. Weird. -Mirak
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) I've noticed a strange thing. When Morton takes over Wanamingo mine entrance, his cronies plant mines. When I successfully disable mine and then examine it, description says "Triggered stone plate", but when I actually trigger the mine, then the description says "Disabled stone plate". I think it should be other way around. Now I know, that when one of the Morton's cronies spot the mine, it's automatically disabled, but this is not the case. Savegame(In the savegame Charname stands near one of the mines, so You can try to disable it and/or run over it) -Mirak (Vanilla bug. Good find. There was also a mine script at the Sierra Army Depot with the same problem -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) When I fight Morton's gang, one their combat taunts mentions Bishop. I'm not 100% sure, but I don't think there's any connection between Bishop a Morton brothers. Screenshot-Mirak (Vanilla bug. Good find. The issue stems from these scripts sharing so much with each other. I had addressed one part of it, but it looks like this one slipped through. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) I assume that Lou was supposed to say a line about not giving Fannie more money? Screenshot-Mirak (Yeah, the miner cutting line take precedence over it. There is a more generic Fannie money/antidote line that can be used in this place, so I switched it. Fixed. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) "You deliver the Jet antidote to Dr. John." Is John his real name and Johnson's just a nickname? Geez, I'm starting to see bugs everywhere. Screenshot-Mirak (Heh, who knows. Everywhere else in the file it says "Doc Johnson", so I changed the line you mentioned to be consistent with the rest. Your bug reports are getting quite picky now. ;) I like the thoroughness though! -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Silver wanamingo should be described as wanamingo queen or something like that, no? (That silver one from EPA has Alien queen description.) Screenshot-Mirak (Heh, such a thorough playthrough. Alright, I'll add this. -killap)
  • CONFIRMED (Tech info: Windows XP, Fallout 2 version 1.02.28, US English, FRP version 2.2, humongous installation  No version here and probably not a bug, but since this is the RP, after all (reposted and updated from the 2.2b forum)... my copy of the Fallout 2 Hint Book indicates that the Great Wanamingo Mine Elevator (explicitly identified as the one where Frog Morton is hiding out) isn't supposed to work unless the nearby power generator (on the surface) is repaired.  I don't know if this was scrapped because of problems with the script, or maybe if the Chosen One comes from elsewhere in the caverns before repairing it might prove inconvenient to have to backtrack from underground because the elevator won't work.  The explosives around the generator seem to reinforce this idea.  Has this ever been pointed out and is it worth implementing?  Is it maybe already implemented and there's just a flag that got turned around somewhere? - Merenbach (Yeah, this has been brought up before and there might have been a reason I never went about adding this (modding F2 has spanned too many years for me to properly remember), but either way, I am no longer adding content. Still, I feel like there is something in the Fallout bibles about this. If I were you, I'd bring this up again over at NMA to get a better response. ;). -killap)
  • CONFIRMED Nasty nasty black lines, in Redding, when the rats are fighting in the ring. The fight starts, then follows 5 - 10 seconds of screen flicking and black lines while they "fight" (without any sound effects; that's probably another bug), and then one of the molerat's head explodes and everything goes back to normal. (Bug with v4.0.2 of the high res patch. Confirmed and fixed by Mash in his upcoming release. -killap)

