Megamod 2.3 technical issues and suggestions

The Megamod is working fine for me :clap: , but i keep getting the error message from the wheathermod: shader functions not available,
also no read me about it in the dl (or at least none named "wheather-mod' or such...)

well ive done some searching but have had no luck so far, could anyone please point me in the direction of a wheather mod readme file?
 
95% Weapon Accuraccy!?!?!

I get the weather problem too.

When in combat my hit rate fluxes from short rannge being about 40-50% (1-5 Spaces) Medium Range (9-12) spaces 1-30% and 16+ spaces until weapon max range is 95%!

This problem could be affecting other ranged skills.

Can someone explain why I'm getting better hit rate at a longer range?? I know this is has to be a bug.

Example % with the following stats useing Sub Machine Gun.

5 Hex 43%
6 Hex 39%
7 Hex 35%
8 Hex 31%
9 Hex 27%
10 Hex 13%
12Hex 5%
13Hex 1%
16hex 95%
25Hex 95%



I'm Running latest version of Megamod

Here are my stats
5
5
4
7
8
8
9

Small guns @ 47%
 
MIB88 said:
I just answered this about 10 posts up. And, back on to the topic of Kruger: who revealed the location of the tribe where you spoke to Inchu-Chuna?

It was in Primitive Tribe, I visited it before I went to Reactor 7. I dont know if is leader of Reactor 7's bounty hunters supposed to reveal me location of that tribe
 
Tom9k said:
It was in Primitive Tribe, I visited it before I went to Reactor 7. I dont know if is leader of Reactor 7's bounty hunters supposed to reveal me location of that tribe

Do you have two Primitive Tribes, then? There are supposed to be two eventually, but... I still can't figure this out. I took apart the script for the leader of the Bounty Hunters. He is not the one who reveals the tribe. I don't remember who is supposed to reveal that Tribe. Wait... did you speak to any of the captives in the cage in the Vault City courtyard?
 
Only tribe I know is Primitive Tribe with Sulik's sister (I get it's location from Sulik).

Hmm... yey, I spoke with captives in Vault City... It is part of some captive rescuing quest... finished succesfully....

I dont know... I saw two maps of Primitive Tribe in you mod in Data/Maps, but they are very similiar.

This is how I guest that it is supposed to do:

You will get that quest from the leader of the Bounty Hunters. He will tell you about Kruger and eventually gives you Primitive Tribe on the map. You will go there, talk with Inchu-chuna and he will tell you something about place with ghouls (ok, so you will probably go to the Gecko first, find nothing and then you will realize that some ghouls are in Broken Hills). You go to Broken Hills. Kruger is near enerance of Residential Area and he will auto attack you, so you can't miss him. You will kill him, take his tooth and give it as proof to the leader of the Bounty hunter. Quest finished
 
I took apart the script for the head bounty hunter. He does NOT give you the location of that other primitive tribe. There is nothing in his script that shows this.

This is still very broken. Your assumptions are not correct about how you think it is supposed to happen. You have missed some things.

As for the location of Kruger, I am not sure yet whether it is random or sequential. However, looking at his weaponry (and if you assume that his weaponry will only get better with each encounter), it looks as though you are supposed meet him first in Gecko, then Broken Hills, then Vault 15. I know he is on those maps... I placed him at those locations (with the appropriate script and items). Yes, you hear a story about him from Inchu-Chuna, but he is not at that tribe by the time you get there. I think he is supposed to run away once his hit points reach a certain level, but I need to recheck this.

Like I said, though, this quest is broken and needs work.
 
Hi Folks,


from what i have played so far i really like this mod but there is a serious bug in my game. Every time i want to enter the farm-area in Klamath the game crashes. Normally someone could say: "ignore this and don't visit this place" but afaik there is a timelimit in which you have to solve the farm-problem in Aroyo. Maybe it is my german installation of this game?
I made a completely new install of Fallout 2 and copied the mod into the F2-folder. I have also made the protos-directory writeprotected. Maybe you could give me a hint for installing the mod with a german F2?
Until now i only found out, that if you want to have the new texts with the mod you have to rename the folder \data\text\english in data\text\german or you will just see "error" when you speak to an npc.
 
Poli said:
but i keep getting the error message from the wheathermod: shader functions not available,
also no read me about it in the dl (or at least none named "wheather-mod' or such...)

well ive done some searching but have had no luck so far, could anyone please point me in the direction of a wheather mod readme file?

did you search this thread¿ specifically page 28.
 
Godshammer said:
.. Every time i want to enter the farm-area in Klamath the game crashes...

Which area exactly? Do you mean Trapper town, where you meet the farmer? Or the area where the geckos and the still are?
 
MIB88 said:
@FireFox: It works! At least for small cockroaches. No reason to think it won't work for the large ones as well. Thanks.
Glad it worked, I'm happy to help out :)

MIB88 said:
I've noticed that are some issues, though. I need to change the sound to match the spit attack of floaters. Also, I need to figure out what to do when the spit weapon is out of ammo. I suppose I could make it with an insane amount of spit ammo, so that the message "the cockroach is out of ammo for the spit weapon" message never appears, though.

The "out of ammo" message sure kills the feel in the game. I thought about making the "spit weapon" a throwable just like grenades, so we wouldn't get that message. But then again, even if we made it so, it all comes down to the SFX. I have absolutly no clue where to find the "firing sound ID" for the floater attack SFX. I read in another thread, that there is no comprehensible list to sound ids, or an easy way to swap or replace sounds. So I skimmed through the fallout2 directory, in search for any clues, ultimatly banging my head on my keyboard with blood everywhere, to no avail. I'll continue trying things out after I heal up, or after a couple of shots of vodka :crazy: very frusterating business this is...
...a mobile spore plant, with the cockroach skin...man what was I thinking...
 
