Megamod 2.3 technical issues and suggestions

ummm... i thought i read somewhere that this was fixed:

bbib.jpg
 
You did read that. It has been fixed... for the next release.
I actually messed it up twice. The first time I reversed two coordinates, so the bunker was showing up way to the east and was inaccessible. When I corrected that issue, I then mistyped the coordinate, which placed it out in the ocean.
 
No, it's no problem. I also said in one of the readme files that it was accessible (even though it wasn't yet).

Just a note: another release sould be ready before this month is finished. It includes a number of small fixes/changes, and many fixes by Aleksm to include fixes to the BOS bunker, corrections to a quest given in the Vault City outer courtyard, and finally being able to visit the town of Scraptown without corrupting your game.
 
Yay MIB88! A new release!
Any chance this will be compatible with older saves from 2.32 ?

Also:
found two small bugs.
The first is Vault 15, inside the vault on level 2. There is a guy with a SMG, the MPK9 I think, who has - illogically 9mm BALL ammo. Should be the regular 10mm, right?
On the third level, I believe there is also someone with wrong ammo, most likely one of the personal guards of....ehm, whathisname. I think it was a hunting rifle, not sure.

Secondly:
sometimes when I ask Klint to move out of the way when he is in a doorframe, he will rotate but won't move in any direction. Sometimes he is even just in a room, but can't be 'asked' to move.
Haven't seen this before in this thread, so I'm hoping it's new.

Thank you Rusty, btw. Before I couldn't play with my Virus protection program active, but after trying your snippet in fallout2.cfg it works like a dream. Slightly odd, but what the heck.

Furthermore, in the new release: since you'll be able to go to scraptown AND Cafe of broken dreams, will you be able to get two Dogmeats ?
I haven't been able to find anything that tells me if Dogmeat levels up like all the other npcs ? If not, is there a chance you might fix this ?
Because he is as useless as Goris in the late game, as you probably know. And sure, he's just a dog. But he's the Vault Dweller's dog! ; ) He deserves to be better than Goris!
Btw, does K-9 level up ? (I don't remember since the last I had him...a few years back)
 
Boosta said:
Any chance this will be compatible with older saves from 2.32 ?

Yes and no. After installing the next version, you won't have to start over. At least, I don't think so. However, if you don't start over, then certain changes won't take effect. For example, the worldmap is set when you leave the Temple of Trials. So, if you don't start over, then you'll never be able to reach the BOS Bunker. Or, if you have visited Carson before, then the correction to the map will not be seen in your game. (Once a map has been entered, the map data is pulled from the savegame folder and not the maps folder.)

Boosta said:
...There is a guy with a SMG, the MPK9 I think, who has - illogically 9mm BALL ammo. Should be the regular 10mm, right?
On the third level, I believe there is also someone with wrong ammo, most likely one of the personal guards of....ehm, whathisname. I think it was a hunting rifle, not sure.

Thanks. I'll find these and make those corrections.

Boosta said:
Secondly:
sometimes when I ask Klint to move out of the way when he is in a doorframe, he will rotate but won't move in any direction. Sometimes he is even just in a room, but can't be 'asked' to move.
Haven't seen this before in this thread, so I'm hoping it's new.

Somebody else mentioned this about Klint (in the first thread about the Megamod). I don't have an answer, though. It was pretty random. If you can't get him to move by pushing him, I'd recommend changing his following distance or trying to push him after removing/changing his armor.

Boosta said:
Furthermore, in the new release: since you'll be able to go to scraptown AND Cafe of broken dreams, will you be able to get two Dogmeats ?
I haven't been able to find anything that tells me if Dogmeat levels up like all the other npcs ? If not, is there a chance you might fix this ?...
Btw, does K-9 level up ?...

The dog in Scraptown is not Dogmeat... just another friendly dog like the one in Klamath who follows you around if you are nice to him.
Also, Dogmeat and K-9 each level up already.
 
It is something that I still can't get working right: the cockroach spit weapon. However, they are destroyed when the roach is killed. In this case, just a random error. Kind of like sometimes being able to loot lots of plant spikes from dead spore plants.

Edit: Finally got the Kaga and Morton brother encounters working properly. All lackeys now attack at the same time as either Kaga or the Morton brother.
 
found a bug with the crashed verti in klamath and the TC map. i was able to get 2 maps and the exp. both times i used the binocs on the verti.

EDIT:i also get 2 yellow key passes.
 
Harry Canyon said:
found a bug with the crashed verti in klamath and the TC map. i was able to get 2 maps and the exp. both times i used the binocs on the verti.

EDIT:i also get 2 yellow key passes.

Wait a sec. Could you be more specific, please? Did the map reset? Did you get two passkeys from the same corpse? And, as for looking at the Vertibird: did you get those two maps at the same time? Or did you leave the map and use he binoculars again?
 
