Megamod 2.3 technical issues and suggestions

Touquet said:
@Mib88 strange bug in the EPA.
When I repair the light generator all become dark! No light at all.
I try by reloading and doing it again with the same result... weird

this has never happened to me, and i have fixed the lights about 10 times now.

i'm still having issues completing the BOS quests though. so for the last week or so i've just been hunting. got my skills up enough to finally be able to get advanced PA off dead enclave dudes. though klint still has problems with it. but he likes hardened PA anywho.

and the abbey monks finally succumbed to the wraith of me. long hard fight that was. what is weird though is that they only come after me, leaving my party (now all equipped with gauss rifles) free pickings.
 
Yeah, I'd figured there would be a lot of bugs with integrating the BOS quests. I wanted to release an update soon - as in the middle of next week. However, getting to a point to test those BOS locations and fix those bugs is gonna take a while longer. Too bad, too, since the update has a number of small bugs corrected and, more importantly will contain the work by Josan and Jotisz with the NPCs latest appearances. I guess I'll have to hold off for a while. :P
 
i'm in no hurry. i'm just continuing upgrading my stats and see what stuff i have missed due to my stats being too low.

one question about miss bishop though, in the original FO2, you could get something from her if you asked about her and VC. now if i ask about it, i get nothing from her, well other than a good time. was this changed?
 
Harry Canyon said:
...you could get something from her if you asked about her and VC. now if i ask about it, i get nothing from her, well other than a good time. was this changed?

I didn't change this. The only thing I changed with regards to that script was making new party members invisible if you decided to sleep with her.
 
so 156% speech should be enough then?

if i remember correctly, in the OFO2, i needed a speech of about 145% to get it. i could be wrong though.

also i forgot to mention earlier, and i do think this was mentioned somewhere before, the Brotherhood of Steel listing in the status screen in inaccessible. you can see that i'm in the BOS Bunker status screen but the BOS Facility listing stays up. and even if i'm in the main status screen, the one that has all the towns\cities listed, i can't access it to see the quests.

9d362603.jpg
 
Harry Canyon said:
so 156% speech should be enough then?

if i remember correctly, in the OFO2, i needed a speech of about 145% to get it. i could be wrong though.

I think you have to talk to her about VC before you sleep with her..
I've got the same first time.
Now I get it but I remember talking about VD at the first encounter before getting the invitation go "take a drink" :).
And I don't have 145% in speech btw moke like 120%

@MIB88

Is there a way to correct the test error when I enter the BOS Bunker?? My game crash to the desktop after saving the BOS squad; got a black screen first time I try to exit Siege location too.

I mess up with the Abbey quest too; He say thaT he know I'm work for another part so I can finish the quest to get the data from VC :(. The only thing I've done it's to get the Vertibird Plan.

Since I get the combat implant in VC I cannot enter the courtyard. got the game freeze... I've to copu the .save from anoter save slot to enter this part again.

Q. Have you take out the Magnetic Personality perk?? It should be available at level 6 with high CH; I've 10. But I'm near lvl 20 and I can't have it...
 
I'll see what I can do about the status screen. I doubt I could do anything, though. The fact is, there are just too many locations, and all those things are usually on one page. It just spills over. What I might have to do is combine entries. Then it will just be up to the player to remember where the quest came from. Instead of seperate quest entries from BOS Bunker and Brotherhood of Steel, they would all be under Brotherhood of Steel.

On another note, for the next update:
-The new sprites for Dogmeat, Cassidy, Sulik, and Vic (all in armor) have been incorporated into the mod.
-Cult of personailty works again with Cassidy.
 
kedimsidomuz said:
I don't know if anyone told this before, and I am sorry if I am telling something for the second time. After completing the quest to find Sulik's sis, while the character is in primitive tribe, when you tell Sulik that he should stay home instead of traveling, his head makes the animation of him getting angry and says our character needs his stuff more than him. If you accept his stuff and follow the dialog which should make him stay in his village; after closing the dialog screen, he is still following you. Getting rid of him there isn't possible, and when I got bored for making the conversation over and over, continue the game and let him follow me, he still looks like he is wearing his leather jacket. I checked my inventory, he really did gave me his jacket and hammer. But still he follows when he shouldn't, and seems like wearing the jacket even if he doesn't have it. I forgot to check if he still has the armor with him, and gave him his jacket and hammer. after that, when I entered his combat settings to make him wear the armor to make sure if he only looks like wearing it. He wasn't, as you can guess.

i guess no one saw this. i know it's not something important, but is it about me picking a wrong line for dialog, or is it a bug really?
 
