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

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

  1. Graylandertagger

    Graylandertagger First time out of the vault

    Aug 30, 2011
    I played the megamod up till I reached the toxic caves, but when I get there the exit gid doesn't appear and I can't leave the map. Is this a glitch.
     
  2. seba4285

    seba4285 First time out of the vault

    Jul 23, 2015
    Thanks for your response mib!
    Yes, my character can wear power armor.... vic too... but sulik, cassidi, and klint cant!

    Can you see my savegame ?

    Thanks very much!!!

    PD: what is these conditions ? i read the repair tb51b power armor manual and i can wear power armor
     
  3. seba4285

    seba4285 First time out of the vault

    Jul 23, 2015
    Change the ddraw.ini
    This happens to me too... and i repair changing the options these file...

    and... can execute the exe file for installation mod ? do that too....
     
  4. justwanalern

    justwanalern Enjoy simple moments, Turn fear into excitement.

    Apr 21, 2016
    I have the same problem but I don't really know how to fix this help me please.


    I found a fix for this It wasn't easy.. and here is the link or something like that.

     
    Last edited: Sep 30, 2016
    • [Like] [Like] x 2
  5. howl

    howl First time out of the vault

    Oct 1, 2016
    How do i get past the rocks in trapper town to get to the rat cave? I tried explosives but they do nothing.

    EDIT

    Found it. It's in the western square building of trapper town. There is a large rock pile inside that can be blow-up.
     
    Last edited: Oct 7, 2016
  6. Kyntelleron

    Kyntelleron First time out of the vault

    Oct 19, 2016
    I don't know if anyone else has brought this up but i installed the mod twice now clean.My version of Fallout 2 is steam it keeps asking for the CD on launch any solution's ?? fallout error.PNG
     
    Last edited: Oct 22, 2016
  7. justwanalern

    justwanalern Enjoy simple moments, Turn fear into excitement.

    Apr 21, 2016
    That only means one thing you didn't read the " readme " files or did not follow it thoroughly, I will admit installing this mod is aggravating to the point of exhaustion ( It's a figure of speech) but there's no easy way to install it other than reading all the readme files about the installation.. but you can wait till someone manage to accomplish such feat of making it just extracting and double clicking then starting.


    oh and a lot of people already ask that question just use your google search knowledge in this situation and you will find that answer. just read through from 1 to 36 pages of this forum haha.
     
  8. MIB88

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

    Feb 22, 2005
    Read the latest teadme file. Also, make sure you are not using the fallout2.cfg file that was included in the latest version (or you can open it with notepad and correct the file paths manually).
     
