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=============== FINAL PATCH ================ FALLOUT 2: A Post-Nuclear Role-Playing Game Readme File 1.

3 - 11 December 1998 Patch Version 1.02d =============== FINAL PATCH ================

TABLE OF CONTENTS 1.0 2.0 3.0 4.0 5.0 Patch Installation Manual Errata Troubleshooting & Technical SUpport Product License

----------(1.0) Patch ----------The patch will invalidate saved games from version 1.0. To transfer your character from 1.0 to the final patch version use the save game character transfer utility found on the Fallout 2 Web Page in the Files section. www.Interplay.com/Fallout2 If you have saved game from a previous patch, the Final patch IS compatible with those saved games. The Beta patch was just that, a Beta, so if you were having problems with your saved games with the Beta patch, we recommend that you completely start over. Be sure to check (1.4) README CHANGES for a list of modified sections of this readme from version 1.0 to 1.3. (1.1) PATCH INSTALLATION -----------------------This is the Patch for the 1.0 *US* Version only. The US version is also sold in many other countries: Germany, Australia, France, etc. If it's the English version from the US, as opposed to the UK or foreign language version, then this is the proper patch for it. The patch is self extracting. Simply copy it to your system and run the patch.exe from any directory. It will ask you for the path that you originally installed Fallout 2 to unzip the patch files to. The path when installing the patch will default to the original Fallout 2 installation default directory. If you installed in somewhere else, change the directory to the appropriate path. After the F2patch.exe uncompresses, there is nothing else that needs to be done. Do not delete the patch000.dat or any other file that it created.

If you get a "Can not find/load text fonts" error message, then you it could be one of three things: 1. Your Fallout2.cfg file has been modified and is no longer referencing the Master.dat and the Critter.dat as being in the correct place. These two files should be in the main folder where you installed Fallout 2. Change the path in the Fallout2.cfg to reflect the proper path for these files. 2. You need to have the CD in CD Rom drive. Even if you have a huge install, try inserting the CD. 3. Your Fallout2.exe or Readme.txt might have become read only. Right click on each of them and select properties. Check the attributes section to be sure that Read Only does NOT have a check mark next to it. (1.3) PATCH FIXES ----------------This is NOT a complete list. It's a list of the more important or more commonly asked about bugs. -Boxing in New Reno will no longer lock up the computer. -The Dice Game will give you winnings. -The Lloyd quest in New Reno will not lock the computer. -Talking to Tandi about the Vault 15 quest will not lock the computer. -Loading and Saving of Save Games have been sped up, for other ways to improve load times check the trouble shooting section of the readme.txt. -Party members will not turn hostile (under most circumstances) any longer, so you will be able to talk to them all the time. -Ghouls in Gecko will not randomly shoot at you. -Harold will give you the right information when you are trying to optimize the power plant. -Shopkeepers will get money more often - this is more of a tweak then a bug fix. -Endless stopwatch in combat should be fixed. -The car and the trunk will no longer become separated. -Francis has been fixed. -Hakunin movies will not appear after the GECK has been returned. -Dragon and LoPan challenges should no longer cause Endless Stop Watch. -Goris will no longer join if you are over your Party Member limit.

-Slave Overseer in NCR will no longer lock the computer up. -PIP boy will no longer crash when you get too many Maps in your Automap. -Here and Now perk will work correctly. -NPC's max carry weight. -NPC's runaway settings. -The .44 does the proper amount of damage. -NPC's who have to many dialog responses have been fixed. -Radiation warning pops up sooner = 66 rads. -Barter has been slightly modified. -The bug with the Geck and the elder has been fixed. -The problem where game wouldn't run properly on some NT/NTFS/large hard-drive setups has been fixed. -Smitty will properly sell the car. NEW FIXES TO THE 1.02d PATCH: Again this is NOT a complete list, but a list of the more commonly asked about problems. -Fixed T-Ray not taking money for getting car back -Fixed Stuart Little boxing so that he only gives you one chance to repeat. -Also, he wasn't setting the names properly for the STUPID character, this should be fixed. -All boxing problems have been addressed. Critical failures count as a knockdown, this is not going to be changed. -Fixed Valerie where to go when done upgrading weapons. -Fixed Slim Picket not taking/checking for money for the Outdoorsman Skill upgrade. Also, there should be no way to get him to give you the upgrade more than once, code put in as a safety. -When Vegeir was sending you home with Jonny, he was trying to send the car with you too. I found out this is bad and the car isn't set up to do so. He no longer touches your car in this situation. -Car should be compatible with patch, it also will fix some of the car problems that might occur if the car doesn't show up in correct spots. -In related news, the trunk should be working better in conjunction with the car as the code is all new since we shipped and now knows where the car is at all times. -One of the Engine bugs we fixed will fix the problem of the trunk showing up without the car, since the trunk script was becoming "junked"(to speak technically).

