Fallout 2 mod Megamod version 2.46 Bug Reports and Suggestions - Closed

Discussion in 'Fallout General Modding' started by MIB88, Jun 25, 2014.

  1. MIB88

    MIB88 Sonny, I Watched the Vault Bein' Built!
    Modder

    Feb 22, 2005
    June 5, 2016:
    A new release is available, version 2.46, and it can be found here:

    https://www.mediafire.com/?sfdhnrxilvx52sz

    It is a full repack and is the only version you need. You can add it on top of an existing game or to a fresh install, since no files were removed in this version.

    Enjoy.



    Old News:
    Latest version of the MM is up: version 2.45.3. It is a full repack and is the only version that is needed. Please read the readme file or at least my post on page 9 of this thread for some important information.

    Link:

    https://www.mediafire.com/?8cwhq49x0ee5146

    I know there are still a number of issues/bugs, especially involving the Brotherhood of Steel.

    If there is anyone out there who is able to post it on NMA or would like to include it on any other sites, please feel free to do so. I would greatly appreciate that.

    Edit: Latest link to the full repack: http://www.mediafire.com/download/8cwhq49x0ee5146/MM_2.45.3_full_repack.zip
     
    Last edited: Jun 5, 2016
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  2. Drobovik

    Drobovik Vault Archivarius Modder

    Jun 20, 2011
    @MIB88
    Gongrats on the new release:clap:

    Hey, your readme file for 2.45 is not exactly correct saying that this patch is, and I quote, "is a full repack. No otherversions of the Megamod are required. In fact, adding this version
    on top of other versions of the Megamod will prevent you from getting
    all of the latest fixes." But the archive is just a few MBs. People new to modding will get confused.

    My guess is it was meant to be a patch installed on top of 2.44 version.
     
  3. MIB88

    MIB88 Sonny, I Watched the Vault Bein' Built!
    Modder

    Feb 22, 2005
    Agh! Yeah, the readme is wrong. I was planning on making it a full repack when I first created that readme file in order to remove the weather mod. I just forgot to change it that. I'll update the readme file. I doubt it will matter, though. Virtually no one reads the readme files! :P

    Edit: Updated the readme file.
     
    Last edited: Jun 25, 2014
  4. Oracle

    Oracle Water Chip? Been There, Done That

    May 19, 2003
    Great to see a new release MIB88. Any plans in including the final patchs from Killap when released?
     
  5. Drobovik

    Drobovik Vault Archivarius Modder

    Jun 20, 2011
    I agree most people don't, but if you tell them to go and read it, before asking questions. Guess what? Problems arise:) Plus, just a suggestion, I would definitely mention in the first post that this update should be installed on top of 2.44.
    Trust me, people WILL just copy it onto the vanilla Fallout 2 folder and WILL complain that this mod's this, this mod's that...:smile:

    PS: That "NOT inside the Fallout 2 folder" might cause problems. Not everybody's folder is named fallout2.:wink: Better have the file structure of the archive start at Fallout 2 folder itself. DATA, README FILES, ddraw.ini, etc.

    That's it, no more bitching on my part, hahaha
     
    Last edited: Jun 25, 2014
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  6. MIB88

    MIB88 Sonny, I Watched the Vault Bein' Built!
    Modder

    Feb 22, 2005
    Absolutely... eventually. I've got so many things still to fix and add. I'm not finished yet. ;)
     
  7. Oracle

    Oracle Water Chip? Been There, Done That

    May 19, 2003
    Ahh great news. Great to see you people still modding FO after so many years of service already! Hats off
     
  8. Endocore

    Endocore Look, Ma! Two Heads!
    Modder

    Mar 14, 2010
    • [Like] [Like] x 1
  9. bombic85

    bombic85 First time out of the vault

    May 22, 2010
    Do I need to apply Drobovik's 2.44 fixes first or are they already incorporated in the 2.45 release? fyi I read the readme file :razz:
     
  10. MIB88

    MIB88 Sonny, I Watched the Vault Bein' Built!
    Modder

    Feb 22, 2005
    Thanks, Endocore.

    As for those fixes, I guess I could have mentioned something about that. The 2.45 version already includes Drobovik's fixes.

    Also, I finally got something to work that has always annoyed me. I always thought that the Vault City day passes should be good for a day, rather than good during daylight hours as long as you have it. In the next version of the MM, the change will be implemented. A day pass will only be good during daylight hours, for a period of 24 hours. I also bumped up the price from $50 to $150 for additional passes after the first one. I was also considering the possibility of requiring a pass for each party member who enters Vault City. Still considering that one...
    The next thing to fix is removing the ability to shop at the main Vault City amenities office if the player only has the fake citizenship papers. Even Skeeve said that the papers would not pass careful scrutiny. And Randall says he is going to take the papers and run it through the computer. If that happens, the player should be revealed as a fraud.

    Comments on passes or the fake papers, anyone?


    Edit: Just wanted to include some things in store for the next release-
    -Day Passes at Vault City really are only good for one day and are a little more expensive
    -Changes to Tony Fassard (This is another aspect that has bothered me for a long time.)
    ---Cleaned up a lot of the dialog. The dialog now flows better. It is also now much clearer about which choices end dialog. Cleared up instances of dialog that seemed incorrect or out of place.
    ---Removed bug allowing the player character to ask about his Enclave uniform after becoming a postman. The player must have visited Navarro first (and therefore know what a Enclave uniform looks like).
     