San Francisco

  • UNCONFIRMED Win7 64bit, F2US humongous, Rp2.2 Auto: When fighting at the ring sometimes a position occurs when your opponent can punch you, but you can't punch/target him (yellow outline) Screenshot- Xellos (Sounds like an engine issue with scenery objects and blockers. Save game would be cool, but this sounds like it can't be fixed. -killap) I'll try to reproduce and provide save then. Edit: Here you go savegame
  • FIXED Win7 64bit, F2US humongous, Rp2.2 Auto: When replaying "what happened to Matt" sequence in BOS, 2 lockers in the sleeping room are missing. Also, Horrigan's floats are a little inconsistent changing color from yellow to green and again multiple times. the same with guards, one speaks in green, other in yellow, maybe it's intentional though .. Savegame - Xellos (Fixed the map issue. The sequence happens on a duplicate copy of the map, which ended up not being a true duplicate after map changes over the years. As for the floats, I think they're intentional. They are based on the anger level of the person talking. -killap) Yeah, I know they are based on anger. Still Horrigan has all his later floats in green except last one, shouldn't it be more logical if he has last one in green too and guards both in yellow as they both just state confirmation ?
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Lao Chou dialogue: Extra space ScreenshotNot sure about this one, I think question mark should be there? ScreenshotIn-depth description of Dr. Fung lacks period ScreenshotExtra space in dialogue with Dragon Screenshot-Mirak (Vanilla, except one. Fixed. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Telling Harry "None of your business" twice result in Harry sending guards after you (according to dialogue), but nothing really happens and you can talk to Harry again. Savegame-Mirak (Vanilla problem. The issue is that Harry does trigger the guards but they don't attack because their view of you is blocked. The guards' script only does this check once and if they can't see you on the first try they won't attack again. Fixed. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) AHS-7, "I've come to kill you all" same problem as with Harry (You can also start disabling forcefields and nobody cares and if you do and then get a permission from AHS-7 they start to appearing and disappearing) Savegame-Mirak (Different vanilla issue to the one above. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Dr. Jing, very similar as with other two mentioned above. "Go ahead and call them, old man." Savegame(Hacking into the computer and failing to accomplish that also seems to do nothing even though computer says "intruder alert".) -Mirak (Calling guards was never fully implemented for him in vanilla. Fixed. As for the bio/chem/physics terminals, they now trigger guards if you hack and fail. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Another one with Ken Lee. This time he gives you three warnings, but after that "Error" floating line appears and after cca 10 seconds, guards finally atack. ScreenshotEdit: When I try to get to "Emperor" guards near forcefield attack me a then almost everybody is going after, but Ken Lee remains inactive. He goes to attack mode only if you try to speak to him Savegame-Mirak (All vanilla issues here. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Two consoles in Hubogolist base have "Brotherhood tech" description. The upper one does not. Screenshot-Mirak (Got a savegame?) Savegame from Hubologists' base Savegame-Mirak
  • NOT BUG (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) From what I understood from the files, it should be only Dr. Long, because Dr. Wang is different person, no? Screenshot-Mirak (I believe they are the same person. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Are these security lights supposed to pulsate all the time? I think that in SAD they go on only if alarm is triggered. Screenshot-Mirak
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Shouldn't it be "onboard systems"or "systems on board" ? Now it looks weird Screenshot- Xellos (Yeah, it does seem out of place. I've replaced them non pulsating lights. -killap)
  • CONFIRMED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Probably unfitting description for these Screenshot-Mirak (Eh, we'd have to create new scenery objects for this and that isn't happening. -killap)
  • CONFIRMED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Another bunch of wanamingo eggs in tanker hold. They also have "dead" description, yet you can shoot them, but they are not highlighted (like doors aren't) Screenshot ScreenshotScreenshot-Mirak (Similar to the above issue. I'm debating making a generic description here but then it wouldn't feel the same for the real Wanamingo eggs in Redding. -killap)
  • CONFIRMED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) If you shoot Suze in hold you still gain 5 karma when you go to Badger. (I know, just one of many bizarre situation in Fallout :) -Mirak  (Got a savegame?) Hold's cleared out, just kill Suze and go back to Badger. Savegame-Mirak (Eh. -killap)
  • NOT BUG (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Karma distribution for acquiring fuel. Getting fuel via Dave Handy results in 10 karma drop (I think that's ok), but getting fuel from Shi through Dr. Jing (well, here you get it fair and square so that's also fine), Badger (he steals it for you) or chemistry console in Steel palace (pure theft by Chosen One) gains you 5 karma. (Don't know karma change for getting fuel from Emperor yet). -Mirak (Got a savegame?) I think that savegame from report above is sufficient. -Mirak
  • CONFIRMED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) This door closes extremely quickly after opening. I think that other doors of the same model closes after longer interval, this is rather annoying.  Savegame-Mirak
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Deliver Sheng's seed to Wong, ask for reward (optional), then say you have other questions and you again have an option to give him that seed again and gain another 200 xp, -5 karma and second super-stimpack (and the seed remains in your inventory) Savegame-Mirak (The problem is really with Dr Sheng. Depending on your dialog with him sometimes the "give seed" node is called twice. Dr Wong is obviously not expecting you to have two seeds as that was never intended. -Darek) (Fixed as the result of the fix implemented below. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) You can warn Wong only if you follow this dialogue tree with Sheng: "Why the change of heart?" and then remark about Wong being a "sly guy". If you choose "Ok, I'll do it" after "Change of heart", you don't have a option to warn Wong, even though you know about sentience serum in the seed. -Mirak(Same bug as above. Need to add a G_var check in node036. Only call "givePlayerSeed" from here if G_var 784 == 0, or it will sometimes be overwritten from 2 to 1 and produce an extra seed.-Darek)
  • NOT BUG (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) There's possibly some reason for this, but after beating Lo Pan and talking to Dragon, you get two separate karma gains: 50 and 15. Savegame
  • UNCONFIRMED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Is Dave Handy suppose to disappear after I wipe out the underground Hubologist base? Savegame-Mirak (Hmm, this save game crashes for me as soon as I try and exit to the surface. Darek, do you see this? I assume this isn't crashing for you, Mirak? -killap Unfortunately, it does crash for me too now. -Mirak (Well, at least it's not my current build then. Interestingly enough, even if I use all vanilla scripts, it will still crash. Looks like map corruption. Were you playing with explosives? Not sure what else to tell you unless Darek digs up something. -killap) No, I wasn't. -Mirak

