Megamod 2.3 technical issues and suggestions

Tom9k said:
I found little bugged merchants in San Fran. They dont remember items I sold them. When i return after 2-3 days (time to fill new stuff) they are gone (but filled with new ones)....

This is not a bug. You can't possibly be the only person shopping in these stores in the Wasteland, can you? All merchants behave like this... or, at least they are supposed to.

Destroyaz_ said:
I'll give klint a go at it. couple of dead enclave dudes coming up.

Um, do you have the required skills to loot armor from dead Enclave enemies?

Destroyaz_ said:
im musta got the quest from slim as he gave me a map. there might be other quest(s) like this, i remembered this one cause he went crazy and followed me around klamath.

Every time? Or just once. I'll test it out.

Destroyaz_ said:
about the heart pills. i coudnt search the doctors bookself, just woudnt do it. i read in the rp that the head model prevents the heart pills from working.

RP may have had that problem. I wouldn't know. But, if Cassidy has the heart pills in his inventory, then the script will work correctly in regards to drugs. There is another place to get heart pills, though.

Destroyaz_ said:
vault 23: crashes soon as I get down the elevator.
First map? Every time. There is no reason for that. I didn't change anything with it from the last version.

Destroyaz_ said:
the research papers are needed for mr fixit upgrades on energy weapons.
Those can be found in a few different places. They are not new items only found in the Megamod. Try New Reno.
 
@MIB88,
Just a suggestion. How about reserving a portion of the map (maybe some of the new southern expansion area) for random encounters with some super tough enemies with good loot. Perhaps some Enclave guys or rogue BOS dudes with 400 to 500 hit points, Gauss rifles, BOZARs, pulse rifles, and plenty of ammo. I know you beefed up the Enclave encounters around Navarro, but after you get to level 65-70 with a BOZAR and good heavy weapons skill, even these guys are easy. I am one of those guys that likes to travel the wasteland getting into challenging fights and collecting good loot. Anyway, thanks for all of your good work and hard effort revitalizing this tremendous game.
 
Nice idea with connecting Modoc with Ghost Farm, but above exit from Ghost Farm to Connection Hub is roof which makes exit gird almost invisible....
 
I gave klint some advanced power armor, in his interface, he was fine,
275 hps 510 carry, but as soon as i left the screen, klint went down to 30hps.

i have 150 science and 150 repair both tagged, btw dont ya love the perk tag! i pumped up my speech and only speech to about 170, tagged it and it went up to 235, so i dropped the points into everything else, and it went back to 170,


about slim and the trapper quest, i stole his gecko pelts when i was in the cave, kept them for the epa doctor. soon as i got back to klamath i talked to mrs buckner, and she gave me the quest, but at the time the trapper was in my party, so i went back to the caves, and it gave me 1000exp, i did this twice, i didnt want to exploit it.


heart pills arnt really a problem, only drugs at my parties are stimpacks, dont even use superstim. I have had bad exprience with drugs b4, in and out of the game. i just wanted to get them from the doc in ncr.

vault 23 never worked for me, last version it screwed up my saves afterwards.


I'll look in reno for the research papers

New Bug: the head bounty hunter either disapears in combat if you attack them, or he doesnt have the styer on his body, I found a bounty hunter with the bozar instead, yet, I stole his ammo, just before I attacked them, this was because I coundlt be bothered trying to find the criminal, i didnt know where to look or how to trigger the global events,


I dont think I killed kaga, but Ive noticed this in other version, sometimes he doesnt show up after the assault rifle encounter.

I am running xp professional version 2002 service pack 2
its a toshiba sattelite laptop, intel duo core running at 1.66ghz
2g ram, in built intel 128 graphics card aswell.

whats the best functions in ddraw.ini for my system? or should i ask in another thread?

on a side note, when I bought this laptop, the recovery disk was xp even through it was a vista machine, haha tech guys knew it wouldnt last.
 
