Megamod 2.35 technical issues and suggestions

Re: bugs report!

Caesar007 said:
Brotherhood:
1. quest with monsters attack is a BIG bug! 20/80 - ok/game crash.
2. Professional Armor test on level 3, make ChosenOne appear as a Bug (critter with plasma attack).
3. If i steal Professional Armor from technic and try it on some of my fellows. The fellow just disapper!
4. i kill some paladins on the 0 level before monster attack, after biginning of attack the are all alive!
1. Not saving at all during that fight seems to help. But that whole thing is a mess. I looked at the script some time ago and couldn't quite figure out how it was supposed to work (there's supposed to be 2 to 3 waves of attacks). Also, when you kill one critter he turns up as a hologram on the map (just outside of view) and dead critters are set to never disappear from the map, making the whole thing a bit sluggish. That fight should probably be remade from scratch.
2. Old bug. Though it says on the bug list that it has been fixed, so maybe it just hasn't been incorporated yet. I have only looked at it through the Mapper and from there it ain't working anyway. The test is for Brotherhood Power Armor (item #620) and not Professional Power Armor (item #580). Maybe MIB88 got them confused as well, and that's why it hasn't been properly fixed?
3. It's actually the small guns rifle animation missing that causes that. It will happen to your main guy too if you have a rifle equipped.
 
yghern said:
Well, now I installed just MM 2.35.4 (2.35 -> .bat -> 2.35.4 from Nirran's site -> Skill Books Mod) and it didnt work. I tagged repair skill and made it 120, still, electronics book in Klamath sewers failed (with regular "You learn nothing new" message). For double check I ran to VC (is there no other books in between?), failed to aquire books from Information Center (dialog as usual, then I get nothing from the guy), and finaly get science book from bookcase near Harold in Gecko. Still, no dice.

So, maybe I'm doing it all wrong? As far I know, I need to put the book in one of the slots, then click it? But what "target the player character" mean? I've got only "USE" option, not "USE ON". There's another thing, I use MM 2.35 from FMC, maybe that's the problem, should I use Nirran's 2.35.2 version? Or maybe should I install another version of sFall? If not, maybe I should use another settings in ddraw.ini? Set 1 to Enable at Input section, and ScriptExtender and even AllowUnsafeScripting at Misc, is there anything else that I might screw up? ;p

Well, maybe just pure reinstall might help. ;D

make sure you .pro files are set to read only
 
Who to you think I am? Already checked zilliard times ;D

And reinstall seems does not dealing with it. Once again installing MM -> Books -> Stims -> PaintJob causes "no-save-ability" error. I'm done trying, I'll try combine Books and Stims (or just Books, possibly ;p) and go playing.

But there are thing that concerning me. Well, there was a time that it was Books I only installed and I'm pretty damn sure I haven't installed anything else. Still, simple stimpacks was called a "medium stimpack" - is there any chance, that you mixed up some files between mods accidentaly? Or installing any of the mod changes names of them? Or was I playing Fallout for over 10 years and discover this just five minutes ago? Please, say no to the last question... -.-'
 
no that was done on purpous,sometimes windows will report the file is readonly when in fact it isnt,try ckecking to not read only then checking readonly,sometimes fixes it,dude in vault city will give 3 book mod books,if the protos arent present you wont get anything

Nirran
 
@yghern
Try installing first Megamod 2.35.2 (From nirran site), than mods you want (Books, Stims etc) and than apply patch 2.35.4. That did it for me :) For some reason, if I apply patch and then install nirran's mods - it won't work. I have no idea how is that possible but...
And yes, setting files to read-only in Windows Explorer is tricky job. It constantly says that files are read-only when they are not - so you have to double-check - actually no - triple check every time. I solved problem by using Total Commander - set it to read-only there and it stays read-only forever :mrgreen:
 
I thought that TotCom uses the same shell as Windows Explorer, so, I re-set all files to read-only once by WE and then once by TC. I always do so.

Anyway, the trick with switching installings order allowed me at least to save. If I encounter book, I'll let to know if its working fine. But, if I copied over some vulnerable files (patch files over the mod's) how those mods should work anyway?
 
Mib88 you know that the first time I beat the main boss,manny manny years ago I thought he was a supermutant and that his armor was a experamental supermutant power armor. so when I firstencounterd the armor hack alowing you to have his armor I thought it was only ment for Marckus.

(just throwing a idea out there. besides with the limit on what you can use whith the armor and still be visable it seems more suited to Marckuses talents.)
 
yghern said:
I thought that TotCom uses the same shell as Windows Explorer, so, I re-set all files to read-only once by WE and then once by TC. I always do so.

