Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

Discussion in 'Fallout General Modding' started by MIB88, Mar 20, 2017.

  1. MIB88

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

    Feb 22, 2005
    Edit: Here is the link to the latest version, 2.47.1.

    http://www.mediafire.com/file/7alak90s5k90l30/Megamod_2.47.1.7z


    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. However, keep in mind that some changes/fixes may not appear in your game unless you start a new game or enter a location for the first time.

    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.

    Enjoy.


    Changes/Fixes made since version 2.46 and 2.46.1:

    -Numerous dialog and grammar fixes
    -Fixes/Changes to Cassidy
    ---Corrected an issue with Cassidy's damage resistances not being calculated correctly
    ---Slightly different artwork for Cassidy in leather armor which now allows for different background animations
    ---Cassidy in leather armor now speaks
    ---Replaced artwork for pistol use (files were there before, but replaced them just in case there was something wrong with them)
    ---Cassidy now says the line about trying Jet only once after giving him heart pills or using them on him
    -Shania in Arroyo no longer speaks about the GECK if you have not been given that quest
    -Added the Abbey from the RP
    -Moved and renamed the earlier version of the "Abbey" which was in the MM
    -Fixed a crash-causing bug on certain maps that would result from NPCs looting corpses
    -Corrected issues with the Chad skimming quest
    -Can now properly get Metzger or freed slaves to talk about the slaver camp
    -Corrected situation with some critters producing multiple sets of armor when killed
    -Radscorpions in the Temple of Trials no longer count as Super Mutant kills
    -Guards inside the Hubologist base carry weapons with the correct ammunition
    -Corrected issue with Bishop which caused dialog and experience to be repeated indefinitely
    -Corrected issue with Myron's dialog options being all "Error"
    -Fixes to combat damage calculations with regards to critical rolls for armor bypass, the deathclaw claw weapon, miniguns, and bazookas (thanks to Endru1241)
    -Fixes to Vault 14
    ---The Vault 14 stairs now take you to the correct maps (no more getting stuck on the level with Ardenius)
    ---Cleaned up some of the code with some of the Vault 14 scripts
    ---Should now be possible to fix the generator (if you are asked to fix it)
    -Harming the characters at Bunker 21 or the ghoul at the truck encounter will no longer affect your reputation in Arroyo or end your game prematurely
    -Fixes to some random encounters
    ---Random encounters with children now correctly show boys and girls
    ---The homesteader's wife has missing dialog restored for fighting/fleeing
    ---Caravan guards now acknowledge if the caravan master was killed
    ---Added minor enhancement regarding nomads (addition from Endocore)
    -Cleaned up the workings for the Wasteland Taxi mod
    -Changes/Fixes to the car
    ---Car will appear in Modoc if you already have it when you escort Jonny back
    ---Car now appears at the Ruined City encounter

    It's still going to be a pretty massive download. However, I did remember to at least take out the non-compressible music files that are already available in the game. I only included new music files or those that were on the F1 CD but not the F2 CD.

    Some known bugs:
     
    Last edited: Jun 17, 2017 at 2:43 AM
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  2. Matt Drax

    Matt Drax Smart Ass

    Sep 4, 2010
    Some small bugs in the Abbey:
    The "Operations Manual" has the Icon from a Suomi Salve.
    The "Army Technical Manual" has the Icon from a Shaman Pipe.
    The ladder under the trapdoor behind the medic teleports to the Ruined City near Redding when accessed from above.

    Edit:
    I found a "Starter" Item that has the description and graphics of Gecko Teeth, which has a clashing pro_item.msg id (64000) with the Teeth. There seem to be more clashing ids while looking through the file (basically the last paragraphs imported from the RP I think)
     
    Last edited: Mar 20, 2017
  3. MIB88

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

    Feb 22, 2005
    @Matt Drax
    Thank you for the reports. I have a feeling there will be a patch out very soon to deal with the problems with ew items. Please keep the reports coming.
     
