Megamod 2.35 technical issues and suggestions

yghern said:
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.

after that quest enter the temple thru the cave then come back out and map is fixed so you can continue game. that's what I did.

LOL: I just told Sulk to equip his best weapon witch was a 10mm SMG and as soon as I ended conversation with him he put the darn gun away. now I know he randomly unequips his weapon but that was kinda funny.
 
Yeah, I don't know what the deal is with Sulik. I really don't know where to start with that issue. Is it an engine issue? Is it an AI problem? I don't know. But, I will look around in the AI and see if I can find a problem there.

I have a question for you, though. Do you remember this problem with the original, vanilla game? And does this ever happen with any of the other party NPCs too?

Oh, and on the previous page you mentioned something about Sulik not attacking enemies (if I read it correctly). I can't do anything about that one. That happens to several of the NPCs. The only way you can sometimes get them to attack is to lure the enemy to within 1 or 2 hexes of the NPC.
 
MIB88 said:
Yeah, I don't know what the deal is with Sulik. I really don't know where to start with that issue. Is it an engine issue? Is it an AI problem? I don't know. But, I will look around in the AI and see if I can find a problem there.

I have a question for you, though. Do you remember this problem with the original, vanilla game? And does this ever happen with any of the other party NPCs too?

yes it is in basic Fallout 2 and Myron has a habit of putting away his weapon also just not as often. the others sometimes do it but very seldomly.

MIB88 said:
Oh, and on the previous page you mentioned something about Sulik not attacking enemies (if I read it correctly). I can't do anything about that one. That happens to several of the NPCs. The only way you can sometimes get them to attack is to lure the enemy to within 1 or 2 hexes of the NPC.

no not that he doesn't try to attack he does try it is he switches to melle and runs up to the target running out of action points and before he gets a chance to attack everyone else already killed the target with ranged attacks.

this time around I downloaded a few Nirran mods and sudenly I stoped being able to gather slaves with the rope and when there are ones on screen they didn't give me the option to take them without rope. well I loaded save before this problem and copyed all data-scripts from all mods into my Fallout 2 data scripts folder and set them all to read only. that fixed the slave problem but now I'm getting 2 sets of armor so I think I fixed the no-armor-drop bug and the game is registering MMs armor drop AND Nirrans armor drop giveing me double the armor now. I'm going to leave it as is for now but if I convince myself that MM armor drops are working like they should again then I am going to take Nirrans armor drop out of my Fallout 2 folder (it may just be Nirrans armor drop mod gives 2 sets of armor for the people I killed so far after the "fix" witch was just 1 encounter with a slaver caravan witch I killed to get the slaves they had as my own. speaking of witch shouldn't owning a slave make Sulk yell at you and warn you that if you keep it up he will "solve the problem"? and if you have mayby 4 or 5 slaves he should go hostile as if you was a slaver.).

I know there is a difrence between slave owner and slaver and Sulk could posably understand the concept (especaly considering he thinks highly of the person that "owned" him.).

edit: I think back when I first played Fallout 2 some moder mentiond he thought Sulks habit of switching out his gun for a melle weapon was because Sulk has a higher melle skill than small guns skill for most of the game and he choses best weapon in combat control based on damage/range but in combat he choses best weapon based on skill/damage. so since he has higher melle he will prefer melle when in combat but if you ever noticed nere the end Sulk stops going melle as much (supposably that would be because his small arms skill has goten higher).

MM bug: the waman in Klemith you get sweets for if you don't talk to her before you get maried but talk to her after you get mariedand have sweets and a leather jaket in your invintory then you get a set of armor that is the same as the armoe you are wearing put in your inventory. kind of a trade off for loseing the ability to do the quests involveing her. well with this bug you can get 2 PPAs maybe more if it happens each time you talk to her.