Sierra Army Depot

  • UNCONFIRMED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Don't know if you've already addressed these (similar to those at raiders camp) or just those outside the base. Screenshot -Mirak (Do you have a save game before you disabled them? I want to properly confirm this is fixed. -killap) Here you go Savegame-Mirak
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Obviously graphics from BOS bunker. Screenshot -Mirak
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Missing periods: Screenshot("I'm MadMax", but whole dialogue is rather inconsistent with usage of periods). Another one: Screenshot 2(Near cursor). Extra spaces: Screenshot Screenshot(These are quite possibly intentional.) -Mirak
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Inconsistency: Biomed gel vs. Bio Med Gel. (Holodisks and computers both refer to it as a "Biomed gel", "Bio Med Gel" is only in inventory description.) ScreenshotScreenshot-Mirak
  • CONFIRMED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Touched retinal scanner on level 1 to cause alarm so I could fight the robots. Killed them, went outside to store something to my car, came back in couple minutes and they were "alive" again. Does it supposed to happen? (I disabled autorepairs on second level) Edit: Strangely, they're missing their motivators. Savegame-Mirak (Bots are replaced every 12hrs and according to the game 12hrs have passed since you started killing those robots. However, the real issue is that the game doesn't think you disabled the repair bay. Well, the repair bay itself does think this, but the map var has been overwritten somehow. -killap)

Slaver Camp

  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Wrong use of apostrophe? Screenshot -Mirak (Fixed. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Redundant "That does nothing" line when picking the lock (lock that's actually pickable). Screenshot -Mirak (Fixed. -killap)
  • UNCONFIRMED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) I saved Kurisu without killing slavers and went with her back to Umbra tribe, came back to slaver camp with Rangers and Kurisu is standing there in a shack thanking me for saving her... Edit: Just checked and she's also in Umbra tribe location. Savegame -Mirak (Hmm, I see her standing there in your save game, but as soon as I leave and then come back she is gone from there. I don't see a problem in the script either... -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Female Ranger has a "he description" Screenshot -Mirak (Dumb mistake. Fixed. -killap)
  • CONFIRMED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Going to slaver camp with Rangers takes zero time. Also, couldn't those two Rangers just "teleport" you back to NCR? Going back to NCR on foot!? Not cool man :) -Mirak (Eh. :P -killap)

Submarine

  • (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Convince guard to let you use the motor boat, then go Emperor and add yourself to the crewlist, go back to motor boat and use it and technicians go along with you. I think they are suppose to go with you only when you wait for them via guard's dialogue. Savegame -Mirak
  • (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) When technicians go with you, hatch is opened. When you close it and open it again, description insinuates that you broke the lock which is not the case. -Mirak  (Got a savegame?) Savegame from first post should suffice. -Mirak
  • (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Again with the stealing. Guards don't react, technicians/scientists do. -Mirak  (Got a savegame?) Savegame from first post should suffice. -Mirak
  • (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) These torpedoes have "nothing out of the ordinary" description Screenshot-Mirak

