Megamod 2.3 technical issues and suggestions

Ugh. Well, that is a lot different then. Anyway, I wasn't referring to the combat settings, even though that is now relevant. His running away is most likely due to the fact that he is somehow crippled. That is what I was referring to, and I said this on the first page of this thread.

However, as for his other combat settings, reread everything and make sure you have the patch applied (and that those other protos are deleted). If you tell me you applied the patch, or that you don't need it because you downloaded the one where everything is included, then go back and compare the dates. Remember, the download was updated because there were errors.
 
the only proto from nov 28 is 00000491.pro located in: Fallout2\DATA\proto\critters

i do however have 00000062.pro, 00000079.pro, 00000089.pro, 00000097.pro located in: Fallout2\DATA\proto\misc. but none of the others on that list. and no, i didn't delete those.

MIB88 said:
I like things simple. Reinstall the game. Add the full 2.31 (you don't need the patch or any other version). That's it.

i am using version mm_2.31_full_repack from http://www.newfmc.prv.pl/ downloaded on 12/05/2007

is there a newer version? as i can't get the english part of that site to work for me. and my Polish isn't all that great.
 
I thought you said you read this thread?!

There is a patch... there have been problems with the patch... there have been changes since December 5th... there is a list of files to delete... and more. And if you did download the patch and add it, then you didn't follow the instructions regarding winrar and the read-only status of files and they got deleted.
 
As far as the doors in V14 I think fun before fact, but it is YOU doin the work. If I need it changed that bad I can "Self Smart" myself and do it.

In Modoc, it seems correct, any action with Grisham prior to speaking with Miria or Davin seems to cause lock ups after the sex fade out, and never fades back in for Grisham to catch you. Dogs still bark in the background, but you can't interact. If you don't interact with Grisham in any way, then have the sex fade, then click nothing, it will fade back in at the church.

I thought you could deal with Grisham in 2.1.1 then still get married. I reinstalled 2.1.1 (seperated partition) and it still did the same as now. Apparently my previous bug testing wasn't as complete as I thought :(

One more possible bug, this one extremely trivial, when you take armor off of NPC's they sometimes become tribals. They take armor and go back to normal, so this one has no gameplay issues IMO.

If you get any bugs that you want me to check in depth, just PM me.
 
Solon said:
As far as the doors in V14 I think fun before fact, but it is YOU doin the work. If I need it changed that bad I can "Self Smart" myself and do it.

:lol:
That was awesome. Actually, a really easy change you could do is simply use the mapper to remove the script from the inner doors altogether.

Solon said:
In Modoc, it seems correct, any action with Grisham prior to speaking with Miria or Davin seems to cause lock ups after the sex fade out...

Seeing this confirmed, I obviously messed up a variable or two in that script. I'll look into this script again.

Solon said:
One more possible bug, this one extremely trivial, when you take armor off of NPC's they sometimes become tribals. They take armor and go back to normal, so this one has no gameplay issues IMO.

I know Cassidy looks like a peasant/farmer. I know Miria looks like a tribal. You're right: these can be changed. I will go back into Miria's script and make sure the original image for her is used when all armor is removed. I will check the others and see what they look like. It would be better for them to return to their original states (with the exception of Cassidy, because he is wearing leather armor when you meet him).

Solon said:
If you get any bugs that you want me to check in depth, just PM me.

Thanks for the offer.
 
@MIB88
Man, hear this: All those fucking files are back. I don't know why. No, i haven't reinstalled the mod nor reapplied that crapped patch. wth? Of course, all my companions were scrapped. I've just deleted them (the files) again. And, this time, cleared them from my HD using Undelete Plus. Let's see if they will come be back.

And, yet again, about Klint:
MIB88 said:
As for Klint, he is working fine, too. If he runs away, either you have changed his combat settings to be a coward, or he is crippled in some way.
I've already read this six pages, more than once. No, he isn't crippled. His combat settings were set to coward; however, i didn't change anything 'til notice this. Then, i reset it to aggressive. But he kept acting the same way, as a coward. Went to his combat settings again and, again, he was configured to be a coward. Klint is making me stressed.
 