MM bug update: I saved right before I talked to her and followed a few chat paths reloading after pissing her off. well I saved allot of times since then but I just reloaded agin after pissing someone else off and I got another free copy of the armor I'm wearing in my invintory. so it looks like I'm getting free armor now everytime I load a save game. EVERYTHING in data-scripts folder is set to read only unless a new script was made by master.dat . well the free armor would upgrade the armor on all my party members but I already have way to much stuff I'm trying to sell and not enough money or 0 weight stuff for me to buy so it is not at all like a cheat at this point. and I only load seldomly unless the game locks up or crashes because I leave the game on in the background paused most the time instead of logging off when I leave it. I have APA on but my party is praticaly all wearing Telsa armor already so we could take out Enclave patrols if I realy wanted to go get everyone APA. I can see myself droping APA after awile if I have to load game to much because as is everyone in my party is full of other stuff I need to sell (I would simply not be able to trade the armor to a party member because they are at max weight and I'm overweight when I load and have a the extra set of APA in my inventory.).
 
The extra armor is the result of an old script you still have in your scripts folder. It was fixed with 2.35.4. You either have an old version of gl_ondeath.int or hs_ondeath.int. I can't remember which file, but that issue was resolved.
 
MIB88 said:
The extra armor is the result of an old script you still have in your scripts folder. It was fixed with 2.35.4. You either have an old version of gl_ondeath.int or hs_ondeath.int. I can't remember which file, but that issue was resolved.

hmm I think I'm useing Nirrans hs_ondeath.int and I don't see a GL_ondeath/int in my scripts folder. so maybe he needs to update his hs_ondeath.int. I used his as part of the armor mod to fix my no-armor bug but maybe I can try your hs_ondeath.int from 2.35.4 and see if I still get armor drops.

you know I never had the free armor bug in 2.35.2 .

this free armor bug very well could have happend after I replaced all the script files and forced them into read only. before that your master.dat was probably changeing his hs_ondeath.int.
 
Actually, as a general rule, any files in the data folder overwrite anything in the master.dat file. But the only files that have to be set to read-only is the proto (those that end in .pro) files. If those are not set to read-only when you start your game, they will get deleted. It doesn't matter about the scripts or any other files whether or not they are read-only.

And, it was an earlier version of the hs_ondeath.int that had a couple of bugs. One bug was that it would create an extra armor when you loaded a game. The other thing that would happen is that if you had a weapon in your hand, it would be removed and placed on the ground. Those were corrected with the release of 2.35.4.

I was hoping to have 2.4 out now. Yes, 2.4. I have added/updated a number of things to the next version. Nirran has gone through and fixed a lot of bugs. So, I think it is worth a 2.4 as a version number. Very soon.
 
I don't know if this is related to Sulik disarming or not, I suppose it could be. Either way it's annoying.
Since the NPC armor mod was included (can't remember if it was the same with the B-team armor mod), every time you change or remove an NPC's armor he will disarm. Also if you tell him to use his best weapon and his best armor at the same time, only the armor will be put on, then you will have to tell him to use the best weapon all over again.
There is one exception though, Vic does not behave like that. I don't know what makes him different, but it would be nice if all were like him. The same problem is in the restoration project, with the difference that Vic is also disarming like the other ones.

Anyway, I was just thinking that if you are not aware of this behavior you might mistake it as randomly disarming.
To be honest I don't remember how it was in vanilla, but I don't think I've had any problems with NPCs randomly disarming, and not in any mods either. Maybe I've gotten so used to tell Sulik to equip his gun that I no longer think about it, or I'm just getting senile.

I had a look in Sulik's script to see if anything was up with metarule 43 but that's all good.
The AI doesn't handle anything to do with disarming, does it? I mean, I don't think NPCs are supposed to be able to disarm at there own will, except in combat.
I'm thinking if indeed it is a problem it could be something to do with animations. Something like with the NPC Armor mod, when you change armor (and the animation changes), the equipped weapon gets reset.
That's just a guess though, since I don't know anything about how the armor mod really works.

