Megamod 2.3 technical issues and suggestions

MIB88

So Old I'm Losing Radiation Signs
Modder
Ok, so a thread for the latest version of the Megamod, since the other had gotten so large, and the first 65 pages or so are irrelevant to anything before the 2.1 release.

Malukao said:
awareness doesn't works with 2.3

I don't know what you mean by this. How about a little context?
 
it only displays several wounded or wounded and stuff like that, not the hp and weapon carried by the enemy

also klint is show as villager when hit and sometimes he runs away even at full or almost full hp
 
Then the error makes no sense, then, as I haven't done anything to change the perk. I will test this in my game, though. As for Klint, he is working fine, too. If he runs away, either you have changed his combat settings to be a coward, or he is crippled in some way.
 
Just installed the new version. Installation went like a breeze. Have started a run-through. I've just arrived in Arroyo.

No bugs so far, just some questions:

1) Does Luck affect chance of being poisoned in combat? I am playing with LK 10, and only one radscorpion hit poisoned me in TOT. Was this always a feature of FO2 and I just never noticed it? I didn't find it mentioned in Per's guide. Did one of the mods add this feature? I didn't notice it mentioned in any of the readmes.

2) TOT - Why is the stone block not IN the chest? I never asked with the previous release, but here it is again. The stone block is next to the chest on the ground and the chest itself is empty. Just strange.

3) Does time pass while you are in TOT? I tend to use Doctor and First Aid on my character for the extra early xp - level up even before leaving the TOT if I also disarm all the traps. I always seem to arrive in Arroyo on July 25, but sometimes it is day and sometimes night. I ask because of the time-sensitive early quests. Could I actually dither around so much in TOT that I show up in Arroyo a day or two later?

[Yay! You fixed the bolt and removed combat item descriptions from the Barrett!]

I'm having fun already.

Misteryo

*Edit*

And yay! again for this new thread
 
Malukao said:
it only displays several wounded or wounded and stuff like that, not the hp and weapon carried by the enemy

I just tried this in game, and Awareness is working perfectly. Maybe there is just something wrong with your game/install.

Misteryo said:
1) Does Luck affect chance of being poisoned in combat? I am playing with LK 10, and only one radscorpion hit poisoned me in TOT. Was this always a feature of FO2 and I just never noticed it? I didn't find it mentioned in Per's guide. Did one of the mods add this feature? I didn't notice it mentioned in any of the readmes.

I don't know if Luck plays a part in it. I doubt it. But, the scorpions in the Temple are tougher in this mod than in the original (definitely have more hit points and I think attack for more damage). The chance to poison, then might be higher. I'd have to take the script apart again to confirm that, though.

Misteryo said:
2) TOT - Why is the stone block not IN the chest? I never asked with the previous release, but here it is again. The stone block is next to the chest on the ground and the chest itself is empty. Just strange.

The stone fell from the wall. And I don't know why nothing is in the chest. Maybe there once was?

Misteryo said:
3) Does time pass while you are in TOT? ...

Um, I don't know, but it makes sense that it does and it seems like you have confirmed this. Despite that, though, I don't think there is anything too time sensitive that a day delay would matter.
 
sry about the awareness thing, i pressed cancel instead of done (i have atention issues)

about klint yeah he's called when attacked, i dont know if you have this problem villager

again sry for the awareness thing
 
Malukao said:
about klint yeah he's called when attacked, i dont know if you have this problem villager

I know about the 'Villager' thing. I'm just not quite sure how to fix it yet. He uses the villager model, unlike other NPC's who have a specific one for them. I'll get around to correcting this eventually. I probably just need to put a different version of Klint on the Arroyo map, and from then on it might work right. Hmm....
 
More stuff...

4) Arroyo-Jordan two mutually exclusive quests
When you first talk to him, you can look at the gecko and then wait and then ask him to teach you about his trap. He asks for a sharpened spear, you agree. Now, before exiting dialogue you can also say that you want to learn something, and he will ask for a sharpened spear again. You agree. These are really two different quests - one he will teach you traps, one outdoorsman. However, he will only do one for you, even if you return with two sharpened spears. It seems like the dialogue tree could be changed to only allow one quest conversation to progress.
Also, neither of his quests show up on Pipboy.

5) Hakunin's chest
Cool. It's implemented. And I like the karma drop. But shouldn't you get 10 xp for successful steal?

6) Return to Arroyo/Conspiracy (minor)
When you are transported to the Elder's tent, the last line of player's text in response to Elder is yellow, while the rest of player's text is white.