  4. obimark

    obimark First time out of the vault

    Aug 1, 2012
    Downloaded 2.47. Since I just finished 2.46 will give it another go. Can't load my old saves, can't figure out why.
    There were couple of other issues in 2.46:
    Vertibird displayed "A healthy looking tree" when viewed with binoculars - will check it out in this playhtrough
    Can't dismiss Marucs after he gets armor, something wrong with gvar 777, if set to 1 game crashes after dismissing Marcus, all other NPCs work properly.
    Can't get Klamath crashed vertibird quest in Navarro, even if I have black box. Maybe because I have black box already in inventory it won't show the quest?
    Wanamingo script in Vault14 freezes game in dialogue mode - can't get Merris in the party, though that may have been fixed in this edition. will check it out.
     
  5. MIB88

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

    Feb 22, 2005
    I have fixed the three bugs listed above.
    And you are right about the items being from the RP. Those items are the items left over for me to either renumber or completely remake.
    The correct pro_item file will be included in the upcoming 2.47.1 patch. Basically, I included my working file.


    I will look into these issues. Old saves may not work... could be due to something I changed in one of the files in the data folder. As for the black box quest, you have to be assigned the quest after speaking to a specific NPC.
     
    Last edited: Mar 21, 2017
  6. obimark

    obimark First time out of the vault

    Aug 1, 2012
    I've got no problem with old saves not working. It's just the way the process goes. Old saves up to Vault city work, so I may not need to do a completely new run. Not sure if it helps.
    As for black box quest, I did try to speak to all of characters in Navarro and that got only Sgt. Dornan to patrol. Maria seems slightly bugged, at least for me. Will give it another go.
     
    Last edited: Mar 21, 2017
  7. Matt Drax

    Matt Drax Smart Ass

    Sep 4, 2010
    The Privitive tribe is quite botched... Krom's dialogue and script seem not to be the correct versions (NPC Replies as answers, some script logic errors it seems after reading through it all, "error" lines, etc), a lot of "Error" texts all around the dialogues and floats for the whole tribe...
    MIB plz, this looks like a simply c+p all RP related stuffs in, don't release your work copy Alpha 0.01 :nuclear:

    Edit: Oh and enother thing: could you remove the master.dat merging somewhere in the next versions? Parallel Mod installation ftw
     
    Last edited: Mar 21, 2017
  8. MIB88

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

    Feb 22, 2005
    She is the one you must talk with after she has completed her rounds.

    @Matt Drax
    This wasn't an alpha version. I've played through the Primitive Tribe and had no issues with it. However, I will check these things again. I am forced to work on different computers at times. It is possible that something got lost or misplaced. Also, with regards to modifying the master.dat file, it only replaces/adds first level party member proto files. It shouldn't interfere with any other mods you choose to play. Ah... well, I guess it would if the other mod you want to play has new characters. But, I don't know of a way around that. The first level of party NPCs have to be there if you want any fixes. If they are in the proto folder, the first level will over-write the other levels even if the NPC levels up.

    Edit: Well that sucks. I modified all those files and tested them a while back. Well, this will be fun...
     
    Last edited: Mar 21, 2017
  9. roman13

    roman13 First time out of the vault

    Mar 31, 2017
    Hello dear developer/s. I have a problem with recruting Marcus. He says that there is much going in town and won't join . In previous thread (2.46) - you said that you will release a small patch about this problem. Can one have a link. (can't find it) I did every quest in town.
     
  10. Declen

    Declen First time out of the vault

    Oct 31, 2012
    The files "desert10.gam" - "desert13.gam" have two "e" in their names.
    Corresponding .map files have only one.

    Is it supposed to be this way?
     
  11. Sheen

    Sheen First time out of the vault

    Mar 21, 2017
    bugs:
    - Sometimes when hit, my armor qets bypassed even though it's not a critical.

    - Every shotgun weapons bypass armor too frequently ( weapons using 12ga ammo).

    - When Marcus equip his armor (given at the abbey) he takes the frames of sulik in power armor. Also the proto files for marcus' armor are broken I had to repair them by new proto files.
    - The script for Bill in abbey giving marcus' armor references cigarettes and handcuffs instead of mutant armor. I had to create 2 new proto for the mutant armor to fix the bug.