Not seen this bug in the last 2 pages, and don't remember it from the last time I played so will post...

I get this bug with Klint sometimes when I trade with him. - Unable to load from saves made after that point, also if I leave the current area, Klint remains behind.

This was pissing me right off, but I found a workaround... Simply ask Klint to remain behind, then ask him to follow you again, and the problem is solved, until the next time I trade with him :)

This began after I had visited the Den, and was on my way to the primitive tribe area.

on a side note, when I bought this laptop, the recovery disk was xp even though it was a vista machine, haha tech guys knew it wouldnt last.

I lol'd :)


One other thing...
I often play fallout 2 on my laptop, which is crap and old.. Is there any way to get the weather mod to work without dx9?
 
Hmpf.... weather mod... very nice, but affecting Perception is not so good, because it remains even after e.q. sandstorm which reduces my PE to 2. Bad think when you need i Modoc take Balthas quest which need PE 6....
 
there seem to be an exploit,
the guards that are given to you by maria fight any enclave. including the base which you find them. I didnt pick these guys up first. I ran back and picked up my npc allies. then went back to the base where they were hanging at the petrol station. these guys were very happy to take out the entire base. all of navaro base was taken out by marcus human lenny Skynet Sulik Klint miria. I've found out the best weapons for these npc's are the .223 weapon. they always get roughly 50hp attacks each turn. except markus who was carrying a bozar to finish them off. the guardsmen I picked up had a light support weapon and 2 plasma rifles. and were at 275 hps. they helped. helped being firing human shields.
so... were the guardsmen for the Maria Toxic caves quest, become anti enclave supporters? they killed every enclave in sight be it on base or on encounters. eventually they figured I wasnt giving them commands from the proper lines of commands and quit eventually. well after I had totalled the navaro base.

guess there taking there stance of surface dweller removal quite serious.
 
Tom9k said:
Hmpf.... weather mod... very nice, but affecting Perception is not so good, because it remains even after e.q. sandstorm which reduces my PE to 2. Bad think when you need i Modoc take Balthas quest which need PE 6....

grab a pack of smokes, increases your perception. or was it devil's weed?

**sorry for the double post** damn Im stupid


Klint dissapears if you give him the bos powerarmour

all the bos troopers outside the base are red in combat, one hit from either my team or theres, and we have it out.


the tanker fob dissapears if you give it to the abbey monk, cant log onto poisden net due to this. this became impossible to finish


could you add the very difficult mod? I'd like to have harder enemies. my team uses .223 pistols and clean up all randoms and bases so far.



maria the enclave trooper seems a little buggy, i dont know if this is due to me not speaking to the drill sargent.



when you speak to matthew at bos base in san fran he tells you to report to the bos main base. when I arrive I dont say Ive come from san fran by word word of matthew I seem to just jump halfway through the quests. when I get back from the mission(s) thats when I ask if I can join and that matthew sent me.


and the bos science base closer to san fran screen fucks up even if you dont compelte the ai baby quest. I came back to speak to professor steel and it froze when I loaded from there. also the general attacked me once for no reason.

if you press 0 when the ai baby script fails to load properly you can save by pressing esc. quitting fallout2.exe and loading again brings the game back from your save. but the quest would still be uncompeleted.

btw wheres the iff transponder. I have failed to pick it up. and thats why im still on the mainland.
 
grab a pack of smokes, increases your perception. or was it devil's weed?

Or just save and reload to change the weather :)

the tanker fob dissapears if you give it to the abbey monk, cant log onto poisden net due to this. this became impossible to finish

This might be intentional? .. I'm thinking because the Abbey are just Crazed Religious Freaks, they want to hoard all the ancient knowledge and give it out to no-one.... Kind of like any religious organization :)

maria the enclave trooper seems a little buggy, i dont know if this is due to me not speaking to the drill sargent.