Umbra Tribe (Primitive Tribe)

  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, RP version 2.2 1.Quest with chief warrior and trader (stimpacks). You suppose to help with that trade. In trader options there is one or two grammar mistakes.  (read the beginning of the page, savegame please) (Really could use a screenshot or at least the lines in question. I just read through the entire text file and didn't find anything. -killap) (Both me and Dravean went through it and didn't find anything that stood out. The only issue we saw was that we didn't have an apostrophe when we used the word "em". Minor, but hey, every little thing counts. -killap)
  • UNCONFIRMED Tech info: Windows 7 x64, Fallout 2 version 1.02.28, US English, RP version 2.2 I entered Slaver Camp, killed all the bad guys, freed the slaves in the outside pen, and proceeded to the pen inside the shack to find Kurisu. After Suliks and Kurisus reunion there is a dialog option where you are supposed to attack somebody outside, even thou there are no bad guys alive anymore. Once you choose the "attack" dialog option the current dialog ends, and you are back at the normal game, but if you try to talk to Kurisu again the only dialog option is "no is not safe yet" and the dialog ends. If you try to open the slave pen door the dialog interface comes up again and same problem only option is "no is not safe yet". You must choose the "sneaking away" dialog option from the beginning in order the to avoid this bug.  Download Savegame (Did you get a insta kill on any of the slavers? I'm seeing all the bodies in your save game, so it looks like you got them all. For some reason it's still claiming one is still alive though, which like I said is impossible since all their bodies are there. There is an engine bug where if you get a critical hit that causes a one hit kill, it breaks any code that runs upon death. This might be what happened here. -killap) Sorry but I can't remember if there was any one shot kills, thou I was pretty good with a hunting rifle at that point in the game(Go for the eyes Boo, go for the eyes yaargh).

Vault 13

  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Several mistakes in dialogue with Gruthar ScreenshotScreenshot 2Screenshot 3-Mirak (Minor, but good none the same. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Extra spaces in dialogue with Dave ScreenshotScreenshot 2Screenshot 3and in Ariel and Sandy descriptions ScreenshotScreenshot 2Typo Screenshot -Mirak (Most of these were vanilla issues. All fixed. -killap)
  • (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) All the deathclaw eggs are unharmed after the Enclave raid, kinda strange I think. -Mirak  (Got a savegame?) Savegame-Mirak

Vault 15

  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) For some reason, this door is pickable only with Lockpick skill, but not with lockpick tools (same with door to Chrissy's) Savegame -Mirak (Vanilla bug. Classic issue of what happens when conditional blocks aren't closed properly. Took me a bit to actually spot this one too. Fixed. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) One of the squatters wandered of the map ScreenshotScreenshot-Mirak (Yeah, the map is open up there. I'm not sure why, since I don't think it's necessary for any NPC to run off the map for quest/story related things. Buut, it's been too long since I actually played the game. Anyway, hole patched. -killap)
  • CONFIRMED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Jammed the lock to Vault 15 door (with lockpick mk 2) and then got it open with the key card, not sure if that should be possible Screenshot-Mirak (Yeah, so for logic reasons I agree with you, but if I change this I'd have to change the rest of the doors in the game that take keys/card/etc and that's not happening. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) You can push off Darion's personal guards. Screenshot (Vanilla issue. Perhaps they had a reason, but I think that any enemy should not be pushed, and I believe that's how it is for the rest of the game. -killap)

