Megamod 2.3 technical issues and suggestions

But, REALLY, you can't drive nonstop for days at a time. The Chosen One and his entourage have to stop to eat, sleep, and stretch their legs from time to time. That is when all these ambushes happen. And, maybe sometimes they occur when you are actually driving, thereby giving you the choice to bypass them. Just my thoughts on the issue. Even if I were inclined to modify that, there's not a whole lot I'd be able to do about it anyway, as it is stuff driven by the engine. (Pun intended).

Yeah, you're right. What you're saying reminds me of another idea I had. I think that maybe when the Chosen One rests on the worldmap, it could be more realistic to have a tent on the map. Maybe the tent could be in the character's inventory while he's not using it.

btw, I know that these ideas can take a long time to realize. I'm just throwing them :mrgreen:.
 
McRae said:
Yeah, you're right. What you're saying reminds me of another idea I had. I think that maybe when the Chosen One rests on the worldmap, it could be more realistic to have a tent on the map. Maybe the tent could be in the character's inventory while he's not using it.

btw, I know that these ideas can take a long time to realize. I'm just throwing them :mrgreen:.

Yeah, it does take a while to make implement some ideas. I have a really long list of ideas... and it seems to just keep growing. But throw your ideas out there (if you don't mind criticism). ;)

Regarding the tent. I could create it randomly on the maps, I think. I have no inventory art for it, though. And true, it would offer that realism. I don't know if it would be possible to make it on a map that you stopped on and then wanted to have the tent created. (Just a matter of how the map scripts work.) In addition to the realism, though, would it offer any other benefits? Why would the player spend some of his (or her) precious inventory space/car trunk space on 20 pounds or more for this item?
 
In addition to the realism, though, would it offer any other benefits? Why would the player spend some of his (or her) precious inventory space/car trunk space on 20 pounds or more for this item?

Because, during the day when it's 40 degrees in the Wasteland, you just don't wanna get a sunstroke. And during the night, you don't wanna suffer from cold. Of course, I know that getting a sunstroke and to suffer from cold are not options introduced in the game. As I said, it's just to create a more realistic game. But you could find others reasons for having a tent. A sandstorm for example ( yeah... I'm daydreaming).

My main reason is that it rocks to have your camp, your fire and a bunch of people heavy armed at your side.
 
I didn't knew that Cult of Personality was modified to work this way in the mod(so the infinite party members "mod" is already in the Megamod).

The energy weapon in the beginning of the game should do less damage than the 10mm Pistol and maybe become useless when the player gets his other energy weapons. Anyway, it's up to you.

About the car thing:
Actually, if the Chosen One and his party were stopping to sleep, it would take additional time for that, except if they stop once every 5 minutes to sleep 2 minutes or so, which is impossible. Video games lack the resources to be complicated enough - if you want to make really realistic Fallout 2, its size will be MUCH larger than 1 TB. So better forget about how realistic the mod is. Anyway, a food system could be good, if you have the right ideas to make it so that it will make the mod better.

Edit: It would be nice to have some portable in which you can store infinite amount of items in multiple containers, but unrealistic.
 
I must ask:

How much work is there left for the merging of killap's restoration project with the megamod?

I am really eager to see those two combined.. that would be the ultimate fallout 2 experience! :D

Have the work started already? And how does it progress?

Any deadlines? Any info, please! :D
 
I haven't started adding in Killap's RP. That is a big project and will take time. I won't even have a chance to begin working it in until maybe February... January at the earliest. But, I will not set a deadline. I set a deadline, then it will begin to feel like work. And that makes it not for fun. And the moment modding Fallout is no longer fun, I will stop.

Until then, there will be two or three smaller releases (one of which should be available for download very soon).


Blackened said:
I didn't knew that Cult of Personality was modified to work this way in the mod(so the infinite party members "mod" is already in the Megamod).
...
About the car thing:
Actually, if the Chosen One and his party were stopping to sleep, it would take additional time for that, except if they stop once every 5 minutes to sleep 2 minutes or so, which is impossible.

