Megamod 2.3 technical issues and suggestions

Thanks for the bug reports. Yeah, I know a lot of the things I added from the Alternative Life mod (i.e. the Enclave troopers following you, the new BOS bunker, and others) are buggy as hell. In some cases it was a matter of me breaking things as I assimilated them. In others, I must have included bugs from the original mod. It will take a while to squash these.

At least the Enclave troopers is an easy fix. I'll create a new variable so that, if they helped you clear the Toxic caves and you return to Navarro, they run off screen back towards the base and officially leave your party.

As for Scraptown, the scripts are so very different than those used in F2 normally. I will have to completely rewrite those scripts to prevent that funky font from showing up. Something on my list to fix, but, not something I'm looking forward to doing.
 
Glad to see you are still working on Megamod, MIB88. I'll keep slugging through the game and keeping you posted of bugs that I find. I'm good at breaking the game.

An approach that I've been using that works is this. Instead of doing every quest on a town and then moving on, I'm jumping all over the place. So far no additional problems have been found.

The mod is pretty stable now, it has only crashed once on me and then never crashed again. Keep up the good work!

-Edit.

The Brotherhood of Steel quests are very buggy. When you first arrive, a proximity activated script asks you what are you doing there when you approach the blue capped general...you can obtain the quest to deliver the disk to professor Steel but if you click directly on the General you can get the quest to access the Brotherhood (to access the BoS bunker directly). I don't know if this is designed this way or not or if it has any relation with other bugs.

When you return with professor Steel's device which attracts super muties, there are two lines about a siren sounding. One contains an extra bit about handing in the device. The line with has the extra bit causes the game to crash. When the mutants attack, the entire Brotherhood of Steel is considered your enemy. Since you start in front of them, its very easy to end up being wiped out due to a miss from the Paladins. May hap the sequence could be changed to have you starting away from the Paladins or have them in your team temporarily.

Inside the BoS bunker I got a retarded quest regarding a special armor where you "volunteer" to test it and get shot in the eye. The eye shot doesn't leave an Eye Damage mark so you can't heal it. Since I didn't care to test it, I dunno if it goes away. Maybe some clarification or a way to abort the dialog since -2 PE is pretty severe if you are a shooter.

I couldn't report the quest regarding the missing Enclave troopers. I got the quest (I had skipped the Military Base completely) and then slaughtered everyone and got the 5 holodisks but the general wouldn't ask me about the quest or allow me to report even with the disks at hand.

In the BoS facility there is a game stopping bug. When you come back with a Bio Gel for Baby, you are in dialog mode but when you click Done, the game remains in dialog mode and never gives you the change to get out of it. The dialog is blank and you have to reload via the Esc or F7 keys. Even if you reload the game before you hand in the Bio Gel, the game reloads in the same way, stuck. You have to get out of the game to get it to load properly.

I have had very few crashes and most are memory read/write errors which I know are not caused by my RAM (I already checked with memtest86). This happens mainly in combat when someone shoots. I think this might be related to the Bozar because the gun doesn't have any sounds and plays them erratically. I think that when Marcus or me shoot the gun, the game may freeze. Sometimes the sound plays properly, sometimes, it doesn't. Also the gun has 5 firing mods. It has Single and Aimed listed twice and Reload. You have to go through Single, Aimed, Single, Aimed, to get to Reload.

A very common crash is that the cursor freezes with the little clock icon. You know its frozen because while you can move the cursor around, the hands on the clock are frozen. This happens very often in combat.
 
Just wanted to report some issues during my recent game (please ignore if any have been reported already - I am too lazy to read >40 pages, I did check the wiki bug report, though)

1. I am wondering about the unlimited gold on the bones in the primitive tribe, that isn´t a feature, is it? (grabbed 2 times 99999, but found it too cheaty afterwards :) )

2. Brainbot´s (cyberbrain) combat settings are not selectable (read about that roketbot, but not the brainbot.

3. Multiple level problems. This is weird...
Having a nasty little slaver girl now, I have Myron, Vic, Miria, Klint and (new) Brainbot.
Myron and Vic levelled 1 time and than they didn´t level further.
Being frustrated, I tried some stupid things. Extracted the generic files from the master.dat to the critter folder --> they levelled one more time and then stayed that way.
Frustrated again, tried any possible silly things. Saved before level, tried 50 times --> nothing. Kicked Klint (had him from the beginning) out of the party, tried again - they gained a level (doesn´t seem to be pure luck, tested that a few times).
???????
Maybe just my install, or can anybody confirm this?

