Megamod 2.3 technical issues and suggestions

There is a problem with the download. If you got the download recently from the Polish side of FMC, then you only needed the main download, as that smaller patch (the one that was only about 4.65 kb) was already added to it.
However, if you got the download from the English side, you still need to apply the patch. If you don't Klint, Skynet, and other NPCs won't act correctly.
Sorry for the confusion. I will ask that this be corrected.
 
When I give Klint new armor and tell him to wear it, he becomes... eee... strange... I can't control his combat behaviour anymore and he refuses trading with me.

Also I'm not sure my copanions are leveling. I remember that in unmodded F2 they say some notes about new skills, aren't they? Now they don't.

I also encountered some rather minor bugs, but that happens with so many mods combined.

Great work anyway, thanks!
 
Biges said:
When I give Klint new armor and tell him to wear it, he becomes... eee... strange... I can't control his combat behaviour anymore and he refuses trading with me.

Wow... this is a record. I think the record was 4 posts... found in this very thread! People have asked something that was asked and answered earlier, but never has anyone asked a question that was answered in the previous post. Not like this. Yay!
I don't think I will be able to help you anymore.
 
35. New Reno - Mordino's and The Shark Club
Some slot machines with no one at them still read, "There seems to be someone blocking the machine." It's not the same machines every time. The ones with people actually at them read "blocked" correctly every time. It happens with different machines every time I enter the map.

36. The Comedian
One of his jokes goes, "Optional Traits? You heard of these?" "Like JINKS." It should be "JINXED."

37. Boxing Question
In the first boxing match, the boxer has the first turn (I have PE 7). But in all three subsequent matches, I go first. Isn't it strange that the lowest-rated boxer would have the highest sequence?

38. Redding - McGrew
Player: "Really? Maybe you could help... Could you help?"
The "help" at the end is the only word on the last line, and it has the same text overlap problem that you fixed for some other character earlier.

39. Random Encounter - Highwaymen
During the battle, I knocked two of the highwaymen unconscious, so when the battle ended, they were still alive and on the ground. After exiting combat, their combat taunt floats started cycling through very fast and continuously. This kept up until I killed them both. I'll see if I can reproduce this.

40. Jimmy The Screw Problems
I got the Salvatore gun stash and delivered the box to back to Jack at Cold Hearts. He says go meet Jimmy in Reno. I go to Reno, no Jimmy. I have the car, so 3 days travel, I didn't think the time-limit was the issue. But I can't find Jimmy.
Finally, I check back at the gun stash, and we do the whole mission over again. So I bring the second box back to Jack at Cold Hearts, who sends me to Reno to meet Jimmy. No Jimmy.
So I check the gun stash again, and Jimmy runs up to me, but all he says is, "Our work here is done, boys, let's head out."
Goofy.

41. Stolen Car
Didn't there used to be an xp reward for "You got back your stolen car without resorting to violence." I am not getting that this time through.

42. Random Encounter
"Some homesteaders fending off some wolves." runs off the pipboy popup screen.

Good night,

Misteryo
 
MIB88 said:
Biges said:
When I give Klint new armor and tell him to wear it, he becomes... eee... strange... I can't control his combat behaviour anymore and he refuses trading with me.

Wow... this is a record. I think the record was 4 posts... found in this very thread! People have asked something that was asked and answered earlier, but never has anyone asked a question that was answered in the previous post. Not like this. Yay!
I don't think I will be able to help you anymore.

Aehm! I downloaded version 2.31 (mm_2.31_full_repack.rar) from the polish site, as on NMA I found only some old versions. So, would you, in your infinite wisdom, point me to a more recent version or a patch? I found only patch from version 2.3 to 2.31, which I think I don't have to use, at least if the laws of logic still apply.

If people (oh, these *stupid* users, the world would be better without them) are that incompetent, maybe you really should create a FAQ list.

As much as I do value your work, you should treat people with more respect.
 
Biges said:
Aehm! I downloaded version 2.31 (mm_2.31_full_repack.rar) from the polish site, as on NMA I found only some old versions. So, would you, in your infinite wisdom, point me to a more recent version or a patch? I found only patch from version 2.3 to 2.31, which I think I don't have to use, at least if the laws of logic still apply.

If people (oh, these *stupid* users, the world would be better without them) are that incompetent, maybe you really should create a FAQ list.