Vault City

  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) When Skeev reveals to player that he forges citizenship papers and then player talks to him again, sometimes there is an option to blackmail him with "showing the false papers to Wallace" (even if player doesn't have the papers) and other times player can blackmail him simply with 'I'm gonna tell on You" (without the evidence). Second option should appear all the times if player doesn't possess evidence. Difference is that player loses 3 karma points with first option and no karma points with second option. Savegame(The only issue I saw in the script is that you can potentially get a dialogue line about showing the papers if you don't actually have them yet. This is a vanilla issue, which I just now fixed. Other than that, it looks like the "I'm gonna tell on you" line is always there. Please provide a more detailed report if this isn't the case. From my testing with your save game, I can always get that line. - killap) No, the problem was exactly like You described it. I just failed to mention that "I'm gonna tell on You" line was always there like You said. Either way, shouldn't player lose karma even if he blackmails Skeev without evidence? - Mirak (In one option you outright ask for a bribe, while the other option is a bit more vague and must pass a speech check to get the option of bribing him. So the first is an outright threat (lose karma, no speech check) while the other involves a speech check, no karma loss. I don't see any issue here. If what I said in the first comment was the only bug, then this issue is now closed. - killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) I think it should be "holodisk". Screenshot-Mirak (Fixed. Going over this with a fine-tooth comb. :) -killap)
  • (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) After finishing the game, Lydia doesn't have any dialogue or clickable float, just some greeting float. Savegame-Mirak
  • (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Thomas Moore thinks I've taken his quest before though I haven't (It's first time I see him during this playthrough) (he gives me dialogue lines about the quest and I have answers which should only have the character who have taken the quest before). All I've done before which may be attached with this quest is killed Bishop and his guards on all floors of Shark Club. Savegame -Trephs

Vault City Village

  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) If you tell Connar about "McClure solution", he still sends you to Old Joe, yet you can't talk with him about helping the village, he only speaks about the good old times (best case scenario you get that 10mm pistol) and you have to go to McClure if you want to continue that quest. (You also don't get that five grands from Connar). Maybe it's intentional, but I think you should have a option to talk with Old Joe about village even if you have come with McClure solution by yourself. Savegame-Mirak Actually, you were supposed to get dialogue, but there was a check that shouldn't have been there. Fixed. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) An extra space between "?" and "You've"? Screenshot-Mirak (Good eye with all these. Fixed. -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Trade route quest. Once you convince Baron to make visits at village you can talk to him again, trade with him and then you can get that line about convincing him again (and possibly pay him more money). Screenshot-Mirak (Ah, yup, silly oversight on my part. Fixed. -killap)
  • (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) When you talk to Brain and convince him to have his molerats stop attacking the Vault City patrols, he commends you on your concern for the village. There seems to be an exchange missing, during which the character says he's trying to help the Vault Village. Screenshot of conversation - Erik Harris (talk)

Encounter Bugs

  • UNCONFIRMED When encountering giant molerats (also happens with the combination of giant radscorpion/giant molerats) with Vic in your party the game freezes during combat.  This seems to happen when it is Vic's turn.  I have reproduced this twice. - stabnslice  (read the beginning of the page, details and savegame please)
  • FIXED In the "A man guarding a bridge" encounter one of the questions player can get is "Which NPC survived Fallout 1 and makes appearance in Fallout 2?". One of the possible answers is Ian (which was obviously wrong in vanilla Fallout 2), but this answer is still deemed wrong in RP by the bridgekeeper. So Tandi and Ian should both be correct answers now. (Oh good catch here. Hmm, yeah this might open some discussion about should Ian really be there, but you're right that Ian should now be a correct answer for the bridge keep in the context of the RP. - killap)
  • FIXED Not really a bug, just a suggestion. After I mess with the Enclave guy on Gecko power plant computer and then convince the landing party that I'm not the guy they're after, I can steal three pancor jackhammers and gauss pistol from them. I think it would be better if they have their weapons already equipped and player couldn't steal them. In my opinion, it kinda disrupts balance at this point (if player follows suggested story thread with water flask that is). (Actually, it is a bug. The soldier were supposed to equip their weapon but were not due to a scripting bug. -killap)
  • UNCONFIRMED I encountered the Cafe of Broken Dreams around NCR, recruited Dogmeat, got the armor for him. Later when I encountered King Arthur's Knights, the old "Cafe popping bug" occurred and the location of it moved to unexplored portion of the world map. The Vorpal Rat encounter still worked fine later on. Windows 7 64bit, Fallout 2 original CD, US, Humongous install, F2RP 2.2 auto installer. http://i40.tinypic.com/2j4dd6x.png (Sounds like an engine bug, but a save game would be useful -killap)
  • CONFIRMED Windows 7 64bit, Fallout 2 original CD, US, Humongous install, F2RP 2.2 auto installer. I got wild brahmin encounter near Klamath, outdoorsmen asked me if I want to enter and I rejected it. Still "unknown" green circle remained on the map, few levels later I got it again , it teleported from Klamath making new circle (somewhere between Redding and San Francisco). I guess that unless you enter it, the game still thinks it haven't appeared and can pop again - Xellos,  slot10 with the old location just west of Den and slot01 with new, 3 squares north of EPA Savegames (Yeah, that's how the engine behaves. It will keep moving the location until you actually enter it. Nothing I can do. -killap)
  • (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Sometimes I get an empty random encounter. No text or anything. I suspect it's tied to Tragic addiction (maybe sometimes I don't get that line about burning desire?). Try travel to wasteland, it may take several attempts. SavegameEdit: Yes, I think it's probably linked to the Tragic addiction, because I got rid of the addiction and empty encounters no longer appear. -Mirak
  • (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Café of Broken Dreams, extra space: ScreenshotFederation crash site, it should be "phaser", not "phazer" (Yes, a longtime Trekkie :) -Mirak
  • (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) You can still ask Arthur about GECK, even if you have found it, but I wouldn't change it, the dialogue is good. Edit: No xp or reward for killing Vorpal rat with Holy hand granade? -Mirak
  • (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) When I leave Guardian of Forever special encounter (I've broken the chip), the location name is still "unknown", I have to go there again and then the name of location appears. Savegame-Mirak
  • (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Extra space in dialogue with you (metahumor, sweet :) Screenshot-Mirak
  • (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Missing period and extra space in blaster description Screenshot-Mirak

