Current EPA Project

Demonslayer said:
From the last pages i can see some people with problems and some bugs. Chris can you give us a checkpoint about completion of the mod, known bugs, bugs fixed?

Maybe I missed something reading through this, but what problems and bugs are you referring to?
-I really think the problem with the game crashing above was a matter of a corrupted game...possibly an installation issue.
-As for the car, there was a problem with that, but that is a simple fix (I got it working in the Megamod). Just one line of code needed to be changed.
-The stacking issue has got to be engine related. A lot of new items in the Megamod are doing this. Sometimes they stack...sometimes they don't. I think new items stack if they are from the same source (i.e. all super burn mixes from Renesco will stack, but not with those offered by Eldridge).

Did I miss anything not covered by the 1.01 version of the EPA? The reason I ask is because I don't think there will be another version of the EPA for a while. Maybe there is something I can work on.
 
Hi guys,

To my knowlege, all of the problems have been adressed!! The car thing did work but a slipup by me at the last minute rendered it useless!

All of the fixes from now on have been sent to MIB88 for the Megamod, ( as most people will only play it here)

As for the new silver bot, he's cool! I'd love to add him to the mod, but that's up to MIB88 to decide now. Another project I wanted to do was a robot facility with all the tactics stuff in it, but I don't have time atm!
 
I figure Killap will tweak and fix most things too when he incorporates it into his Expansion Pack.

It's just a guess, but I'm more than willing to wait for a polished, refined expansion to Fallout II.
 
Mixnmojo said:
I figure Killap will tweak and fix most things too when he incorporates it into his Expansion Pack.

It's just a guess, but I'm more than willing to wait for a polished, refined expansion to Fallout II.

Oh it will come. Just give me time. :D
 
As killap says, time is the key factor here! We all have lots of other work to do as well.

With the EPA though, I was pretty pleases overall how it turned out, and there aren't many problems with the updated version.

What I intend to do is this. When Megamod2.0 is finally put on the site, I'll download it and play the EPA properly. This way, I will see if anything hasn't worked the way I intended. Any problems I find, or simply anything that I want to add to improve it, I will send to MIB88.
 
I am playing through the Megamod and have run into an EPA related bug in the Sierra Army Depot. At the north end of the second floor, beneath the laser tripwire is a series of floor plates. The one in the center appears as a Location Computer. When used it brings up EPA location finder. I have not found the EPA location yet, so I can not compare it to anything there. (I've been working over Myron with a lead pipe, but the little bitch just won't talk.)

If it would be helpful I have a couple of screenshots and a save at the location.

Followup: immediately after this I became unable to save. Restarting the game and loading a previous save seemed to get around the problem.

Final note: I have been following the Megamod and EPA threads and have seen no previous mention of this, nor did search find anything relevant. My sincere apologies if it has already been reported.
 
@ Grey Man,

Don't worry if it has already been reported. It hasn't anyway.

It would have been better to have posted this one in the Megamod thread though. I don't know what has caused the problem but MIB88 will look into it, I'm sure.

It's just a case of assigning the wrong script to the computer.
 
Thanks, Grey Man. I will fix this. Chris is right, just a case where I rearranged some script numbers and then forgot to change them on the map. I'll have this corrected in the next release.

Oh, and could you let me know what happens with Skynet if you decide to get him? I modified him somewhat (rather, I gave the player the choice for a different Skynet), and I just want to make sure that it really is working perfectly.
 
Will do, MIB88, I intend to use the new version of Skynet, it's just a matter of locating the part.

I apologize for posting in the wrong thread. A previous poster in the Megamod thread had been directed here and I didn't want to raise anyone's ire with my first ever post on NMA.
 
The Grey Man said:
Will do, MIB88, I intend to use the new version of Skynet, it's just a matter of locating the part.

Hope you don't intend to just find the part laying around. :P Treat the situation the same was as though you were going to use the old Skynet shell.