Misteryo
 
Misteryo said:
1) Arroyo-Jordan two mutually exclusive quests...
Also, neither of his quests show up on Pipboy.

They are separate. And I don't remember if I was just lucky or what, but I got both quests solved for two separate spears.
And I will add the quests to the Pipboy if there is room. (I have added a lot of things to some areas that I needed to modify the quest log to make sure everything fit. Quests in Modoc are an example of this.)

Misteryo said:
2) Hakunin's chest
Cool. It's implemented. And I like the karma drop. But shouldn't you get 10 xp for successful steal?

EDIT: Corrected.

Misteryo said:
3) ...the last line of player's text in response to Elder is yellow, while the rest of player's text is white.

EDIT: Corrected.
 
7) Klamath -
In dialogue with Torr, you can say, "Whiskey Bob, oh yeah, I know him." before you've met Whiskey Bob.

8) Still get 10 xp for trading gecko skins to Slim

9) Slim's quest to rescue Smiley doesn't show up on Pipboy. Of course, it does after you talk to Mrs. Buckner, so arguably not an issue.

10) Is there a way to get "kill rat god" on Pip boy BEFORE completing it? It would be neat, I think, if there was dialogue added to the group of three hunter's standing around drinking. One of them could bitch about some "talking giant rat-thing" and "I sure as hell ain't going back down there." The others could ridicule him. Then, after killing it, you could come back and either vindicate him or (evil) lie and humiliate him further by saying there was no such creature.

The Farm

11) Companions don't teleport with player from inside the house to the combat at the front fence.

12) Spelling. Two of the three brothers say, "Thankx," while the third (the one that normally gets killed) says, "Thanks."

The Den

13) The $1000 you pay Metzger for Vic disappears, even if you kill Metzger immediately after paying him. I think this is in the vanilla game.

14) When Tyler opens the doors for you after you fast-talk your way in, the doors are locked open. I think this is in the vanilla game also, but it's weird.

Primitive Tribe

15) Upon entering, there is a pile of wood visible just to the east and slightly north of player's position. It is unreachable but the placement hex reads open (no red x). If you click there, player will run to the exit screen and begin the worldmap.

16) Woodland Map - There are two large scorpions w/50+ hp at the north of this map and two more at the southwest. All four are labeled "Lesser Scorpions." Which is a bit unfair to their smaller, frailer bretheren who are also and more correctly labeled "Lesser Scorpions."

17) Right by the entrance grid there is a shovel on the ground. Wasn't this a knife in the previous release? I don't remember. But there is also a shovel lying around on the village map, over near the well. Do we really need so many extra shovels? Knives, man, we need knives!

18) Speaking of knives... Village warrior still won't accept envenomed knives toward the total of 10. Now, I haven't yet tried to give him an entire stack of 10 envenomed knives... Hmmm...

19) Aaaarghh! I didn't bring a rope with me! I know, not a bug, not your fault. But as much as I love this Primitive Tribe and adding Sulik's sister back into the game, I find the knives, spears and rope stuff frustrating - mainly because the Primitive Tribe is so far away from everywhere else. And I'm never coming back by there again, either. Oh well. It's more for the coolness of Sulik's sister than the xp anyway.

[Yay! You fixed the deaf mute gecko, who attacks me now. And you fixed the steal/karma issues, too. You're good, MIB.]

Miscellaneous

20) Doors that display both "You have successfully unlocked the door. You receive 25 xp" AND "That does nothing" when you use the lockpicks on them from the active slots. Somewhere in the last thread, I told Killap I would keep a list when I ran through the next megamod version. But what I'm discovering is that it is every single door and container in the game! Okay, I can't swear to the entire game yet, but Arroyo, Klamath, Den... If I see any that don't act this way, I'll post them.

Modoc/Cold Hearts

21) Garreth map has another mislabeled "Lesser Scorpion"

22) Stone Head in Cold Hearts tunnel is unreachable but the hand icon comes up when you hover over it.

23) Cold Hearts tunnel - another mislabeled "Lesser Scorpion" right by the rock you move to get to the lower leve

24) Savegame Names and Worldmap Centering - A save in Cold Hearts tunnels level one is labeled "Arroyo Caverns." A save in level two is labeled "Arroyo Thieves Guild." And, if you enter Modoc but go straight to the Garreth map and then down to talk to Fence and then leave Modoc without interacting with anyone or anything in Modoc, when you enter the worldmap it is centered on Arroyo. If you interact with anything in Modoc proper the worldmap will be centered on Modoc.