Misc. bugs

  • Unlimited Ammo bug: Give an NPC several identical empty guns and appropriate ammo. Remove/trade other guns or ammo so they won't be selected. Set the NPC's combat choice to ranged. Select 'Use best weapon' then click on 'Talk'. Click on 'I need to talk to you about your gear' then 'Put your weapon away'. Select 'Trade' then manually unload their weapons. They now have more ammo than they started with. Repeat. Engine issue.
  • It's possible that when you or a companion enters a map you may be on the same space as an NPC. You won't be stuck though, so no worries. Engine issue.
  • NPCs are able to walk through locked doors. This is most often seen during combat. Engine issue.
  • Some companions, such as Vic, become unresponsive and act like walking containers. This is caused by the companion getting knocked out in combat and you leave the map during this. You need to go into combat mode again to let them 'wake up'. Engine issue.
  • If you have low unarmed skill and then miss on a standing fire gecko, the hit-n-miss animation won't play. Engine issue.
  • The floating text is rolling very furiously when some of your opponents lie unconscious in combat. Engine issue.
  • For the Educated Perk: It applies for the current level, *IF* you take it at the first time since leveling up at the character creation screen. If you click the character creation screen, cancel out of the perks list, close and reopen the character creation screen, and then select the Educated Perk, it DOES NOT apply to the current level. (Note: This bug goes back all the way to Fallout 1.) Engine issue.
  • Clicking your weapon at the exact moment that someone else initiates combat causes the button to remain "pressed in" graphically, and it doesn't release until you try to initiate combat again that way. Engine issue.
  • In the Pip boy, if you click status, click a city, then click somewhere else on the Pipboy screen, it'll load up another city's quest status. Engine issue.
  • If you give a critter tons of super stims in hopes of killing it, and then leave the map, the game will crash when it tries to kill the critter. Engine issue.
  • NPCs hooked on jet becomes utterly useless - stuck with 1 AP. Jet antidote doesn't work on them. Engine issue.
  • Ability to gain too high stats from drug use - use drug twice, save and load and you can use drugs to raise your stats even more. Engine issue.
  • Drugs used on one critter will affect all critters of that same type (i.e. look the same). Engine issue.
  • NPC's leveling up while under drug influence don't end up with correct stats - it checks the current stats and not base stats. Engine issue.
  • A game saved in combat where one of your NPC's has died will become corrupted. Engine issue.
  • Saving in combat is generally just a bad idea and will cause many unexpected problems. Engine issue.
  • Sometimes if you do an insta-kill to a critter (super critical hit, etc), code in their death procedure is not run and things regarding that character might be broken from that point on (e.g. no one recognizes the critter as dead). Engine issue.
  • NOT BUG Hydrant description doesn't make any sense in Fallout 2: "This is a fire hydrant. Without Vault ceiling sprinklers, you might need one of these to put out fires." Rather weird remark from someone who never even been in any vault. (While yes the player in F2 may not have been in a vault yet, he/she still knows that vaults exist and have fancy things. So while the description certainly was geared towards F1, I don't consider it out of place for F2. -killap)
  • Mouse is sticky/laggy for some users. Reported by multiple users with Logitech G500 and G5 mice in Windows 7 x64 with F2RP v2.2. Enabling BackgroundMouse in ddraw.ini does not address the problem, but one report suggests that setting SCALE_BUTTONS_AND_TEXT_MENU=1 in f2_res.ini or reducing the game resolution might fix it. This fix has not yet been confirmed by other users experiencing the problem. Another user found that it fixed itself once another mouse was installed and the resolution was changed. After that, the problematic mouse worked fine.
  • FIXED Vic's dialog after you've recruited him as a stupid character still includes "I need to ask you something" but it's just closes dialog. Kind of pointless lol. Dead link in the script? Windows 7 64bit, Fallout 2 original CD, US, Humongous install, F2RP 2.2 auto installer. http://i42.tinypic.com/2jcidy.png (Vanilla bug. Fixed. You didn't recruit him as a dumb character though, right? -killap) I did actually recruit him as a dumb character, following Per Jorner's Walkthrough. After Metzger is defeated, you can talk to him, say "Candy" and he gives you Vault City, then say "Vic me bess frien" and he joins you (if you have enough CH).