I saw it, I just don't know how to answer it. I am willing to bet it is a bug. There are lots of things I messed up during the integration. Believe me, though: it is on my list of things to fix.
 
Uhm... is there any chance of you integrating my mod into the Megamod? :roll: I think it would be a good idea. Perhaps wait until it's finally finished, so you won't have to worry about new versions?
 
After you get to a more polished version, then I will actually make time to try it out. I have no idea yet how many of the changes I would even include. As it stands though, work hardly gives me an time to even do any modding, let alone actual playing. But from what I have read, some of it looks really good (i.e. laser weapons).
 
MIB88 said:
After you get to a more polished version, then I will actually make time to try it out. I have no idea yet how many of the changes I would even include. As it stands though, work hardly gives me an time to even do any modding, let alone actual playing. But from what I have read, some of it looks really good (i.e. laser weapons).

Thank you. A bad thing is that when you install the armors with modified laser resistance in my mod, you also get modified explode resistance of some armors, and modified normal resistance, and modified AP/JHP ammo values in one package, and I know many people wouldn't like that. I could send you a tailored version that only modifies armor laser resistance and laser weapon damage, and then we'll add the rest of the stuff later. I guess that's how it'll have to be if you want to include my mod... tailored. I'll be more than willing to help you out in this, once you get time and I get finished.
 
Suggestion cross-posted from Weapons redune at the request of MIB88:
But, what is the benefit you are suggesting? An increase to Charisma? Perhaps the Presence Perk? Also, to balance it out, there should be something for an evil character. Or, can evil characters already do those quests as well?

Currently the NCR Ranger badge represents your affilation with an anti-slaver group. You'd expect good characters to respect you more while displaying it, and evil characters and the VC authorities to respect you less. That's complex, but good karma or an item carry effect seems an easier fix.

The Sheriff's Badge represents authority in Redding as well as a general principle of serving the law. Good characters would respect that, and criminals would be likely antagonistic. I think there's no karma req for the quest, and you can do all the quests by being a brutal jackass anyway.

Also, the Evil characters have something already. Made Man status and the Slaver Tattoo. Of course the difference is that both of those are reputation. The tattoo cannot be removed (although an autodoc option to do so in late-game might be interesting)
On the other hand, the badges lend themselves to being covert if you wanted to be "plain clothes" as it were. That's why I suggested a Shades-like effect. Or, the more complex method would be to change all conversation lines to something like "Stay out of our business, NCR goon" for Lynette, the Servant Allocation guy, Stark, Metzger and Big Jesus if you are carrying the Ranger Pin when you speak to any of them.
 
Minigun Jim said:
Currently the NCR Ranger badge represents your affilation with an anti-slaver group. You'd expect good characters to respect you more while displaying it, and evil characters and the VC authorities to respect you less. That's complex, but good karma or an item carry effect seems an easier fix.

Minigun Jim said:
...The tattoo cannot be removed (although an autodoc option to do so in late-game might be interesting)

:lol: Have you been talking to Dude101? He was real big on me implementing this a while back. He just couldn't come up with a good tradeoff for getting to do all sorts of bad things and then just have things go back to normal after getting it removed. He had suggested a drop in charisma (by 1 point) to simulate the scar that the player would get after having it burned off with a laser. I thought that was too weak of a tradeoff.

Minigun Jim said:
On the other hand, the badges lend themselves to being covert if you wanted to be "plain clothes" as it were. That's why I suggested a Shades-like effect. Or, the more complex method would be to change all conversation lines to something like "Stay out of our business, NCR goon" for Lynette, the Servant Allocation guy, Stark, Metzger and Big Jesus if you are carrying the Ranger Pin when you speak to any of them.

