Megamod 2.3 technical issues and suggestions

Prethorius said:
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...

Thanks. I still had that file in my list of resources. Good thing, too, because I can't download that file (because of where I am). However, I see that those locations originally had 'raider' music assigned... nothing new at all. I will put that back in.
Also, regarding the map script, you should have a version where no map script is attached. That is why it appears as daylight. Also, if there is no map script, there should be no granting of 2000 experience poits. Unless there is some sort of engine feature that makes the Vault 13 map script the default one if no script is present. Hmm. I'll do some experimenting.
 
Some suggestions:
•The GGG has 5-10 damage - this means that it is completely useless against enemies with 10+ DT(Power Armor or better). I suggest increasing its damage and decreasing its burst rounds and/or clip size, so it will be weaker against unarmored targets(with DR up to 30)and stronger for endgame. Maybe 20-30 damage with 30 burst rounds(with a clip of 90) will be a well-balanced number, compared to Bozar's 25-35 with 15 burst rounds. This will make playing with Big Guns not so pointless - Small Guns are obviously stronger; they are maybe as strong as Big Guns at the endgame. But this will ruin the conception of using 120 of the rarest ammo in the game per shot in a game with increased ammo rarity.
•The 10 xp for stealing from Hakunin's chest - it doesn't fit the game - you should either increase it to 50-100 xp or remove it. At what other place you get [you have done [thing] successfully. You have got [amount] xp points], where that [amount] is less than 50?
•The dog at Scraptown has just 14 hp and won't follow you outside of the town. You could make it an usual NPC with levels and such. But that makes too many dogs in the game. Well, it doesn't hurts anyone.
•Make Bessy(the Modoc cow)a proper NPC. It would be very nice to have a very own brahmin. Anyway, all you can do with her is to trade her for 100 meat jerky(useless)or to trade her and then release her for +10 karma(+5, because selling her costs you 5 karma)and lose town reputation.
•Blacksmithy remake. You basically get something for nothing(time is not an issue, especially with that removable 13-year time limit). You have "free" infinite access to all of the blacksmith's services. At least maybe you could add some kind of a cost(money or to complete a quest). You could make the cost rocks, since their number is limited. According to Per's nearly ultimate guide, they are about 110, not including ones from random encounters, stealing, trading for them or digging up graves. But really, crafting metal items out of rocks doesn't seems a good idea. Better find some other alternative.
•Make it possible for the player to have his very own home. This will nicely fit Fallout 2, since it's a RPG after all. Don't forget that the Chosen One actually LIVES in Arroyo and don't forget to add a plenty of empty containers, maybe even a key for the front door for roleplaying purposes.

Some bugs:
•About the Hakunin chest issue: I meant that you can get 10xp every time you pass a steal check and this can be abused forever. Also, when I pass a Steal check(actually when I get 10 xp), its invertory doesn't seem to open for me, no matter what else I try.
•In a random encounter, I saw a radscorpion with 18/10 hp.
•In the upper shop in SF, there is a guy in leather armor with 110/210 hp. Or maybe this is intended.
•When I get one stack of some kind of ammo, I got its original size - for instance, if there is a single stack of Small Energy Cells in some NPC and I steal it, in case that this is my only stack, I can sell it and I will get the value for 40 Small Energy Cells instead of 10.
•The barter prices seem higher to me, but I play with 4 CH, and I usually play with little more if I recall correctly.
•I killed Myron's guards and their metal armors were lootable, I have 48 repair and about 50 or 60(no more than 70) Science.
•When I unequip Klint's armor he seems to become much weaker than he originally was without armor, but equipping any armor after that adapts his stats to the armor as usually. Also, when he is unarmed, when he misses or gets hit, it says "Villager gets hit for [value] hit points" or "Villager missed". When I leave the area and enter a new one, his follow distance seems to reset - the closest one is on "default".
•At the ddraw.ini file there are options to fix some bugs. Some of them(I think only "GainStatPerkFix" and "DialogueFix") are not enabled in the .ini file in the 2.34 Megamod folder. Also, the Glovz's AP Ammo mod is not enabled.
•You become Gravedigger when you dig up Mordino's stash after being told for it by Myron. I think this is a bug, because without digging it you may not be able to get access to EPA at all, so everyone who wants to have access to EPA should either be a Gravedigger or wander until some traveler tells him the location. I know that being Gravedigger has no affect to the game at all, but it is still a minor issue.
•The EPA Spore Plants haven't got ranged attack. Or maybe this is intended...But in the RP they don't attack at all IIRC.
•When completing the first Wrights quest, you get 2000+500 xp for it if you find out everything and mention that Renesco made the jet canister. But I think that you get just 2000 if you don't mention this. In the RP, you don't get xp at all, but maybe it is intended to recieve just 2000 xp, since the 500 xp are for "pointing out a suspect".
•You should note in the GGG's description that it requires 7 ST.

