top of page

Student Group

Vieša·12 narių

Fallout 2 Memory Could Not Be Read



After the other tips on this forum I got Fallout 2 to start up. However (and I'm in the very beginning of the game), when I try to pick something up I get the error of "The instruction at 0049c3de referenced memory at 000000c0 This memory could not be read from Click on OK to terminate the application"




Fallout 2 Memory Could Not Be Read



This is one of the reasons this particular error causes so much grief. It could be hardware, software or the phase of the moon. The good news is that, with a bit of deduction and logic, tracking down the gremlin responsible for your memory error woes is possible.


Just to clarify, the f2_res_Config.exe needs to be run from the game folder where the fallout2.exe resides. This is a bit of a long shot(I'm not very experienced with Wine and never used a Mac) but could this be a case sensitivity issue? The f2_res_Config.exe is looking for a file named "fallout2.exe", I think the one included in the RP is in capitals "FALLOUT2.EXE". You could try renaming this to the lower case alternative. --Mash'


The most common way to fix the memory could not be read error is to optimize the virtual memory. Virtual memory is also known as the pagefile.sys file where Windows keeps track of how your computer juggles a lot of demands for memory. By allocating virtual memory, it can help fix the error.


Some users reported that the instruction at referenced memory error could be caused by any malware infections on your PC. To exclude this reason, you can try performing a scan for any malware by using an antivirus program or Windows Defender.


So I really discovered games through those means. I always had a background in reading a lot of fiction: comics, Heavy Metal magazine. Playing Dungeons & Dragons was a big part of high school for me. But the thing that I think led me to create games, which I think most people would give the same answer to, was, I looked at what was out there and thought, You know, I could do better. That's what sent me down my course.


One of the programmers they'd hired was a friend of mine who was three years older and had already graduated high school. He gave them my name. I just came in for an afternoon, and this was before I had a driver's license. I think my mother had to drive me out there. In a two-hour session I coded up a basic framework for the art tool they needed. You used a joystick that you plugged into the front of the Atari 800. They had an artist come in, and he said, "Yeah, I can use this, but there are a whole bunch of other features I need." I said, "Well, I can't do that right now." They asked me if I could start working after school. I did that two or three days a week. I'd do that two or three days a week, and then I'd drive there. I'd drive along the Beltway, which was crazy. My junior and senior year, two or three days a week, I'd drive out there after school.


Tim was very inclusive. I had a huge GURPS collection, and I had a fairly good memory at the time. I don't now, but I could recall certain things from all the GURPS books that I owned. So, I would go [to meetings], and they would say, "We want to make two-headed cows. What are the rules for two-headed cows?" I'd remember there were rules in some book, so I'd say them. I was just kind of making myself helpful.


I'm terrible at optimization. I wrote the optimization system and the file-managing system. We wrote all of our file-managing [systems] so that we could eventually stick all files in one gigantic file and still read them out. Chris optimized all of that. The lighting system on Fallout was so bad that he had to change how everything worked in it, just so we could get a decent frame rate.


The other thing was, he rewrote the entire memory system so that at any particular time in the game, we could do a garbage collection that wouldn't slow down the game, but we could recover a lot of memory. That was good because there just wasn't a lot of memory to use. When the game started up, it would set aside of block as our data cache, and it would get fragmented and filled with stuff we didn't need. He wrote a really good garbage collector to clean it up without losing data we marked as important.


It felt off. There were two characters: one guarded the gate, and another who was inside. They already had [voiceover], which meant we couldn't really change anything. We could re-order the VO; we could even cut some of the wav files to make some sentences a little different, but otherwise our hands were tied.


We didn't have a whole lot of memory or cycles, so we originally wrote a very minimal AI. In fact, I have to laugh these days when people complain about the AI in Fallout 1. They're always complaining about companion AI. We didn't even intend for companions to be in the game. The entire game was created and designed with no companions. And then one of the scripters wanted to have a dog that could follow you around.


We did have a process where we'd have a spreadsheet to track different quests and the ways they could be solved. We wanted to be sure we had three basic archetypes: speech boy, stealth boy, and combat boy. We wanted to make sure that a player could get through two out of every three quests using those rough archetypes. So it was like, "Hey, in this area, is there enough stuff for a stealth-boy player?" or "Can a speech boy make his way through this area without having to resort to combat?"