Anyway, the trick with switching installings order allowed me at least to save. If I encounter book, I'll let to know if its working fine. But, if I copied over some vulnerable files (patch files over the mod's) how those mods should work anyway?

the only reason you would have to install the patch last is because of a file(s) that i screwed up with and is missing entries from mm current,i wrote some bat files to auto update my zips when ever i edit anything,i will t ry harder to make sure i have the correct version of files upload,since i now know about the problem,i have updated all the key files in each of my MM mods,you should be able to install them in any order(the ones that are compatable anyway) let me know if any are buggy,i will fix them,MIB88 has alot of files i edited in his mod,those files are probably in the .4 patch and they would have requiered entries for my mods in them,since i just now reinstalled everything and then run the bat files i mention,packed and then uploaded all my mods,this problematic issue should be resolved,post here if you find any bugs,i appologize for the confusion

Nirran
 
sorry if someone metiond this but when you "FIX" the lights in EPA the lighting gets set to outside lighting instead of ALWAYS on. so sometimes "FIXING" the lights makes it darker in the EPA. just a little inconvinince.

yes I do know english some. most Americans are Bilingual we know American and English, but my english is a little bad. :lol:
 
So, what the hell hapenned with Toxic Caves? How I am supposed to pass it without bugs, that I find? :P First of all, Sulik has 900HP, 10 melee damage, 20 AP and about 40-50 AC because he's not taking damage from that green goa in TC and neither from geckos, which in 95% times misses him completely.

The second is that exit grid in TC is little misplaced.

And the last, Nirran, does your Books should have USE option or USE ON? If the second one, another MM reinstall awaits me... ;p
 
exit grid is moved because of the vertibird,sulik having those stats is my fault,should redownload,books are use on dude obj to trigger script,and in mapper if you select use on,use will be auto added,i thought i got rid of the party massive stats,guess i was wrong,i double checked just now for the sulik stats,uploaded correct map in paint job,tho it wont affect your current game,need to load a game before you entered klamath to see the change

Nirran
 
EVERYONE thinks I'm only wearing a vaultsuit when I'm wearing PPA. there was something else also but I forgot what it was.

edit: oh also the PPA doesn't protect you against gas in EPA or Broken hills (I had to bring one of those gasmasks with me). all other PA protects you so PPA should also, aginst gas. I understand if it doesn't have as high a radiation protection but it still should protect aginst gas.

update: the mutant in Broken Hills jail. well his cell door is unlocked. I didn't try to unlock or open it but like most times if I'm standing beside a door and it is not locked Klint rushes thru the door. witch brings up another thing, whenn I start to open a door ALOT of the time Klint rushes thru it therfore opening it and the delay of graphics of me opening the door makes me close it after he opend it (this is a inconvinionce that I think you can do nothing about other than maybe getting Klint to stay AWAY from me when he is set to be AWAY from me. it seems he always acts as if he it set to stick close to me even if he suposed to be set difrently.).

edit: oh I rememberd what I forgot. Klemith has WAY to many shouvles with 2 of them in the same house + 1 that is in normal Fallout 2. maybe those where put there buy 2 sepreat people working on a mod that you added to MM and they didn't realize the other added a shouvle OR that there was already one in Klemith in the first place that you didn't have to sneak steal or buy to get.
 
I know you don't like veage bug reports but. I went to Broknen Hills, the 2nd time (first time I didn't have car and only stole from main shop at night after getting dogmeats armor then traded with the mutant haters.) this time I had the car ran ver a goul, stole from main shop, traided with mutant haters (one item traded was a howetzer shell maybe a few of them), beat Frances, talked to Marcus, went to other side, replanted plant beat scorpion, found missing people and note, talked with the mine forman about the mine (nothing else), then left Broken Hills traded at SF, traded and picked up mine part in NR, went back to Broken Hills and screen locks up trying to enter main part, reloaded save as a I was leaveing NR, went back to Broken Hills but went in rewsidental side first (no lockup), fixed the mine, told forman I fixed it, tryed to goto main part of Broken Hills and game locked up.

I know it is veage but if anyone else has this problem I shuld have given you a bit of info that might be helpfull in finding what is wrong.

also I have been playing with the no-armor drop bug for awile and I'm sorta ok with it but a bit of info to help find out how to fix it might be the fact I just realized since it showed up I haven't had the TeamX loadscrean show when I load Fallout2.

edit: Broken Hills may be crashing because I have 13 internet windows open 1 folder open and Yahoo open and I'm not waiting for them all to load before I open Fallout2. letting everything fully load and trying agin.

update: that wasn't the problem. I'm trying my oldest save (the only one I haven't tryed yet) it is in Broken Hills.
 