I think I saw more bugs, can't seem to recall them now. You are receiving so much bug reports because it's a new version and some people waited for the last version to start playing, I think(at least I waited for 2.34 to start playind). This could help you with the future releases.
 
A few things:

Blackened said:
•The 10 xp for stealing from Hakunin's chest - it doesn't fit the game - you ... At what other place you get [you have done [thing] successfully. You have got [amount] xp points], where that [amount] is less than 50?

Haven't you ever stole anything from another critter before? How many experience do you get for that? If you steal 1 item, you get 10 xp. Of course, you can also use lockpick on it. I'll think about this one.

Blackened said:
•The dog at Scraptown has just 14 hp and won't follow you outside of the town. You could make it an usual NPC with levels and such...

Not a bug. And no more dogs as party NPCs.

Blackened said:
•Blacksmithy remake. You basically get something for nothing(time is not an issue, especially with that removable 13-year time limit). You have "free" infinite access to all of the blacksmith's services. At least maybe you could add some kind of a cost(money or to complete a quest). You could make the cost rocks, since their number is limited. According to Per's nearly ultimate guide, they are about 110, not including ones from random encounters, stealing, trading for them or digging up graves. But really, crafting metal items out of rocks doesn't seems a good idea. Better find some other alternative.

Your understanding of rocks may be accurate, but not how iron ore in the mod works. And you are dealing with iron ore with the blacksmith. However, I have a plan to fix another bug with this, and things will be changed.

Blackened said:
•Make it possible for the player to have his very own home. This will nicely fit Fallout 2, since it's a RPG after all. Don't forget that the Chosen One actually LIVES in Arroyo and don't forget to add a plenty of empty containers, maybe even a key for the front door for roleplaying purposes.

Ok. Perhaps I will add a tent to Arroyo that belongs to the player. I will add some chests there for you to store stuff. Make sure that you make frequent trips back there throughout the game to drop off your stuff. Watch what happens! :twisted:

Blackened said:
•About the Hakunin chest issue: I meant that you can get 10xp every time you pass a steal check and this can be abused forever. Also, when I pass a Steal check(actually when I get 10 xp), its invertory doesn't seem to open for me, no matter what else I try.

I said:
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).

That means those items are added to your inventory. However, it is only supposed to happen once. And, as I just said on the previous page, I'll check it out.

Edit: Well, the script is indeed broken. Thanks. In the next version you will only be able to steal from his chest one time. I might add a sneak requirement as well... maybe.

Edit2: You can now only succeed in stealing from the chest once.

Blackened said:
•I killed Myron's guards and their metal armors were lootable, I have 48 repair and about 50 or 60(no more than 70) Science.

What does the readme say about lootable armors?

Blackened said:
•When I unequip Klint's armor...

Klint is not like other NPCs. His level is tied to his armor.

Blackened said:
•At the ddraw.ini file there are options to fix some bugs. Some of them(I think only "GainStatPerkFix" and "DialogueFix") are not enabled in the .ini file in the 2.34 Megamod folder. Also, the Glovz's AP Ammo mod is not enabled.

