Megamod 2.3 technical issues and suggestions

TJHooker said:
i just wonder, did anyone read what i wrote ? :roll:

If you are referring to the inclusion of the Very Difficult Mod, I do not plan on adding everything as is. However, I will take a look at it. Some critters and items could use a little updating. But, if the only thing that mod does is change critter and item .pro files, then it should be able to be added (after the Megamod) by anyone who wants to use it with only a few minor problems.
 
...in return i'm against ! of such a thing, cause some people play for fallout 2 just for fun, but not because it is very dificult...my score was if you'll ever decide to include this Very Dificult mod in next version of Megamod, you should make it so people can choose as to turn it on/off as an option in ddraw.ini for example...but incase that is immposible to do so, then i preffer you dont touch it at all (but who i'm to say such things, you make decisions anyway...but just remember i wouldnt be pleased about such decision and you'll have -1 fan of your megamod...but yet against who am i to say such things :cry: )
 
I think you missed my point. There are some things I think could be better. However, this is what I want you to focus on, when I said:

MIB88 said:
...I do not plan on adding everything as is. ...then it should be able to be added (after the Megamod) by anyone who wants to use it...

With the emphasis on "anyone"... as in, not me.
 
oh i see now...sorry for this misunderstanding...and do your best i wish you luck...oh and by the way havent you decided who will be new female party member ? :P :mrgreen:

...by the way Mib88 sorry for asking this here, but anyways, can you give me critters list of all of creatures from your megamod...i need it for my FUCK! program...i just want to edit some of my followers stats hehe...i edited already all of NPCs that was old (not this mod exclussives) ...i mean those NPCs that was in original fallout 2 , but i experienced problems finding some of ne or modified from old npcs like Lenny becoming human, or Sentry Bot (other then Brain Bot) etc....where i can get full (complete) critters list from your megamod ?
 
Nirran said:
nope missed,it but thats cool,making some mods for megamod,include some all none if you would like,mainly doing them for myself but welcome to them


yeah deaf dope cool. I like new add ons, I got one or two of yours on the game now
 
OK, I have here a suggestion to 'Tune' the Cold Hearts quests.

Firstly, you meet them at Modoc, at the early-ish stages of the game (If we follow the usual Arroyo, Klamath, Den, Modoc path that is). At this point almost nobody will have the car yet, but will be on the way to acquiring it.

Anyway, seeing as their missions send you all over the place, the xp you get for each mission hardly seems worth it, especially on foot. I mean, 100XP for going from Modoc to New Reno and back? You are more likely to acquire more on the way there and back than for the mission itself.

It also kind of breaks the game order, with you visiting all these cities well before you actually have to. Off course, this makes for a non-linear game, which is good. You can also ignore these missions for now and procede with your normal game until you acquire the car and end up visiting these cities for normal reasons.

Off course, by that point most quests will be yielding you much more xp than the Cold Hearts quests.

So this is my suggestion. Each quest should give you much more xp, say like minimum 1500, max 6000, maybe increasing from lowest to highest as the missions unfolold. Depending on who you have to fight, where to go, how much to carry and so on. The one to kidnap Metzgers mum should be worth at least 10.000Xp.

That way, early in the game, you can explore half the wasteland and gain a lot of xp for what I feel is hard work and quite a risky business. (no car, probably poor equipment, no knowledge of the wastes) But, if the player decides to ignore these quests till later, when he is better equiped and prepared, the xp reward is still worth the effort and is in line with what he will be getting from other quests that far in the game.

What do you think?

EDIT: Also, why are weapons so damn heavy? I find myself constantly at odds to carry too much even with 2 NPC's because ammon and weapons weigh like a ton each. Even pistols!
 
Yeah, a couple of others had also mentioned (in private messages) the thing with the low XP given for those quests. It is on my personal list of things to adjust.

As for weapon weights, I don't remember adjusting that. Are you sure that the weapons really are heavier? I know TeamX's New Year Mod was added to their New Vision Mod (included) adjusted ammo weights in a way. The ammo is not really heavier per se, but ammunition amounts were pretty much cut in half when you found it, while the original weights were unchanged.
 