First, all those .pro files: they are sometimes created by the game. However, they shouldn't stay there. You can delete them after each time you play. But, remember when I said you may have to restart your game? If those proto files are created by the game, or if you copy them into your proto folder because it was included with all of the other mod files (meaning it was my mistake), and then you save your game, then those files will be saved in your savegame folder. Each time you load up that saved game, those protos will be copied from the savegame folder to the proto/critters folder.
The fact that these files are there does not automatically mean that the game is messed up. However, those proto files tend to get corrupted quite easily, I think.

As for Klint, I can't test any of these reports. I don't have any problems with him, except for the one time his level reset after a battle in which I leveled up and he was wearing power armor. I restarted the game (after deleting some bad proto files), and he was fine. Never have any problems trading with him or with him running away. Which leads me back to my same thought that these games in which there are problems have missing proto files (either they were never installed, they somehow got corrupted, or they got deleted when the game was started because they weren't set to read-only).
 
Is this the error in Klint when leveling up in APA?
from party.txt

[Party Member 30] ; pMSulikAPA_PID
party_member_pid=16777331
area_attack_mode=always, sometimes, be_sure, be_careful, be_absolutely_sure
attack_who=whomever_attacking_me, strongest, weakest, whomever, closest
best_weapon=no_pref, melee, melee_over_ranged, ranged_over_melee, ranged, unarmed
chem_use=clean, stims_when_hurt_little, stims_when_hurt_lots, sometimes, anytime, always
distance=stay_close, charge, snipe, on_your_own, stay
run_away_mode=none, coward, finger_hurts, bleeding, not_feeling_good, tourniquet, never
disposition=none, custom, coward, defensive, aggressive, berserk
level_minimum=6
level_up_every=3
level_pids=-1

Note the level minimum and up_every lines, all the other entries for *Sulik(armor type)_PID are set to 0. That assumes that I am guessing right, and those stand for Klint, and that this file actually means something. Just hunting...
 
Solon said:
Is this the error in Klint when leveling up in APA?
from party.txt
...

I don't know, honestly. I mean, Klint doesn't level up like others, right. So, since there is only one level of Klint in advanced power armor, I don't understand what happened. However, it's still a good catch, and just might be the cause this happened. This says that if you are at least level 6, then there is a chance every three levels you gain that he will also change levels. I will change this, though, just in case. Thanks.

The more I think about this, I think this is the cause for that bug I experienced. I think in every game up to now, if he was in my party, I kept him only in power armor. I think I need to test this out...

Well, I can't test this now. I can make the change. But, once I make the change to the file, all previously saved games become unusable. I tried to change a proto number once in this file and discovered this. But I was hoping to be able to make this minor change without encountering that. Oh well.
 
That's pretty weird, I switched

level_minimum=6
level_up_every=3

to

level_minimum=0
level_up_every=0

and loaded my game and continued to play. Klint was still standing in Arroyo though, and I don't think I had even talked to him. In fact this save was immediately after ToT. Anyway, gonna do more tracking on my VC crash bug today. I have an idea of why I and one other person had it, and no others. I think it pretty likely we brought it on ourselves. :naughty:

On a side note, is it just me or does the reduced ammo actually make the game easier? The only dangerous enemies (aside from gauss weapons) are burst weapons users. All you have to do is stay at decent range until they run out of ammo, 3 turns max. Then they just have a big paperweight in inventory. They can rarely close with you to melee. I dunno, maybe haveta change this in my own game.
 
Solon said:
...and loaded my game and continued to play....

Yes, it does depend on how late in the game you are/who is already in your party. Loading a game from the Temple is pretty much a new game. (On a related note, I am pretty sure that city/map information is loaded into the game once you enter Arroyo for the first time. So, in order to get new information from those modified files, you either need to start over or load a game while you are still inside the temple.)