-The car leaves with you when you leave random encounter maps, but only if the car is on that map and it has fuel. Before, if you used the out of gas car, it -would keep following you around, this is fixed. -Slavers die and now STAY DEAD when killed by the slaves you are hunting! Amazing, bastards just didn't want to go down easily. -Get Car part quest should be clearing now. -Fixed the leaving maps with party member crash. This could potentially fix lots and lots of thing out there since it was killing memory at this point(this is what helps fix the cars). -Miria should no longer follow after she is dead. -Fixed party members going up levels with Power Armor bug. -Fixed Tyler door bug where he would sometimes give you permission to use the door, but would attack you if you tried to use the door. -Fixed Joey not taking money for Jet. -Fixed problem with when the player comes out the back entrance of the raiders(secret entrance) and the car not being there. -Fixed Saving game on "Holy Knights" encounter do that you can finish the whole thing even after saving. -No longer pre-maturely ends "Murder" quest when you tell Mr. Wright that his son was poisoned. -Fixed inability to use the dresser in New Reno map 2 where Mrs. Bishop is. -Cody gives you exp now when he leads you to the chop shop. -Mason will let you use the door if he tells you it's O.K. -Myron now takes all the stuff to make drugs even if it's in his inventory. So if you tell him you want to make 3 radscorpion antidotes and switch the tails to his inventory, he'll delete them from his inventory as well. -There no longer is any way to get $2000 from Dr. Troy for selling him jet. -Fixed "offcier" spelling to "officer" with Randal. -Fixed it so you can't get stuck on level 4 by entering from the world map before the player extracts the organ. This fix is simply due to the fact that you should only be able to enter Sierra Army Depot from the ground floor from the town map. -You now get xp for giving the non-working brainbot a brain. -Buster now replenishes his supplies more often. -Cannot enter any map but the entrance map from the town map. -Player can complete the spleen seed even if he is a Hubologist. -Talking Bette out of fighting should set the "Stop-the-bar-brawl" quest to

complete. -Fixed bug with saving during lopan/dragon fights. -Made it so there is only the Battle Field area to enter the Sierra Army Depot -Changed it so that Melchior only lets 4 of his pets out at once. This should reduce pathing problems with multi-hex critters. -You now get 1000 experience for getting Brian more power for his AC. -Fixed error with using the bulletin board during combat. -Fixed kids not being able to be pushed when they're not on their home tile. -Fixed bulletin board error like that in the Den. -Fixed problem with car not showing up first time with high outdoorsman. -Fixed endless loop for not having power armor with door guard. -Fixed bug regarding re-entrance to vault 15 squat area. -Fixed problem with sometimes ending a fight and becoming stuck inside the ring. -Fixed bug causing some Melchior crashes related to fire geckos not being able to hit their target. -Fixed craps dealer bug allowing setting odds bet to 0 dollars in order to take odds money back. -Fixed problem with party members dying on map exits, causing Miria or any party member dying in the toilet explosion and then following you around the game forever. (1.3) NOT BUGS -------------Here's a list of things that have been mistaken as bugs. -If you have stuff disappearing out of your Inventory and the last time you had it was in the Den - then the kids in the Den probably stole it. They then go sell it to one of the shopkeepers. -One of the kids in the Den does have a Frag Grenade. -You need to get a Special Perk to be able to Skin Geckos, you can not just do it. You'll find the quest in the first few areas of the game. -Jet is currently a permanent addiction that you can get rid of by solving a certain quest. -The way ammo weight is determined is a little weird, so it will look like (in certain circumstances) that when you load your weapon you will gain weight. It should only be about 1kg, and the error does not accumulate. -To refuel the car you need to use a Small Energy Cell or Micro

Fusion Pack from your inventory (not your hands) on the car. See the Manual Errata section (3.6) below for details. -Extremely long range weapons are supposed to have negative numbers if you are close to your target. The negative will increase the closer you get. This negative number is just a representation of how far below zero you are to hitting your target. -Here and now: This perk is supposed to be available at level 3. See section (3.3) of the readme.txt. (1.4) README CHANGES -------------------The following sections of the readme.txt have been modified since 1.0. 1.1 1.2 1.3 3.1 3.3 PATCH INSTALLTION New section. PATCH FIXES New section. NOT BUGS New section. SKILL PROGRESSION CHART Tag skills clarified. PERKS Here and now clarified. Hand-to-hand Evade (HtH Evade) clarified.

3.10 PUSH COMMAND New section. 3.11 HP FORMULA New section 4.5 4.6 5.1 GENERAL SLOWNESS UNDER Win95/Win98 Modified. Crash or lock up problems. New section. INTERPLAY U.S. CUSTOMER SUPPORT INFORMATION New phone numbers and other information.