4. Rat God (suggestion): That thingie gives +50 karma or so. Giving the fact you have to deal with it this seems to be unfair towards evil players. Would be nice to remove that. Good karma in optinal quests is fine, but in critical quests is nasty for the bad ones.
 
I agree the Rat God thing. But I am not sure how useful is it to have negative karma (you could be bad without watching your karma).

I suggest talking to someone and telling them you killed the rat god gives you the karma. Again, some of you could have an evil character without watching your karma, but for me that would not be possible.
 
Hmm. The game gets unbearably laggy when I go to President Tandi's area of NCR.

It'll freeze for a few seconds and then unfreeze for half a second and then freeze again, and it'll keep doing that until I'm out of the area.

It also kinda sounds like several different music/ambience tracks are trying to play at the same time.
 
That last one has nothing to do with that part of the NCR, as I haven't changed anything there with the exception Tandi's script. Sounds like something that could happen anywhere, and I have no clue exactly why it would happen or how to fix it.
 
MIB88 said:
Harry Canyon said:
2: i'm not too sure if this is a bug or not, but this is what's happening.

i got the verti plans from navarro, took them to abbey (which completes the monks quest for them), steal the plans back, take them to either the BOS\Shi, to complete their quests, go back to the monks and they call me a traitor and proceed to hand me my ass....

Anyway, I don't know the right answer to this one yet. You need to provide the plans to the other groups to really continue the game. I'm not sure what the authors of that mod intended. But, you are right: It is a Catch 22. Um, let's see. Wait, don't the monks provide you the option to get false vertibird plans from them? Maybe that is the key: give the forgeries to the BOS and Shi to gain access to their facilities. Of course, I will have to make it so that the Shi and BOS actually accept the fake plans if I didn't already include that code. Then, of course, if you decide to steal back the original plans and give them to the Shi and BOS, they might find out about it and thence proceed with the ass-whuppin'! :lol:

About those fake verti plans and some more on the Abbey:

* After you have joined the monks you have to exit the map before you can talk to the head monk again, so if you happen to already have the verti plans, you can't just give them to him tight away.

* Once you have gotten the "veribird plans" quest for the shi, you can get fake plans from the head monk, BUT only as long as you haven't given him the real ones yet, after that you loose the ability to ask about them.

* After you've given him the plans he asks you for the FOB. After you do that you can't talk to him at all, so still can't get the fake verti plans. Also the FOB quest doesn't show up in the quest list screen.

*The reason for the fake verti plans is so you can collect data from the Emperor for the monks, but dr.Wong won't acknowledge them (no dialogue option either).

*The data you are supposed to collect from EPA, that is now from the brotherhood instead, how is this going to be in future Megamod release, EPA or the brotherhood? As it is now, the only way to get into the brotherhood place is by force, you have to attack the brotherhood. This is not good, and not the way it was intended I think.

* I don't think you were ever supposed to be able to give the fake verti plans to the Brotherhood. You help either the monks in the Abbey or the Brotherhood, not both.

* By helping the monks, you won't be able to go to the Enclave oil rig, instead you finish them off using the poseidon net computer. unfortunately this is not working.
Fix: In node001 in aiendgam.int, ...and (global_var(1070) == 3) needs to be changed to ...and (global_var(1070) == 4)

* Also IIRC, ending the game from the Abbey won't let me keep playing afterward.

* To get access to the computer in NCR, you need a pass key (items# 585), but I can't find it anywhere. Is it even in the game? I have searched all lockers/NPC's and looked through the dialog texts for NCR but there's always a possibility that I just missed it.

I don't know how much Morticia passed on to you and what you already know, but thought it wouldn't hurt to report this anyway. :)
 
Hello and welcome back
I restarted playing Mega Mod and again encoutered a bundle of errors..

I really do enjoy the quests from COLD HEARTS, but I faced a problem with Jimmy the screw. I brought the Salvatores guns container and were pointed to escort Jimmy. When I entered the localization he send me back to report. But this encounter hasn't been marked on the map:( as well as few other special encontuers...
Fence told me to help him as long as needed, but he is nowhere to be seen. I tried to look for him in new reno, with no result. I manage to find him in the Salvatores Stash location but he only repeats ,Good Job lets head out, from the former fight... Any help???