I also had a save at a desert robber encounter come up as "Postman Encounter Desert."

25) Dialogue w/Balthus - When he teaches you sewing, the speech text reads, "You spend four hours... your abilities might come short of a fashionable smoking, but now you can..." It should read, "...your abilities might FALL short of a fashionable smoking JACKET, but..."

26) Wasteland Omelet - I wonder can a whole party option be added to this. First, on the regular menu could add an option, "I'd like to order omelets for me and all my friends here!" Second, after the watch quest is done, add "You and your friends are welcome to stop by any time for a Wasteland Omelet - on the house!"

[Hey, I love the hole in the blacksmith roof above his forge. Nice touch! And his stuff no longer disappears in the explosion. And it seems like the tunnel between down-the-john and the mines works now. Did you fix that? Nice work.]

27) Deathclaw Roams Free! - I set dynamite at the giant chicken door and ran out of the pen before the dogs went hostile. Dynamite goes off, killling one of the dogs but the rest are fine. I decide I like the omelets, so I won't kill the giant chicken. He gets out of the pen, though, and attacks me. I blind him, and he runs away. I exit combat. Now he roams free in Modoc, and the omelets are still available. (It must be a whole lot more challenging collecting the eggs now, though!)

Kaga

28) Kaga killed by own men! - It's always seemed a little odd to me that Kaga and his mercenary men are not on the same team. Usually the bandits attack first and Kaga just waits in the background until they are all dead. But sometimes Kaga attacks first and the rest of them stand around. So, this time, I decide to just run away, but before I get off the map, Kaga accidentally shoots one of his bandits, at which point all the bandits gang up on Kaga. They totally surround him, so he can't run away. He gets one or two with his assault rifle, but eventually they put him down for good. Weird.
 
Misteryo said:
2) Still get 10 xp for trading gecko skins to Slim

3) Slim's quest to rescue Smiley doesn't show up on Pipboy. Of course, it does after you talk to Mrs. Buckner, so arguably not an issue.

The experience points for trading have been removed and talking to him and accepting his terms will put the quest in your Pipboy.

And no, I still don't think you found what I was talking about. If you did, you definitely wouldn't be saying useful! There are a few minor changes there, but this thing on the third level is my favorite. :twisted:
 
theres a passable wall in the toxic caves and the robots dont use their rocket launchers for most of the time, they just attack me hand to hand

edit: the wall is in the place with the robots and my klint has a carry weight of 365. is that normal?

edit 2: when i drop the explosives to blow the rocks to go to klamath underground, game crashes(windows xp issues)? and the compatibility options are useless.
 
I will find the mistake in the wall. As for them not using their weapons, it might be because of some blockers I could not remove. I will experiment with this.

As for Klint, it isn't normal, but that is the way the author of Friendly Klint originally designed him. In a later version his carry weights for each level will be more normal.

Regarding the farm:
Misspellings have been corrected.
There isn't anything I can do about the rest of the party not teleporting with you. It's not like with stairs in that situation.

Regarding the compatibility issue, dynamite, and Rat caves crash:
You know that Fallout is still unstable at times and crashes. However, I have never had this issue, and I also run XP on my machine. Is this reproducible? Does this happen every time?

******To all: Do not visit Scraptown! It is located to the right and down from the Den. I meant to turn this location off. It is still bugged. If you visit that location, it has a tendency to destroy that game. If you visit that location, and later save the game, chances are good that you will not be able to load that game again. Until I release a minor fix in the next month or so, you can either avoid the area or edit the city.txt file in the Data/Data folder, and change the start state to off for location 53 before you start a game.


The Den

1) I will change this so the money is added to his inventory instead of being destroyed.

2) I don't know what I can do about this door being locked open.

Primitive Tribe

1) Fixed. The area is totally inaccessible now, due to some added hex blockers. (I also added 7 regular knives inside that area! :P :twisted: )

2) I don't know if the names can be corrected. It isn't a simple thing to change in one file. I bet it's on many maps, even random ones.

3) I don't remember if it was a knife or shovel, but I didn't change anything there. As for knives, I guess you'll just have to search elsewhere!

4) I did not change the knives he would accept yet. I kept running into scripting issues. I was having difficulty figuring out how to properly account for a situation where the player has 3 knives, 2 combat knives, and 5 envenomed knives, for example. It was a mess! So, until I can figure that out, only regular knives will do.

Miscellaneous

1) Killap already fixed this issue as part of his patch from October 19th. I am adding in all of those fixes now (I still have about 50 more files to go through).