-----------------(2.0) INSTALLATION -----------------The manual contains all the installation instructions necessary to get you up and running. For installation instructions for the patch see the first section. The Fallout 2 website will contain the latest patches and fixes. We recommend that you check there before installing the game for the absolute latest updates. http://www.interplay.com/fallout2

(2.1) SYSTEM REQUIREMENTS ------------------------Required Windows(R) 95/98 CD-ROM Pentium(TM) 90 or faster 16 MB RAM 30 MB available hard drive space Direct X - certified SVGA card Direct X - certified sound card 4X or faster CD-ROM drive Windows(R) 95/98/NT 4.0 SP3 Only 100% Microsoft-compatible mouse Recommended Pentium(TM) 120 or faster 32 MB RAM 150 MB hard disk space DOES NOT WORK IN DOS The various installation levels will install larger versions of the game to your hard drive: * * * * Small Medium Large Humongous (2 megs: executable, config and support files) (87 megs: adds music) (276 megs: adds creature graphics and animations) (681 megs: installs everything!)

It is recommended that you use the largest possible installation option for your hard drive. The more room Fallout 2 has on your hard drive, the faster the game will play. In addition, when you run Fallout 2, you will need around 20 megs of free hard drive space for files that are created when playing and for save games. Save games take up more space the longer you have been playing. Each save game slot starts around 80K in size, and will get larger the more areas you have explored.

------------------(3.0) MANUAL ERRATA ------------------After the manual went to print, we found the following errors or made the following changes to Fallout 2 (See 3.7 for a note about the end game): (3.1) SKILL PROGRESSION CHART --------------------------Each skill can be increased using skill points. Skill points are acquired after each level advancement. The number of skill points you acquire per level is determined by your Intelligence. See the manual for details. Each Each Each Each Each skill skill skill skill skill increment increment increment increment increment from from from from from 1-100 costs 1 101-125 costs 126-150 costs 151-175 costs 176-200 costs skill point. 2 skill point. 3 skill point. 4 skill point. 5 skill point.

Each skill increment above 200 costs 6 skill point. Note: Max skill is 300, instead of 200. Tagged skills still cost the above amount of skill points but instead of increasing 1 level, the tagged skill will increase by 2. (3.2) PREFERENCES --------------------------COMBAT LOOKS: With this preference on, the combat cursor will perform the 'examine' look when a critter is targeted. This will give you a detailed description as well as its current level of health. The examination will be displayed in the text box in the bottom left corner of the game screen. This preference defaults to "off." (3.3) PERKS --------------------------The following changes have been made to the Perks: Here and Now: Available at level 3. Hand To Hand: Jab Jab was +5 Melee Damage, +5% Critical, Armor Piercing, Costing 6 Action Points. Jab is now +3 Melee Damage, +10% Critical, Not Armor Piercing, Costing 3 Action Points. Demolition Expert: Traps requirement changed from 90 to 75. Weapon Handling: Maximum Strength requirement of 6 was added. A character with a strength greater than 6 would not benefit from this perk so it is no longer available to those with a strength above 6. Hand-to-hand Evade (HtH Evade): If both item slots are empty, each unused action point gives you a +2 instead of +1 towards your armor class at the end of your turn, plus 1/12 of your unarmed skill. Note: You can still have items or hand-to-hand weapons in your hands, just not other weapons. Hand-to-hand weapons being: Spiked Knuckles, Brass Knuckles, Power Fist, etc. This Perk gives you (2 * Free AP's) + (Unarmed Skill / 12) = Bonus to your armor class. Perks increasing skills: Perks that increase one or more of your skills no longer apply "skill points" towards the skill(s), instead the increase that skill by a certain percentage. As skills get higher, the cost more "skill points" to increase that skill. You skill will increase by a percentage instead of applying the points towards the skill (which could vary how much it increased the skill by depending no what skill level you have it at.) Gambler: Was +40 SP to Gambling; Now +20% to Gambling. Harmless: Was +40 SP to Steal; Now +20% to Steal. Living Anatomy: Was +20 SP to Doctor; Now +10% to Doctor.

