Megamod 2.35 technical issues and suggestions

Pan_Feanor said:
Vault 23 work with no problem, Glow no problem for now (I have no wisited lvl 4, beacusne no topes left ;)) Computers aren't workint - but if think it shoud be that way. Bug with those "zombie monsters" in targeting mode - no descriptions on body parts and other glithes. Light sabre :D nice toy, and good animation - gratz :)

Stupid question, but how can I enable the targeting mode? I can only select: single shot, burts, reload with every weapon...
 
Fallout2_Fan said:
Stupid question, but how can I enable the targeting mode? I can only select: single shot, burts, reload with every weapon...
Restart the game and don't pick fast shot as a trait?
 
@Darek: Sorry for the delay in getting back to you. Those Glow maps work like a charm. Thank you. I am not getting that weird teleportation issue anymore, either.
 
AHS-9 bug

I found a bug. I tried to kill ASH-9 in San Francisco with the bomb trick (timed bomb to inventory). After the first try (leaving the base then returning to the second try) the game freeze, if I try to save the game when i'em on the Hubologistbase, or if I try to leave the base with a deployed bomd on AHS-9.
 
MIB88 said:
Oh, and you mentioned "unique items" a number of times. Specific ideas for items is better (usually not weapons, as there are plenty of those in the game already).

Sorry for my late reply.

Actually, by "unique items", I meant "unique bonuses", some of them could be items. Here are some ideas:

• Increase in DT/DR of some resistance, for the player or NPC of choose.
• Overall, any increase in anything (melee damage, HP, AP, etc.) will do. Just not useless bonuses like increases in Poison/Radiation Resistance, Carry Weight could also be considered useless, because it doesn't makes you any stronger, it just makes the game more comfortable.
• Joinable NPC(s).
• Weapons unique in some way - like an energy weapon with 60-90 EMP damage and 5 AP requirement. I have ideas for a huge number of weapons. Anyway, most of them should be obtained by the skill for them (maybe also Repair), if you are going for that idea.
♦ Unique armors - they must be better than any other armors in the game in some way. Like an armor with high DTs and low DRs, or vice-versa. Or an improvement to APA Mk. II. Or armor with other SPECIAL bonuses, if you manage to invent the perk.
• Improvements to something that could still be useful at the whole time of the game (mostly NPCs).
• Option of indefinitely trading something for something else (like Small Energy Cells for Micro Fusion Cells).
• Items similar to the +1 CH eyeglasses.
• Bonuses similar to the ones I suggested to be granted by some of the skills (like the First Aid suggestion).
• Perks, if you are good in making perks. A very good example is a perk that gives +1 AP just for moving (like Bonus Move, but with 1 AP instead of 2). It could be granted by the Doctor skill. Or some NPC could teach you to it after you do a quest for it.
• Bonus skills! Of course, it shouldn't be like +10% at low and high levels. It should always be worth the same skill points.
• Better ammunition with bonus damage. They not be in limited number (craftable, or obtainable by constantly trading a certain item for it).
• I forgot to mention of the idea to create your town using one of the G.E.C.K.s (or possibly expand Arroyo). So, some unique bonuses could be features for the town.

That's all I can think of right now. Tell me if you need more ideas. Or if you need some exact examples (like a weapon, its stats and the means of obtaining it).
 
Ideas are fine, but rather focus on finding and fixing bugs. When it will be corrected, let realize ideas.
 
Tom9k said:
Ideas are fine, but rather focus on finding and fixing bugs. When it will be corrected, let realize ideas.

No.
I called it a technical issues and suggestions thread for a reason. This is the place to post ideas, too. I want to hear them. And I will include things I like that I am able to even before all the bugs are found and/or fixed. There is no problem with posting ideas now way before a completely bug-free Megamod. It's not like the ideas will spoil like old food. It's not the way I like to work on this project of mine, anyway, just doing bug hunting stuff. That would get real old, real fast, and you can bet I'd stop working on it. Shifting between adding new things and fixing old things keeps my interest.