Yeah, to change individual dialog lines (and scripts) would be a little more time consuming. However, I could modify the script for the player's character quite easily to make it have broader effects. Those changes include reputations, karma, or traits/perks. I'll see what I can come up with.
 
MIB88 said:
:lol: Have you been talking to Dude101? He was real big on me implementing this a while back. He just couldn't come up with a good tradeoff for getting to do all sorts of bad things and then just have things go back to normal after getting it removed.
Huh? seems simple. You lose the Slaver reputation, but keep all the -ve Karma accumulated. Also the ugly scar. If "Slaver" itself gives you -ve karma, balance it by adding the same abount of -ve karma to your score when you remove it. That way, people won't react to the flashing neon "EVIL S.O.B COMIN' THROUGH!" sign on your head, but they will react to the general aura of karmic bastardry surrounding you :P
 
Hmm. A lot more negative karma. Something that the player has to work off over time. Interesting concept. I would need some more answers. I know Sulik leaves you if you are a slaver, or if you have really bad karma. What about the other NPCs, do you know? How do they respond to this is something I was considering at the time. I know this might seem unconnected, but it is relevant. And, who else besides shopkeepers and (some) caravan masters also refuse to deal with you if you are a slaver?
 
I wasn't thinking of more -ve karma than before, i just assumed Slaver came with attendant bad karma anyway, and to make sure it stayed.
You could slot it in with the message "As the tattoo is removed, ending your career as a slaver, you feel a terrible remorse for your brutal actions", and slap the character with -100 Karma or something. That'll be pretty sure to take it below -101, where the majority of the "bad guy" scripts trigger anyway. I searched the Walkthrough, and it looks like Slaver and -101 Karma share most of the effects. Slaver's effectively a permanent shortcut to "evil" status.
 
Here was something from another thread:

MrElusive said:
mmm.. MIB would you be interested in the concept of having a mercenary camp, giving the ability to "hire" npc's as it were for high prices (and with them starting with no inventory). With the remod of the encounter tables to have more extravagent amounts of enemies fighting each other this would make your "team" be able to fend for themselves for once.

The concept comes as an alternative to watching your unique npc's die and having to reload. ie: even though a merc might cost say.. 15k, if they die in a heavy firefight against say a heavily armed enclave patrol; you don't have to reload the game coz they would be expendable as you could hire more. A finite party limit would be good in this case, so you can't just mass an army.

It manifested itself as every time i reloaded coz i lost a party member, i felt as if i was cheating in some way... after all if the dev's knew you would reload everytime you lost someone in a fight, they would have given them invincibilty in the first place.

The merc camp could start unknown at first, then possibly be found by putting a map in SAD or the military base lower levels.

As for feeling like you are cheating by reloading when a party member is killed, well... you are. Don't fight it. :P And I doubt the developers would have made party members invincible. They have achieved their goal, I think, of bringing you into the game. It says something about the game if you are concerned about those NPCs.

Anyway, it's has potential, but this idea needs to be cleaned up. I mean, why hire mercenaries instead of using your party? You say you don't want them killed, but they would still be with you, right? So, mercenaries are just people to help you fight who, if they do get killed, you won't reload. But, it doesn't keep your characters from getting killed, unless you just want to leave them all behind in some village. In that case, just travel alone if you are worried about them getting killed. But, that is a risk that comes with wandering the Wastes.
Maybe mercenaries only for certain locations or missions... maybe. If I were to add something like this, anyway, I'd still add some personality to the hired mercenary. He wouldn't just be some bullet sponge. Then, we'd be right back where we are now: with unique characters that you don't want to get killed.
 
MIB88 said:
...And, who else besides shopkeepers and (some) caravan masters also refuse to deal with you if you are a slaver?

cassidy won't join you if you are a slaver, but i don't know what would happen if you're evil but not a slaver. and also, corsican brothers in new reno refuse to talk to you if you are a slaver also, says something like, "these are my slaves" over his head, but he will start talking if you get the prizefighter trait. i don't remember anything else about it, i didn't play fallout with negative karma for a very long time (i couldn't stand anymore things like go and find smiley, then kill him when you arrice to the cave's exit just to make mrs. buckner suicidal), if i remember something more, i'll let you know. i hope this helps you a little.
 
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