  • CONFIRMED Magic 8-ball is "Use on" rather than "use". Didn't it use to be use, so shaking it would be much easier? Windows 7 64bit, Fallout 2 original CD, US, Humongous install, F2RP 2.2 auto installer. (Yeah, this is because of a change to work around the 'too many items' bug. I might reconsider adding a script back to this one item though. -killap) [[Not the original poster, but just butting in to add a vote for this.  It's a lot less frustrating to use the 8-ball, for flavor or for hints, when I can just click it!  I look forward to procuring it each time I approach New Reno for the first time.  Maybe I need to get out more. - Merenbach ]]
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) I'm not sure what the problem is, but automaps for Arroyo in pipboy are somehow bugged for me. There appears to be redundant entries for some desert areas. Right now there's just one, but earlier, there were up to three (i forgot about it and next time I checked automaps, two of the entries were gone) and some of them caused instant crash (by clicking on them). Screenshot(If You need a savegame, You can probably reproduce from any of the savegames I provided for other bugs) - Mirak (Interesting. I'll have Mash/Timeslip look into this one. -killap)(You forgot to add Gecko Enclave Patrol to CITY.TXT.
[Area 60]
area_name=Gecko Enclave Patrol
world_pos=1250,275
start_state=Off
size=Small
townmap_art_idx=-1
townmap_label_art_idx=-1
entrance_0=On,-1,-1,Gecko Enclave Patrol,-1,-1,0
I just guessed the world position, not sure if it's relevant as you use the global script to get there. Guess you should also add "{1560}{}{Gecko Enclave Patrol}" to the bottom of MAP.MSG, for consistency if nothing else. -Darek) (Good find. I don't think there were any other locations/encounters that I forgot to include, yes? -killap) (I don't think so, but then I didn't look all that much. -Darek)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Red and green condoms have incomplete descriptions. -Mirak (Yeah, more item entries that somehow got mangled. Fixed. -killap)
  • Switch sounds for Bozar/M60? Bozar still has "minigun" sound, M60 has "blam" sound. Reposted from talk page.
  • (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Hm, this could be tied to the unequipping issue... Screenshot -Mirak (Probably. Huh, so either I never noticed this (and no one else has cared) or something new has crept up. But I guess based on Darek's sleuthing this has always been a problem. I assume you didn't just give him those grenades? Not sure why they wouldn't be stacking though I don't think the engine stacks them if they are removed via the unequipped command... -killap)
  • NOT BUG (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) I just killed Sulik with pulse granade. Screenshot(Tried couple times, also managed to kill myself, I have Throwing skill around 25, maybe critical failure or something like that?) -Mirak (Throwing weapons can still cause critical hits, and if you have Better Criticals perk, there's a 20% chance for instant death effect in every critical hits against most of critters (no matter how much damage you cause). Unfortunately, pulse grenade is also included. Nevermind, there's no critical hits in your situation. The pic doesn't finish loading until I posted the response, sorry. -NovaRain)(This looks like something that would happen if you have both ammo mods active at the same time. They are not compatible. Also, if you have installed the RP with Yaam, you are stuck with it. -Darek) I've checked only one option in the installer, of that I am sure, but I don't remember which one.(Well, maybe Glovz ammo fix breaks it on it's own. Have a look in your ddraw.ini and turn it off, to see if it makes a difference. Don't turn on YAAM as it needs to be installed from the installer. This is all assuming you are using Glovz's ofc. -Darek) -Yep, Glovz mod was responsible. Thanks. -Mirak
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) This is possibly intentional, but when I encounter group of four Rangers, every one of them acts like he/she is Ranger named Ezekiel (it seems like one of them is talking for the whole group). I've noticed that they all have description as a "group of Rangers", but it's little strange, because it's kinda unprecedented in Fallouts. SavegameEdit: Yeah, so Cruise and Kidman at Hubogolist base also have a joint dialogue, but that one is much more transparent as it's clear who's talking at the moment. -Mirak (That was probably the intent here but the script doesn't have anything setup for that. Or perhaps it was a joke of some sort and they are all named Ezekiel. Either way, I changed it to read: "Greetings, stranger. We're NCR Rangers. Who be you?" (I replaced "I'm Ezekiel" with "We're NCR Rangers." -killap)
  • FIXED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Extra space (or two?) when trying to smoke in Power armor mk2 Screenshot-Mirak
  • NOT BUG Description of .223 Pistol in Fallout 2 is misleading, cause it was just copied over from Fallout and while in Fallout it was indeed a one-of-a-kind weapon, you can find several of them throughout the game in Fallout 2. -Trephs (Eh, I see what you mean. It's still a great weapon. :) Plus, that description doesn't necessarily mean it's rare, but rather that it is of great quality. -killap)