As much as I do value your work, you should treat people with more respect.

Seems as though I was mistaken about something. Cubik said he would add those files to the downloads. He added comments to the readme that these files had indeed been added. However, opening the archives shows that the required files are not in either version of the download (neither from the English portal or the Polish portal). So the patch is required.

However, no amount of wisdom on my part is gonna tell me which version of the game you were using. You're saying I should have just known that, eh? And the only thing that is really ever frequently asked is regarding installation, which is included already in the readme. Ta-da! And if by respecting people you mean I should hold people's hands through everything, not expect them to search, keep repeating myself, and not get upset when people don't read the readme files, then no... Not gonna happen.


36. Corrected

38. Corrected

39. I know this happens. It's not a bug from the Megamod, it's always been there. Even when unconscious, a critter's script still runs (and floats are activated). It can be fixed, but it means going through every critter script with floats and adding a conditional check to see if the critter is conscious before speaking a float dialog. That would be a huge task. Maybe someday.

42. I shortened it. However, there might be others in those areas. This is what the messages looked like (one example):

{4812}{}{A band of ruffians led by a Morton Brother.}
{4813}{}{Some prospectors fighting some claim jumpers.}
{4814}{}{Some trappers fighting some geckos.}
{4815}{}{Some bootleggers fighting some wolves.}
{4816}{}{Some homesteaders fighting some claim jumpers.}
{4817}{}{Some homesteaders fending off some wolves.}

Did you get any more of these that ran off the window?

I am looking into the others.

I have been doing some thinking and experimenting. Trying to figure out why all these files get corrupted, leading to problems with Klint or being unable to save games. It's not always that the files get corrupted, but that the corrupted file might not always truly disappear. Sometimes, even though you have your files in the proto folder set to read only, it is still sometimes overwritten by the one in the savegames folder. This is where the corruption keeps coming from in some case after you have replaced bad proto files. I will test to see if replacing the proto files in those saved games will still work (it SHOULD), but it might be necessary to restart any games once the protos get corrupted. I will keep you posted.

Tested it. Replacing files in the savegame folders causes an 'unable to load' error. My advice then, for those who have to add that patch, is to start a new game after adding those files, or just deal with the fact that you party may not level correctly. (Klint should still work, though, in that you should be able to trade with him and access him combat controls.)
 
MIB88 said:
Biges said:
Aehm! I downloaded version 2.31 (mm_2.31_full_repack.rar) from the polish site, as on NMA I found only some old versions. So, would you, in your infinite wisdom, point me to a more recent version or a patch? I found only patch from version 2.3 to 2.31, which I think I don't have to use, at least if the laws of logic still apply.

If people (oh, these *stupid* users, the world would be better without them) are that incompetent, maybe you really should create a FAQ list.

As much as I do value your work, you should treat people with more respect.

Seems as though I was mistaken about something. Cubik said he would add those files to the downloads. He added comments to the readme that these files had indeed been added. However, opening the archives shows that the required files are not in either version of the download (neither from the English portal or the Polish portal). So the patch is required.

I checked again the files in MMv2.31 and I made a mistake, sorry!
For now the MMv2.31 has fixed all files from MIB88 (in polish and english site FMC).

Wait an half hour for upload the new fixed MMv2.31

OK, its done :)
 
@MIB88

Well, it would be enough to tell, that you are aware of the problem and that you are unable to solve it at the moment :)
One question thou, if I may, do I understand it well, that NPCs do not level right now? Thanks.

@Cubik2k

Thanks.
 
Biges said:
..., do I understand it well, that NPCs do not level right now?

They should still level up. I mean, I didn't change the frequency that would occur. Definitely didn't remove it. It's still just a percentage chance that they level up when you do.

But these errors here have only affected Vic in the past (and not just in this mod) and Klint and Meris in this mod. And then what you would see is that they level up, but you would see something crazy in their hitpoints, like Vic having 78/70 or something like that.

So, once you have installed that patch, and added those proto files, Klint should work fine (in theory). As for any other party members, it shouldn't have any effect... never has before. And I haven't added anything lately that should affect this.

EDIT: Been replaying through a game. My party is gaining levels normally from what I saw (at least Marcus, Myron, Brain Bot, and Robodog did). But I did have something weird happen. Klint, who was working completely right, suddenly after a battle became overloaded. I checked him out, and he reverted back to having only 30 hit points... while in Advanced Power Armor. Because I was unable to trade with him too, I was unable to test whether or not having him change armor would have corrected the issue. I will continue to test.