@Darkform,
If you tell Sulik to stay where he is, he will use his gun a lot more. But if you are really fed up with him then give him the "ranged" option. Open up ...\data\data\party.txt, find sulik and just write "ranged" in front of "unarmed" in the "best_weapon line".
 
Megamod 2.4? Sounds interesting. :)~~~~~~

Nirran, does your mods will be compatible with it on relasing day? :D

Anyway, I was about to say that not only Sulik has problem with 900 HP's and 20 AP - Vic, and probably all other NPC's also. I'm just before Modoc and VC, so I will check Miria and Cassidy, possibly Lenny also.
And, damn, fighing with 20 AP NPCs is damn pretty easy, probably at 12-15 lev I could go take over Navarro and Enclave in one rush. ;p
 
Darek said:
@Darkform,
If you tell Sulik to stay where he is, he will use his gun a lot more. But if you are really fed up with him then give him the "ranged" option. Open up ...\data\data\party.txt, find sulik and just write "ranged" in front of "unarmed" in the "best_weapon line".

I would tell him to stay where he is during combat BUT I tend to tell everyone to stick close to me so when I get those encounters with 2 groups fighting each other I can move out of the way and my party will follow me. in those encounters the game has a bad habit of putting you right between them and if your partyu dosn't move there is a good chance smeone will miss a attack and hit one of your party members by acident and then you have a fight on your hands. I like to stay out of those fights untill I know I can take out what is remaining of those that I want dead in 1 turn. I also like being able to sift thru the bodys of the dead on the side I wanted to win for that little extra loot (ok time to judge my morals).
besides if 1 side acidently hits one of your party members and your party joins the fight (even if it is the side you want dead) there is a good chance with your party fighting in the middle of the combat zone that the other side that didn't at first acidently hit a party member will acidently hit a party member.

on that note I would like a new combat outline added maybe blue that will be temporary truce relationship. you would have to target a non-hostlie red and use a option to have them put in that mode and if blue you can turn them back red also but when blue if they acidently hit 1 of your party members your party won't go hostile and if 1 of your party members acidently hits them they won't go hostile to your party BUT to keep the player from "going blue" and killing off groups of people without them fighting back, if the player hits a blue target even by acident then the blue target will go red and hostile makeing it so you can't turn them back to blue.

edit: with the blue outline thing I would no longer have to kill a Valt City patrol because my party is caught in the crossfire between it and a raider group and they acidently hit a party member as I try to lead my party out of line of fire. UNLESS the first shot of combat before I have a action is a miss that acidently hits one of my party members. to make the blue outline work there should be you trying to make it work maybe takeing 2 action points then a cheack to see if they are hostile (if so it fails) then a cheack to see if they would be attacking you if they was not already fighting someone else (if so it fails) and maybe a speech or charisma cheack scaled by the lvl of the highest lvl npc in that group and modifyed by how much they like you (if you don't pass cheack it fails)

MIB88 update: your hs_ondeath.int is makeing no armor drop so I'm going to use Nirrans hs_ondeath.int even tho it messes with geco drops and gives me free armor on reload. thanks for the heads up on weapon drop posability. I will cheak to make shure I have my weapons on reload each time while I have his hs_ondeath instaled.
 
yghern said:
Megamod 2.4? Sounds interesting. :)~~~~~~

Nirran, does your mods will be compatible with it on relasing day? :D

Anyway, I was about to say that not only Sulik has problem with 900 HP's and 20 AP - Vic, and probably all other NPC's also. I'm just before Modoc and VC, so I will check Miria and Cassidy, possibly Lenny also.
And, damn, fighing with 20 AP NPCs is damn pretty easy, probably at 12-15 lev I could go take over Navarro and Enclave in one rush. ;p

yes the same day or a day or 2 later,i will change my site links to reflect the new versions when im done

the only ones i edited with massive stats are sulik vic and cassidy,tho im surprized vic has those stats in your game,i dont know how that map wound up in the mod,ill double check

Nirran

edit : where did you download my mod from?my site?to get rid of it you will have to uninstall mm,reinstall it and my mods,you have denbus2.map file that has vics stats that high,as i dont see any that map in any of my mod archive folders,i must of taken it out of the mod
 
Emmmm the version I'm using was "old version" from about 21 Oct. I'm just done going times by times from the start. So if you corrected Sulik, Vic and Cassidy stats it should be ok.
And yes, downloaded from your site. Does any other site hosts it anyway [just dont know]?

