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Cosma Sebastian
Member

Откуда: Brasov
Регистрация: Авг. 2006

Всего: 8 сообщений

HI,
sorry if  i post in the wrong forum, it's my first post after all.
I use FO1 with unoff patch v1.3.1 and i have some bugs.
MILITARY BASE, Level 4 :
The Lieutenant is dead and VanHagan/VanHaggen isn't, the conversation that gives you 1000xp is still appearing on the screen and i get 1000xp.
Cathedral:
If you talk to Lasher he can give you a red COC Badge if you say you want to see the man in charge and ask for a way to pass the Nightkin, or tell him "Thank you, sir"; if you say you have questions and then that you must see Morpheus, he says he's giving you a badge but you don't get one.
The Hub, Entrance:
There is a man who has an interesting route, see the pic.
You see him, but if you put the mouse cursor on him....
And he does that route over and over again.
The pic:
http://img169.imageshack.us/my.php?image=scr00000cr7.jpg


Bugs from Per Jorner's Guide from NMA:
VAULT13
-There is a scripting bug that is common to all three caravan houses. Talk to the caravan master on the day a caravan is due to leave and say you want to go; then, when given a choice of destinations, change your mind. You can now go to the entrance of the Hub and collect your salary from a newly spawned caravan leader.
THE HUB
-Beware a grisly bug that can happen if you already finished the water chip quest. If you ever discussed paying for water caravans you can do so again after delivering the chip to the Overseer, earning the 1000 xp and reactivating the main quest, timer and all (but earning 100 more days on top of what you already had). You can also do this in the rare event that you never talked to the merchant boss before and did not fix the water pump in Necropolis (ask about a water chip and continue from there). For a way to exploit this bug, see the Vault 13 section.
-A slightly insignificant bug: if you antagonize Hightower's team you can pacify them by killing Dogmeat on the Heights map. Running onto the exit grid might be useful to end combat afterwards. The reason for the bug is that killing Dogmeat sets a map variable meant to let Phil know he can move back into his house in Junktown. This does not stop the Hightowers from leaving as described above.
BROTHERHOOD:
-You can in fact get two IN rises, as long as you get the "smart" one first. Then use Psycho to lower your IN below 4 and talk to Lori to get the "stupid" rise. This would be a form of bug exploitation.
-The dialogue path where you first hesitate to take the scouting mission and then ask for $1000 is bugged, so that first of all you get the money if you fail a Barter check, and secondly you get $500 or $1000 this way depending on whether or not you asked for $1000 before (as long as you asked for $1000 at least once and passed the first Barter check to get to the "Take it or leave it" node, the $1000 flag will be set).
-If you've already blown up the base when you get sent to talk to the Elders, you don't get their xp and there'll be another infinite dialogue bug. Enter combat mode to get out of this situation.
MILITARY BASE:
-In the room to the right, use Science on the computer that isn't a "Mach IV" to turn it on. Use it (hand icon) until you break the security systems for 800 xp (this is actually a Gambling check, if you can believe it). Using Science on it again to disable the forcefields doesn't do anything (bug).
OTHERS:
-Saving the game near an irritable person and loading can cause them to attack "unprovoked". For instance, I saved the game after Kalnor had warned me that I shouldn't enter Junktown at night. When I loaded he was hostile, apparently thinking he had given me a warning and time to back away. Saving in combat mode while in the Hub and loading can cause the guards to attack, but if you immediately reload the same save they might not.
-Saving in the middle of combat can also cause critters to sequence befor= e you upon reloading, effectively giving them an extra turn.
-Died of radiation sickness for no apparent reason while resting in the Brotherhood.
-NPCs go "apathetic" during some battles and don't seem to think it's that important to attack whomever you're attacking.
-Once I killed everyone in the Brotherhood and still got the good ending for them.
-Some large bookcases are technically two pieces of scenery (as pointed out by Kahgan, the reason for this is so the whole bookcase can display p= roperly with regard to perspective), and if you happen to click the wrong one your character fiddles with it only to generate a message saying it's too heavy to pick up.
-Razlo threw a Flare at me in Shady Sands that got stuck in its "airborne" animation frame and remained there even after I left and returned. I've also a couple of times thrown Flares into walls and had to run to the other side of the wall to pick them up.
-I rested in the Skum Pitt until 2 p.m. when Neal runs to open the door, then rested again until the Skulz showed up, and triggered the scripted = sequence. Neal started walking from the door to get behind the counter, leaving the Skulz time to finish their part of the sequence and walk out of the bar. When Neal arrived behind the counter he drew his gun and blasted the moving Skul at maximum range through a closed door.
-A couple of fighters stood about in Gustofer's ring, and hovering the mo= use pointer over them would yield the description "Desk". When the next fight started, the new challenger appeared in the wrong position, so that both fighters were punching at air.
-You were supposed to be able to fix the Saul/Trish relationship by talking to Saul first, then telling Trish she must let him keep on fighting if he wants to. This would have been done by talking to Trish in her room in the Crash House, for which there are several dialogue nodes - but all the time she's there, she's asleep and incommunicable.
-On several occasions Ian has refused to follow me around on the Junktown casino map. This is likely related to the Dogmeat following bug, the guard allegiance bug, the Lars duplication bug, the boxing display bug, crashes and/or other strange goings-on reported as having taken place on this map - scripts simply tend to break down here. (Note how on the town map it's represented by a green triangle.)
-If a party member dies while walking through a red forcefield in the Military Base, they may leave a frozen "death by electricity" animation frame behind, or even complete their movement animation and leave a standing corpse. Meanwhile their stuff is dropped on the ground in the forcefield, unless violence is set to none or minimal.
-If you talk to Nicole more than once while stupid, you get a voice sample along with her floats until you've been in conversation with someone else. More like an oddity than a bug, perhaps.
-The inventory window only displays the first three digits of weight carried, e.g. "104" if you are carrying 1040 pounds of goods. You'll never reach that kind of figure unless you barter an inordinate amount of heavy things from someone.
-The Follower invaders use Brotherhood combat taunts.
-If a critter dies from Super Stimpak damage while performing a fidget an= imation, it momentarily drops to the ground, then repeats the animation and leaves a standing corpse.
-You can close a door while standing in the doorway, and then step in eit her direction like a SchrF6dinger's Vault Dweller.
-The reserve movement command in combat works only if you don't press dow n Ctrl until your turn has begun, which is not how you normally expect meta keys to function.
-Katja is the only NPC with skill points in Energy Weapons, but she doesn't have the ability to use any of them. Ian and Katja both have useless skill points in Big Guns.
-Using explosives to damage the Military Base forcefields only turns them off if you make a Traps roll. However, failing the roll instead turns the emitter invisible so that you can pass beside the field.
-There are three computers in the Military Base related to forcefields that don't do much of anything, either because they try to affect a set of unused forcefields scripts, or fail to properly affect the ones in place, or both.
-The mother deathclaw is identified as a "he" when examined. The game also refers to some robots as "he", while Dogmeat is called both "it" and "he". Deathclaw eggs are "he" and add to the "men" kill category when slain.

