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Discussion in 'Fallout General Modding' started by MIB88, Dec 6, 2007.
Just ignore the guards and open the door yourself.
Already reported. See the bug list.
regarding the party member level up bug,my current save game has cassidy at level 1 and he wont level up now,i always pack my mods into the master.dat and i checked that no critter files have read only in data\protocritters,none of them have read only,has to be something else causing it
like the megamod, until it crashes
Hi, I was wondering if there was any word on when a version of the megamod with less bugs is coming... I like all the extras, but encounter too many game killing bugs for my liking... spending most of my time saving so I do not lose an hours worth of gameplay.
thanks in advance
Have no idea, really. Like Killap, I stopped posting estimates (a while ago). Thanks to Nirran, I will actually have a little content from the RP installed in the next release. And I'm still working on bugs (check the wiki bug list if you are interested in the progress on those). Keep in mind, the next release will have bugs too, though. There are some things I just can't fix. And if I fixed everything, even the small issues before making a release, you wouldn't see it until 2012 or something.
@Nirran: I have no explanation for Cassidy not leveling correctly. I don't think any of his proto files are changed anyway. So, the only reason I can think of for him not leveling up is that the original proto file is in the game folder. I have no other explanations... sorry.
not a big deal,thought id try to help the battle of the non leveling thingy
Darek and I were just discussing this issue regarding new party NPCs. He is testing some things out. However, I have no possible explanations for existng party members, other than the one I already mentioned.
donno why,but all the variables for skeeter reset,mod i wrote uses several map_var's for him,is this a known bug?or just a strange isolated thing?anyway thought id ask
edit : nevermind,i think it is because i had f2se open with the saved game(and saved in game with it open),happened in lots of cities,ack
I read in readme file:
* To easily test whether or not the patch is working, I've placed a rock to the left of the
Temple of Trials' entrance.
and in other file:
Q: How do I know if this patch is installed correctly?
A: Before this wasn't an easy question to answer. As of the June 2007 release, I added a small rock at the beginning of the game. This rock is found just outside the Temple of Trials behind Klint. Looking at the rock should display some text and give the version of the patch you are running. If you don't see this rock then you missed something and should look over the installation instructions again.
But I didnt see this stone. Any hints?
This was only for Killap's patch. I didn't add the rock, though. If you want to ensure the mod is working right, enter the temple. If you see a bolt (new item) on the ground, then the mod is working. However, it will be really obvious that the mod is installed, because of different things in the Temple.
I fixed the above link to the bug list.
MIB88 - Suggestions from a fellow modder (not F2) based on the list of fixes:
For your patching, you should only be focusing on game killers and major quest blockers. If you can get them all solved then the others can be taken care of in stages over time. You should also be ignoring issues that regard only one area, until you can get the globals taken care of (memory leak, leveling, etc.). New additions should also be stopped until all majors are fixed. It may be the best Fallout 2 mod comp, but if it becomes unplayable then it will not be played, and all your hard work cannot be enjoyed.
I am worried about that memory leak, but I will give a go. If I come across anything I will add it to the list, and if I figure out anything I will PM you.
E's a Brit! Right out giveaway as the only people who ever end messages with cheers.
Why not say what game you mod? For your expert advice? Fallout 3?
MIB88 knows about all the bugs, and he is well aware of all of them. Well, I guess I should be nice and supportive rather than vicious.
Megamod is a personal effort from someone who just loves the game. He makes it for himself, almost like the type of Capitalistic people I hate immensly! "this is MINE! If you like it, enjoy. If you don't then fuck off."
Damn! I really am a bad girl and need to put more points into being nice!
Yes, Morticia, be nice. Only room for one bad person around here. True, you said some of the things I was thinking... however, I know you, and you are better than me.
You see, FourAces, Morticia is right about me. But, as far as what needs to be concentrated upon, some things are beyond my ability to fix. And some things I work with others behind the scenes to try to find answers to. So, I fix what I can. And I add what I can. And I rarely pay any attention to anybody else on what "needs to be done", since everybody seems to have their own ideas about what that is. There are probably others out there who say they couldn't care less about some of the new areas, but want some of these smaller, annoying things fixed or else they won't even play through to the new stuff.
If the game crashes here and there, the lack of reliability will push people away from playing the mod. Talking for me, i wouldn't like be playing for an hour and some crash or bug pops up screwing all my gaming hour. In the end is indeed your mod and you put what you like and do what you want, but back in the days when i used to use C++ and stuff, the motto was fix what's done and then do more code. If you build new code over bad code you'll end with big bad code.