Solon said:
...does the reduced ammo actually make the game easier? The only dangerous enemies (aside from gauss weapons) are burst weapons users. All you have to do is stay at decent range until they run out of ammo, 3 turns max. Then they just have a big paperweight in inventory. They can rarely close with you to melee. I dunno, maybe haveta change this in my own game.

I haven't seen an excess of enemies running out of ammo. However, I could make things harder in a later edition. It would take some doing, but I could do it. For example, I could make the enemies spawn with more ammunition. Then, I could add a code to the critters' scripts destroying all ammunition they are carrying (except for what is in the weapon already). Time consuming, but not difficult. I'll have to think about this.
 
I have problem in Abbey. Their Father ask me to copy some data from Vault City computer. I did that, bud when i try to gave him that holodisk, he says "Error".
 
Thanks for the report. Probably just an incorrect dialog number called. I will check this. But, what happens when you select that dialog option? Also, did you go directly to Vault City and back? Have you done any missions for the Shi or the Brotherhood?

Also, in the other thread you mentioned a base that you cannot reach. Can you send me a screenshot?
 
Yes, i did go directly to Vault City and back. And I have done missions for Shi and Brotherhood ...

And here is the map:



I can see that bunker, but i don't know where I get his location and how can i get there. Place where I am si 4 squares NE from Broken Hills
 
Tom9k said:
Yes, i did go directly to Vault City and back. And I have done missions for Shi and Brotherhood ...
...
I can see that bunker, but i don't know where I get his location and how can i get there...

I forgot - the error in the monk's dialog has been fixed already. I fixed it just a couple days after the latest update was released.

I can't test what the deal is with that bunker. I don't have any games I can use to test it, and will have to start over. It isn't supposed to be there. You can't fly there. That boundary on the right side of the screen looks like water, but it isn't. It's just the edge of the area you are allowed to go... a consequence of expanding the worldmap.
But please try something for me: Go south, far below the Military Base almost in a straight line. Do you see anything there? Or along the coast down there?
 
I explored the whole map south of Military Base... Along the coast is nothing, except Café of the Broken Dreams and Federation Shuttle - but they are random location and the can be anywhere, so .... no, nothing there...
 
Thanks for testing that. Damn. That bunker was supposed to be down there. It looks as though it is on the right tile, next to the coast, but it should be on the tile way to the south, not to the east. And the worldmap numbers are correct in the city.txt file. This may mean that, even though the worldmap was made bigger, the game still only recognizes the original coordinates. If that is the case, I have no idea how to fix this. I may just have to keep experimenting with this. Maybe the new section of the worldmap just uses a different coordinate system...
 
Uhm, that's not bug, but can be that Taxi driver in New Reno in some different battle group? When I clean New Reno from ''Scum'' (Prostitutes, pimps and gang) he will attack me ... his mistatake, but it's shame that i must kill him ...
 
A about those singers (Frenchy, Pain, Sims). They are singing song ''100000 bottles of beer on the wall''. What happened when they end. They will sing that song 24 days in real time!!!

+ one bug, when i travel around San Francisco, i have encounter: Do you wish to encounter: A caravan? But if i click YES! i will encounter cockroach ....
 
Tom9k said:
...can be that Taxi driver in New Reno in some different battle group? When I clean New Reno from ''Scum'' (Prostitutes, pimps and gang) he will attack me ... his mistatake, but it's shame that i must kill him ...

That is the price you pay for attacking the others. Look at it like this: If he is in New Reno, some of them might be friends of his.

Tom9k said:
A about those singers (Frenchy, Pain, Sims). They are singing song ''100000 bottles of beer on the wall''. What happened when they end. They will sing that song 24 days in real time!!!

Um, you know this is part of the original game, right? But, yes, it takes a long time.

Tom9k said:
+ one bug, when i travel around San Francisco, i have encounter: Do you wish to encounter: A caravan? But if i click YES! i will encounter cockroach ....

Thanks. I will correct this.
 
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