Why is this a bug? You think those things all work perfectly with or apply to the Megamod? Makes absolutely no difference to me whether people try to use them or not. Somebody else is just as likely to come along and not want those things. So, whether I default it to on, or default it to off, same thing happens. But, either way, not a bug.

Blackened said:
•You become Gravedigger when you dig up Mordino's stash...

I know I changed this. However, there are a lot of extra scripts in the mod, and sometimes I include the wrong one in the upload. I'll check it out.

Blackened said:
•The EPA Spore Plants haven't got ranged attack. Or maybe this is intended...But in the RP they don't attack at all IIRC.

Why do they have to have a ranged attack? Different critter, different place, different attacks.

Edit: Thinking on this more, being where you are in the game, those plants should be a lot tougher. I'll modify them to make their attacks cause more damage and give them more hit points.

Blackened said:
•You should note in the GGG's description that it requires 7 ST.

I'll add this.
 
I'm already far into a game on v2.33. Is the additional stuff in 2.34 so groundbreaking that it warrants a new game, or can I simply apply the new version and just hope for the best? I know the readme says otherwise, but I figured that was kind of a catch-all.
 
Hemophiliac said:
I'm already far into a game on v2.33. Is the additional stuff in 2.34 so groundbreaking that it warrants a new game, or can I simply apply the new version and just hope for the best? I know the readme says otherwise, but I figured that was kind of a catch-all.

If you read the readme file, then you know the new content. And nobody but you can decide what you think is worth starting over for.
And if you don't want to believe what I wrote there, then that, too, is also your decision to make.
 
MIB88 said:
If you read the readme file, then you know the new content. And nobody but you can decide what you think is worth starting over for.
And if you don't want to believe what I wrote there, then that, too, is also your decision to make.

While this is true, I wanted to hear what others thought, as well as their arguments for and against. It's not that I don't appreciate the work that went into this mod.
 
I didn't take anything personnally. I was just saying that, people will all have different views on that matter and I doubted it's utility for you.
But, keep in mind, this will happen a lot. I'll upgrade this when I can, making changes and additions. Sometimes it might just be the correction of a few bugs, and might not be worth starting over if you completed the area already. Sometimes, though, if you don't start over, you will have no chance of getting the new content. That's why I post all the changes, to help people with their decision.
 
2 more bugs found

Games crash in locations...

-Siege (when leaving area)
-BOS bunker when deliver a part

Postman in random encunter

-he spam song text so fast so game is slowing down :)

cheers
 
Prethorius said:
Games crash in locations...
-Siege (when leaving area)
-BOS bunker when deliver a part

Postman in random encunter
-he spam song text so fast so game is slowing down :)

Thanks, but, these are either already reported in this thread (along with the alternative for the BOS) or in the readme file.
 
there seems a few diffrent ways to go about hacking/cheating MIB88 megamod. if MIB88 wants to know how these are possible so it can be fixed. tell me, and I'll PM MIB88
 
I've installed F2 game and copied files from MegaMod 2.34 But if I try to enter the temple game will crash.
 
johnie007 said:
I've installed F2 game and copied files from MegaMod 2.34 But if I try to enter the temple game will crash.

Read the readme file. Follow the installation suggestions to make sure it is installed correctly.
 
i can't remember where, but i'm quite sure i have read something about the "weather mod". anyways... is there some setting\s i need to use? i keep getting this error whenever i start\load a game..

8f55c339.jpg
 
Harry Canyon said:
i can't remember where, but i'm quite sure i have read something about the "weather mod". anyways... is there some setting\s i need to use? i keep getting this error whenever i start\load a game..

8f55c339.jpg

Are you talking about this topic?
 
I had the same problem and the solution is there in that topic: Weather only works in Dx9 modes, so you need to change the 'ddraw.ini' (or delete the 'weather.ini' to disable it.)