Master Thief: Was +20 SP to Lockpick and Steal; Now +15% to Lockpick and Steal. Medic: Was +20 SP to First Aid and Doctor; Now +10% to First Aid and Doctor. Mr. Fixit: Was +20 SP to Repair and Science; Now +10% to Repair and Science. Negotiator: Was +20 SP to Speech and Barter; Now +10% to Speech and Barter. Ranger: Was +20 SP to Outdoorsman; Now +15% to Outdoorsman. Salesman: Was +40 SP to Barter; Now +20% to Barter. Speaker: Was +40 SP to Speech; Now +20% to Speech. Survivalist: Was +40 SP to Outdoorsman; Now +25% to Outdoorsman. Thief: Was +10 SP to Sneak, Lockpick, Steal and Traps; Now +10% to Sneak, Lockpick, Steal and Traps. Note: SP = Skill Points. The skill increase is not the only bonus to Living Anatomy & Ranger. General note on perks: Cautious Nature, Explorer, Ranger, Scout, and Sharpshooter will still give you a bonus even if your statistic is at 10. (3.4) TRAPS --------------------------You can not use explosives to trap doors, etc. You can destroy most doors by placing explosives in front of the door, but they can not be rigged with explosives. (3.5) REST UNTIL *PARTY* HEALED ------------------------------On Page 58 of "The Clock and Calendar" section of the PIPBOY2000, you also have the option to rest until your entire party is healed. If a party member is injured, this will be displayed at the very bottom. (3.6) The Car ------------The car in the game runs on Micro Fusion Cells, which is also a type of ammunition for energy weapons. To refuel the car, use the action icon "Use Inventory Item On" on the front end of the car (see Page 38 of the manual for detailed instructions.) This will open your inventory. Use the Micro Fusion Cells to refuel the car. Two Cells will completely refuel the car. If the car runs out of fuel in the world map, it's location will be marked so you can return to it later if you do not have any more fuel. If you have Micro Fusion Cells, enter the map and follow the instructions above. The car also has a trunk. It works just like normal containers. left click on the trunk of the car to open. (3.7) END GAME NOTE ------------------When you finish the game (after the end game movie, the end game slide show and the credits) you will be returned to the game

automatically. This will allow you to continue playing. Be warned that the game is over, and some areas in the game do not take this into account. We would rather let those who wish to continue playing have this ability, rather then forcing the game to end for everyone. (3.8) REFERENCE TABLES ---------------------The reference tables on the inside of the cover are not to be taken seriously. (3.9) ONLINE MANUAL ------------------There is an online manual on the Fallout 2 CD-ROM. The online manual is an Adobe Acrobat 3.0 file. You must have a reader installed to view the manual. We have included a Win95 version of the reader. Installing the Reader - Win95 To install the Win95 version of the Adobe Acrobat reader, open the Fallout 2 CD-ROM. Open the Manual directory. Open the Adobe directory. Double-click on AR32E30.EXE file. To View the Manual - Win95 Open the CD. Open the Manual directory. Double-click on the MANUAL.PDF icon. (3.10) PUSH COMMAND ------------------You target the NPC you want to push, not your character. This will option will only appear if that NPC can be pushed and only that NPC will moved. (3.11) HIT POINT FORMULA -----------------------The Hit Point Formula referenced in the Fallout 2 manual should be: 2+(1/2 Endurance)

----------------------------------------(4.0) TROUBLESHOOTING & TECHNICAL SUPPORT ----------------------------------------For the support for all your games bought through GOG.com, please visit our Supp ort page at http://www.gog.com/support. If you're logged in, go directly to "Support" page, where you can see a list of all your Good Old Games, otherwise you can find the game you're looking for thro ugh the smart search. Choose the game that you have problem with, and see whethe r the solution isn't already posted. If not, go to the "Contact us" page, select "Technical issues with games" and hit "Continue" to send us a message describin g your problem. Fill all the required fields with proper data - please enter as much details as you can, this will help us solve your problem faster. All your m essages and our replies will appear on your "My Account" page. --------------------(5.0) PRODUCT LICENSE --------------------This copy of FALLOUT 2 (the Software) is intended solely for your personal noncommercial home entertainment use. You may not decompile, reverse engineer, or disassemble the Software, except as permitted by law. Interplay Productions retain[s] all right, title and interest in

the Software including all intellectual property rights embodied therein and derivatives thereof. The Software, including, without limitation, all code, data structures, characters, images, sounds, text, screens, game play, derivative works and all other elements of the Software may not be copied, resold, rented, leased, distributed (electronically or otherwise), used on pay-per-play, coin-op or other for-charge basis, or for any commercial purpose. Any permissions granted herein are provided on a temporary basis and can be withdrawn by Interplay Productions at any time. All rights not expressly granted are reserved. By acquiring and retaining this Software, you assent to the terms and restrictions of this limited license. If you do not accept the terms of this limited license, you must return the Software together with all packaging, manuals, and other material contained therein to the store where you acquired the Software for a full refund. Copyright 1998 Interplay Productions. All rights reserved. Fallout 2 is a trademark of Interplay Productions. Win95, Windows 95, Windows NT, DirectX are copyrights of Microsoft Corporation.

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