...to tell you honestly with F2WEdit tool you can make everything including ammo weight etc...whatever you like...so i dont give a crap anymore as i discovered how to use this program corectly hehe...so you can implement whatever you like in your mod...but please make it compatible with FUCK! and F2WEdit tool , so i can do with my fallout whatever i like hehe...yesterday i made all ammo weights "0" what caused offcourse unlimited amount of ammo to have in your inventory, later i set my ammo quantity to something like 99999 (those is amount of clips hehe) with F2Se tool :mrgreen: or fallout 2 Inventory Editor tool...so i'm an ultimate cheater and i hate dificulties and i'm all for fun and mass killing :mrgreen:
...oh and also i managed to get Infenite Party members mod to work with Megamod correctly...all you have to do as activate this mod from the strat of the game, then go and collect ALL of possible ingame followers from the whole fallout 2 world (there's something like 16 or so Hehe ) , then save and exit, then disable this mod or simply delete it and load game without it (as usual) , and everything work wonders and runs just fine without any problems...i also edited critters of my followers with FUCK! tool ( gave them 900+ Hp, 12+ Aps, 300 all skills etc...), i also made projectile for YK42B Pulse Rifle ( i made the same projectile as Pulse Pistol uses), changing in projectiles tab from NONE to Electricity Bolt with F2WEdit tool...as you can see i'm a REAL CHEATER hehe and i'm crazy as hell also, so dont mess with me :mrgreen: 8-)...or i'll pulverize you with my YK42B Pulse Rifle hehe :mrgreen:
 
MIB88 said:
Yeah, a couple of others had also mentioned (in private messages) the thing with the low XP given for those quests. It is on my personal list of things to adjust.

As for weapon weights, I don't remember adjusting that. Are you sure that the weapons really are heavier? I know TeamX's New Year Mod was added to their New Vision Mod (included) adjusted ammo weights in a way. The ammo is not really heavier per se, but ammunition amounts were pretty much cut in half when you found it, while the original weights were unchanged.

Good .... good. Yes I noticed the ammo is scarcer. I also noticed some strange effects, like adding 30 ammo to 30 ammo and it remaining at 30. And like, for me the 10mm pistol weighs like 7 pounds or something. Has it always weighed that?
 
I don't recall anything about weapon weights being adjusted. As for ammo not stacking correctly, it's because you don't have as much ammo as you really think, due to old ammunition amounts conflicting with new ammo amounts. Example: on a map, with the old values for ammunition is an ammo brick with 30 rounds. However, that 30 rounds is really just supposed to be 15 rounds, due to the new numbers. When you add the 30 rounds to what you are carrying, the game properly recognizes that you are adding one brick of ammunition (15, not 30 rounds). Therefore, only 15 rounds gets added. To correct this is extremely tedious...painfully so. It means going through every map and replacing every weapon and every piece of ammo with the new values. It takes time, and honestly, is way down the list on my things to add or correct.
 
Thats okay, I just wanted to know if this was common or if my game was bugged.

My combat shotgun also weights 16 pounds when in other FO's it tends to weight 11/13, cant remember which one. I think some other weapons (10mm pistol) are also heavier. Weird.
 
new idea: extracting brains in sierra army depo

hi,
a) is there any possibility to check which npc was killed when extracting brains in sierra army depot?
b) can you make new items in f2, or is there a hardcoded limit, so that you'd have to remove some other items?
c) can you create fully-working npc with level-ups and stuff? i saw that there's klint created - but he changes his hp with armor

if a and c are true, and b is false ;-D
when a npc is killed by brain extracting(say sulik) - his brain (You see Sulik's brain) is created instead of ordinary 'human brain'
then you could create a brain bot sharing part of Sulik's character/combat settings/skills - like saying "Hi, I'm Sulik... Skynet is online <whirr>", instead of default Skynet msges

thanks a lot for your answers
 
This is actually on my list of things to add some day. It is very easy to

a) Modify the organ removalcomputer script to work on a specific party NPC
b) Create specific brains for party NPCs
and
c) Create additional party NPCs.

Number 3 is the trickiest part, as it means coming up with a balanced character. Also, there is always the risk of encountering the same bugs that occur with NPCs now (like levels not working correctly or getting reset).

My initial plan called for adding this feature, but it would mostly lead to bad consequences. I mean, sure, put Dogmeat's brain into a robot body and you are good to go. You put Sulik's brain into a robot shell, and he's most likely gonna use his brand new rocket launcher to to turn you into a thin red paste!

I want to add this feature someday. It's just gonna take time.
 
