Megamod 2.3 technical issues and suggestions

I've got a lot of problems with this mod crashing frequently. Lately the most bothersome crashes have been occurring on level ups.

I would also advise to get rid of that Barrett in the temple, when it is equipped the game will crash, at least on me; never fails.
 
@Platonius: I've never encountered any crashes related to the Barrett. I'll look into that.

Dr Strangelove said:
Are you going to release a patch or will we have to wait for a new release of Megamod?

I don't know. When I have the time, I work on lots of things at the same time within the mod, so I find myself thinking a lot of the time that I'll release a patch, just to find that another release is really warranted. And right now, I am in the middle of adding or waiting on nearly completed components for another mod (Colly/Sokil), new idle animations, new talking heads, a new location, and, of course, random bugfixes.

EDIT: Went back and checked out the deal with the Barrett in the Temple. Not sure what is happening, but my game does not crash. Random stuff happens though. You may just need to reinstall the mod.
 
MIB88 said:
EDIT: Went back and checked out the deal with the Barrett in the Temple. Not sure what is happening, but my game does not crash. Random stuff happens though. You may just need to reinstall the mod.

I think you might be right, I'll do that. Thanx man.
 
MIB88, in unpacked mod, folder's "art" size is about 310Mb, all files from this folder are necessary? Or some .frm files is a copy of originals and them can be removed to reduce size of mod?(Sorry if this question already set in this topic).
 
There may be some duplicates... but not many relative to the size of the folder. If it is in the art folder, either it is new and is being used, or it is something that I am planning to add. Depending on which version of the game you have, the children art may be a duplicate (if you already have a US version game). That was something I added for those using versions without children.
 
Klint get outta my way!!!

So I'm traped and klint is standing in the door way, so when I use the "push" he doesn't move.

;edit:

Free the slaves with caravan exploit glitch. Anyone notice that in a random encounter with a trader that they have a few slaves, if you kill off the caravan and spare the slaves that they don't leave the cell. I noticed on the male slave that he can re-dialog over and over to be freed, which allows Karma to be gained. I did that exploit like 40 times and ended up with over 400 karma :)

The female however can only be freed once then just does random chatter (the above NPC text chat), I guess whatever was done to get the females to do that needs to be implemented to the male slaves.
 
Ok... I also experienced this problem with Klint... hmpf, I recommend you to use a long distance between you and him.

With those slaves it is know bug....
 
Yea sometimes you will have to jumble him around from short too long in order to get him to move.
Wish there was a bug check list, that way it can be organized, I have tried to read all 37+ pages, but man most of it is just spam to me.
 
Platonius said:
Wish there was a bug check list, that way it can be organized, I have tried to read all 37+ pages, but man most of it is just spam to me.

Yeah, I know what you mean. I mean, if there was only an MIB88 Megamod wiki page or something like that in order to report bugs...
 
Ah ok, I was looking at the Megamod FAQ instead. :silly: Phew what a mess. Good luck all. I suppose I have to create an account to put a report up.
 
Platonius said:
... Phew what a mess. Good luck all. I suppose I have to create an account to put a report up.

Yeah, there are a lot. And that is not a complete list, as I keep my own list of items to add or tweak. If you don't want to register for yet another account somewhere, you could also send them to my e-mail or PM me here.
 
You don't need to register there. You can edit it without account, but your IP adress will be in history list....
 
Vault 23, that problem location... another bug. I spoke with Maks and go to the vault. At 2nd floor, before rat-boss I return to the surface and try to speak with Maks again (rat-boss still alive), BUT, in description of Maks I see "error" and then I try to speak with him, I see "error" in his text and in my answer. Reloads of game and save don't help. Script and msg file of Maks not corrupted... strange.
 
Yeah, I need to do some serious work there. Certain things are triggered in the computer, with Max, and with the rats as local variables. I will go through everything and change them to global variables. Hopefully, that will take care of that problem. Still can't find the reason behind getting 2000 experience points every time you enter that Vault, though.
 
I really hope to have something by the end of this month... not a major update, though. Just a few fixes. Possibly two new minor locations. I don't know if the Sokil/Colly mod will be in yet (language files). And I'm still working with Josan to get a certain graphics update to work. But, things also depend on... work. So, we'll see.
 
G'day!
A few bugs:

1) The "get biomed gel" quest at the BOS Facility causes "screen lockdown" - dialogue with the scientist ends, but the screen does not revert back to normal game view. Accessing options screen and save-load-exit, etc are available, but unless you exit the game, nothing works. (I noticed this a few pages back, but no fixes/explanations/workarounds were offered). Does anyone know how, if at all, can this be avoided?

2) BOS General does not react to MB holodisks, even after giving me the quest to find out the fate of Enclavish troops. A generic "i'll pop by later" is the only dialogue option available on talking to him.

3) In BOS Bunker, when you agree to try out the new Professional Power Armour (which looks decidedly strange upon donning), it seems you appear in the cutscene as a cockroach.

4) Matthew does not vanish after receiving Vertibird Plans, even after weeks and months of game time passing...hence, no cutscene of him getting mowed down to fuel my dislike of the Enclve.

And a few suggestions as well, off the top of my head:

a) The car is part of what makes FO2 so awesome. A cosmetic update could be to change the Highwayman into a convertible (or, in other words, simply remove the roof)- "realistically" speaking (And yes, I know this word should have no weight when discussing a video game), there's no way Marcus would fit in there, otherwise. Or Goris.

b) I seem to remember that the AP ammo now works as it should. (if I'm incorrect, then sorry:). Since I tend to use Miniguns a lot in my latest game, I was wondering if the "reload" button could be changed to "reload AP /reload JHP", for example (to remove the annoying inventory-based loading, which really hampers things). And perhaps it could be implemented for all weapons with multiple ammo types?
Again, a strictly cosmetic and non-essential change:)

c) The coolest part of Fallout is wondering the wastelands, seeing the ruins of pre-war civilisation and so on. The end-game style of sci-fi armors and weapons are, imho, never as cool as getting your first set or leather armor and blasting away with an SMG or shotgun...therefore - could someone perhaps create a superduperish leather armor that could actually be worn late in the game? I've tried to play with the Combat Leather Jacket, but it becomes impossible once your opponents start shooting gauss guns or plasma rifles. It could have a high AC modifyer, since otherwise you cannot survive, but low DT and DR. It's just an idea....but I would dearly love to confront Horrigan in a black leather jacket and slinging a shotgun, instead of being a walking tank equipped with a cannon. End of rant, now:)

d) Bess the Brahmin is decidedly undeveloped. I had the following idea: After fixing her leg and getting her to follow you around, perhaps she could be "upgraded" with a backpack - i.e., saddlebags, and be a permanent NPC to lug around heavy stuff? (Strictly non-combat oriented, however. No slamming critical chances or whatnot)
And, since she would never fit in the car, it could be that in order to get the car from Smitty /car part from Skeeter, you'd have to trade herfor the car (placating their bestialitic urges). A lot of black and unsavory humour could ensue.


That was a bit longish..sorry. And not to appear ungrateful - thanks to all ye modders out there!
 
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