3. The PS2 shell should now be ready to remove. ONLY the UPPER side (with the PS2 logo) needs to be removed to clean the lens - Leave the BOTTOM side on. But, be very careful when taking the upper shell off, or you could damage the PS2. To take the shell off, you first should place the PS2 horizontally, with the PS2 logo facing up. Next, you need to move the side of the shell out a little, sideways, so that the Eject/Reset buttons are not blocking the shell, and it can be lifted off. Just play around with it a little and you should get it. Then, lift it at an angle, like opening the cover of a book. Take the bottom (Vertically speaking) of the shell, with the PS2 logo on it, and lift it an angle. You should notice a small wire around the area where the Reset/Eject buttons are. The wire should be taped to the top of the Lens cover. Remove the tape, and then carefully lift the cover so that it is laying flat, and the PS2 is open like a book, connected at the middle by the wire. The Lens is now almost accessible.


  • Instead just head inside and face your first challenge. Equip your spear and attack all the creatures inside. Visit all the side rooms to pick up any loot. Also pick up the Scorpion Tails. The first door is unlocked. In the next hallway you'll get several messages saying "You see a raised plate." This means you see a trap. You can 1) disarm them all for 25 XP each, 2) run through them and take the damage, or 3) hug the right wall and avoid them altogether. You'll need to use your Lockpick Skill on the second door.On the third screen is a seemingly impassible door. If you don't already have some Plastic Explosives, backtrack to the large pit and loot a pot on the northeast side. To arm explosives, Use them in your inventory to set the timer, position your character close to the door, drop the explosives from your inventory, then run away and wait for the boom. If the Radscorpions poison you, there is some Antidote in a chest in the northeast room.In the next room is Cameron. There are three ways to get past him: Talk your way past him with a high Speech and IN

  • Steal his keys and use them to open the door behind him

  • Fight him unarmed and with no inventory, to your death or his surrender (after the fight, return to the previous room and get your stuff out of the chest)

  • When you exit to the next area, you get a nice FMV. Congratulations: instead of a stinky tribal in tribal clothes, you are now a stinky tribal in ancient Vault clothing.You and your fancy-dressed self will have just exited a cave on the north side of the village. Immediately south is a garden with some overgrown venus-fly-traps in it. Give them a wide berth and go in the tent to the south. Talk to the Elder to get some stuff and advice from her. Taking stuff from her tent will lower your Karma.In the tent just to the north is Hakunin, and he has a weed problem (in both senses of the phrase). Taking stuff from his tent will also lower your Karma. Agree to help Hakunin, then go a few paces north and kill the plants that attack you. Pick up their spikes when you're done, and return to Hakunin for your reward. He can also cure any poison and heal you to full HP for free.Now for some early skill-ups. Feargus is standing next to the well, and doesn't know how to fix it. You do, by using your Repair Skill. Lucas is by the big head and can increase your Unarmed skill, if it's not high already. To the northeast of the head, standing inside of a tent, is Jordan, who can increase your Melee Weapons skill. Cameron is now at the north end of the area and can increase both those skills further.East of Hakunin's garden is Nagor, and his dog is missing. Agree to find Smoke, then exit the area to the west. Kill all the Geckos, gather all the Broc Flowers and Xander Roots you can find, and avoid the green goo. Smoke the dog is in the northwest corner. He'll start to follow you when you get close. When he does, return to Nagor, and Smoke will rejoin him. Talk to Nagor for your reward.Exit the main village to the south. Next to the bridge is Mynoc. If your Speech is high enough, ask him if he has any advice for you, and he'll tell you about Kaga. This will start a series of random encounters for you. Be sure to do this first, as any other dialog choice will cause this option to disappear. If your PE is at least 6, you'll notice his spear is sharper than normal. He'll want some Flint to sharpen yours, and says your Aunt Marlis has some. Return to the previous screen, and you'll find your aunt in a tent to the southwest. If you take any of the stuff in her tent, your Karma will decrease. You can get the Flint four different ways: Barter for it with 3 Healing Powders or one Scorpion Tail.