@Blackened:
-I said before that I don't care too much for weapons changes or improvements. (This includes armors.) There are plenty of weapons already. And there are other mods out there that work on things like balance. So, I'll leave that to them, especially since there are varying opinions as to what is "balanced".
-Using a GECK to expand a town: part of the New Arroyo mod. Hopefully that will be finished and included someday.
-These are just vague:
Blackened said:
• Overall, any increase in anything (melee damage, HP, AP, etc.) will do. Just not useless bonuses like increases in Poison/Radiation Resistance, Carry Weight could also be considered useless, because it doesn't makes you any stronger, it just makes the game more comfortable.
• Joinable NPC(s).
• Weapons unique in some way - like an energy weapon with 60-90 EMP damage and 5 AP requirement. I have ideas for a huge number of weapons. Anyway, most of them should be obtained by the skill for them (maybe also Repair), if you are going for that idea.
• Improvements to something that could still be useful at the whole time of the game (mostly NPCs).
• Option of indefinitely trading something for something else (like Small Energy Cells for Micro Fusion Cells).
• Items similar to the +1 CH eyeglasses.
• Bonus skills! Of course, it shouldn't be like +10% at low and high levels. It should always be worth the same skill points.

Seriously. Vague. The fact that you are putting this up is a start, but this isn't what I am referring to when I say well thought out ideas. These aren't bad. But, I'm saying, what is the point in adding these? How are they to be implemented? Let's take a couple. How about "Joinable NPCs"?

Ok. Who? Why would this new person join the player? Would they join a good character or an evil character? Where would you meet this character? Does it involve a quest? A specific item? Are they a mercenary? Does the new NPC have special skills? Human, Mutant, Ghoul, animal, or robotic?

Or when you say items similar to the +1 sunglasses. What items? What bonuses? Is it rare, or totally unique? Where would you find them? Would the player make them? Would they be given as a reward for a quest?

As for trading something indefinitely, I don't know what you mean. As long as the shopkeeper has the items you want, you can trade for them. I am not going to add to the mod the ability to just get anything/everything you want from one shopkeeper. If you mean be able to convert small energy cells to micro-fusion cells on your own, for example... then I have to ask what is the point? If that is what you want, then why stop there? Why not be able to convert .223 ammo to 5mm ammo? I'm not adding such a change. Besides, if anything is not so readily available, then I think it's better for the player to figure out how to ration his/her resources.

"Improvements to something that could still be useful at the whole time of the game (mostly NPCs)." Now this... wow, is this one vague. I don't even know where to begin on this one. It's mostly impossible to make anyway. Let's say you are thinking of some ultra-cool weapon as one example... just for argument sake, it'll be an improved type of gauss gun. That is not "useful" to a player like me who chooses unarmed characters almost all of the time. Or say you are thinking of the creation of X-ray glasses, increasing your perception and critical chances. That's useless to someone who has 10 Perception or picks the Slayer perk.
Regarding NPCs, I've had this discussion with others in the past. Players are going to have different ideas of them, too, about who is useful or not. If the player feels that an NPC is useless, then they can leave them behind. And, the game should be about the player's character, not having a whole army of bad-asses. You haven't suggested how NPCs might be even more useful, even though I am not really inclined to change them. So, before you say it, I am not going to help with the creation of a rocket launcher or torso mounted laser for any of the robotic dogs. And I am not going to assist with gun animations for Goris.

Also, regarding your comment about skills: What are you suggesting? I don't understand when you say that getting a new perk at a low level or high level should not "cost" the same.
 
Bugs in 2.35.3:

Every time I load the game, my armor I wear duplicates in inventory.

Every time I load the game, character drops weapon I wield (this might be because the new feature about enemies droping weapon). Pretty anoying.
 