Edit:
Removing the 'weather.ini' and the entire 'shaders' folder does not make the error messages stop, so I don't know what does. :?
 
well u can also delete ddraw.ini and dll files to remove this error or just turn on dx9 support in ddraw.ini file
 
Klint still goes down to 30hp if he levels up in Advanced power armour. is this a bug? or does klint hate the enclave heaps?
cause I _hate_ lookin at there armour, I like my crew decked out in PA3, I still havent found any anywhere yet, is it in there somewhere? cheers.
also if you hand the biogel over to the BOS and you already have the sentrybot you seem to have a very weird interface crash. the game working fine but you cant see the screen properly.

also weird exploit/bug. when using the RED LE BB gun on the BOS Knights when there fighting vorpal rat. it sumhow turned into a plasma rifle over and over again creating 2 or 3 out of thin air.
Im serious
 
Destroyaz_ said:
Klint still goes down to 30hp if he levels up in Advanced power armour. is this a bug? or does klint hate the enclave heaps?

Weird. Klint in power armor is not supposed to level up. Because there is no proto in place for him to level up in APA, he has resets for you. But, again, he is not supposed to level up, and the data file (party) is set to this. I am thoroughly lost on that one.

Catch_or said:
- When I enter the primitive village I have only a screen with some scorpions and other animals. In NW there's a skeleton with a ridicioulous amount of cash (400k or so). ... Did I got something wrong instaling the mod or I just can't find the proper exit?...

You didn't mess anything up. I couldn't fix the exit grid for some reason. Once you have entered the Primitive Tribe, exit it. Then, from the worldmap, enter the location again. Instead of clicking in the triangle where it says Wooded area, press '2'. This will take you to the second map (the actual tribe area). I will remove the money placed on the skeleton.

Catch_or said:
- In BoS research facility when I give BioMed gel the dialoge screen goes blanc (all dialogue options disappear) as it was going to disappear but it stays there. Moreover when I choose to open inventory options or so the dialogue screen remains in the back. Even when I reload the game I get it in the back. Only exiting the game and staring it again helps. I tried giving the gel, saving the game on new slot, reseting the game and loading that save but it's as I wouldn't give the gel at all. Is there any way to avoid it?

I have no idea what is going on here. Destroyaz also experienced this. I'll look into this.

Catch_or said:
- In EPA, where can I find mr Chemmie? (or whatever his name was) In the level entered from warehouse area there is a locker that I can't open and some "stuff" on the table where it says that I don't know what to look for. Is there any way to get something from there or is it just for future releases? I also get something that I think is a bug. The elevator from mentioned level that goes to lvl 2 doesn't work. And from the other side it says I the door is locked by a password even when I get the password from the hologram.

Mr. Chemmie! is a machine. Look for the large piece of equipmet with a computer terminal. Regarding that other door and a password, wrong password. There are two passwords for doors in the EPA.

Catch_or said:
- In the Cold Hearts quest serries when I came to get Metzeger to help me he was already dead. This made English Bob get back to the candie quest. Even Mickey in Broken Hills came back from dead.

Definite bug. I will correct this to account for Metzger's death.

Catch_or said:
- In Vault City in Cassidy's bar there is an old man ... Is there anything more to talk to him about?

No.

Catch_or said:
- How do I get the location of Vault Village?

Not in the Megamod yet.

Catch_or said:
- How do I use bug and plant spray from EPA? When I just use it I get information how to use it.

Hmm. Odd. I will look at the script. You should just have to use it from your character's hand slots.

Catch_or said:
- Also, Is there any use for spoon and fork that can be found in Arroyo? Spoon seems to be an easter egg but fork description suggests that it could be used in combat.

Spoon... no. Did you try wielding the fork?

Catch_or said:
Sorry for bad english.

Your English is fine. Never apologize for not speaking it completely fluently (unless, of course, it is your native language! :P).
 
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