Megamod 2.35 technical issues and suggestions

mavi85bmn said:
-EPA : Overall this level gives too much good loot for how easy it is, you can have gauss pistol before level 12 - way too easy for how powerful that gun (and the Pulse Pistol and Gatling Laser).

-EPA : If you take West side elevator up to Utility Level game loads a worthless map (instead of telling you its broken and can only be used from right side?)

I think the gauss and energy weapons are ok because of the rareity or even lack of ammo around that point of the game. tho I always thought it was odd that the Environmental Protetion Agiancy has a military branch (sounds SOOOO out of charictor.).

and Unity lvl map is messed up. when you enter it the screen dosen't center on you so you have to press Home key a few times OR try to scroll to a place that a NPC can stand and make your char walk or run to that spot.

MIB88: someone may have posted this ether here or on a Mr-fixit forum but I didn't see it here so to warn other players: some or maybe all Mr-fixit trys lock up the game IF ANYTHING that Mr-fixit would normaly remove from your inventory while makeing what you tryed to make is below the bag (item) in your inventory. I had to reload my game 4 times trying Mr-fixit in difrent locations before I tryed it in open wasteland (wich seems to be free of bugs if you do not switch Klints armor .) and figured out why I couldn't make poisonus substance (my plant spikes was under the bag in my inventory.).
 
You are bothered by the weapons in the EPA? It is not a military branch as you call it. It is part of the security department. There's a difference. So many companies have security departments... especially government agencies. Nothing is wrong with that. If you are bothered by the fact that they were conducting research into things that could be used by the military: again, not a big deal. The world was at war. Why wouldn't the government task every agency it could to come up with something to aid in the war effort?

I haven't gotten to test it yet, however, the issue with the utility level elevator should be resolved with Nirran's work in the next release.

It is known that there are issues related to the bag. It is not just a Megamod issue.
 
I'm not realy bothered with EPA haveing weapons. I do understand they could have been commisiond to develop some also. I think if I had a issue with EPA it would be how unbalanced the security loot is (I think ether the armor loot needs to be better or the weapon loot more sparse.). I think maybe 1-2 very good pices of armor and 1-2 very good armors from the develipment side, and enough ok but your party is probably already better equiped armor and weapons to fill out what looks to be a mostly abandond facility (I think anyone with accses to better gear when they left would have took the better gear with them and left the sub-par gear they may have had to start with, think like this: the security force would have already had the best gear in the facility on them ecept experimental gear, then the technicains and scientist would have had no good gear but a select few would have had accses to the experimental gear and would have took some with them. thinking this way the gear would be mostly left over ok and poor gear, and a few mayby 2 experimental armors and 2 experimental weapons).

ANYWAYS I forgot my point. I think it is that it seems there is only 1 good pice or armor and way to many good weapons at the location (part of why I sudgested changeing the 2 metal armors to combat armors in a diffrent post.). (by the time I get to the EPA I normaly have all my party in at least metal armor, maybe 1 or 2 in metal amor MK II and 1 or 2 in combat armor already and in this piticular game [useing Nirrams hs_ondeath.int] and with cult of personality already I have 8 party members 2 wearing CA MK II, 2 wearing CA, 1 wearing bridgekeppers robes, 2 wearing TulsaA and 1 wich is Lenny is wearing nothing till EPA and the only good armor I will find there. I have 3 metal armor MK IIs in the trunk AND I think 8 normal metal armors in the trunk. all other armor I won't mention because they are sloted for sale ASAP. butt there will be 2 weapons in the EPA my party could use right away that would be upgrades and 1 more after I pick up Markus AND a forth when I can aford to keep ammo for it. (normaly I have Markus with me but this time I went to bunker 21 first and spent to much time running around selling loot. this is the first time I taunted the Enclave on the Geco computer witch is how I got to bunker 21 so fast.) well since I ran around so much selling bunker 21 stuff the time has passed a good bit and I forget what happens if you don't get the GECK by a certin time and I'm trying not to look at a walkthru but I feel I need to get the seeds soon before I miss out on being able to do the seeds at all (thinking of it I think I will keep my last NCR lot selling save so I can find valt 13 from it if time runs out while I try to do the seeds.).

also I'm looking at it like this: from NR you can get 3 locations that have armor loot, SAD, bunker 21, and EPA. well SAD AND bunker 21 BOTH have combat armor in them but EPA only has metal arlor and not even MK II at that (not counting the environmental armor that I consider to be just for Lenny or going thru gas filled locations,). the story behind the envirenmental armor was that the EPA USED to use them to explore outside aftre the fall but after awile because of longer trips that they started useing something else as armor. well if this is so then the peple in the EPA would have thought the envirenmental armor was inferior to other stuff they had for long trips in the waste and if this is the case then they would have left more of them behind (like maybe 6 for 1 squad of surface explorers.). I think if there was more environmental suits it might ofset that the EPA dosen't have any other armor better than basic metal (in gameplay terms it would meen the player could bring more party members with him thru the broken hills mine. [normaly I just have everyone wait, go into sneek mode and run to fix the mine. poping stempacks as I go to get Markus as early as I mentioned before but that is NOT the best way to d BH mine.]). long story short the 2 sets of BASIC meatal armor as the best armor loot is worthless basicly. shure 1 environmental armor is ok considering you can do BH mine alone OR give it to Lenny but that still puts the armor at 1 usefull and ALOT of usefull weapons witch is a little unbalanced.