MIB88 said:
Wait a sec. Could you be more specific, please? Did the map reset? Did you get two passkeys from the same corpse? And, as for looking at the Vertibird: did you get those two maps at the same time? Or did you leave the map and use he binoculars again?

sorry for the late reply, work and all. you know how it is.

anyways... at the beginning of my game, i went to the crashed verti site, killed the alien, picked up the yellow card off of the dead dude. i didn't even think of using the binocs on the verti then.

then i was doing the verti quests, much later in the game and was lost for a bit, so i went back to the crashed verti and looked around for a bit. i then used the binocs on the downed verti and got the map for the TC.

i took the map the whatsherface in navarro and told her what i found. she sends me on a quest with 3 goons. when i first left navarro, i had only one yellow card she gave me and the one map.

i get to the TC and checked my inventory and noticed that i now have 2 yellow cards and one TC map. i couldn't find anything there to kill, as i killed everything there earlier in the game.

so totally lost and not knowing where i have to "kill our enemies" as they weren't in the TC, i again went to where the crashed verti is and used the binocs on the verti again. thus giving me the 2nd map.

and i'm still lost and to who i gotta kill to find this pilot.
 
I sent you a pm with a few answers. As for killing anybody to find the pilot, that isn't necessary. You are supposed to go on the mission to prove yourself as a true Enclave trooper, that's all. You can find the pilot whether you do that or not.
 
game crashes in military base

In Version 2.32 of the mega mod at the 2nd level of Military Base at entrance to large room of mutants, my game has crashed repeatedly. alt-ctrl-del doesn't work at this crash for some reason so I have to use alternate methods to end the game.
 
Onswe i installed megamod i usually get crashes x time to x time, my savefiles become uneseful after, is there a way to fix the crashes in xp or vista?
I have tried a few patches that come with a xp vista shortcut, but neither of them work for me
Is there a way to fix this, or maybe i shouldnt have applied a previous patch to this game.
Do i have to install the game again then the megamod then do nothing else?
 
JMH said:
In Version 2.32 of the mega mod at the 2nd level of Military Base at entrance to large room of mutants, my game has crashed repeatedly.

Every time? This is pretty random. That location wasn't really touched by me. However, read through this thread to find an error like this with Vault City courtyard and the Toxic Caves. There is a very easy workaround that may work. (I don't remember it, because I never had to use it.)

steelsoldier said:
Onswe i installed megamod i usually get crashes x time to x time, my savefiles become uneseful after, is there a way to fix the crashes in xp or vista?
I have tried a few patches that come with a xp vista shortcut, but neither of them work for me
Is there a way to fix this, or maybe i shouldnt have applied a previous patch to this game.
Do i have to install the game again then the megamod then do nothing else?

Read the 2.32 readme file. Install game. Install Megamod. That's it. Oh, and don't visit Scraptown.
 
Beating on the drum again

'Ello again, got some more fun things for you, MIB.

First off, I'm wondering if the game has become harder in the endgame ? I remember killing Horrigan with a tad difficulty before, but today was just off the scales. I was shot twice by the gundrones and voila - I'm gunned down like a turkey.
Tried reloading and running around a little, and changing other things too, but that didn't help. I had the improved PA 2, with around 220HP. My NPC:s got hacked to pieces too, most wearing power armor as well. They have the first version, however.
Is the 'container' / Horrigan's legs supposed to contain his armor ?
I was under the impression it would, but I didn't find it.

Secondly, I had a somewhat disturbing discovery when I noticed that Klint changes his HP back to 30 if he gets the improved PA M2, or improved PA. Lucky for me that I had a save before that, as he didn't change back even if I removed the armor. Which was a hassle, just to get that off him.

Thirdly, has anyone else noticed that the endgame 'screens' that tell the tales of what happened to all the places you visited fades to black after just a couple of seconds - cutting the narrative short ?
That's all for this time...
 
Re: Beating on the drum again

Thanks for the report.

Boosta said:
First off, I'm wondering if the game has become harder in the endgame ? ... Is the 'container' / Horrigan's legs supposed to contain his armor ?
I was under the impression it would, but I didn't find it....

I don't remember making anything harder here. I don't think so. And yes, his legs are supposed to contain his armor (which means that I messed something else up).

Boosta said:
Secondly, I had a somewhat disturbing discovery when I noticed that Klint changes his HP back to 30 if he gets the improved PA M2, or improved PA...

Either you have a missing proto file, or the wrong proto file is called when he puts on the armor (meaning it is a bug on my part). I will make sure the right proto files are called.

Boosta said:
Thirdly, has anyone else noticed that the endgame 'screens' that tell the tales of what happened to all the places you visited fades to black after just a couple of seconds - cutting the narrative short ?

Not a bug from the Megamod. Addressed in the 2.3 readme.
 
The armor is there MIB88, just VERY hard to spot. It's hard to hit the right location to get it, and IIRC it wasn't "in" his legs "container" but behind the graphics of it. Boy does Myron seem different wearing that armor with a plasma rifle. :crazy:
 
Thanks, Solon. It's been a while since I worked on that, I didn't remember this at first. Right. I was originally trying to make the legs lootable, and this was my plan to get the armor. The problem was that I could not create an item within an item (i.e. armor inside the legs 'container') upon Horrigan's death. So, I had to settle for making the armor appear next to Horrigan's body.

Edit:
MIB88 said:
Boosta said:
Secondly, I had a somewhat disturbing discovery when I noticed that Klint changes his HP back to 30 if he gets the improved PA M2, or improved PA...

Either you have a missing proto file, or the wrong proto file is called when he puts on the armor (meaning it is a bug on my part). I will make sure the right proto files are called.

I looked at a few things and this and everything looks ok. Please verify that you have the following files in your data/proto/critters folder:

00000115.pro (from November 28, 2007)
00000122.pro (from September 26, 2005)

If you don't have these files, recopy them to this folder from the Megamod download, and be sure to set them to read-only.
 
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