Edit: It would be nice to have some portable in which you can store infinite amount of items in multiple containers, but unrealistic.

I included all the readme files for a reason.

As for the car, you misunderstood me. I'm saying that my rationale was that even though it looks like you are moving the whole time when you see the worldmap, part of that time would realistically be spent sleeping... and not just for a few minutes. So, what we see when we see the worldmap movement, is an average of the travel distances over time. But, like I said, that is just my rational, and it has served me well in enjoying this game.

Finally, I am not going to create or include any cheats/hacks. I know, I have already done so by including Klint. However, I don't plan on adding any more.
 
That does not seem very promising. I mean, it's at least 1,5-2 years before we can dream of seeing such project completed, I fear - and there is a good chance that you will lose interest in modding fallout somewhere within that period. Oh well.

What would happen if I used both yours and Killap's mods at the same time? Perhaps I can apply parts of it to another one? I am not the greatest at modding but that's not something I couldn't do.

I've heard of strange compatibility issues when people try to perform such task, though. Like, things that should work do not work, for some weird reasons. That's rather discouraging ;P

Oh well, good luck. I hope it will be finished one day. Perhaps I can use parts of the megamod with Killap's RP, then, like the vault 14/23 and such. Anyone tried that?
 
DForge said:
That does not seem very promising. I mean, it's at least 1,5-2 years before we can dream of seeing such project completed, I fear - and there is a good chance that you will lose interest in modding fallout somewhere within that period. Oh well.

Again, I do this for my own enjoyment. And, if you were to do some digging, you'd learn that the Megamod was something I started working on in December 2004 and first released in August 2005. I'm not some fly-by-night person.

Second, mods don't take me as long to incorporate as they used to. So, if I am working on it by February, I'm guessing it would take me a couple of months to add it, depending on how busy work is (and work now, is busy).

DForge said:
What would happen if I used both yours and Killap's mods at the same time? Perhaps I can apply parts of it to another one? I am not the greatest at modding but that's not something I couldn't do.

This has been answered NUMEROUS times. Threads. Killap and I have mentioned this in our readme files. At least look this answer up.
 
@MIB88,
I don't have any idea how hard it would be, but how about adding a quartermaster store, a la Tactics, to the BOS bunker area. Maybe a place where we could purchase a GGG or one of those mouth watering Steyr weapons carried by some of the BOS troops, perhaps making availability contingent upon BOS membership and passing a level and/or stat check?
 
Question:
Can I just drop Megamod 2.34 in on top of 2.33 or do I need to do a fresh install of FO2? Thanks. 2.33 has been working very well so far.
 
ionbeam said:
Question:
Can I just drop Megamod 2.34 in on top of 2.33 or do I need to do a fresh install of FO2?

Hmm. That is an excellent question. What does the Megamod 2.34 readme say?

Regarding the quartermaster, I could probably add a type of store there. However, you will not find GGG or the steyrs for sale there. On top of that, I'd add some sort of requirement in order to be able to trade with him. But, that is a possible addition for the future. Still have plenty of other things to add first.
 
Hello

There are still 2 bugs in V23 location
-no day-night cycle
-everytime when I enter vault I earn 2k exp (you found v13)

I mean Megamod v 2.34

cheers
 
Prethorius said:
There are still 2 bugs in V23 location
-no day-night cycle
-everytime when I enter vault I earn 2k exp (you found v13)

Thanks for the report.
Dangit... I had forgotten about the experience issue. I was just so focused on correcting the car, the holotape, and making sure that visiting the "boss" map did not corrupt games. Though, I didn't know that the day/night cycle was messed up with that area. You do just mean the entrance map, right?

Are those three things are working for you?
 
Issue:
Miria dialogue, MegaMod v2.34... gives "Error" as her default reply. Currently playing as a female PC.