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Sebi C

Отправлено: 22:03 - 30 Авг., 2006
Wasteland Ghost
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Откуда: Россия, Самара
Регистрация: Дек. 2002

Всего: 2251 сообщение

Thanks for such a big buglist . We will check it.

Отправлено: 19:17 - 31 Авг., 2006
Cosma Sebastian
Member

Откуда: Brasov
Регистрация: Авг. 2006

Всего: 8 сообщений

More bugs......
HUB, Downtown:
Decker quest, Dispose of the merchant it's still active even i reported and killed Decker.

f1npcmodv2test bugs.........
About Ian and Tyco:
They are wearing armor and when i put the cursor on them in the message log is printed a text like this:
"You see Tycho."
"Armor == 138534720"
JUNKTOWN, Casino:
Dogmeat joins right away i enter the Casino area, without get the quest from the house owner.

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Sebi C

Отправлено: 21:36 - 1 Сент., 2006
Wasteland Ghost
Маленькое Злое Привидение

Откуда: Россия, Самара
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Всего: 2251 сообщение

Цитата:
Dogmeat joins right away i enter the Casino area, without get the quest from the house owner.

It is not bug . Look at him and read description .

Отправлено: 11:41 - 2 Сент., 2006
Cosma Sebastian
Member

Откуда: Brasov
Регистрация: Авг. 2006

Всего: 8 сообщений

And more bugs.........
The Hub, Old Town, Thieves Circle:
Tycho can walk through walls.

There are times, in encounters, that one people is put over an other.

-----
Sebi C

Отправлено: 21:11 - 3 Сент., 2006 | EDITED: Cosma Sebastian - 1:19 - 14 Sep., 2006
Cosma Sebastian
Member

Откуда: Brasov
Регистрация: Авг. 2006

Всего: 8 сообщений

And more......
Very strange..........
Vault13 Command Center
After i give the water chip to the Overseer he move me in the room where i download my pipboy info, then a second after i get a crash to desktop.
I came to the conclusion that this is related to the mercs.
I have in my party the folowing: Ian, Tycho and Dogmeat. Both Ian and Tycho are wearing metal armors.
So i decide to leave them at the entrance.
I didn't experience that crash again.

BONEYARD, UNDERGROUND:
Ian always end up behind the stairs. When you first enter the map you not even see him. If i move, then he appears from behind the stairs. One time he was blocked there.

Also, if possible, put more quests in PipBoy Status.

-----
Sebi C

Отправлено: 0:21 - 14 Сент., 2006 | EDITED: Cosma Sebastian - 1:23 - 14 Sep., 2006
Wasteland Ghost
Маленькое Злое Привидение

Откуда: Россия, Самара
Регистрация: Дек. 2002

Всего: 2251 сообщение

Цитата:
Also, if possible, put more quests in PipBoy Status.

Alas, it is not possible . Quests are hardcoded in falloutw.exe.

Отправлено: 13:58 - 14 Сент., 2006
Cosma Sebastian
Member

Откуда: Brasov
Регистрация: Авг. 2006

Всего: 8 сообщений

BONEYARD, ADYTUM, Smithy:
It seems like when i give him a Plasma Rifle to modify it, after he put the modified weapon in my inventory he also put my armor in inventory(undress me) and my gun from the item slots.


-----
Sebi C

Отправлено: 18:14 - 14 Сент., 2006
Wasteland Ghost
Маленькое Злое Привидение

Откуда: Россия, Самара
Регистрация: Дек. 2002

Всего: 2251 сообщение

It is not bug. Quite the contrary . If he wouldn't a big bad bug may appear. He needs to remove your weapon (which you may wear) and in Fallout1 this can be done only by removing all items dude wearing.

Отправлено: 9:09 - 15 Сент., 2006
forddieselguy
Member

Откуда: OUT OF THE WASTEL ...
Регистрация: Июнь 2006

Всего: 7 сообщений

Have these bugs been fixed? I downloaded the files last night but have yet to play. I also downloaded the npc level up mod. Does this slow down the world map like the other one that was made? I forget who did it, but it does not seem to be available anymore anyhow. I look forward to taking on the mutants with a full party in full armor. Also is it possible to get more than one suit of power armor, it's been so long since I've played I can't remember.

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It's all fun and games until somebody loses an eye, then it's a sport.

Отправлено: 2:48 - 5 Окт., 2006
 

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