Megamod 2.3 technical issues and suggestions

Hi there,
I might be blind or just noob because I have tried searching solution to this problem many times from here in forums and from google without success. Any idea what would be going on? The problem is when I install fallout 2 (windows xp sp3) I cant get it running. It always closes itself after the first loading screen (before game menu comes).

After I install killaps unofficial patch I can get the game running (this is the only way to get it running at all). But when I try to install MegaMod and try running it again same happens, again fallout2 closes itself before it hardly even started running. I have tried also changing different graphics modes from ddraw.ini without success. In windowed mode I cant even see the loading screen just quick flash of the program before it closes itself.

I desperadely would like to play fo2 still and even more play the megamod but seems I just cant get them working. Anyone got ideas what to try?
 
Check out the readme file in the readme folder (the one entitled Megamod readme 2.33). There are 10 suggestions in there to get it running. When you get to point 10, keep in mind that include Killap's patch. And make sure you have copied all of the files from the mod over.
 
Even I haven't used the elevator in toxic caves yet, it seems there is no way to get the "Enter the Toxic Caves warehouse." quest from Maria in Navarro because I have already entered toxic caves area and rescued the trapper.
Is there a way to reset the variable which was set incorrectly?
 
Just for future reference: Although I have never used one, maybe you can use a character editor to reset certain variables. But in this case, there is no need to do so. Nothing has been set incorrectly. When Maria tells you to go to the Toxic Caves, there is no Pipboy entry. I suppose I could add one... easy enough.
 
MIB88 said:
Just for future reference: Although I have never used one, maybe you can use a character editor to reset certain variables. But in this case, there is no need to do so. Nothing has been set incorrectly. When Maria tells you to go to the Toxic Caves, there is no Pipboy entry. I suppose I could add one... easy enough.
She does NOT tell me to go to the toxic caves.
 
Ah, now I understand. Right now the script just checks to see if you have been there. If you have been there, she doesn't give you the quest. Sounds reasonable, at first, since why should you be given the task to clear out an area you have already been to. I'm thinking that was the mod's creators' intent. Problem is, if she doesn't give you the quest, you can't get the 'Enclaver' title. Hmm. Maybe I will modify her dialog. I can set it so that she still asks you to go, but I will add a dialog option so you can tell her that you already went there.
 
MIB88 said:
Ah, now I understand. Right now the script just checks to see if you have been there. If you have been there, she doesn't give you the quest. Sounds reasonable, at first, since why should you be given the task to clear out an area you have already been to. I'm thinking that was the mod's creators' intent. Problem is, if she doesn't give you the quest, you can't get the 'Enclaver' title. Hmm. Maybe I will modify her dialog. I can set it so that she still asks you to go, but I will add a dialog option so you can tell her that you already went there.
No, I think you don't understand. I will try to explain again...
1) I have been in toxic caves area just to rescue the trapper and kill some geckos;
2) I did NOT go down to the area where robots are located.
 
hakimio said:
No, I think you don't understand. I will try to explain again...

I do understand. And, the game currently checks to see if you have been to that map. And, you have been to that map... just not the level that is controlled by the elevator (i.e. the level where the robots are located).
 
The first part of the quest is broken, and the last.
Sergeant Dornan is supposed to send you out to look for a crashed vertibird and then report back to Maria. Then she will give you the Toxic Caves quest, together with three enclave soldiers (who you can't get rid off, except killing them, and they will also turn Navarro hostile if you go there with them). Anyway you can't complete this quest and never get the adv power armor reward.
All of these, getting them and completing them uses the same Global variable, adding +1 with every step. But since step 1 is impossible to get you are always one step behind with the Gvar.

To get the toxic Caves quest you have to find the crashed verti (can't remember if you need the black box and maybe even repair it, or if just looking at the verti is enough) and go down to the toxic caves and kill the robots, only then can you get the toxic quest, but that's pretty pointless as it is.

It's Global_var 1109, or so my notes say.

The best editor for the job (and the only one that works with the Megamod I think) can be found here.
 
So, this quest is even more broken than was pointed out earlier. Ok, I'll see what I can do. Thanks to both of you.
 
MIB88 said:
So, this quest is even more broken than was pointed out earlier. Ok, I'll see what I can do. Thanks to both of you.
Thanks for quick response and all your time you devote to this mod :)
OT: Just curious, what script editor do you use?
 
I use a program called Ruby (an old version, as the newest version doesn't seem to work with Fallout scripts). This way, I am not having to work with any sort of header files or anything else, and also, I can work with any mod without having any source files. The downside is that everything in the scripts is referred to as simply a number, rather than a name, leaving me to keep several files open at once in order to really see what is going on inside the script.
 