Don't get me wrong though
Generally a good rule to follow. However, it doesn't seem like this particular analogy works here. You, of course, know that we aren't talking about bad code in a script. We are talking about some bad code and the interconnections among 1800 scripts and all the dialog, art, and few dozen support files.
Stalker & CS, Sins of a Solar Empire, and of course F3. I was not trying to compare skill or amount , just that I know how tangential patching can be. You think "Hey that ought to be easy to fix" and three days later, "That sucked". Then you have used up all your time for the week on one small fix.
I was aware of that. It is the prioritization of them I was commenting on. Memory leaks that sneak into a game, then sit there like a virus until they reach critical mass, is disturbing. Combine that with the fact that you need to save it religiously across all save slots, to avoide the other issues corrupting your game, and you have a mod killing bug.
In my opinion, all other work should stop until this is tracked down and is properly nuked. I can just as easily install a stable version of this mod, and avoid the frustration of losing 30+ hours of valuable game time (which is more valuable than regular time).
That is fine. This mod should have a warning though, telling everyone to go to the buglist first so they have some idea of what they could be in for. Things sure changed since 3.1.1.
Why? If this is your opinion on it (and MIB's) then the truth is better then vague promise that will not be delivered. There are previous versions that are more stable that I would much rather enjoy knowing that I will be able to finish the game. Even if that means that I will not be able to see the new content. I was just hoping to point out that fixing trivial bugs while Alphas exist will prevent people from playing and enjoying the mod. If that advice is not welcome, then that is fine. There will not be any more.
Exactly. It is the style I use with my modding, since it means that bug detection is much easier. I have also found that just because it is easy to detect, fixing came be a real pain. If I were to take all my Stalker game tweaks in their Beta stage, combine them, and then try to figure out wtf is going on, I would still be working on getting it fixed (a year later).
I already addressed this, when I said:
I'm not going to stop working on things I know how to do. But, I am not a computer programmer. Not even close. I learned just enough scripting to be able to mod. But, when you start getting into memory leaks, that is way past my skill. Maybe someone else may be able to come up with a solution to that one.
Well, I have no idea how files work within Stalker nor how to mod it. I have no problem seeing what is going on inside a script - modding Fallout 2 really is fairly simple in theory. I can see the point at where a script breaks down. No, the problem sometimes is just coming up with a code that will do what I want it to do.
So basicly you're saying it's already FUBAR and you might aswell build on that since that other shit is never ever gonna get fixed, ever?
Hehe...But what's this that people talk about earlier stabile versions. There must be somewhere where something went wrong, no?
No, that is not what I'm saying. I'm gonna have to just stop posting anything that isn't just straight up bug related, since people just want to either ignore what I've said earlier or take what I've said out of context. I'm saying there are bugs in the code introduced by me and the other modders. I'm saying I can fix some of these bugs in time. I'm saying there are things I have no idea how to fix but maybe others do. I'm saying I am working on some of those other issues not entirely script related. I'm saying that I will continue to fix the things I can and add to my project. And now I'm saying: feel free to pick up a few computer books and learn to fix some of the errors that have crept into the game so you don't have to play a game you think is basically FUBAR.
And the point where something went wrong? Easy - As soon as the game was modded! That alone opened the door. It's operating now outside the way the designers planned... outside its normal parameters. It has way more scripts. More dialog and art files. More items. Using Timeslip's Sfall. It's been patched to allow for changes/additions (damage calculations, additional cities, worldmap travel speed). It uses files that were not made with the official mapper, like a large number of items and critters. And there are limits obviously, as some of those have been found (there's a wiki link somewhere).
no lol it's not the game that's FUBAR it's all these scripts that have to work with other scripts of many other mods.
Stuff was added pretty fast so to make the modd big and interesting and I guess some bugs remained, and then new modds were added upon the old ones and thus new bugs upon the old ones and so on and so on!
So you might aswell live with a buggy game since going in and changing everything is just not worth it. That was what I thought you meant
No. Not at all. Many broken things are correctable. Sometimes there were bugs in the mods that others made. Sometimes I introduced bugs in trying to get things to fit together (like forgetting to change the numbers for global variables, item numbers, scenery numbers, etc.). The fact that these mods are from numerous sources doesn't help, as when adding them, I didn't always see what the mod creators were intending to do (especially if it was buggy already).
But things like this are worth fixing. It just takes time.
Oh, and just to clarify something: things in this project of mine weren't added pretty fast. This is not new. I started this back in December 2004... just so much more has been added since it's first release in November 2005.