No, i mean the new area in Klamath next to the "Razor"-Bar. I have tried it with & without the 2 ddraw-Files (Engine Tweak). The only difference between w/wo is that you get the correct mod-version on the startup screen.
 
FireFox said:
The "out of ammo" message sure kills the feel in the game. I thought about making the "spit weapon" a throwable just like grenades, so we wouldn't get that message. But then again, even if we made it so, it all comes down to the SFX. I have absolutly no clue where to find the "firing sound ID" for the floater attack SFX. I read in another thread, that there is no comprehensible list to sound ids, or an easy way to swap or replace sounds. So I skimmed through the fallout2 directory, in search for any clues, ultimatly banging my head on my keyboard with blood everywhere, to no avail.

No, it is just a matter of trial and error. I have an item editor, and all sorts of sounds can be modified there. If I new the sound, I could just add it to the sound.lst file and maybe it would be selectable... maybe.
As for switching the spit weapon to throwable spit instead, that was actually my first idea. But, as for graphics, it shouldn't matter. Right now there are no throw animations for the cockroach. If I use the spit animation (which is really just the regular attack graphic, renamed) and just rename it so that it has the 'throw' animation codes, it should work. Of course, I thought the same thing about the current spit weapon and the firing animation, and we all know how that turned out (i.e. didn't work).

Godshammer said:
No, i mean the new area in Klamath next to the "Razor"-Bar. I have tried it with & without the 2 ddraw-Files (Engine Tweak). The only difference between w/wo is that you get the correct mod-version on the startup screen.

You're talking about the canyon, right? That is not a new area. That map hasn't been changed in ages... not since version 2.1, I think. Um, not sure what could be wrong with that. When you try entering that location, are you using a game that you saved while in Klamath? If not, try saving a game in Klamath, exit the game, then reload and try to enter.
 
Harry Canyon said:
Poli said:
but i keep getting the error message from the wheathermod: shader functions not available,
also no read me about it in the dl (or at least none named "wheather-mod' or such...)

well ive done some searching but have had no luck so far, could anyone please point me in the direction of a wheather mod readme file?

did you search this thread¿ specifically page 28.
thank you sir, no actually i did a genral search function but didnt get any clear results, and yes i did spend some time reading through this thread, but got lazy :P

Cheers anyway!
 
MIB88 said:
You're talking about the canyon, right? That is not a new area. That map hasn't been changed in ages... not since version 2.1, I think. Um, not sure what could be wrong with that. When you try entering that location, are you using a game that you saved while in Klamath? If not, try saving a game in Klamath, exit the game, then reload and try to enter.

Yes, the Canyon. I haven't played the game for quite some time. My fault.
I have tested it now with a second char and also with the restoration mod (1.2) -> the same problem. :( Ok, i could avoid to enter this place, now that i remember where this way leads to, but it still wonders me, why the game crashes every time i go there.
 
Godshammer said:
Yes, the Canyon. I haven't played the game for quite some time. My fault.
I have tested it now with a second char and also with the restoration mod (1.2) -> the same problem. :( Ok, i could avoid to enter this place, now that i remember where this way leads to, but it still wonders me, why the game crashes every time i go there.
this happens in the german version of fallout 2 when entering the canyon in klamath and the interior of military base.
installing a gore patch or turning down the gore level should help.
 
Hi.

I had the following problem: I ha two levelups for Skynet (sentry frame), and subsequently exited the game. The next gamesession I found that Skynet had unexplicably reverted back to its original level (115 hp and so forth).
Is this commonplace and inevitable, or can it actually keep the levels somehow? I haven't noticed this issue with the other NPCs.

Thanks for answering!
 
Noorits said:
I had the following problem: I ha two levelups for Skynet (sentry frame), and subsequently exited the game. The next gamesession I found that Skynet had unexplicably reverted back to its original level (115 hp and so forth).
Is this commonplace and inevitable, or can it actually keep the levels somehow?

I think I know what is going on. There is no way for you to fix it, I'm afraid. No workarounds, as it is inevitable. But, I will have this corrected in the next version... maybe. Thanks for the report.
As another check, though: is anyone having this same issue with Meris (the wanamingo pet)? If I am right in my guess about what is wrong with the Sentry Bot, then the same problem should be happening with her, too.

skyser said:
this happens in the german version of fallout 2 when entering the canyon in klamath and the interior of military base.
installing a gore patch or turning down the gore level should help.

Really? Odd. Ok, what exactly is this gore patch? What does it do and what files does it add?
 
MIB88 said:
Ok, what exactly is this gore patch? What does it do and what files does it add?
The Critter Patch (aka Blood- or Gore Patch if I'm not mistaken) can be found here, along with a some info. This patch uses xdelta so I could not see what files it contain, but there may be others that don't.

Edit: Actually I just saw the German patch for Fallout 2 is not put up on that wikia page yet, but the info is still relevant. I got the patch from some German site...

Edit 2: Found a patch with a different format. He he, it seems to be almost 2500 files missing from the German CRITTER.DAT.
My guess is it's the power armor guy that is cut in half, that is breaking Klamath Canyon.
 
MIB88 said:
Really? Odd. Ok, what exactly is this gore patch? What does it do and what files does it add?
i think there are many different gore patches for fallout. the one i know adds critter files (children, violent death animations), some scripts (only for fallout 1 i think) and the US-.exe files

edit: i uploaded the patch on rapidshare if someone wants to see it
 
Back
Top