Caravan bugs

  • 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, etc). This is caused by saving your game while on the caravan map (it's fine loading one though). Engine issue.

Kaga Encounter

  • Win7 64bit, F2US humongous, Rp2.2 Auto:Third Kaga encounter. Got red circled lightning on the world map as usual but loaded on empty map -  Save.After leaving the map they attacked again seconds later, this time spawning normally so it's probably positioning issue on particular map in the savegame - Xellos (Strange. Digging into your save game with the Mapper, I don't see Kaga anywhere on that map (even outside the visible area). I continue to see reports about empty encounters but I have no idea why. It seems likely that these empty encounters are indeed related to Kaga, but who knows. -killap) It must have been Kaga as far as I know as the description in the lower left window "you encounter ...." was the same as in the proper third Kaga encounter I got seconds later.
  • (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) ScreenshotTwo problems: 1) Hit points 2) I can't see what Kaga has equipped even though I have Awareness. Edit: After he attacked, his hp and gun recognition fixed itself somehow -Mirak

Car Bugs

Endings

  • CONFIRMED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Extra spaces in "death screen" (there are possibly more of them)  ScreenshotScreenshot 2-Mirak (Indeed, but it looks like this double space is hardcoded, which is odd. -killap)
  • CONFIRMED (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) So I got both "Vault City couldn't expand because of their generator" and "Gecko and VC relations flourished because of the optimized plant". (optimized the power plant, delivered economical holodisk... Maybe because I killed Westin? Hm, still doesn't make sense) Savegame (It is because you killed Westin. With Westin dead, there actually isn't a good ending for Vault City. You did get the correct Gecko ending though. -killap)
  • (Tech info: Windows 7, Fallout 2 version 1.02.28, US English, FRP version 2.2, Windows, humongous installation) Forgot to mention earlier, but V13 ending indicates, that you're responsible for killing deathclaws (even if you were not), but this was probably issue from vanilla version, because I faintly remember that I've always had this ending and I suspect there's no other ending, right? Shame, it's extremely anticlimatic if you're playing "good guy". -Mirak