  9. Endru1241

    Endru1241 First time out of the vault

    Oct 25, 2016
    Hey @MIB88 I think I found some problems with hs_combatdamage script.
    1. Get_Skill seems to return weird things - (nothing or 0 for deathclaw claw, 0 for miniguns and bazookas) I tidied this a little and Goris deals normal damage again. Here is the code:
    Code:
    procedure Get_Skill
    begin
        weapon_flags := get_proto_data(obj_pid(attack_weapon), 24);
        weapon_anim := get_proto_data(obj_pid(attack_weapon), 36);
        weapon_damage_type := DamageType();
        if (obj_pid(attack_weapon) == -1) then begin
            return 3;
        end
        else begin
            weapon_1st_attack_mode := MainAttack(weapon_flags);
            weapon_2nd_attack_mode := SecondaryAttack(weapon_flags);
            big_gun_flag := IsBigGun(weapon_flags);
            weapon_attack_type := get_attack_type;
            if (((weapon_attack_type == 0) and (weapon_1st_attack_mode == 1)) or ((weapon_attack_type == 1) and (weapon_2nd_attack_mode == 1)) //attack type lwep1 and 1st mode is punch or lwep2 and 2nd mode is punch
            or ((weapon_attack_type == 2) and (weapon_1st_attack_mode == 1)) or ((weapon_attack_type == 3) and (weapon_2nd_attack_mode == 1))
            or ((weapon_attack_type == 0) and (weapon_1st_attack_mode == 2)) or ((weapon_attack_type == 1) and (weapon_2nd_attack_mode == 2))
            or ((weapon_attack_type == 2) and (weapon_1st_attack_mode == 2)) or ((weapon_attack_type == 3) and (weapon_2nd_attack_mode == 2))) then begin
                return 3;
            end
            else begin
                if (((weapon_attack_type == 0) and (weapon_1st_attack_mode == 3)) or ((weapon_attack_type == 1) and (weapon_2nd_attack_mode == 3))
                or ((weapon_attack_type == 2) and (weapon_1st_attack_mode == 3)) or ((weapon_attack_type == 3) and (weapon_2nd_attack_mode == 3))
                or ((weapon_attack_type == 0) and (weapon_1st_attack_mode == 4)) or ((weapon_attack_type == 1) and (weapon_2nd_attack_mode == 4))
                or ((weapon_attack_type == 2) and (weapon_1st_attack_mode == 4)) or ((weapon_attack_type == 3) and (weapon_2nd_attack_mode == 4))) then begin
                    return 4;
                end
                else begin
                    if (((weapon_attack_type == 0) and (weapon_1st_attack_mode == 5)) or ((weapon_attack_type == 1) and (weapon_2nd_attack_mode == 5))
                    or ((weapon_attack_type == 2) and (weapon_1st_attack_mode == 5)) or ((weapon_attack_type == 3) and (weapon_2nd_attack_mode == 5))) then begin
                        return 5;
                    end
                    else begin
                        if (((weapon_attack_type == 0) and (weapon_1st_attack_mode == 8)) or ((weapon_attack_type == 1) and (weapon_2nd_attack_mode == 8))
                        or ((weapon_attack_type == 2) and (weapon_1st_attack_mode == 8)) or ((weapon_attack_type == 3) and (weapon_2nd_attack_mode == 8))
                        and (weapon_damage_type == 2)) then begin
                            return 18;
                        end
                        else begin
                           if((big_gun_flag == 1) and
                          ((weapon_attack_type == 0) and (weapon_1st_attack_mode == 7)) or ((weapon_attack_type == 1) and (weapon_2nd_attack_mode == 7))
                          or ((weapon_attack_type == 2) and (weapon_1st_attack_mode == 7)) or ((weapon_attack_type == 3) and (weapon_2nd_attack_mode == 7))
                          or ((weapon_attack_type == 0) and (weapon_1st_attack_mode == 6)) or ((weapon_attack_type == 1) and (weapon_2nd_attack_mode == 6))
                          or ((weapon_attack_type == 2) and (weapon_1st_attack_mode == 6)) or ((weapon_attack_type == 3) and (weapon_2nd_attack_mode == 6))
                          or ((weapon_attack_type == 0) and (weapon_1st_attack_mode == 8)) or ((weapon_attack_type == 1) and (weapon_2nd_attack_mode == 8))
                          or ((weapon_attack_type == 2) and (weapon_1st_attack_mode == 8)) or ((weapon_attack_type == 3) and (weapon_2nd_attack_mode == 8))) then begin
                               return 1;
                           end
                            else begin
                               if (((weapon_damage_type == 1) or ((weapon_damage_type >= 3) and (weapon_damage_type < 6))) and
                              (((weapon_attack_type == 0) and (weapon_1st_attack_mode == 7)) or ((weapon_attack_type == 1) and (weapon_2nd_attack_mode == 7))
                              or ((weapon_attack_type == 2) and (weapon_1st_attack_mode == 7)) or ((weapon_attack_type == 3) and (weapon_2nd_attack_mode == 7))
                              or ((weapon_attack_type == 0) and (weapon_1st_attack_mode == 6)) or ((weapon_attack_type == 1) and (weapon_2nd_attack_mode == 6))
                              or ((weapon_attack_type == 2) and (weapon_1st_attack_mode == 6)) or ((weapon_attack_type == 3) and (weapon_2nd_attack_mode == 6)))) then begin
                                  return 2;
                              end
                                else begin
                                    if (((weapon_attack_type == 0) and (weapon_1st_attack_mode == 7)) or ((weapon_attack_type == 1) and (weapon_2nd_attack_mode == 7))
                                    or ((weapon_attack_type == 2) and (weapon_1st_attack_mode == 7)) or ((weapon_attack_type == 3) and (weapon_2nd_attack_mode == 7))
                                    or ((weapon_attack_type == 0) and (weapon_1st_attack_mode == 6)) or ((weapon_attack_type == 1) and (weapon_2nd_attack_mode == 6))
                                    or ((weapon_attack_type == 2) and (weapon_1st_attack_mode == 6)) or ((weapon_attack_type == 3) and (weapon_2nd_attack_mode == 6))) then begin
                                        return 0;
                                    end
                                   else begin
                                      return 3;
                                   end
                                end
                            end
                        end
                    end
                end
            end
        end
    end
    I changed var names a little for more clarity and added IsBigGun procedure which I believe should work good.
    Code:
    procedure IsBigGun(variable arg0)
    begin
       call ConvertBitFlagField(arg0);
        arg0 := 0;
        if (convert_nine == 1) then begin
            arg0 := 1;
        end
        return arg0;
    end
    2. From the very start of my save I thought armor seems to work poorly and it's probably fault of Roll_Critical_Check. Chances of full armor penetrate and armor bypass are calculated even if roll was not critical from what I see.

    Anyway thanks for the mod.
     
    • [Like] [Like] x 1
  10. MIB88

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

    Feb 22, 2005
    @Endru1241
    Thank you very much for noticing/correcting this. I will make sure to include this fix in the next release, which I hope to have out some time in December.
     
  11. Perkyguy

    Perkyguy First time out of the vault

    May 21, 2008
    I bitched about the hs_combat damage thing exactly 3 years ago. You mean its still a thing?

    Original post below:


    On a side note its been like 7 years and i CANT get Slik to give me the goddamn barter test.
     