Edit 2: Reloading the game and playing it, Klint is back to normal again. Very weird.
 
MIB88 said:
Biges said:
..., do I understand it well, that NPCs do not level right now?

They should still level up. I mean, I didn't change the frequency that would occur. Definitely didn't remove it. It's still just a percentage chance that they level up when you do.

But these errors here have only affected Vic in the past (and not just in this mod) and Klint and Meris in this mod. And then what you would see is that they level up, but you would see something crazy in their hitpoints, like Vic having 78/70 or something like that.

So, once you have installed that patch, and added those proto files, Klint should work fine (in theory). As for any other party members, it shouldn't have any effect... never has before. And I haven't added anything lately that should affect this.

EDIT: Been replaying through a game. My party is gaining levels normally from what I saw (at least Marcus, Myron, Brain Bot, and Robodog did). But I did have something weird happen. Klint, who was working completely right, suddenly after a battle became overloaded. I checked him out, and he reverted back to having only 30 hit points... while in Advanced Power Armor. Because I was unable to trade with him too, I was unable to test whether or not having him change armor would have corrected the issue. I will continue to test.

Edit 2: Reloading the game and playing it, Klint is back to normal again. Very weird.

Thanks, I'll try it. Let's hope that editing of Fallout 3 will be easier :)
If I may ask - is there an easy way to remove armor mod? I'd like my companions to have constant appearance. I'd prefer to set alwo my own apperarance, but that would be much more complicated, I presume. I really don't like to see a bunch of CANs running around :))
 
MIB88 said:
Biges said:
..., do I understand it well, that NPCs do not level right now?

They should still level up. I mean, I didn't change the frequency that would occur. Definitely didn't remove it. It's still just a percentage chance that they level up when you do.

I'm now on level 6 and none of my companions still leveled up. But lets hope they will... is there a working savegame editor? : :)

Edit: I installed new updated 2.31, but that stupid Klint still refuses to trade with me after he gets armor. ("This critter won't trade with you" or something.) Probably a good time to get rid of him... althou he is good at healing :)
 
Some say they got Falche 1 to work.

As for removing the character appearance part of the mod, you can remove that part by deleting the character script files. I am referring to the files like dcvic.int, nhmyron.int, kcsulik.int, and the rest of the human party members, except for Klint. You can't change him.

Be warned, though. If you remove these files from the Megamod, you will lose out out on more than just the appearance mod. There have been other changes and fixes to these characters. You will lose out on two locations, special dialog, the ability to learn certain skills through Mr. Fixit, and some other stuff. You MIGHT be able to get some of the fixes only if you use the character scripts from killap's latest patch. However, your Megamod will definitely have less content, and I make no promises whatsoever that the Megamod will still run smoothly then.
 
MIB88 said:
Some say they got Falche 1 to work.

As for removing the character appearance part of the mod, you can remove that part by deleting the character script files. I am referring to the files like dcvic.int, nhmyron.int, kcsulik.int, and the rest of the human party members, except for Klint. You can't change him.

Be warned, though. If you remove these files from the Megamod, you will lose out out on more than just the appearance mod. There have been other changes and fixes to these characters. You will lose out on two locations, special dialog, the ability to learn certain skills through Mr. Fixit, and some other stuff. You MIGHT be able to get some of the fixes only if you use the character scripts from killap's latest patch. However, your Megamod will definitely have less content, and I make no promises whatsoever that the Megamod will still run smoothly then.

OK, I won't do that then, thanks.

One more bug - after visiting Scraptown, I can not load saved games. Well, I'll just have to pass this place :)
 
Biges said:
One more bug - after visiting Scraptown, I can not load saved games. Well, I'll just have to pass this place :)

This is the town I was talking about on page 1 of this thread. (I originally mislabeled the location as Scrapheap in this thread earlier.)
 
MIB88 said:
Biges said:
One more bug - after visiting Scraptown, I can not load saved games. Well, I'll just have to pass this place :)

This is the town I was talking about on page 1 of this thread. (I originally mislabeled the location as Scrapheap in this thread earlier.)

Sorry, there are just too many post... :oops:
 
MIB88 said:
Biges said:
..., do I understand it well, that NPCs do not level right now?