Okay, let's try again. I'll give examples of my suggestions.
• Increase in DT/DR of some resistance, for the player or NPC of choose.
Example1: At a certain Lockpick level (say, 85%), you get the chance to unlock a container. Inside, you find a combat implant. Some doctors can plant it for fee - on you, or on some of your NPCs - for +1 DT for all resistances.
Example2: At some Barter level (like 125%), you get access to a special item in a shopkeeper's inventory. There, you find some kind of a gel, which adapts the user's organism for electric damage. You can use it on whoever you wish, it has infinite charges. It grants 15% Electric DR and 3 Electric DT on first use and nothing on uses after that.
• Overall, any increase in anything (melee damage, HP, AP, etc.) will do. Just not useless bonuses like increases in Poison/Radiation Resistance, Carry Weight could also be considered useless, because it doesn't makes you any stronger, it just makes the game more comfortable.
Example1: After you have 115% Speech, you can convince some doctor to give you health advices. Boosts your HP. Also an option to boost your NPCs' health (and HP).
Example2: The San Francisco unarmed "trainers" (Lo Pan and Dragon) can train you for more Melee Damage - you need 150% Unarmed for your first training, and you get 3 Melee Damage. You get 4 more at 175%, 5 more at 200%, 7 more at 225%, 8 more at 250%, 10 more at 275%, and 13 more at 300%.
• Joinable NPC(s).
It's easy to say that in vanilla, Skynet and Cassidy are the top NPCs, followed by Vic, Marcus and Sulik. The Megamod isn't changing this a lot. The player should have a larger variety of joinable NPCs - it needs more melee NPCs (the dogs and Goris are weak), more NPCs capable of using big guns and energy weapons, more NPCs available to evil characters. In fact, the game needs an NPC available only to evil characters, because being evil makes you much weaker than a good character (not a purely good character, just enough to get the benefits from high karma). The ability for Doctor to change your NPCs' races, or to construct robots with Science could fix this, but the player needs to specialize in the skill to get these NPCs.
Example1: A gangster-themed NPC in New Reno, that hates "do-gooders". Uses Big Guns and Unarmed, also limited use of Melee Weapons. Good at taking damage, not very high Action Points (or possibly give him/her high Action Points, make him/her the best NPC in the game, because being evil really hurts your game).
Example2: Another Super Mutant. Much like Marcus, but with altered stats - different AP, HP, resistances, and melee damage, some of them in favor of other.
• Weapons unique in some way - like an energy weapon with 60-90 EMP damage and 5 AP requirement. I have ideas for a huge number of weapons. Anyway, most of them should be obtained by the skill for them (maybe also Repair), if you are going for that idea.
Even if the Megamod has enough weapons already, it could use more "unusual" weapons. AFAIK, still the only weapon that uses Fire Damage is Flamer (and Improved Flamer). Fire Gecko's Fire Breath doesn't counts. Also, see my previous post, and the things I wrote about the weapons (they are the examples). I could help you make some of them obviously balanced. There are truly different weapons. Possibly adding the aspect of changing your weapon (and your NPCs' weapons?) depending on the battle. Changing enemies' armor stats to be more like "0%/14 10%/2 85%/15 75%/20 50%/1 25%/4", or something like this, would help this a lot. Changing the armor's stats when weared by the player (or him NPCs) could further add pre-combat preparations. But that is another idea.
♦ Unique armors - they must be better than any other armors in the game in some way. Like an armor with high DTs and low DRs, or vice-versa. Or an improvement to APA Mk. II. Or armor with other SPECIAL bonuses, if you manage to invent the perk.
Again, what I mean is really a different type of armor, not something like Leather Armor Mk. III. I can help get it balanced, it's not that hard - just small bonuses above some armor. Or a bonus to SPECIAL, which can be compared by the APA.
Example: At 145% Gambling, gambling in NCR (near Duppo) after winning some money results in one of the players betting his unique Lucky Combat Armor, which has better protections than all forms of Combat Armor, and slightly worse than Power Armor. Also grants +2 LK.
Alternative: If you can't make it give +2 LK, instead make armor with protection slightly lower than Combat Armor's, Electric DR 75%, Electric DT 10.
• Improvements to something that could still be useful at the whole time of the game (mostly NPCs).
I really wasn't clear here (more unclear than I usually am). Basically what I mean is anything that improves you (or an NPC). I actually mentioned the most things that do it - like bonus HP, AP, Melee Damage, skills.
• Option of indefinitely trading something for something else (like Small Energy Cells for Micro Fusion Cells).
Example1: At 100% Science, you can convert 4 SEC to 1 MFC and 1 MFC to 1 SEC. At 175% Science, you can convert 2 SEC to 1 MFC and 1 MFC to 2 SEC.
Example2: At 155% Barter, you can change 1 .223 ammo for 2 10mm ammo JHP at some shopkeeper.
It's just a way to make it slightly easier to manage your resources as bonus for investing in a skill. It's far away from unbalancing anything.
• Items similar to the +1 CH eyeglasses.
I actually had no ideas with this one. Items that have to be equipped for the player to benefit from them, like the Motion Sensor. Oh, forget about it.
• Bonuses similar to the ones I suggested to be granted by some of the skills (like the First Aid suggestion).
Just see my post about the skills and use something similar to the things I talked about there.
Example: Medicine that grants +1 AP for 24h contained in container requiring 85% lockpicking to unlock. With the possibility to create other ones like it.
• Perks, if you are good in making perks. A very good example is a perk that gives +1 AP just for moving (like Bonus Move, but with 1 AP instead of 2). It could be granted by the Doctor skill. Or some NPC could teach you to it after you do a quest for it.
Example: At your lab, you can improve yourself by leg enhancements, granting +1 AP just for moving (like half Bonus Move), requiring 135% Doctor. Works via perk.
I can not give a lot of examples, because I don't know what things can be made by perks. I have no idea if it's possible to create things like, say, bonus damage vs super mutants, or armor penetration perk. And by "perks", I mean one of the two things:
1: Powerful perks obtainable by a level-up (like Slayer, Awareness, and most of the perks), requiring a high amount of a skill.
2: Perks obtainable by some action in-game (like Gecko Skinning, Vault City Training, etc.), requiring to pass a skill check, again.
• Bonus skills! Of course, it shouldn't be like +10% at low and high levels. It should always be worth the same skill points.
Example: At 175% Speech, you can convince one of the casino bouncers to teach you Unarmed for 500$ by telling you stories of casino fights. However, the skill you gain should be based on your Unarmed skill, because at higher levels it costs more skill points to boost it. +10% Unarmed at 85% skill is not as much as +10% Unarmed at 190% skill. The bonus should be total 10 skill points, so at 114%, it should raise it to 119, not 124; at 135, it should be raised to 138 (rounded down).
• Better ammunition with bonus damage. They not be in limited number (craftable, or obtainable by constantly trading a certain item for it).
Example1: Create a simple quest that requires 175% Small Guns to start. The reward is +10 special 10mm bullets (they do double damage) + the ability to trade for more similar bullets, you get one bullet for every 20 usual (JHP or AP).
Example2: At the lab, at 175% Energy Weapons, possibility to create powered MFC, by using up 15 MFCs and 5 SECs for one. It has -40% armor modifier, -10 AC modifier, and does 5/4 damage.