I never got more than a chimp brain into the brain bot... but isn't the point that Skynet OVERWRITES the "target" brain with Skynet? The difference in brains is just capacity.

Or are you talking about a different machine that puts NPC brains into robot bodies.

I guess it would just copy/paste dialog files/skills into the new bot npc.
 
No. The cybernetic brain that you need in order to get Skynet was specifically made for the AI. It is not just a regular brain. Skynet can't be added to just a regular brain. No overwriting takes place. Also, there are two machines at work. One machine extracts brains from critters. The other machine downloads Skynet into a cybernetic brain.

And, yes, copy and pasting dialog or proto files is easy to do. However, I think you missed my point. How do you think Cassidy, or Sulik, or Myron would react to being placed in a robot body? My guess is that they'd be mad as hell. That's why I suggested that doing so would cause them to turn against you. The other robots or Dogmeat probably wouldn't care, though.
 
Oh, so the non cybernetic brainbots are NOT skynet... they are supposed to be whatever you insert.

Maybe you could add a dialogue option to the NPCs if they were at <10 HP or crippled... "Hey, I can't save you, but I can put your brain into a robot" Otherwise they turn hostile.
 
well imho they wouldnt be neither skynet nor our npc but some amalgam of both (i dont think that cutting your brain out and hooking it to host part of skynet would be very nice feeling ;) ), talking in a similar way to brain bot with human brain ("comiiing....", "waitiiiinnnnggg...") <- ok, maybe a bit better and aware of their surroundings ;)

so basically they would be new npcs with mixed flavour

mib88 mentioned idea of skills - couldnt we put them as average of cybernetic brain and our npc's skill? and then if we asked our skynet/sulik person we would get answer like:
- can use small guns
- have (big) problems with big guns and energy weapons
- have some melee skill
of course in a flavoured presentation
 
omo667 said:
...so basically they would be new npcs with mixed flavour

mib88 mentioned idea of skills - couldnt we put them as average of cybernetic brain and our npc's skill? and then if we asked our skynet/sulik person we would get answer like:
- can use small guns
- have (big) problems with big guns and energy weapons
- have some melee skill
of course in a flavoured presentation

No, I don't think this is right. To get Skynet, you need a cybernetic brain. That is the only thing that can contain it. If you want to use another critter's brain, so be it, but it will not be a Skynet/party NPC mixture. It would just be some version of the party NPC, now in a robot body. But, as I said earlier, most party NPCs would not take kindly to you removing their brains from their bodies. I just don't see it. Low hitpoints!? Crippled!? "Heck, heal me!" they would say. I think it would/should take more convincing than that argument to transform them.
 
I actually like this idea.

The Cybernetic Brain will be just the "Skynet" version of the robot and will require high science skill instead of sacrificing a party member. Maybe you'll have to do something before sacrificing him - first ask him if he wants to and then it depends on the NPC - maybe Sulik will agree if you saved his sister, Lenny if you helped Gecko and so on (or just with a speech pass - convincing them it's important for you to do this).

Actually I could help you with just the numbers - SPECIAL, skills, HP, APs and such, as long as I find a way to do it that doesn't require any programming skills (I think any critter editor will do it).

But there are some problems with some NPCs:
• The dogs - you'll need bite animation(s) for Skynet
• Marcus - you'll need big guns animations

Maybe you'll be able to fix them by putting them in the two other robot models. They even look in similar way. However, I am not sure the big guns robot uses unarmed combat.
 
After playing with the Megamod 1.34 version. I can point out a few technical issues I have run into.

-The Toxic Caves Navarro quest is a bit buggy. When I clicked on the 3 Enclave guards to get them to come with me, they said error and followed me. I cleared the Toxic Caves and wasted the 6 Sentries and got all the goodies but now, when I try reporting back to Maria, whenever I enter the Enclave base alone (alone meaning no NPCs) with the 3 Enclave guards triggers the base into full alert. There is no way to get rid of the guards or to get them to stop following you. They just keep saying, what are you doing with that Vertibird, there are no scheduled flights. I wasted them with the bozar outside Navarro and was able to talk to Maria but she wouldn't mention the quest or anything or give me the additional Advanced Power Armor.

-Scraptown needs working on. When I spoke with certain characters, their speech Windows (when you talk to them) change resolution and even fonts.

-Agreed with the Cold Hearts idea. Its really hairy to do all those missions for such a paltry exp. reward.
 
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