Cause:
Saw no obvious errors in mcMiria.msg; next most likely case was the script itself.

Thus, used Int2SSL to de-compile mcMiria.int; error located within procedure Node000:

Code:
procedure Node000
begin
	if (get_critter_stat(dude_obj, 34) == 0) then begin
		gsay_reply(106, 154 + (local_var(5) > 0));
	end
	else begin
		gsay_reply(106, 10154 + (local_var(5) > 0));

Resolution:
Altered the last line to the following:

Code:
		gsay_reply(106, 154 + (local_var(5) > 0));

After re-compiling, issue was resolved. Wanted to inform MIB88 of the error in question.

Guess I was just bored.
 
Sorry I was wrong, I dont mean day night cycle, couse it's working well, but in v23, underground there is light but it should be dark i think, couse the vault is abanadoned :) Will be nice to add some music there too.

anyway...
-The weather mod isnt working, it's say that "weather mod error shade function not available"
(I've fixed it by turning on dx9 option in ddraw.ini so no problem anymore)

Sir i'm curious, that experience issue it's all about script in CrisiVT.map file? I tried to correct it with myself couse it's really anoy me :) but Fallout 2 Mapper says that no map script is using in this location

cheers
 
(I don't know which of there bugs are known, I haven't got access to the readme file right not)
When I use Steal on Hakunin's chest it doesn't seem to open, but it still gives me 10 xp. It can be abused forever for the xp. Maybe if you fix it without removing the xp bonus you should increase it to 50-100 xp.

You should set some bugfixes on by default that .ini (or so) file with the text.

There were other issues, but I can't seem to recall them.

AAAAAAAAAAAAAAAAAAA! Please, fix the cockroaches soon!
 
I've been having alot of problems with the BOS part of the game, dont know if i am the only one.. and i dont know for sure but i might have installed the megamod on some other mod files, so i am going to try to test this with a freshly installed fallout 2 too.. either way here's the problem i encountered with the BOS part of the game.

When arriving at the BOS bunker to dump of that machine part that seems to attract mutants, Mr, general congrats me and then a alarm sounds, and shit-loads of mutants arrive on the scene, in my oppinion this is just overdoing it, becuse there's so many NPC's and monsters that it'll take ages before it's my turn again, i also encountered that if i quick save the game there, and quick load the same spot, (tought i would quick save it every now and then and if anything went fubar i just load the game again) so i did, and something went fubar, four deathclaws attacked me so i reloaded, got 5 AP so i could'nt fire my rocket launcher, skiped the turn, and then every damn member of BOS started to attack my PC for no apperently reason, now whats up with that? if i bring NPC's along they ussally spray BOS member and end up making them enemy's of me anyways..

Also, i can ask for fuel to fly away, i asume that this is for the vertibird mod, never used a vertibird, dont know but i asume it's buggy one way or another, cant understand how you can put in something that big in the game, either way, logically? is it okay for my PC to ask for air-fuel if i dont even have a chopper to use that fuel on? how do my PC know's that i'll ever get him a vertibird, or is all this just a lame excuse that my PC made up to get over 10x Flamer fuel.. i dont know...

And the Siege Map... Totalt fubar, i can see the enclave discuss with the BOS, and then they detect me so i tought like... Hey! let's make like a tree and get the f* out of here. so i ran, used my car.. Game crash, i restarted the game, loaded up my quick save, dumped the car, WALKED all the way to the Siege location, same sheee-et again, i make like a tree, and run for the exit grid, get to it, and game crash.. what to do, what to do...

Well i guess that these are either bugs that are not attended to, or that my fallout 2 copy still had some mod files that interfare with MegaMod... i'll check it out ASAP tho.
 
@everyone: Thank you very much for the bug reports. I have a list that only seems to keep growing, especially when I add a new mod. However, I am happy to try to correct them to make the Megamod better.

NeoSeether said:
Issue:
Miria dialogue, MegaMod v2.34... gives "Error" as her default reply. Currently playing as a female PC.