Modoc/Cold Hearts

2) The stone head is the exact same type as the one from the random encounter. I am not going to create a new piece of scenery for this location to remove the 'is usable' option.

4) I will look into the mislabeled locations Not sure what I can do about worldmap centering (that happens at other times too).

5) Corrected

6) I'll think about it.

7) I'm not going to do anything about this. The game has too many things like this. I can't go into every script and add conditions to this deathclaw, Darion, Metzger, Keeng Ra'at, Gruthar, etc., that says that if they are crippled, blinded, etc. and do not engage in combat anymore, then they are effectively dead, so the global variables that would be triggered upon killing them are triggered.

Kaga

1) There are problems with teams all throughout the game, including the vanilla one. I have been bouncing ideas off killap to try and correct these.
 
MIB88 said:
Primitive Tribe
1) Fixed. The area is totally inaccessible now, due to some added hex blockers. (I also added 7 regular knives inside that area! :P :twisted: )

Dude, you are mean and I hate you. I am going to learn to mod just so I can create a new item you can make in Mr. Fixit. You'd need Repair 100% and Throwing 100% and Science would have to be under 15% (because any more and you'd know this thing isn't actually possible, so you'd never build it.) And you'd have to learn the skill from Festus (because he's crazy). And the components you would need would be ALL THE KNIVES IN THE WHOLE GAME. Once you meet all these conditions, you can build the Chopomatic, a whirling dervish of knife blades that hacks to pieces anything it comes into contact with. And the item will only work in the Primitive Tribe area, where it will suddenly come to life and slaughter everyone. And also it will cut down all those damn trees!

thanks for all your hard work. It is time for me to go to sleep now.

Misteryo
 
about the crash problem, yeah it's weird, i tested it, sometimes it crashes, others apparently not (i could just be putting the dynamite in the wrong place). its really weird and i got a bug like that in fo1, in the military base when i tried to use the elevator.
i talked to one of my friends who knows some things about fallout, modding and opperational system and he said it could be xp but i dunno
i'll just try to make a virtual pc and run on it

edit: i seem to have removed the thing (i use the explosives and no crash). still cant blow the rock tough
 
Malukao said:
i seem to have removed the thing (i use the explosives and no crash). still cant blow the rock tough

Then it's not a bug. You are in the wrong area, plain and simple.

Also, Misteryo, that is a pretty neat concept. Not so much the Chopomatic (that's just weird :P), but about building something while needing a high repair but low science, because if you knew the science then you would know it was not feasible. Sounds like a cool perk, to be able to do something because you simply don't know any better! Kinda like Douglas Adams's Hitchhiker books, where people can fly only as long as they don't think about falling.
 
Just want to say i was "ctrl + R" (or whatever the shortcut is) to see the new maps and i reached one with a new song (it has a gas station in a city kinda looks like broken hills when you enter) and i got the feeling "OMG! I SO WANT TO REACH HERE" because the music gave me the feeling of something brand new.

Just wanted to comment that :|
 
Yeah, it would probably work well as a perk. If it were just a set of conditions, no one would ever discover it, because nobody ups their Repair without also upping Science.

Maybe the Perk could be something like this:

Mad Tinkerer: You are ADHD, so booklearning's never been your thing. Your Science can never go above 15%. However, nothing calms that manic mind of yours like tinkering with mechanical things. 60% bonus to Repair. And because you've never learned much about real-world physics, you are able to build things the scientific community knows to be impossible! Check your Mr. Fixit console often to see what kind of gadgets you might be able to make with what you have on hand.

Gadgets (they appear on Mr. Fixit if you have the components in your inventory):

Eyeglasses + Rad X = X-Ray Vision Goggles!
You have the benefits of the Awareness Perk while this item is in one of your active slots.

Fork + Radio = Trap Spotter!
Put this item in your active slot for a 30% bonus to Traps Skill.

Spoon + Fork = Spork!
This space-saving invention transfers its properties to your inventory. As long as you have the Spork in your inventory, you receive a bonus to your carry weight.

There could be more...

Misteryo
 
@ Demonslayer: I think that might have been Carson City... or Lars (the mod it's from has two names for it). It's buggy, but you can get there.

@ Misteryo: That it something going onto my 'to do' list. It just has the potential to be so weird and fun.

There was a bug with Dr. Fung killing the player when asked asked for healing. This has been corrected.
 
does the chemistry journals have any use?

if not, they could add stuff to do with the mr fixit
 
Back
Top