Important note: I gave these ideas, because after I mentioned "unique bonuses" a few times in my suggestions for skill improvements, you asked me to give you examples of unique bonuses. These are NOT suggestions for things just to add in the game (though they can be used as such), they are suggestions to help you change the skills.

Small note: I think that after an NPC levels, it would lose its permanent bonuses, because the critter is changed, and the effects are not valid anymore. This could be fixed by a simple dialog options that grant its bonuses again.
 
Thank you very much for all those clarifications. Ok, I'll continue to give these some thought... once I get back from a short vacation. You are definitely right about evil NPCs... or lack thereof. Some really good ideas there. I also like what you said to give gambling/barter some more use: with a higher gambling skill, not only are your chances of winning better, but you are more likely to hustle someone out of some very expensive or unique item.

As for any bonuses other NPCs have, I can put something in place automatically. I have something in place, for example, for Marcus to retain his bonuses if he has armor and levels up.

As for those bugs about the armor and weapon drops for the player's character, I'll add a condition to ignore the 'dude' when I get back.

Edit: Condition added for next release.
 
Hi. Tnx for great mod.

But ive got one serious problemm - may be you can help me.

Once i reach level 27 - i cant go to any locations - not at once, but always. For example - if ive got lev-up when wipin out raiders - i cant return to main entrance (after going out through the cave) to take my car - there is only action panel + black screen - and nothing happen.
If i go throug main ent. and take car - i can go to VC - tell Lynette about wiping - take holodisk, go to Westin ranch - but when i will go to the city - the same thig - the game is broken!

Or if i have lev-up somewhere in random encounter - i can go to San-Fran, go down to BOS, use chip, but when i use elevator - the same thin! Its over.

Can you help me somehow please?

ps: same thing with BOS qests - if i go to facility, do some there - and then retutrn with detail (for attracting creatures) - i can t go to the BOS Bunker location - just black screen, and nothing could be done exept restart pc... :(
 
@ d-7, Go to http://falloutmods.wikia.com/wiki/F2RP_Technical_Info#General
and read the "Too Many Items Bug" section.

It's for the Restoration Project but the info should be somewhat relevant to the Megamod as well.
Does that sound like your problem?

Anyway, you can find a program to fix it (haven't tried it with the Megamod) or info on how to do it yourself, and also how to prevent it from happening (though the Megamod have more items causing trouble than what is listed there).
 
quick question, I want to install MM to a computer inwhich I dont have admin prevledges, I cant run the batch file to patch the exe. is there a way I can make 2.35.2 MM work without need to run the batch file?
 
Why do you need to run the batch file? Read the readme file that was with the 2.35 download to see whether or not you have to run the batch file.
 
Hi, sorry to bother and it is most likely something I did wrong with the install, but lootable armor does not seem to be working for me... Anything I can check?
 
There are skills needed to loot a specific armour. Repair and Science (for more advanced types of armour). Perhaps your repair skill is too low to loot ?
 
And is the patch 2.35.3 (or .4) an actual patch by MIB88? Can only find it in one place which makes me curious...
 
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