Megamod 2.3 technical issues and suggestions

Tom9k said:
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...

Ok, I got this resolved. Long story short: I reversed some numbers and even confused a location name/number. This has been resolved and the base should be reachable in the next version.

As for that next version, I was going to release it when I got back home early next week (Monday or Tuesday). It corrects a number of things mentioned at the beginning of this thread and includes most of the bug fixes from Killap's last patch and a few other random things. And since it is going to be a full repack again, it will not have all those bad proto files in it, preventing any problems with NPCs not leveling up correctly.
The fact that Killap is releasing his expansion this weekend may delay this... I don't know. I may hold off on that release until his expansion is integrated. I can generally integrate mods quickly. However, there are some real world things coming up, and I doubt I'll be able to release anything for the Megamod after the first week of February for a long time. I'll keep you posted.
 
MIB88 said:
The fact that Killap is releasing his expansion this weekend may delay this... I don't know. I may hold off on that release until his expansion is integrated. I can generally integrate mods quickly. However, there are some real world things coming up, and I doubt I'll be able to release anything for the Megamod after the first week of February for a long time. I'll keep you posted.
I would go ahead and release. Don't dealy for the sake of my work. Let's make everyone happy and have a ton of mods released this January.
 
There seems to be a EXP bug. Im leveling up around EPA and from aliens, fire geckos, centaurs and floaters i get either half exp i should get or none.
 
I'll look into those critters' proto files and check this out.

Also, I am currently uploading the Megamod version 2.32, and it should be available for download here and at the Fallout Modding Center (FMC) in a couple of days. It fixes a lot of things that were mentioned at the beginning of this thread (and some that weren't), includes many of killap's fixes from October 19th, and includes Timeslip's tweaks.

A couple of things to keep in mind. A couple of fixes will make previously saved games unusable. You do not need to reinstall the game, but you do need to start over. Also, I recommend that you completely delete the data folder in your main Fallout directory and replace it with the one in the 2.32 download. There were issues resulting from bad/extra proto files, and doing this should prevent those errors.
 
This EXP bug is actually a bit weird. When i exit Fallout and load my game, everything is fine, for some time. I tested it couple of times and this bug seems to appear when you play like 2-3h in row.
 
I've never experienced anything like that or even heard of anyone experiencing a bug like that. I doubt there is anything I could do about any such weird, random bugs like that.
 
how is the work on Scraptown (FO1 demo) going? I didn't saw it get mentioned again after you hide the map in version 2.1?
 
Oracle said:
how is the work on Scraptown (FO1 demo) going? I didn't saw it get mentioned again after you hide the map in version 2.1?

I fixed up the dialog errors that were occurring with the character called Baka. However, I still haven't changed all those scripts yet over to the format used in FO2, so they all use a different font.

But, the biggest thing is that saved games still can't be loaded. I removed every critter and every script from the map to test this, and games still would not load. I don't know what else to try.
 
I just wanted to note that you can talk to Ardin Bucker to get 500xp for freeing Sulik, then talk to Sulik and pay $350 for another 500xp, then talk to Maida and get another 500xp. Is this intentional?

Also, I have not tried 2.32 yet, but in 2.31 you could barter-drop your $1000 and Metzger will still free Vic. Would be funny if he got offended at the attempt to cheat him, but I don't think the dialogue is designed to be able to do two checks.

If there is a better board to post game bugs that aren't necessarily related to the megamod, please tell me. Sorry if I tax your sanity while I get accustomed to the boards :)
 
btreehugger said:
I just wanted to note that you can talk to Ardin Bucker to get 500xp for freeing Sulik, then talk to Sulik and pay $350 for another 500xp, then talk to Maida and get another 500xp. Is this intentional?

No, this isn't intentional. This was a bug fixed by killap. I thought I had included it though. Apparently not. I will go back and add this fix.

btreehugger said:
Also, I have not tried 2.32 yet, but in 2.31 you could barter-drop your $1000 and Metzger will still free Vic. Would be funny if he got offended at the attempt to cheat him, but I don't think the dialogue is designed to be able to do two checks.

Please elaborate. I don't know if I understood this correctly. You mean a check to see, for example, whether you gave him $800 instead of $1000?

btreehugger said:
If there is a better board to post game bugs that aren't necessarily related to the megamod, please tell me. Sorry if I tax your sanity while I get accustomed to the boards :)

It's not a problem. On this board, just look at the topics for some of the more active threads. This thread for all Megamod 2.3 and above issues. (There is a thread for Killap's expansion. A thread for his patch. And a few others for works in progress.) You can also click on the wiki link for the Megamod and make posts on that site.
 