Cause:
...most likely case was the script itself.
...
Thus, used Int2SSL to de-compile mcMiria.int; error located within procedure Node000:
...
After re-compiling, issue was resolved.

Thank you very much. I have corrected this script typo.


Prethorius said:
... in v23, underground there is light but it should be dark i think, couse the vault is abanadoned :) Will be nice to add some music there too.

...Sir i'm curious, that experience issue it's all about script in CrisiVT.map file? I tried to correct it with myself couse it's really anoy me :) but Fallout 2 Mapper says that no map script is using in this location

You are correct about the cave lighting. I will make it dark.
I see that music was originally planned for this location, but was never included in the original mod. I have added added music and sound effects.
As for the experience issue, I think it is in a map script... that makes the most sense. However, I have been unable to locate the source of the problem. I'll keep looking.


Blackened said:
When I use Steal on Hakunin's chest it doesn't seem to open, but it still gives me 10 xp. It can be abused forever for the xp. Maybe if you fix it without removing the xp bonus you should increase it to 50-100 xp.

You should set some bugfixes on by default that .ini (or so) file with the text.

AAAAAAAAAAAAAAAAAAA! Please, fix the cockroaches soon!

Hakunin's chest is not supposed to open. If you successfully steal from the chest, you will get experience and a few shaman-type items (i.e. herbs). However, this is only supposed to be available one time. I'll check this out.
I don't understand what you mean by setting bugfixes on by default.
The cockroaches. I know their AI is messed up. Not sure why they run away. I mean, I really want to hear about those mean cockroaches killing characters with their spit weapons! :twisted:


Outcast said:
When arriving at the BOS bunker to dump of that machine part that seems to attract mutants, Mr, general congrats me and then a alarm sounds, and shit-loads of mutants arrive on the scene, in my oppinion this is just overdoing it, becuse there's so many NPC's and monsters that it'll take ages before it's my turn again, i also encountered that if i quick save the game there, and quick load the same spot, (tought i would quick save it every now and then and if anything went fubar i just load the game again)....

You quickloaded/quicksaved in combat? Well, then, if your game is jacked up, then that is your fault. Don't save/load during combat. Also, you say it's "overdoing it." Not sure what I can do about it as there is no way to make everyone happy with that scene. Someone might say it's a perfect number for the situation. Some say the number needs to be 20 critters. Another says 14 critters. I haven't even played through that section, though. My initial sentiment is to keep things as they are. However, I'll make a more informed decision later when I get to actually play that part in the game. But, you're playing a game! How big of a rush can you possibly be in!? :P

Outcast said:
Also, i can ask for fuel to fly away, i asume that this is for the vertibird mod, never used a vertibird, dont know but i asume it's buggy one way or another, cant understand how you can put in something that big in the game, either way, logically? is it okay for my PC to ask for air-fuel if i dont even have a chopper to use that fuel on? how do my PC know's that i'll ever get him a vertibird, or is all this just a lame excuse that my PC made up to get over 10x Flamer fuel.. i dont know...

Never played the vertibird mod, and don't know how to use it, but you assume it's buggy. Nice. :roll:
Vertibird fuel in the Fallout world can be used for more than vertibirds. The flamer fuel IS THE SAME as vertibird fuel. Please don't mention realism in the game.

Outcast said:
And the Siege Map...

I can't talk about this location. I haven't been to that location either. I'll note that it is a bugged location in my log.
 
MIB88 i've found source of that EXP issue in vault 23, CrisiVT.map location is using script vault13.int somehow, i couldnt remove/modifie this script from the map, all I can do is remove this exp gain proccedure from script but it will remove exp gain from Vault13 location as well. Maybe u will know how to do this

btw oryginal version of this mod is fully finished with music and with no light down there in vault so maybe u can use this version, here is the link:

http://pashapasha22.narod.ru/V23mod/VT23MoD.rar

cheers
 
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