Has anyone managed to get a vertibird in 2.34 yet? I got a Vertibird 6 months ago or so on an older version of the mod, but can't exactly remember how :)
Not sure if it's something I'm missing this time round, or just bugs....
 
Lots of bugs due to the integration of the Altyernative Life mod.

-Those individual cigarettes increase perception.
-Klint disappears with that new armor because I never added the code for him to use the new art. I don't remember if I added it to any of the NPCs. Can you check this? Adding the code will be easy, though.
-I don't know what I can do about the big combat. It's just like any other battle you come across in the Wasteland: if you come across two teams fighting, and you or someone else in your party is hit, you have just made a new enemy. It has nothing to do with the mod.
-Giving the FOB to the monks is not supposed to prevent you from finishing the game. I never played Alternative Life alone, so I'm not sure about what it was intended to do. I think there is a way to fly to the Enclave if you do give the FOB to the monks. However, it is not possible to fly there in the Megamod yet. Some things have not been integrated yet (or were not integrated correctly).
-I might add the 'difficult mod' sometime in the future. There is plenty for me to do before I do that, though.
-The quests with Maria, the Drill Sergeant, and the crashed vertibird are buggy. I know there are issues.
-Please send me a pm regarding the quests you've done and at which point dialog allows you to ask if you can join. It might be a simple scripting typo.
-Who gave you the quest for the transponder? I don't even remember adding that piece of inventory to the game!
 
Adding any difficulty mod will be nice since the Megamod adds several new locations - by doing, it provides the player more space for development. For example, you add a single location after Navarro and before the Enclave end location(with Frank Horrigan), you should make the Enclave tougher and that location - as tough as the Enclave "used to be". Making everything tougher and adding new locations will work as fine. You should keep this in mind.

By the way, AFAIK the Dominion mod adds unchanged locations from Fallout 1 to the Megamod. There was no readme for Dominion in the 2.34 Megamod archive. Is there really anything from Fallout 1 in the Megamod, completely unchanged(like Shady Sands, with the options to say you are from a vault from west)? I remember I searched nearly the entire map for them, but found nothing. At the moment, I haven't got access to my PC(with Fallout 2 and the Megamod 2.34).

Anyway, it would be nice if you add those locations unchanged and even better if you make Ian/Tycho/Katja NPCs that level, wear armor etc. but they should be very weak(even with APA MK.2 and Gauss Rifles) in order to keep the game balance.
 
I checked the wiki and both topics about the MegaMod, is there a workaround for the Siege-leaving the map crash? or has it been fixed in a subsequent update?

Thanks.
 
I'm having problems with the megamod. The weather mod didn't work saying it was missing the shaders or some thing, but besides that it seemed to work fine. But now i'm level 9 and none of my party members leveled up, I even saved before a level up and tried several times with no luck. I read the read me several times and im pretty sure i did everything right. I also skimmed the thread and the only similar issue i saw was from an earlier Megamod, i have 2.34 btw.

Edit* Is there any way to force them to level up, I mean the mod seems to work fine besides those two problems so if i could just manually level them i could play as is
 
I get a memory leak when trying to return to the EPA.

@Prinygod. Edit the file ddraw.ini, weather mod has to use the dx9 mode, which you select in ddraw.ini.
There is also an option at the bottom to change how the npcs level up.

Edit.

Great, the memory leak has now spread to most other places too, including Sanfran. So now I am unable to progress at all.
 
Thank you for the advice

I tried what you suggested and i set the inti to remove random level ups and still no one leveled up when i leveled (i leveled to level 9 so i would hope i met the requirements for someone to level). Also dx9 fullscreen caused my game to slow down even though there were no weather effects on the map (but the error was gone).

Finally, i don't know if this was mentioned before but Klint sucks with advance power armor and i lose the ability to trade with him (sorry if this has already been mentioned)
 
Your welcome.

The weather is random, so sometimes there will be rain, a sand-storm or even snow, and sometimes nothing.
Yep he doesn't work right in power armor, so I keep the brotherhood combat armour on him.