Ok...I've spent two days reading 50 odd pages of the old thread and 30 odd pages of this one and i've only got one question for you MIB88 and i think you can answer it for me.

How do I install this megamod on my machine ?
I was all set to slot it into place in my fallout directory but your readme said something about readonly...so i did...so wot's supposed to happen now ? :twisted:
 
Guyver8: You helped me out so much with this project, I have no problems at all answering any of your questions! :D So, in a nutshell:

Install the game as normal on your computer... humongous is best. Next copy all files from the megamod archive into your Fallout directory. Make sure you get all the files, including the .exe. Before you play the game, open the data/proto/critters folder. Select all the proto files and set them to read-only. If the version you downloaded was in a .rar format, this step is tricky. If you extract all the files as read-only, they are not really read only. So, select all the files again, uncheck the read-only box, then check the read-only box again. Then go ahead and start up the game.

If your game isn't working right, either post here, pm me, or shoot me an e-mail, and I'd be more than happy to help you out.
 
Oh come on Guys....I'm jesting....

I thought you'd enjoy the image of someone sitting at their computer waiting for something to happen because the readme said something about... READONLY !!!

Anyways now that the joke's gone flat...it's great to see you're still in there and from what I've seen so far, you've really 'blown the doors off'.

@Oracle: Before you ask, I went to that far distant shore (Black Isle i think it was called) and waited a long long time....but they wouldn't let me in :clap:
So i went to another place (the kingdom of Bethesda) it's different there and i don't know anyone so i popped back
 
Sorry, I messed that up, Guyver. I didn't even notice the twisted smiley after that. :oops: I mean, I hadn't seen you in ages. I thought you might really have forgotten about how all this worked. (I don't know... maybe you bumped your head or something.) But, don't fret. Rest assured, if it had been almost anybody else, I would have ignored you or, more likely, had something very unpleasant to say. There... feel better? :P
 
MM - Primitive Tribe

There are two maps off it in the ...\data\maps, not 100% sure.. maybe more:

-tribe01.map[official]-
Critters, and scripts, mostly, arranged okay, but unfinished topography.

{By topography I mean: walls, tiles, scenery, exit grids, blocking hexes.. etc.}

-tribe02.map[phantom]
Finished topography(except the roof over the Woodland), and inventories, from what I could see.., but everything else is far from it.


Q: What's the deal with that - the story behind them, if there is one? Where's the middle? Is there a middle? Is this the spot to ask these questions? Got milk? :look:

Just curious... :twitch:
 
Eh... I guess the question is best suited for this thread than the gameplay thread. There are lots of maps, scripts, artwork that are contained in the Megamod files that are just works in progress. Some maps I just renamed so that I could work with them. However, in the Megamod there will be at least two different primitive tribes. One was created by Chris Parks. Another is part of the Alternative Life mod. And then, Killap has his version in the RP, which will someday be included in my work... so, there may be 3 different tribes in the mod. Part of it just depends on how close these maps are to one another (as far as their looks) as well as the quests/stories associated with each.

As for the stories of these places, there are several. Part is tied up with Sulik's sister. Another has raiders. Then there are a few random quests dealing with bringing back weapons or other items and even dealing with a ghost.

(Just keep in mind that all of this is a work in progress. I need to sift through everything to try to get it working. This can be challenging due to language barriers. Sometimes there are bugs I need to find... and, without knowing the original creators intent, things get lost or get/remain broken. So, don't get too wrapped around the axle about anything you find in the data folder or individual files.)
 
that are just works in progress.

..that's what I was looking for. Thanks.

As to quests, and all that - I got that covered from the gameplay thread, and some common sense.

The reason I'm asking is.. I pulled "tribe01" through the mapper[1&2], and have actually added most of the missing things, just for the sake of my own enjoyment.., but while doing that I ran across all those other "tribe" maps, and was wondering if I'll brake something - you know, some "map script" which changes "tribe01" to "tribe02" at a certain point. -I just wanted to make sure, as I'm not into scripts much.:seriouslyno:


One more thing: I've made [green]exit grids, and have connected Tribe to Woodland. They work, but the act of going from one level to another is more like going to a second floor of a building in Reno. -It's very "instant"... There is no fade out, with the mouse pointer changing to a "Interplay Globe", as with other places.

I did this with the Dims mapper 'cause the "official one" would not allow me to enter the Primitive Tribe destination number - it says enter a number between -2 and 160.., and the Tribe's number is 163.

Is this because the two connecting elevations are on the same map, or it, just, can't be done with the mappers?:confused:
 
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