MIB88 said:
btreehugger said:
Also, I have not tried 2.32 yet, but in 2.31 you could barter-drop your $1000 and Metzger will still free Vic. Would be funny if he got offended at the attempt to cheat him, but I don't think the dialogue is designed to be able to do two checks.

Please elaborate. I don't know if I understood this correctly. You mean a check to see, for example, whether you gave him $800 instead of $1000?

He uses the barter-drop cheat (i.e.once you have the dialog-option to give him the coin he opens the barter-menu and drops all his money, so Metzger gets nothing but the script assumes he was paid) If you instead remember the gold the player had in the beginning and once you gave him the coin check again whether the player has now 1000 less, Metzger can notice you cheated.

If he didn't get the whole sum, Metzger could tell his buddies to kill you on your way out, or even better he may set off the difference by "withholding" some of Vic's body parts e.g.:

>800 = Metzger keeps everything but Vic's heart
>600 = You may take Vic with you but Metzger keeps his heart
>400 = Metzger keeps one of Vic's eyes (permanent -6 PER for Vic)
>200 = They cut off Vic's index finger (permanent -4 AGI or +1 AP cost for firearms)
1-199 = Just an ear (nonconsequential, besides comments from Vic and his daughter)

And when you're female and slept with Metzger to save half the sum and still cheated him for the rest, he'll have you work off the rest of your debt by "motivating" his buddies...
 
JOG said:
He uses the barter-drop cheat...

If he didn't get the whole sum, Metzger could tell his buddies to kill you on your way out, or even better he may set off the difference by "withholding" some of Vic's body parts e.g.:

>800 = Metzger keeps everything but Vic's heart
>600 = You may take Vic with you but Metzger keeps his heart
>400 = Metzger keeps one of Vic's eyes (permanent -6 PER for Vic)
>200 = They cut off Vic's index finger (permanent -4 AGI or +1 AP cost for firearms)
1-199 = Just an ear (nonconsequential, besides comments from Vic and his daughter)

And when you're female and slept with Metzger to save half the sum and still cheated him for the rest, he'll have you work off the rest of your debt by "motivating" his buddies...

I never knew about this exploit. Hmm. Well, I can fix it by adding a new global variable. I was reminded of the television series Serenity, when the character was given another character's ear as change for a certain transaction. Anyway, I really like this idea. However, the player should get the chance to pay the full amount before Vic is killed. I will give this some thought. I can definitely add something to prevent this exploit, though.
 
umm it seems with 2.32 vault citys 2nd map always crashes. 2.31 was ok...

Actually, I had that problem with 2.3 too, it had something to do with protos getting corrupted I believe. If you had a screen where you saw all black except the cursor, and could "color" it out with the cursor, I think it signaled corrupted proto.

I solved it with a complete uninstall/delete/reinstall, then manually setting protos read only off, then manually setting the read only back on. Then manually setting folders to read only.

Seemed to clear it up for me.
 
@jackass888: I made no changes to Vault City between version 2.31 and 2.32. Solon is correct. Corrupted/missing protos will lead to crashes in various places. Please recheck the data/proto/critters folder. Those files should always be around 416 or 417 bytes. If it has less than that, it is no good. You could try just recopying that bad file from the Megamod archive if it is there... if it isn't in the archive, then you can delete it. However, if you saved the game with that corrupted file, it may keep coming back. The best thing to do in that case is to just try loading a much earlier game or just reinstalling everything altogether.
 
didnt find any pros with wrong size... guess ill have to reinstall and start a new game. Any eta on when the Restoration project will be integrated?
Thanks and respect to you for making Fallout 2 my nr1 game again :clap:
 
Wait a sec. I just remembered something. When you say the second Vault City map, were you talking about the council building area, or the downtown area with the library, shops, and vault entrance? I did add one fix from killap to the area with the Vault entrance. Please let me know. Also, if there is anyone else who has had a crash in this area, please confirm this.

jackass888 said:
Any eta on when the Restoration project will be integrated?

I was waiting for the update to come out before I did any work integrating it. I hope to get it in before the first week of February, though. If that doesn't happen then, well, I don't know when it will be included. I'll be going away for a while after that, and my time to do any work on the Megamod is uncertain. It may be as late as next January, if that is the case.

Edit: I hope you didn't remove everything yet. I just started a new game to test this out. Got over there and had a crash when leaving the coutyard to go to the downtown map. I will investigate this and have an answer to this sometime today.
 
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