    - Even after finishing every quest in broken hills, marcus won't join my party. there's a bug in marcus' script where it checks a gvar value for the completed quests that is never assigned (check if the Gvar equals 7 but I had 9 or something). I edited marcus' script so he can join me regardless of whether the quests in broken hills are done.

    - I had an encounter with wolves/feral dogs (can't remember exactly) where 2 of 4 of the dogs were jabba the hut. Was quite funny but couldn't attack jabba and get out of combat mode.

    - In cold farms, couldn't speak with fence to start the quest to kill english bob. He kept telling me to speak with english bob even though I finished every quest with him. I had to change Gvar 1007 to 1 to be able to speak with fence.

    - The male lackeys in the bounty hunter encounter are bugged. They have sulik's frames (just saw sulik in combat armor and power armor frames).

    - Can't access BOS bunker elevator (says i need a code) even though I finished the quest with the recon team. I had to edit Gvar 1080 to enter BOS bunker and I don't understand why the condition to enter BOS bunker is tied to this Gvar.

    - Every quest in BOS bunker are unfinishable. Well I had a lot of problem with them couldn't finish them.

    - Can't acces BOS facility, there's a problem with the script of the guard at the entrance. He keep telling to get out but i'm a scribe and a knight (edited gvar).

    - In EPA can't finish the quest given by the gardener hologram where you have to kill the plant at the entrance. The script checks if I killed 22 plants ( not sure of that number) but the Gvar indicated 37. I just changed the script to check if I killed 22 or more plants (>=).

    - In EPA green floor you can target the critters through the walls but if you attack the game crash.

    - In San Francisco Doctor Fung has not stock. You can't buy stimpacks or anything from him, his inventory is empty.

    I think that's all, I can't think of anything else for now.
     
    Last edited: Apr 2, 2017
  12. MIB88

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

    Feb 22, 2005
    Thank you all for the bug reports. I have some time off today, and I'll be dealing with these for the next few hours.

    @roman13
    I'll check out Marcus. Easy fix since @Sheen has found the problem.

    @Declen
    Good catch. No, those files definitely should not have the extra 'e'. They should have the same name as the maps. They are new files to make to make sure that slaves and merchants act differently if the slavers and caravan masters are killed in random encounters. I have renamed the files and they will be included in an upcoming patch.

    @Sheen
    I am tackling those bugs now. Thanks again. I will edit this post as they are corrected.

    I have no idea what is going on here. Maybe there is an issue with one of the combat fixes...

    That's what happens when I try to incorporate changes for a mod I haven't played. I didn't know that he gave the armor. I have changed art number to use and the item number. Handcuffs are no longer created. But, I don't understand why you were getting a reference to cigarettes.

    Working on it...

    Proto has been edited to use the proper 'red' dog animation.

    Working on it...

    Working on it...

    Edit: Fixed. Also fixed for several other critters and the characters for the eventually-to-be-added Star Wars encounter.

    Working on these...

    The script was only checking if 22 plants were killed. However, there were actually 25 plants on the map. Killing all of them would mean the player could not complete the quest. The hologram's script now looks for 25.
    But, let's assume you killed all the plants. Where did those other 12 come from?! What I mean to say is: Why did you show a value of 37? I must have attached that variable to either another script or that script to another critter. Ugh...

    Or, wait. Did you happen to use the plant spray to kill some of the plants?

    A question, though: Is that when all critters are attacked? There was an issue a long time ago in which certain radscorpions were causing a crash. I'm wondering if it's just those old scorpions causing the problem.

    Working on it...
     
    Last edited: Apr 11, 2017
  13. roman13

    roman13 First time out of the vault

    Mar 31, 2017
    @Sheen
    Can someone tell me how to do this? Where and how i can edit Marcus's script? Please help. I really want into the new location.
     
  14. Sheen

    Sheen First time out of the vault

    Mar 21, 2017
    Never mind about the cigarettes, my memory is a bit fuzzy I confused it with something else.

    I'll try to elaborate on this issue. Sometimes when I or my companions get hit, for 1 or 2 hits at the begining of combat, the armor is bypassed without critical. It's like the game hasn't loaded the DR and DT values yet.
    And for the shotguns I have no idea what is causing this.