    Last edited: Jun 29, 2014
  11. Drobovik

    Drobovik Vault Archivarius Modder

    Jun 20, 2011
    I personally like the change towards making Megamod a bit more challenging. And you're right, day pass is a DAY pass.:grin:
     
  12. MeanJoe

    MeanJoe First time out of the vault

    Jun 29, 2014
    There seem to be a bug when Klint tries to heal player game disables controls forever it seems and never returns to normal. (megamod 2.44 clean install of gog fo2 and steam release, with 2.45 update (same issue on both versions)).
    Char stats and traits in case this might help str 2 per 6 end 2 chr 10 int 10 agl 10 lck 7 gifted\good natured

    I tried replacing some of his scripts with older versions and it seem to have fixed the trouble with healing.
    Great mod btw :grin:.
     
  13. MIB88

    MIB88 Sonny, I Watched the Vault Bein' Built!
    Modder

    Feb 22, 2005
    @MeanJoe

    I can't reproduce this at all. But, I want to be clear about something: Are you saying the game freezes during dialog with Klint?

    Also, as an aside, I just experienced something very weird while testing Klint. I just had a random encounter with a Den caravan fighting a Vault City caravan. When the map loaded, the caravans did not fight each other. Instead, the Den caravan attacked its own people, and the Vault City caravan attacked its own people. :crazy:
     
    Last edited: Jun 29, 2014
  14. MeanJoe

    MeanJoe First time out of the vault

    Jun 29, 2014
    I have taken several hits from spore plants at arroyo hp dropped below 17. Then walked to another area like temple and hunting grounds, after that klint tries to heal my character. Thats where game disables controls supposedly for a brief moment and klint is supposedly should run up to my character and heal it with first aid(?) instead hes just standing there near my character doing nothing. I suppose he tries to use his first aid skill but doesn't seem to be able to. Sorry for making it unclear at first.
     
    Last edited: Jun 29, 2014
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  15. MIB88

    MIB88 Sonny, I Watched the Vault Bein' Built!
    Modder

    Feb 22, 2005
    Sounds like it is working ok, as long as the game is not freezing. Klint is different from previous versions. My intention for 2.44 and later was to disable Klint from running up to the player character to heal him/her. I only wanted the player character to be healed by Klint during dialog with him... and this part DOES work. If the player character's hit points are below a certain level, there is a dialog option to ask Klint to perform healing. Then, there is a chance he succeeds or fails... but the player will know immediately if Klint was successful.

    I changed this function because, eventually, Klint will still heal the player when asked, but his use of the skill will depend on whether or not he actually has certain plants/herbs in his inventory. For example, one bruho mushroom won't do anything for the player character. However, in Klint's inventory there is a chance to heal a certain amount of hit points. This part has not been implemented yet, but in time it will. (Actually, I could have still done it this way and still have Klint run to the player. However, it will just be easier this way.)
     
    Last edited: Jun 29, 2014
  16. MeanJoe

    MeanJoe First time out of the vault

    Jun 29, 2014
    Sorry i forgot to mention last thing controls get disabled forever thats the issue i have with him. That happens only when he tries to heal my character the old way i.e running up and healing. It could be an issue on my end, sorry for wasting your time
     
    Last edited: Jun 29, 2014
  17. MIB88

    MIB88 Sonny, I Watched the Vault Bein' Built!
    Modder

    Feb 22, 2005
    Not a waste. That was what I thought you meant the first time. But, reading the second message, I thought you just meant it didn't happen the way you were used to. I probably just forgot to take out some code that is in the map_enter procedure. I will check it out and take care of it now. Thanks for the report.

    Edit: Played a little longer. Still cannot replicate this problem. But, it does seem as though I left in some code. The only locations where I could get Klint to run to the player character and heal him was on Arroyo maps... and, like you experienced, the healing would only occur once upon entering a new map. Did not occur when entering random maps. I will try other cities. And, even when on Arroyo maps and Klint ran to my character, the game did not freeze. So, I'm sorry, but I really don't understand what is going on with your game.

    The last thing to keep in mind was another change I implemented: Klint will only heal the player character if his hit points are in the 'red' or 'yellow' zones (or, if hit points are less than 60% of the max). If the hit points appear white, then healing will not be done (not in dialog nor in having him run to the player character).

    Could you check the data\scripts folder. I just want to make sure that the acklint2.int file that is there is from February 23, 2014.
     
    Last edited: Jun 29, 2014
  18. MeanJoe

    MeanJoe First time out of the vault

    Jun 29, 2014
    file acklint2.int is from 23 feb 2014.
     
  19. MIB88

    MIB88 Sonny, I Watched the Vault Bein' Built!
    Modder

    Feb 22, 2005
    Yeah, that is the right one. Just not sure what is going on with your game. Sorry.
     
  20. Naminator5

    Naminator5 First time out of the vault

    Feb 15, 2007
    I've followed the instructions from the read me file and noticed a few things wrong. There's no "runme.bat" in the archive and the weather mod still runs and causes perception/AC to bug out.