Thanks for the reports, Darkform. Regarding this:

Darkform said:
EVERYONE thinks I'm only wearing a vaultsuit when I'm wearing PPA....

That new armor is not recognized by the other critters in the game. Sure it will protect your character fine, but, since you are not wearing one of the original armors, it will seem to them as though you are without armor. Since you mention it, this issue should also occur with the environmental armor and Horrigan's armor, too. I know what to do to fix it, but I don't know how much re-scripting is needed yet.

I just re-read your last post. If you are not getting the TeamX logo, maybe a number of your files are somehow missing. You should check your Fallout2.cfg file to make sure everything is pointing to the right folders too. Also, do you have a file called hs_ondeath.int in your data/scripts folder?
 
MIB88 said:
Thanks for the reports, Darkform. Regarding this:

Darkform said:
EVERYONE thinks I'm only wearing a vaultsuit when I'm wearing PPA....

That new armor is not recognized by the other critters in the game. Sure it will protect your character fine, but, since you are not wearing one of the original armors, it will seem to them as though you are without armor. Since you mention it, this issue should also occur with the environmental armor and Horrigan's armor, too. I know what to do to fix it, but I don't know how much re-scripting is needed yet.

I just re-read your last post. If you are not getting the TeamX logo, maybe a number of your files are somehow missing. You should check your Fallout2.cfg file to make sure everything is pointing to the right folders too. Also, do you have a file called hs_ondeath.int in your data/scripts folder?

I don't know what the inside of Fallout2.cfg suposed to look like but in the prosess of trying to fix the problem I deleted everything then reinstaled. and hs_ondeath.int is there.

about Broken Hills that save I had was just before I talked to the Supermutant in the drunktank and this time didn't talk to him and Broken Hills worked fine when I got back.

Broken Hills update: well Boken Hills is broken agin. this time I did everything in Broken Hills, then got Markus then talked to the guy in front of town saved then talked to people in the jail converted from a bank. I'm going to load last save and not talk to the people in jail but if it still happens then I will just leave broken Hills for good instead of going to the goul that wanted more power and telling him I got him the power.

update: it worked. I supose you can't talk to the people in Broken Hills jails without causeing problems tho.

no-armor update: is sorce code folder supsed to be empty? I didn't cheack before my first no-armor problem but it was empty after and Fallout 2 install doesn't put that folder there and one of the MMs do ether 2.35.2 or the patch from 2.35 to 2.35.4 does but it is empty. well I downloaded Nimms armor mod and took the files in sorce code and put them in my Fallout 2 source code folder and set them to read only and Hubolagests drop robes now but nothing else drops (I never cheacked Hubologest before so they may have droped rbes anyways when noone else droped armor. I happend to come across them fighting a prees gang and I decided to test the modification I made to the source code folder so I let them fight till they was done and cheacked all the bodys.). I normaly avoid Hubologists on world map. when I was testing armor drops before I was doing it on Enclave and encounters around klemith, den, Modac, and Valt City.
 
You keep talking about this armor dropping stuff. You never once said what your science and repair skills are. If you have the skills, then it will drop. That's all there is to it.

If you have the skills and they don't drop, then there is something wrong with your entire mod, because there is no way that just one piece of code from 150 separate scripts is just gonna stop working.
 
around 200% repair and around 150% science.

is it also 150 cheacks to see if you have the right skill lvl? or does it say drop if X.int says you have enough skill?

I did Valt 23 and Primitve Tribe so I know MM is instaled (tho it is odd I have robes droping and nothing else and that armor used to drop, and even odder that reinstaling Fallut 2 and MM that I still don't get anything but robes.). all I can think of is ether

1: something hapend and my saves got curupted,curupting the other part of the game after I reinstaled it or

2: something hapend and changed ALL instances of the game EVEN those in a diffrent part of my pc (namely Downloads) and the ziped versions of that file and or program.

VERY odd add what else is odd is some of my windows minamize when I tell them t refresh and when I alt tab out of Fallout 2 there is a random window open that was open but in the far background (not the one I had on top when I started Fallout 2), every now and at random times while I have Fallout 2 on or on in the background some random DLL has a window poping up saying it's not working.