    I've got a doubt about the exact number of plants I killed it displayed in Gvars, but what I'm sure is that the number of plants I killed was higher than 22. And I didn't use the spray.



    Immediatly when your enter the second room (after the room where the elevator is) you enter combat mode. First time the radscorpions initiated the combat and second time the molerats did. The walls are bugged because I could target (red outlining) the radscorpions or the molerats and when I attack them through the walls my game crash. I don't know if the game crash with the other critters.

    I'd like to know somethings about the BOS bunker door that says "Without the access code, this elevator isn't taking you anywhere". It checks if Gvar 1080 >2 to allow access into the bunker but this Gvar is the quest to bring Prof Steel an holodisk. Is it normal ? In my mind
    you should get the access code after rescuing the recon team.

    I'll try to do more tests about the issues I talked about.
     
    Last edited: Apr 4, 2017
  15. Declen

    Declen First time out of the vault

    Oct 31, 2012
    I've found a bug with traps in SAD Level 2. Trying to fix it.

    Traps in game are implemented with spatial scripts. When you set such a script in BIS-mapper you must define its "radius" (default suggestion would be 0).

    Is there any way to see what radius do existing spatial scripts on the map have?

    One more thing:
    Is 15.2mm ammo actually used in the game?
    It has ZERO in DM denominator.
     
    Last edited: Apr 9, 2017
  16. MIB88

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

    Feb 22, 2005
    @Sheen
    Thank you for the clarifications.
    I haven't had a chance yet to go through the EPA.
    That global 1080 should be the correct variable. I think the intent of the original mod where I took this from was to allow limited access to the bunker if the player had information to take to the professor.


    I'm sorry, but I don't know if there is a way to see the radius of spatial scripts once they have been added to a map. I wonder if it is available if the map is converted to text file?

    As for that strange ammo, it is for the weapons that the bounty hunters near Carson carry.

    I've been reworking ALL aspects of the Primitive Tribe version from the RP. (I lost a ton of work somewhere.) Hopefully I'll have a patch out soon to fix that location. I've got about 10 scripts left to go through.
     
    Last edited: Apr 10, 2017
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  17. Declen

    Declen First time out of the vault

    Oct 31, 2012
    Ok.
    The problem was that the player couldn't detect the traps at the storage area on Level 2 SAD. I've guessed it was because the respective script spots were set woth radius 0. Maybe it was done on purpose but I fail to see for what greater good :-) I've replaced them with the new ones and set radius to 2. Except of those at lazer tripwire. This has done the trick. However, I had to rewrite the script a little bit, since the revealed plates were all wrong.
    I also want to rewrite lazer tripwire section so that instead setting off explosions it deals the lazer damage. Or does something else entirely. Any suggestions?
     
  18. Declen

    Declen First time out of the vault

    Oct 31, 2012
    In that case I would suggest that denominator value should be changed to some non-zero.
     
  19. MIB88

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

    Feb 22, 2005
    I will change it. After all, I could never become a Vault City citizen with that divide by zero error. (Ugh. I hope that reference isn't too obscure. ;) )

    As for the traps in the SAD, I think either explosive or laser damage is good. Maybe laser is better since it is a high-tech area.

    Fixed. Also fixed for several other critters and the characters for the eventually-to-be-added Star Wars encounter.
     
    Last edited: Apr 11, 2017
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  20. obimark

    obimark First time out of the vault

    Aug 1, 2012
    I haven't had enough time lately, side effects of RL I'm afraid.
    I did start new game. Items in arroyo have wrong names. Spoon is machined parts, fork is also wrong (can't remember what exactly).
    Farm encounter on the way to Den doesn't yield any guns from Metzger men. Don't know if it's intentional, if it is I understand why, getting couple of firearms could be somewhat overbalancing at that point in game.
    Primitive tribe is completely bugged. Even though I'm playing with male character this time, Head warrior (Krom if I recall correctly) considers me a female, most of his dialogue after intros are either error or exit completely even if they shouldn't. I can enter fishing village screen, but can't get back - game crashes. When I actually do enter caves north of fishing village, game crashes. I have Klint, Sulik and Vic with me mostly in leather armors.
    Will continue playing