  • Ask nicely if your Speech skill is high enough

  • Steal it (bad Karma)

  • Get caught Stealing it twice and she'll give it to you (bad Karma)

  • Any way you wind up with it, give it to Mynoc and he'll sharpen one of your Spears.Cross the bridge and exit to the World Map. Go to Klamath.Klamath / Toxic CavesTo get a feel for what's going on in town, you can read the bulletin board or pay the town greeter. Immediately north of the exit grid is an outhouse. North of that is a shack with sign that reads "Vic's." Loot it and keep Vic's Radio (i.e. don't barter it away). Start collecting Beer and Booze (you'll need 10 of each later).The building to the north of the bulletin board is Buckner House. Talk to Maida "Ma" Buckner about what's going on in town until she mentions someone is rustling brahmin. Go to the north part of the map and examine the brahmin.Just outside Buckner House is Torr, who needs you to kill the Scorpions attacking his Brahmin. Have him take you there immediately. The Scorpions are to the southeast. Kill them, and talk to Torr for his thanks. Then go in the shack and loot the Radscorpion Limbs as evidence. Return to town, confront the Dunton Brothers by talking to them and getting them to confess, if your Speech is high enough. Lying to them and intimidating them actually gains you karma.If your goal is to get 10 Cat's Paw Magazines eventually, you'll have to kill the Dunton Brothers. If you just start fighting them, the whole town will join in against you. To avoid this, lock the door before entering combat. Loot their corpses for one magazine, then loot their house for the other. Killing them increases your Karma.Talk to Maida and Ardin Buckner for their rewards, some XP, and a Karma gain.In the Bath House north of the Buckner House, you can gain the "gigolo" status. You can also take a bath, but all the other characters in the game will still comment on your tribal "scent." Talk to Jenny, who will tell you that Vic is in The Den.Jon Sullivan in the Golden Gecko can raise your Unarmed skill and give you some XP for your time. Sajag the Barman is a shopkeeper. Exit northwest and you'll find a crashed vertibird with a crazed robot that attacks you. It's a tough fight, but you can kill it. Looting the corpse in this area yields a Yellow Reactor Keycard, which you may want to sell. Go back to downtown. If you have any kind of meat, talk to the dog running around the garden, and feed it for a key to Trapper Town.Exit southwest to Trapper Town. Talk to the townsfolk, explore and loot the buildings. When you get to Slim Picket, ask him for the key if you didn't get it from the dog, and use it on the locked door next to him (or you can Lockpick it). Continue north, looting as you go. There are some Rubber Boots in the part of the building with the "Guns" sign on it. You may want these later. Exit down the manhole in the northernmost building. Kill all the rats here, then take the manhole in the eastern part of the cave. On this second screen, continue looting and killing, and exit to the northeast. Be careful to avoid the Rat God for now.Exit to the third caves area. You'll come to a locked door. Save. If you can't Lockpick the door, try again until you jam it, then reload and try again. You can loot the shelf nearby and use the Dynamite on the door, but you might want to save it for later. Go up the ladder and on the next screen loot the car for your Fuel Cell Regulator. Return the way you came, and this time kill the Rat King.You can kill the Keeng Rat outright, or you can be more sneaky. Place a Dynamite (if you didn't use it on the door) on the ground just southwest around the corner from him, and the cave will collapse on him, yielding more XP than personally killing him. Just be sure to explore the cave thoroughly and loot everything you want first, because some areas will become inaccessible. It can also work to engage in combat, set the timer, and run away, luring him into the blast zone. Go back through the caves into Trapper Town. When you stop back to tell Slim Picket you took care of the Rat problem, he just gives you some floating text. Head back to Downtown Klamath.Talk to Ardin Buckner again. She'll ask you to find her hubby Smiley, and give you directions to the Toxic Caves. Talk to her daughter, barter with her, and ask about Sulik. Trade away your loot for better stuff, keep any Rubber Boots, (and the Radio, and the Cat's Paw Magazines) and exit to the World Map. Go to the Toxic Caves.Before you put on the boots to protect yourself from the radioactive green goo, take several steps (and some HP loss) until you get the message "Your feet burn and itch for a while, but then they feel better." (there's also a shorter message that just mentions your feet. Wait for the longer one where they feel better.) The results of this are seen in one month, and again at the end of the game. There is some Rad-X and Rad-Away in the lockers, so if you get irradiated, you can use that. In a locker to the south are some more Rubber Boots if you feel you need more, or if you don't want to use up your anti-radiation meds this early in the game. Kill some Geckos and go down the ladder at the end. Go east, killing more Geckos, and meet up with Smiley. Head back to Klamath.(You can't get in the locked electric door at this point in the game, so don't even try. Later, when you have Vic in your party and/or your Repair skill is high, come back and fix the generator. Take the elevator down, kill the robot, and loot the small area for some high-level weaponry.)Smiley will now teach you how to skin Geckos. Talk to Mrs. Buckner for your monetary reward, and you can get Sulik for free.Now talk to Whiskey Bob, who wants you to refill his still. Exit to the south. Kill the Geckos and loot their skin. In the southwest corner of this area is a shack. Inside the shack is some Firewood. Pick it up and use it on the still. Be sure all the Geckos are dead, then return to Whiskey Bob. Sell your Gecko skins for cash or other supplies. Next stop, The Den.The DenWatch out for the children in this area, as they'll steal from you as you walk past. Your best bet is to walk right next to them, wait a second, then try to Steal back your items. If they run off before you can get to them, your stolen item will eventually end up at a local shopkeeper. I recommend against killing them, as the Child Killer Perk is not something you want. Another encounter to watch out for it Petey. You can give him $5 to raise your Karma by 1 point, but it only works once. You won't lose Karma if you refuse, but how stingy are you?Tubby's store is southwest of the entrance. Flick the drug dealer hangs out in the southeast corner building, and has some other stuff to sell, too. Becky's Place is east of the entrance. Leanne by the bar will tell you a story if you buy her a drink, and you'll get some XP. You can gamble here and make more money than you'll need in the game. Buy a drink from Becky. If you're female, named "Buffy," and wearing any kind of leather armor, Becky will give you some cool stuff. Regardless, ask about a job, and she'll want you to get money from Fred. He's one of the generically labeled "Citizen of the Den." He's normally found down near or in Flick's place, but he wanders around quite a bit. I found him right there in Becky's once. You can pay his debt for him or squeeze it out of him. Return to Becky and she'll thank you with another quest, to get her book back from Derek. Go to the east part of town and talk to Derek, just south of Mom's, who tells you he lost the book. You'll find it in one of four random locations: In the graveyard, just east of the church.