  12. MIB88

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

    Feb 22, 2005
    Yes, that is what happens to a bug when no one knows how to fix it: it persists.

    Charisma of 8 or more, and barter of 60 or less.
     
  13. Unreal

    Unreal First time out of the vault

    Feb 28, 2016
    Hi,
    "The mod is available in both English and Russian" - so, where can i get russian version? ​
     
  14. Perkyguy

    Perkyguy First time out of the vault

    May 21, 2008
    I got a bug to report: Its not possible to become a bishop made man due to a dialog loop

    When doing the bishop made man quests, its not possible to complete the carlson assassination one. After reportiing carlsons death, you are given the 2 options: (1)ask for more work or (2)take your leave.

    If you do have taken out the raiders or slept with bishop's wife and answer (2), you get the option that inevitably leads to a fight. If you answer (1), he dismisses you, without making you a made man and the quest stays incompleted in your popboy.

    If you talk to him again, you get the "did you kill carlson yet" dialog with the same outcomes as above and you are given xp and gold anew. Thus, you can infinitely talk to bishop, picking answer (1) for endless xp and gold, the quest stays uncompleted.

    If you havent scorned him in any way and pick answer (2), he bids you goodbye and tells you to come back if you need more work. But ,again, if you talk to him immediately after, you get asked about carlson and get your free xp and gold.

    If at a later point you sleep with either bishop woman, on your way out, you will be, once again, asked if you killed carlson yet.

    The end result being the impossibility to become a bishop made man
     
  15. Cannibalcole

    Cannibalcole First time out of the vault

    Nov 12, 2016
    game crashed when i tried to consume cigarettes or weed
     

    Attached Files:

  16. Perkyguy

    Perkyguy First time out of the vault

    May 21, 2008
    Something i *really* need to know: is there any way to fix the horrible choppyness you get if there are 6 or more corpses? Its unbearable. I can move normally during combat mode, but outside of that any area with multiple corpses in it becomes nightmarishly lagged.

    P.S. as a side note: what do i need to change/delete to stop random bystanders from looting my kills?

    Thanks
     
  17. MIB88

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

    Feb 22, 2005
    @Perkyguy
    I'll look into the the Bishop issue. I don't remember ever changing anything with that, though. Do you know if that is a bug in the original? Or is it also in the RP?

    I don't know what I can do about the lag. I have never consistently encountered it. And if it is related to corpses, I still don't know what I can do.

    To keep NPCs from looting, you need to remove gl_test1_loot.int and gl_test2_loot. int from your data/scripts folder. (Alternatively, you could rename them to something else, as long as 'gl' are not the first two letters.)

    @Cannibalcole
    Does the crash happen every time? Does it happen with all armors? Does it happen with both drugs and cigarettes? I've never tested it in game... only the mapper. I tested it again, though, and it seemed mostly fine. The only problem I found was that the player could still smoke drugs while in the advanced power armors, which I did not want to happen due to not having artwork for those options. I'll check it out when I can.

    Edit: Found a couple of other bugs looking at the smoking code. Make sure you try it with only one lighter in your inventory. Also, there was something there that would have affected the Fannie quest in Redding. Neither of these bugs would cause a crash, though.
     
    Last edited: Nov 17, 2016
  18. downloadmyheart

    downloadmyheart First time out of the vault

    Nov 2, 2016
    :help:Hello everyone, i need help regarding infinite loading/or black-screen after the "vault 13 suit" video/upon exiting Temple of Trials (the video also played w/ some graphic glitches + a dialogue window of some sort)...i forced to closed the game tru' windows task manager... please help so i can continue my playthrough w/ megamod v2.46.

    i installed in this manner:
    1. Fallout 2 fresh installation
    2. extract/Copy/Paste all files from Megamod 2.46 into fallout 2 install directory
    3. click ProcessDat2.exe
    4. found "patch000.dat" - deleted it
    5. extract/Copy/Paste all files from Fallout High resolution Patch v4.1.8
    6. Play!


    Windows 7 (64bit) Ultimate
    Fallout 2 w/ latest build (GOG)
     
  19. Perkyguy

    Perkyguy First time out of the vault

    May 21, 2008
    Im pretty sure the bishop thing isnt in the original, otherwise it will have never been possible for anyone ever to become a made man. I gotta think in the 18 years the game has been out, people wouldve talked if there was a carlson loop bug in a vanila game.

    The lag thing im talking about is exclusively limited to the corpses in the area situation. The more corpses the worse, but you start to notice it at about 5.
    The instant i enter SAD i get such migraine-inducing fps, that i have to turn on combat mode to move normally or go out and wander about untill the dead bodies dissappear

    EDIT: another bug - myron's dialog options are all replaced with "error"
     
    Last edited: Nov 17, 2016
  20. Endru1241

    Endru1241 First time out of the vault

    Oct 25, 2016
    @Perkyguy About Myron - Add "}" on the end of line 29 of nhMyron.msg.