Megamod 2.3 technical issues and suggestions

cpu crashed couple days ago, had to format so i have a fresh install of fo2 and MM

but this time playing, fo2 will crash most of the time if i make a random encounter with scorpions.. i can run into a pack of large scorpions in spore plants or something, and be fine, exit combat and leave area..

but if i run into a family of scorpions, or a pack of JUST lesser scorpions the game will crash usually on ai turn before i can reach exit grid

very weird.
 
Bunny said:
...scorpions...

Yeah, not sure what the heck is going on with that. My own game will crash only if I 'examine' them. This makes no sense, though. I have encountered this problem before, but not on a random map. Twice before, on two separate maps (Arroyo Temple and EPA), the game would crash if you 'examined' ants or scorpions. I had to go through the maps, delete the critters, replace them, and everything was ok. I think it might have had to do with the map having proto (.pro) information for the critter, then I modified the .pro file for it, and the game just freaked out and crashed. Makes sense.

But on a random map?! I don't know what might be causing this. I will try deleting .00000005.pro and .00000006.pro from the proto/critter folder. (Or you can try this.) If you want to try, it would be better for you to just rename it. However, if I start making changes, that might mean I have to redo those fixed maps... again.
 
well ive been playing megamod and loving it, all the additional content/mods they are awesome, the only problem im having is fo2 seems too easy now even on the hardest with the lootable armour.. i know its not working as intended yet..

also, in primitive tribe there were bones laying around with x99999coins, check in bug section it says fixed.. dunno if this has been implemented yet or not

having a hard time going further

edit: cant fix well in primitive tribe, i could in RP, but when i use rope on well nothing happens

on a side not i think it would be amazing is MM and RP were made into one, wow
 
Bunny said:
... fo2 seems too easy now even on the hardest with the lootable armour.. i know its not working as intended yet..

As I've said to people in the past, exercise a little restraint if things seem to easy with the armor (until it's fixed), Klint, or other issues.

Bunny said:
also, in primitive tribe there were bones laying around with x99999coins, check in bug section it says fixed.. dunno if this has been implemented yet or not

Um, you do of course realize that, when I fix a bug in the MM on my computer and then update that list, that the correction doesn't appear on your computer, right? :P

Darek said:
This is what I meant with the blocking hexes:
(image)

That could still cause a problem for unarmed/melee characters, but they could just go and get a gun.
Meh, never mind I just read your message. Leave the pic anyway...

Added those blocking hexes. And, yeah, I moved them lower for potential unarmed character players (in fact, I did it that way because I almost always play an unarmed character).

Also, nirran was able to find the source of the problem with the radscorpions that crash the game. We don't know how it happens, but basically, the proto file for the radscorpion is corrupted. In my own game, once I replaced file 00000005.pro in the data/critter folder with the same file from the New Vision 2 mod, the crashes stopped. I'll include a non-corrupted file in the next version.
 
A little help if possible....I have installed the latest version of megamod but...it crashes during gameplay. Some further info, I had to install it manually, cause I have Vista, but didn't bother to copy the data folder from the game and than delete it, Iv just copied the one from the mod, did the things suggested in the txt (set the critter and the item folders from the proto folder to read only, ran a reg cleaner, tune up utilities 2008 etc,). The problems appear in Scrap town, Vault city(when i should bribe away the guards from the servant pen), where the error massage appears down on the taskbar and in Carson city where, when i look with the pointer on the guy in the suit, and when I try to talk with him the game crashes. O yeah and after I got the car and went to NCR Klint disappeared!!!!!

seccond question i've read that you can revisit the places from f1, now can these be found only through quests, or is it enough to go by near them?.

Sist specs
Dual core
3g ram
HDD 200g
ghrapics card ati HD 2600
Vista prof
oh yeah...it is a Laptop
 
Thanks, but, as already stated in this thread and the wiki, the issues with the guards, Scraptown, and the mayor in Carson are known bugs. It has nothing to do with your system.

There is no reason for Klint to have disappeared after getting the car or going to NCR. None. I suggest you look back at that again and make sure you didn't just leave him somewhere.

And, what exactly are you referring to when you say that you read that said you could visit places from F1?
 
Uh shit my bad, only the territory is expanded, cities not included (still it would be kind cool though). Seccond I know people ar bored of repeating themselves, but in my defence even if i am an old fallout player(firs RPG I ever played like 10 years ago) I am pretty new with the forum stuff, and have absolutley no idea what the hell the fallout wiki is or what most of the "slang" means, (i remember that i spent half of an afternoon trying to figure out what the hell a sticky is), so could you please tell me if there are any solutions to the problems or if possible give me a link where there is a description of them....sorry for being a pain in the ass.... :mrgreen: .
Oh two more things,i don't know if they are addressed or not, 1 I gave Cassady a combat armour which appears as a Power armour, and 2 I tried to do the "putting the armed explosive in someones inventory routine" and the game crashes.....
 