Also the suggestion that the chich from the Broken Hills will support our cause is misleading. Basment guns. She doesn’t have the option in her dialog box.

Giving iguana on stick to the dog in Broken Dreams Café causes game to crash…
 
First, Jimmy tells you to report the change in the situation back to Fence. Fence is where he always is. There is no new location.

Second, Jack doesn't tell you that Liz will support your cause. He only tells you of her stash of weapons-

"Yes, but first you need some better equipment. Go to Broken Hills. There is a shop directly to the left of the entrance. The owner keeps a stash of weapons that might be of more use in your hands."

I'll check into the problem of giving Dogmeat iguana-on-a-stick.

@Darek: Thanks for the report. I'll implement that fix with the global variables. I also added the special computer key required in the NCR, so it will be in the next release.
 
MIB88 said:
First, Jimmy tells you to report the change in the situation back to Fence. Fence is where he always is. There is no new location.

So the quests finshes?? Is there anything else to do after talking to Fence?

MIB88 said:
Second, Jack doesn't tell you that Liz will support your cause. He only tells you of her stash of weapons-

My bad. I probably understood it in diffrent way.
 
Are we talking about the same thing? Fence tells you to accompany Jimmy to New Reno. There is an encounter along the way. Jimmy says something has gone wrong, and tells you to go back to Fence to talk to him. Do this, and you will be able to continue with that story line.

If you are referring to a different situation, then I need more information.
 
nah, we're talkin bout same thin

Problem is Fence don't want to talk with me until I help Jimmy ( "as long as needed" or smt), but I can't find Jimmy., caus that location haven't been marked for good.

Is that "how the story goes"?? No more quests from Fence , Jimmy gone?
 
All the Combat Control options for Klint supposed to be enabled according to this, but they are NOT. Actually ALL the combat options are disabled. Is there an easy way to fix that?
BTW, his carry weight is enormously big and it shouldn't increase when using any armour except power...
 
Additionally I noticed that if u want to sell geiger counter, the person who u r selling to will always say "the offer is not good enough"
I rember this error even in the vanilla version:P

In VC just before the internal gate, one of the guards in the bulding to the left wants to escort u to courtyard, despite u haven't actually step into the "right" city yet.

Furthermore, if u kill some guards in VC, when you search their corpses u discover they actually were wearing Combat Armor, despite of metal armor picture they parade in ;)
 
@MIB88
In 2007.07.28 here you said you'll alter Fence's and Bob's scripts to account for Metzger's death, but you never did.
Now other bugs in cold hearts:
1) Even if you kill everyone there, you still can't open the door, because "somebody's watching you"...
2) If you kill anyone in the room, run away and come back, every survivor acts as if nothing has happened;
3) Only Jack has a gun - all the other "cold hearts" there are unarmed. So theoretically you could just kill them all early in the game and take all the guns (at least if the bug mentioned above wasn't present).
 
Thanks for the list, Hakimio. I'll make those corrections. I'll add some weapons to the NPCs there. However, I'm just going to make that room inaccessible, I think, unless the player becomes a member of the Cold Hearts. Players will still be able to kill everyone there if they want to, but the price for doing that will just be that they won't get access to the room.

@Brydżkiper: Thanks. I'll correct the combat armor problem. Not sure about this other issue about the guards, though. Do you have really bad karma, and they are just suggesting you leave, perhaps?
 
MIB88 said:
Thanks for the list, Hakimio. I'll make those corrections. I'll add some weapons to the NPCs there. However, I'm just going to make that room inaccessible, I think, unless the player becomes a member of the Cold Hearts. Players will still be able to kill everyone there if they want to, but the price for doing that will just be that they won't get access to the room.
Fixing (or completely removing) Klint would be good too as he is seriously messed up.

Edit: could you upload a fix concerning metzger's death somewhere?
MIB88 said:
@Brydżkiper: Thanks. I'll correct the combat armor problem. Not sure about this other issue about the guards, though. Do you have really bad karma, and they are just suggesting you leave, perhaps?
Just have any ugly character in your party (marcus or Lenny should do it) and talk to the guard.
 
hakimio said:
Edit: could you upload a fix concerning metzger's death somewhere?

"Once word's gotten out that a pirate's gone soft, then it's work, work, work all the time."

I'm not gonna get into the habit of releasing one file patches. I can appreciate that this one thing might be annoying to you, but there are lots of people in similar situations with other parts of the MM. It's just another thing to get to on my long list of bug-fixes/additions.
 
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