They should still level up. I mean, I didn't change the frequency that would occur. Definitely didn't remove it. It's still just a percentage chance that they level up when you do.

But these errors here have only affected Vic in the past (and not just in this mod) and Klint and Meris in this mod. And then what you would see is that they level up, but you would see something crazy in their hitpoints, like Vic having 78/70 or something like that.

So, once you have installed that patch, and added those proto files, Klint should work fine (in theory). As for any other party members, it shouldn't have any effect... never has before. And I haven't added anything lately that should affect this.

EDIT: Been replaying through a game. My party is gaining levels normally from what I saw (at least Marcus, Myron, Brain Bot, and Robodog did). But I did have something weird happen. Klint, who was working completely right, suddenly after a battle became overloaded. I checked him out, and he reverted back to having only 30 hit points... while in Advanced Power Armor. Because I was unable to trade with him too, I was unable to test whether or not having him change armor would have corrected the issue. I will continue to test.

Edit 2: Reloading the game and playing it, Klint is back to normal again. Very weird.

Happened to me a few times in 2.2.1, after reloading a older save game he was ok, dont remember now why that happened.
 
heodien said:
Happened to me a few times in 2.2.1, after reloading a older save game he was ok, dont remember now why that happened.

Very odd. After all this time and testing, this was the first time I encountered it. One of these days I will go back and make Klint like the other party NPCs. For now, though, I have my hands full with all sorts of other bugs and things I want to add.

The thing that I have been going over the most the past few days is how to make sure all creatures on a given map attack you at the same time. I just realized today how to do this. In the Megamod this includes:

Deathclaws fighting alongside Enclave patrolmen
Cockroaches and manti
Slavers and hunting dogs
Kaga and his henchmen
Morton brothers and their henchmen
geckos hiding in spore plants

I will have to go through the encounter tables to see what other encounters had one group attack, and then another. The ones mentioned above are the ones that really bothered me though.
 
Something weird is happening. I go to Abbey and make their Vault City quest, gaining access to their computers. Then i find out about things such as Carson City and the BOS Facility. Then i go to San Fran and give the BOS the plans. Then i go to the BOS Facility, but instead letting me pass through, the guards block me and the only dialogue options are like 'I'll Kill you' or 'ops i took a wrong turn', but their floating text says things 'Welcome to our bunker' and 'Thanks for helping us'. i dont see any other way of entering it peacefully

and oh btw in 2.3 the only bugs i get with klint are his stats, skills and carry weight changing when i give him different armor, but in 2.31 he just goes back to like lvl 1 when i give him an armor (any armor) and i cant trade with him anymore, saying 'You cant trade with this critter'.
 
I will look into the cause of the errors with the new bunker.

Regarding Klint, these bugs may seem different to you, but their cause is the same. And I can't consistently reproduce it. I am still looking into this.
 
43. Modoc, Down The Well, Dialogue w/McGrew
When you first talk to him in Modoc he asks for 4 sets of dynamite. If you have it on you, your dialogue option is, "I have 2 right here." He does actually take 4, the text is just wrong.

44. Encounter "Salvatore's Men In The Distance"
The car still disappears when encountering Jimmy The Screw on the way to Reno. Once you leave the map, you're back in the car, so you don't lose it permanently. I know this was mentioned in the old thread, but I thought you listed it as fixed for this version.
(And as to my previous problems getting the Jimmy The Screw quest to work, I reloaded from an earlier save and everything works fine. Maybe it was one of those random problems.)

45. Disappearing Slag Tunnel
After McGrew creates the tunnel, I followed it over to say hi to the Slags, and, once there, I cannot find the tunnel anymore! I had to exit up to the Ghost Farm surface and walk back to Modoc.

46. Salvatore's Bar Upstairs
Mason's two guards still shed 2 armors each when they die. Mason only sheds one. You may not have intended to fix this yet.

47. Gecko - Misplaced textbox message
I insult the Enclave guy over the internet. I leave the vault. I go up to visit Woody on the Junkyard map. I return to the Settlement map and the textbox displays "You have entered a large plain just before Gecko..."
This also I know is from the old thread, but, again, I though you said it was now fixed.

48. Cold Hearts Misspelling
Dialogue w/Bob about Metzger's Mom quest. He says, "She is a cleaner at the WESTERN ranch." Should be WESTIN.

Misteryo
 
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