Does anyone have a workaround for these memory leaks?
 
has anyone had a problem getting armor for marcus?

it seems that i got the quest, got the basic metal armor that i needed, went back to the vault, but the only dialogue i get with the ol' doc is... can he upgrade my armor, and about the alien pet. nothing more about the armor for marcus.

on a side note:

nad02s said:
Yep he doesn't work right in power armor, so I keep the brotherhood combat armour on him.

i have him in PA right now. his carry weight is 525 and his hp are 275. i haven't put him in HPA or APA. yet...
 
Harry Canyon said:
has anyone had a problem getting armor for marcus?

it seems that i got the quest, got the basic metal armor that i needed, went back to the vault, but the only dialogue i get with the ol' doc is... can he upgrade my armor, and about the alien pet. nothing more about the armor for marcus.

My friend, you forgot something =>

stkit.gif


The doc says 3 basic metal armors plus the toolbox. When you bring back all the items it will take 3 weeks to build it.
 
About Horton's son, Micheal - you must examine the body probably before you kill that deathclaw or even before you talk to that tribal otherwise you will see only "body of young black man" and "nothing unusual" (which points to ususual script :))
 
i have him in PA right now. his carry weight is 525 and his hp are 275. i haven't put him in HPA or APA. yet...

Did you actually try to change any combat settings with him wearing power armor? In my game he is useless with it on, because he just sets his settings to whatever he likes.. I.E. He runs away all the time.
With power armor on, all the settings are greyed out for him in my game, so the only way for me to change it back, is to give him some other armor then change the setttings.

And when I put the Advanced power armor (Enclave) on him, his health just went down to 30 hps.

EDIT/


Does anyone have a workaround for these memory leaks?


Darek said:
Updated Crash Items List:

Code:
Items:

Cat's Paw Issue #5                 Pip Boy Medical Enhancer
Raiders Map                        Pip Boy Lingual Enhancer
Rangers Map                        Password Paper (Tchaikovsky)
Survey Map                         Book "The Lavender Flower"
Magic 8-Ball                       Mutagenic Serum
Note from Francis                  Trigger Activated Dynamite
Bug Spray                          Fallout 2 Hintbook
Plant Spray                        Pamphlet (EPA)
Ramirez Box                        Field Switch

Holodisks:

M.B. Holodisks 1-5
Experiment Holodisk
Medical Holodisk
Evacuation Holodisk
Sierra Mission Holodisk
Broadcast Holodisk
Hubologist Holodisk

Teachings Holodisk		         - unused
Mutant Transmissions       	   - Fallout 1
Regulator Transmission		     - Fallout 1
Brotherhood History        	   - Fallout 1
Military Base Security Code      - Fallout 1

Three items that look like holodisks but are in fact: a wooden door, a guy in a funny pajamas, a pheasant.

That's about it. I've checked almost every item available, except the different containers and a few odd things (ie "do not use" items...).
So what is it about them? They all use scripts?

Having all these things on the same map does not seem to be the problem. I tried to put all of them in a container and on the ground, leaving the map did not cause map corruption. the problem seems to be only when I try to take them with me from the map. I don't know if the total amount of these items in a map, will have any effect if I only take some of them with me.

From this updated list, Golan's save had 9 items, Morticia's only 7, it fits.

If you have most of the items you'll probably be able to crash every single map in the game, I have only tried with tree different ones so far.

Anyway, I've tried to narrow it down but I don't know if I can do much more here. If the problem is script related, as in too many scripts or something is wrong with those scripts, that's more your thing. If not maybe Timeslip can do something.

Although this applies to Killaps Restoration Project, it also applies to the MegaMod. I tried it, and it worked.

After removing the items from inventory or car, you must replace the corrupt .sav file with a working one..

EG. SFCHINA.sav and SFCHINA2.sav for Sanfran

Then you can enter the map as normal and continue.
 
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