I'm going to uninstal Fallout 2, then deleat EVERYTHING left in Fallout 2 folder, then deleat all mods in my Downloads section, then run Norton Full Scan, then reinstall Fallout 2, patches , and mods, set EVRYTHING in Fallout 2 folder to read only and start a new game. if that doesn't fix it nothing can be done that I know of.

update: when I downloaded MM 2.35.4 patch norton warned me it might be unsafe. well that could be how all copys of the code (in Fallout 2 folder AND Downloads folder got corupted. to explain it might have worked fine till Norton ran a background scan and deleated part or all of a file that it thought was a threat and ANY copys of it.) got crupted. I think the warning came when I downloaded it from a rushin sight but NOT when I downloaded a coppy from Nimms sight but I deleated the Nimm sight copy because it was copy 2 and at first when I downloaded it I thought they was diffrent (maybe they was because Norton didn't warn me about the Nimm copy). well maybe I got a bad copy of MM patch 4 and Norton messed my game because of fixing the security risk. this would explain it all.

edit: sorry EVERYTIME I said Nimm I ment Nirram. sorry about that Nirram I'm VERY bad with names.

update: ok TeamX logo is only on char creation so maybe it was showing . I thought it was on logon screen and you would see it when relading saves.

update: the Fallut2.cfg file was not there when I instaled everything and only showed up after I entered ptions and changed things around. is this a problem? you did say there should be a Fallout2.cfg file right? and it could efect the mod if I didn't have one.

I don't have a 2.35 version only a 2.35.2 and a patch to 2.35.4 from 2.35 maybe something was left out on 2.35.2 that was in 2.35 like a Fallout2.cfg file that had more stuff in it than modifiying options puts in it.

first time I instaled I did Fallout 2, patch, unofical patch, RP, then MM 2.35.2 (maybe I'm missing something that came in RP?) I think when I loaded MM 2.35.4 that I started from scratch (fresh install without RP) because I was so far in game.

update: I deleated EVERYTHING, ran a Norton scan, redownloaded mod and patches, instaled, double cheacked EVERY text file was read only (if it said read only I uncheacked it and then recheacked it and if it didn't I cheacked it uncheacked it and recheacked it.) and still I am not getting armor drops at 160 repair 140 science on a encounter that all eniemies look like they are wearing leather jacets. like I mentiond somehow I didn't get a Fallout2.cfg file when I finished instaling and it only showed AFTER I changed defalt options in game.

update: I downloaded Nirrams Armor drop RAR and replaced all smaller fills with his and added LArmor.h that wasn't in your MM and added hs_ondeath.ssl (yours had GL_ondeath.ssl instead) now armor drops or at least leather armor drops (encounterd slavers and slaves fighting Golden Geckos and 1 slaver had leather armor the other looked like miria when you first meet her so it dropped no armor I wasn't supprised, but that was all I encounterd so far.).

MIB88: you know sulk going melle during a long range gunfight is iritateing but when you get around to fixing that can you also make it so he doesn't randomly put his weapon away (only hapens when equiped weapon is a ranged weapon) while walking around out of combat? I have to tell him about every map to use his BEST weapon (because he keeps putting it away) and then in combat he will fire once then switch to melle weapon or just switch to melle weapon to start with. (maybe if I could give him a scoped hunting rifle or sniper rifle I could switch him to snipe his targets and maybe then he will realize he is to far away to go melle and quit acting dumb.) :crazy: since most everyone doesn't attack anything unless a party member is attacked or I attack it or a partyu member misses and acidently hits it him going melle and running to a target 10 spaces away with 5 other people shooting the target Sulk never gets to land the melle hit. I'm ok with him going melle when the target is close enough to him for him to actualy hit it during his turn but damn Sulk LIKES takeing a kinfe to a gunfight. well he is the first non mod NPC you can get so he has to have some type of flaw. sorry about my Sulk ranting but realy I've been playing Fallout 2 for about 10 hours strait and it seems everytime I turn around I have to tell Sulk "EQUIP YOUR BEST DARN WEAPON DARNIT" and it is realy getting to be more anoying than Maria and Myrons constant chattering. I so wan't a option to sergicaly implant a chosen weapon into Sulks hand so that he can't put it away or equip anything else (of corse changeing the option to tell him to put it away to make the weapon not so obviously exposed like Goris option). I think if Fallout 2 was real life and I was the main char and had Sulk in my party I would superglue a gun to his hand so he would stop putting it away and pulling a knife but then if Fallout 2 was real Sulk wuld have been dead very fast because of rushing a person that has a gun with only a sledge hammer at long range.
 
1. Some minor graphic bug.

2. Some minor grid gaps. And some north of that there is an empty chest box.

3. Some mayor Mr. Fixit Stims problem.
Entering "extended Arroyo trapping grounds" (solving Nagor & Smoke quest), then returning to "main Arroyo city area" ;) results in blocked map. You cannot scrool the area beyond, say, Hakunin's tent. In fact, it stops you from continuing the game because exit grid is way south-east.

4. Lucas no more recognize that your pelts are purchased rather that hunted down, he trains you anyway. And resquing Smiley is no more profitable, because althought you have "Skinning Geckos" perk, you cannot skin it - there are no skins after killing gecko in Klamath, Toxic Cave nor Arroyo.
 
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