Is there any sure or almost-sure MM relasing date?
 
I wasn't kidding when I said very soon for the next release. I am playtesting now to make sure there are no obvious errors. It will be some time this week.
 
I would like to see a dialog that a female player can say "but I'm JUST a girl" or have Miria say it when you ask her to do something. I sorta always found that phrase amuseing especaly when a perfectly capable female would get out of having to do something herself because she said it.

MIB88: I was in SAD and reloaded last save because 1/2 my party figured it was a good idea to walk thru the electric floor while I was headded to shut it off :roll: . wel that load worked so I decided to make it my last save since I figured it was a safe non-curupted save. well I saved 4 times after (I rotate 5 save spots for saves when playing mods so I can have a non-curupted save to go backto or a save to goback to after I realize something messed up.) and after the 4th save I reloaded it and it was curupt and crashed the game, loaded 3rd and it was crupt crashed game, loaded 2nd corupt crashed game, 1st corupt crashed game all in lvls 2 and 3 of SAD. well then I loaded last non-corupt save on lvl 1 of SAD that worked before but this time it was corupt and crashed the game so I am out of saves that I can try.

starting over this time I think I will be female.

also I forget if anyone has mentiond this but Klint gets + 300 carie weight when wearing combat armor and every partyu member gets + str in carie weight when you have them equip pwer armor BUT when you reload same map or move to a difrent map they lose thier + str bonus. it is kinda funny that Klint keeps his str bonus from combat armor tho.

Nirran: with your weapon mod on the 3rd screen of mr-fixit you can't accses megafistX3 or ripperX3 but if you learn enough mr-fixits to put the X2 versin on screen #4 then they show up like they should. since I lost all saves for that game I never got to make my megafistX3. had close to enough gold to purches another lesson and was 1 ANY fixit away from putting megafistX2 on 4th screen but I was going to use the funds from selling the stuff from SAD to get the lesson. I suppose I should have just visited bunker 21 and not gone where I havent ever gone to in MM before.
 
@Darkform: I found something today that I need to thank you for. My hs_ondeath.int script really was broken. An attempt to make it ignore the player actually caused it to ignore all critters, both for the armor drop modification and the weapon drop modification. The problem has been identified and will be corrected in the next release.
 
MIB88 said:
@Darkform: I found something today that I need to thank you for. My hs_ondeath.int script really was broken. An attempt to make it ignore the player actually caused it to ignore all critters, both for the armor drop modification and the weapon drop modification. The problem has been identified and will be corrected in the next release.

will weapons drop AWAY from bodys? don't want them under bodys. AND will they drop when the critter goes uncontious? that would make sense to me if it happens on death it should also happen on being knocked uncontious.

also cheack the post above yours agin I started editing it as you posted and came out of editing it to find your post under it.

edit last post: realy there should be a AI comand that makes party members not walk on traps you exposed but haven't removed yet or electric floors when there is another path they can go I meen REALY 4 party members up and decide that out of a big rom with plenty of options of places to walk when I'm heading to a controll room that they THINK the best choice is to walk thru a long halway with a electric floor instead of go somewhere that is safe? and Kilnt with his always walking in front of you I spot a trap and click skill to disarm it and as im going thru the graphics of disarming it he walks into it? I mean REALY is he THAT dumb? even if my char didn't (I would like to think in a roleplay way a char would) point out the traps he saw that klint would at least have enough sense NOT to walk onto a spot that my char is fidileing with. I mean who walks onto a spot someone is messing around with something on?
in this respect I think Arcanum didd a better job on party AI in it you could tell party members where to move if you see one moveing the wrong way or you could tell them all to when you see 4 of them starting to walk thru a 1/2 activated forcefield to stand on a electric flor. :lol: I meen darn actualy that is the FIRST time I saw my entire party decide to comit suicide and it was funny BUT I think a few AI tweeks could be added to Fallout 2.
 