Edit: I think you might have another problem. I just opened up the map from my game, as well as the files that were sent with the Megamod. Those traps were all changed. Can you let me know what is the date you have on your depolva.map file? It should be October 19, 2006.
 
Looks like that is the date on my copy, but I'm on a different computer at the moment and not sure I used the same download of the mod on both. As for Skynet, I have put that off for now. After raiding every corner of SAD and clearing levels 1, 3 and 4 I have yet to come up with the power adapter so I began looking elsewhere.
 
The Grey Man said:
Looks like that is the date on my copy, but I'm on a different computer at the moment and not sure I used the same download of the mod on both. As for Skynet, I have put that off for now. After raiding every corner of SAD and clearing levels 1, 3 and 4 I have yet to come up with the power adapter so I began looking elsewhere.

Weird. Well, let me know. As for the part, it is in the SAD...
 
Guess I'll head back after I'm finished cracking skulls elsewhere. For reference, though, I've checked every desk, crate, locker, blind corner, trash can, not to mention looking into the robot repair bays and related equipment. Of the three robot types, only the brainbot corpses can be looted.

I hate to say it, but with different people having unique problems with the Megamod you might consider writing up a spoiler list of design notes, so that unforseen problems can be pinpointed. The Vertibird sidequest in particular is a pain in the ass as the NPCs involved are tucked away in corners where they might never be noticed if you don't know where to look. Or perhaps I just played the original game so many times I have trouble spotting some of the new things. . .
 
The Grey Man said:
Guess I'll head back after I'm finished cracking skulls elsewhere. For reference, though, I've checked every desk, crate, locker, blind corner, trash can, not to mention looking into the robot repair bays and related equipment. Of the three robot types, only the brainbot corpses can be looted.

I hate to say it, but with different people having unique problems with the Megamod you might consider writing up a spoiler list of design notes, so that unforseen problems can be pinpointed. The Vertibird sidequest in particular is a pain in the ass as the NPCs involved are tucked away in corners where they might never be noticed if you don't know where to look. Or perhaps I just played the original game so many times I have trouble spotting some of the new things. . .

I just checked something out. You won't be able to get the new shell. I messed something up. I guess I have something else to fix for the next release (something that will take all of about 30 minutes). Sorry.
As for a walkthough/spoiler list, I am not gonna do that. I prefer that people figure things out for themselves. If someone else wants to write one, then that is their choice. But, like I also brought up before, a walkthrough is only useful for a finished game/mod. This project, is always changing, so a walkthru wouldn't be very useful (or would require that it constantly be changed).
 
Well, hell. I was all ready to wreak havoc with the robot at my beck and call too. That was my point, though. If, after the hour or so of meticulous searching I had been able to check a spoiler list for the location and prove it wasnt there. . .well, it's better to know something is unachievable than to wonder if you're just missing the obvious.

I've really enjoyed playing the Megamod since the early versions, and I'm certainly looking forward to the next update. Sorry to have been talking your ears off, but thank you for all the work you two and others have contributed.
 
The Grey Man said:
Well, hell. I was all ready to wreak havoc with the robot at my beck and call too. That was my point, though. If, after the hour or so of meticulous searching I had been able to check a spoiler list for the location and prove it wasnt there. . .well, it's better to know something is unachievable than to wonder if you're just missing the obvious.

I've really enjoyed playing the Megamod since the early versions, and I'm certainly looking forward to the next update. Sorry to have been talking your ears off, but thank you for all the work you two and others have contributed.

It's no bother. It was just something so obvious on my part I can't believe I missed it. The piece you need would be created upon a certain event. Now, I guess I'll have to just place the component you need in some dark corner of the depot. Or maybe I'll give it to some town merchant as some pretty piece of junk they sell. Hmm...decisions, decisions... :twisted:
 
Critter Patch

If I wanted to use this EPA patch as a standalone, or as part of killap's patch, where can I find the the critter patch that's mentioned in the EPA instructions? I've seen 8 different critter packs for FRMS, is it one of those, or something else?
 
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