Ok i am not trying to get annoying or anything...I went to the page seen the bugs that i have mentioned listed, seen that they appear as fixed..My question is how? I mean I have the last version of the megamod, but still they appear....do i have to to edit some file or something or is there a downloadable fix

Thanks
 
@ nemo00

Those are bugs in the current version, the ones that are "fixed" are only for the next release.
 
@nemo00: regarding fixes, this was posted just a little bit above you post:

MIB88 said:
Bunny said:
also, in primitive tribe there were bones laying around with x99999coins, check in bug section it says fixed.. dunno if this has been implemented yet or not

Um, you do of course realize that, when I fix a bug in the MM on my computer and then update that list, that the correction doesn't appear on your computer, right? :P

Cassidy and the armor issue has been fixed. Planting explosives on critters is an engine issue, not a Megamod issue.

As for F1 locations/territory, the plan was to add in those locations. Those locations from F1 have been somewhat changed/aged to be fit into F2 in the Fallout Forever/Fallout Dominion mod. However, this mod hasn't been fully translated yet (it is originally in Russian), and therefore hasn't been included.

Edit: Corrected error mentioned at end of previous page with the BOS guards at the entrance to their research facility.
 
Ok i found a new bug.....and I don't see it as listed. After founding the Abbey I used the computer and learned about the location of the EPA which appeared on the location list, but if i tried to access it the game took me to the BOS bunker, and yeah the EPA facility is nowhere to be found. And now if I talk wit Myron he only tells me about Golgotha, and there is not a word about the EPA
 
I think that in the latest version of MM BOS research bunker has same name as EPA, which is confusing :(
 
nemo00 said:
Ok i found a new bug.....and I don't see it as listed. After founding the Abbey I used the computer and learned about the location of the EPA which appeared on the location list, but if i tried to access it the game took me to the BOS bunker, and yeah the EPA facility is nowhere to be found. And now if I talk wit Myron he only tells me about Golgotha, and there is not a word about the EPA
First issue you mention is known to MIB88 (not sure if it's in the bug list). Talking about Myron, it's not a bug - you have to actually find the Mordino's stash before he tells you about EPA.
 
As for that label, I have no fix for it. I don't have a label that says BOS Facility or Research Facility or anything like that, so it uses the default one. (I just don't mess with art stuff.)

I know it's confusing for others... not me, since I put this together, though. Chris Parks created the EPA location that I added first. He used the Fallout Bible for inspiration (and later it was modified by Killap). The BOS Research Facility is from the Alternative Life mod. In that mod, the BOS had found and taken over the EPA. It is entirely different than the one b Chris Parks. There are still some things that refer to the BOS Facility as the EPA. Even the maps, scripts, and dialogs have EPA in the name, but that is irrelevant and the behind-the-scenes workings of the mod is unseen by most who play it.
 
If you find the EPA (via Myron, as hakimio wrote) the button will appear and function normally on the world map screen. That is, click 'EPA' and automatically go there. Once you get the location from the Abbey computer, (which is wrongly named EPA) clicking the same worldmap button will automatically take you to 'BOS Facility' instead.

Missing label graphics for worldmap buttons are here. I have no idea where I got the file names from, nor what the quality is since they were made almost a year ago.
 
Thanks, Morticia. I knew you had made these a while ago, and you posted them for me to look at. However, I never got my hands on the actual files. (Might have been because where I was at the time I just couldn't access certain sites.) I'll work these in. Thanks again.

Edit: Added in.
 
Ok thanks for clearing that up. Great mod by the way, love what you've done with the game (and all the people that made the different mods which are combined in this one). It makes me miss Van Buren a little less much.... :)
 
Alright, I tried to have the megamod and Weapons Redone simultaneously, but it resulted in the Temple of Trials disappearing. Stupid me.

Luckily, I think the problem can be traced to the Items.lst file.

Does anyone think I can splice the two files from each mod into one? Since Weapons redone doesn't add any new items, I don't think that there will be any conflict between the two.

Thoughts?

Edit: Nevermind, I fixed it.
 
Question... i've encountered a bug at the BOS research facility when even thou i've joined the brotherhood, the guards still won't let me in ( i guess it was reported already), Question, is there a way to get past them using sneak, or that dialog is triggered by a specific hex. second the general from the brotherhood that gives you access to the facility after you saved the BOS patrol, appears also on the first level, the issue is that when trying to deliver the artifact from the BOS research facility which triggers the mutant attack, to the general that is outside, the game crashes, (the quest can be done only by talking to the general below). Also if you try to save during the mutant fight the save gets corrupted. . Now i've read that the empty bos bunker "bug" should have been fixed...well you guessed it the lockers are sill empty
 
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