Darkform said:
will weapons drop AWAY from bodys? don't want them under bodys. AND will they drop when the critter goes uncontious? that would make sense to me if it happens on death it should also happen on being knocked uncontious.

Weapons/items drop randomly 1 or 2 hexes away. So, if a weapon gets covered up by a body, so be it.

The weapon drop script for crippled/unconscious critters has been created but is currently being tested.
 
1 or 2 spaces away is ok. if a difrent body falls on it or it is a supermutant and the weapon is small then I say it is fine that it is coverd up. a few lost weapons is ok I just don't want every single weapon to be traped under the body of the one that droped it. maybe for crippled arm it can be 3 or 4 spaces away showing how they involentaraly jerked thier arm as they got cripled and half trew the weapon.

PS: I'm still laughing about my party deciding to comit suicide. I think that will be a memory I take to my deathbed and laugh and tell my great neices and nephues about when they cme and vist me. I knew I should have kept them set to stick clse to me but after the inciden't with Klint outside steping on mines I was deactivateing I got fed up and told all of them to get as far away from me as they can :lol: and low and behold when we get to the electric floor they decide to go thru it to the other room :roll: now that is Ironic. trying to keep them from getting hurt got them killed.

Nirran: also when your mod teaches how to make a normal megafist it doesn't show up in mr-fixit. probably because MM already has someone that teaches that and it is much futher along in game (like I PMed you you probably should move around who teaches your mr-fixit recipies to someone farther down the storyline.).

to any moders listening: another AI fix I would like to see is apropriate response to a threat.this would also include makeing Sulk not go melle on a supermutant when he has a burst weapon avalable. ok what I would like to see is the AI cheack how tough the target is then chose the best mode of attack. there is MANY times I can think of where party members ether chose modes of attack that have no chance of doing ANY damage OR are compleat overkills (like when Sulk puts away a H&K-90 and decides to punch a supermutant 5 spaces away or when Casady decides to go burst mode with a Pancer-Jackhamer on a ant just 2 spaces away [had to reload that one because between him and the ant was Lenny and Casady not only missed the ant but critacly hit lenny for over 400 damage instantly killing him. :roll: Casidy had no need to go burst with a Pancor-Jackhamer on a stupid ant with just 10 HPs to begin with. maybe if there was a char that in the storyline was suposed to be afraid of something THEN maybe he would go into overkill mode when confronted with them BUT every NPC has the problem of ether choseing a mode of attack that can't do damage without a critical or choses a atttack that is a blantant waste of ammo when just punching the thing would kill it.).
 
Darkform said:
Nirran: also when your mod teaches how to make a normal megafist it doesn't show up in mr-fixit. probably because MM already has someone that teaches that and it is much futher along in game (like I PMed you you probably should move around who teaches your mr-fixit recipies to someone farther down the storyline.).

yes i found that my last play through,i will correct it and upload the fixed version tomorrow,thank you for the bug report

Nirran

edit : looked at the script and mrfixit recipie,not seeing an obvious reason for it to not show up in the mrfixit list,variables look good and i havent messed with that script in ages,will continue to try to find the cause
 
I thought that Miria issue is resolved, but it isn't. After seducing, when Miria's father walks in and you talk with him, game is corrupted and you cannot save at all (even when loading previous game).

Since the "Miria incident" I'd reinstalled the game, MM 2.35.2 -> 2.35.4 -> Replace Ammo -> PaintJob -> Mr Fixit -> Custom Books + setting proto/*.pro to read-only with Total Commander. Still, Sulik has his overkilling stats. And I used your mods downloaded just few moments ago.
 
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