  • In the outhouse north of the Hole.

  • Behind a wall just southwest of the car behind Metzger's.

  • Beside a barrel south of the graveyard.

Return to Becky for your reward. In the building south of Tubby's is Lara's gang. Talk to her and agree to find out what's in the church. Go to the east part of town and talk your way past Tyler. Once inside, examine the crates. Return to Lara and she'll want permission for a gang war from Metzger. Just north of Mom's is Metzger's place, and he'll give permission easily. Return to Lara and agree to find a weakness in Tyler's gang. Talk to Tyler to find out his gang is going out to drink. Tell Lara the good news, and agree to help in the fight. Only part of the gang will be at the church. After that battle, Lara will ask you to go with her to finish the job on the Residential map. You can rest and heal up first, but there's no way out now. After the second battle, return to Lara back at the church for your reward.Just north of the graveyard is The Hole. Frankie is a pimp, if you go for that sort of thing, but he also has a quest for you. First buy a drink from him, and ask why his drinks cost more than Becky's. He'll want you to find out. Go to Becky's, and hang out for a couple of minutes until the guard walks off to talk to a croupier. Sneak and Lockpick the door and go downstairs. Examine the still, then return to Frankie. He'll offer $500 to destroy it, but you'll lose Karma. If you tell him to buy his drinks from Becky, you'll gain Karma.In the southeast corner is Mom's restaurant. Ask Karl about Modoc, then buy him a drink. Stacey has a lot o


{skaičius, daugiskaita, kiti {Nariai}}

  • Suri My
    Suri My
  • Hemant Kolhe
    Hemant Kolhe
  • Shawn Parker
  • Janna Lopez
    Janna Lopez
  • Akash Tyagi
    Akash Tyagi
bottom of page