Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

Discussion in 'Fallout General Modding' started by MIB88, Mar 20, 2017 at 1:48 AM.

  1. MIB88

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

    Feb 22, 2005
    The latest version of the Megamod is now available:

    http://www.mediafire.com/file/wqg03l22ka0iwdk/Megamod_2.47.7z

    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: Mar 20, 2017 at 2:19 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 at 4:59 PM
  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 at 6:38 AM
  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 at 8:13 PM
  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 at 8:14 PM
  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 at 8:58 PM