for those that wonder about my armor progresion I normaly have leather jakets and leather armor for all party members by the time I hit the den, between den and modac I MIGHT get my party to leather armor and metal armr depending on if I encounter a caravan and something else fighting eachother, before leaveing Modac there is no reason not to have everyone in metal and maybe metal MK II if you want to spend the extra time (I normaly have MK II for at least myself.), ok that take me to around Valt city where normaly I have at least 1 encounter with a patrl fighting X [this game I didn't but as I left VC going to NR I encounterd just a patrol NOT fighting anything else, well I foucused on attacking the guys with the deadlyest weapons first and took them out takeing thier combat armor. normaly I just let them fight who they are fighting then clean up.], well that's hw I get 1/2 my party in combat armor and 1/2 in metal MK II by the time I hit NR. (as a side note Nirrans hs_ondeath.int drops Telsa armor sometimes for caravan guards between the Den and VC and some of the patrol units armor is CA and others CA MK II.)

edit: oh also I have dermal impact I and dermal finix I from VC before reaching NR. if I didn't get them then I would have 6 party members in CA and CA MK II 1 in Bridgekeepers robes and Lenny in nothing by the time I got to NR. I actualy thought of takeing 2 CAs off party members and giveing them the 2 metal MK IIs I have in the trunk so I could get both Dermal IIs also since I already got the cult of personality perk and don't need such a high charisma anymore. but I think I will do the pornstar thing first so I don't have to do specal things to get to do it.

but anyways with armr drop mod CA is not imposable to get befre NR and with Modac in MM even without armor drops you could have all metal and/or metal MKII armored party members makeing the 2 metal armors in EPA not worth it as loot.

MIB88: in 2.35.2 useing it's armr drop nightsomethings(?) a supermutant in encounter "remenents of the masters army" droped combat leather jakets. of corse this might be of no use BUT if you haven't thaught of it yet you may want to ether make it so mutants don't drop armor or armor pices if I understand you'r personal armor drop visins unless they drop a mutant size only armor or armor pice.

Nirram: I have been comunicateing with you regaurding SFall partaly because I know you have some to do with it (I think) and if not then at least have a cmunica with Timeslip. well the controll party members funtion I have noticed that when used your party members get some if not all of YOUR perks. I noticed when I got bounus move everyone did and when I got more crits it seemed everyone was getting more crits. I normaly play at easy and sometimes normal dificulty but am doing pretty good on hard right now but of corse most of the change makeing combat seem easyer I THINK is I tend to move the party member where it has a clear shot instead of the AI just going to burst mode when there is a party member point blank in front of them and between them and thier target wich actualy cuts back on friendly fire and those types of misses the AI makes paracticly counts as if 1 enime had 2 free turns. so combat is automaticaly easyer when you control the party members. I think I saw a dificulty editor in SFall so I might use it but if I'm rong a dificulty editor should be instaled and even if there is one already maybe have a 2nd one that is tied into control party members so it will auto up difficulty . maybe 0 no change, 1 control, 2 cntrol + higher dificulty. also I noticed that sometimes the player misses thier 2nd turn when controling party members, that is player moves all party members move 2 times then player moves and everything is normal. mostly happens when you just have party members end turn instead of move. happend to me in tight corridors where I told party memers to skip turn because Ididn't want to rush everyone in a small spot to kill only 1 or 2 things and when fighting in the ring in New Reno makeing me miss out on the free turn that the other boxer normaly stands there and does nothing.
 
cant find the post to quote it but someone reported that the megafist recipie in vannilla + upgrades mod never allowed the use of the recipie,corrected the issue,even tho the code was virtualy identicle i was able to duplicate and then fix the problem,as for mrfixit recipies not showing up occationaly(when the recipie not show would have been the last one in the list) that is a mrfixit issue,prolly having to do with the string libraries,anyway the megafist issue is resolved and uploaded

Nirran

edit : darkform,i had absolutly nothing to do with the creation of sfall,thats totaly Timeslip's baby,tho i know alot of the functions as far as usage
 
Installaion issue

Hello:) Thx for the work combining all these essential mods.

I have an install problem.

Got a fresh install on a freshly formated harddrive. Deleted the data directory, moved Patch.000, made sure proto's were read only, used WinRar so I went and redid it, ran Runme.bat.

The load screen says megamod 2.35.1, it plays the elder intro movie, team X display, screen goes white and game crash. Doesn't say file name in error code just a code line. When I tried deleting the Fallout directory while the game was still hung up in the back ground it said couldn't delete the arroyo files cause it was still in use.

I'm using a base version of the game that comes already patche don the disk and it still says version 1.02 even with the Patch.000 file removed from the directory. When mods first started coming out for FO2 and all you could get was the armor changing for NPC and the fix Gecko ending files even these would not work on my version. Do I need too find a 1.0 version of the game or is my problem something else.

thanx again
 
You shouldn't have to get a 1.0 version. Pretty much everything included in any official patch is overwritten with the Megamod files, as long as that patch000.dat file is not there.

If I remember correctly, I replaced a file at the last minute before releasing that version. Find the ddraw.ini file. Open it with notepad and find this line:

;Set to 1 to use the fallout 1 code to control world map speed
WorldMapFPSPatch=0

Make sure that it says 0 and not 1 after the = sign. This should fix your problem.

Be aware that there are later versions out there.
 
MIB88: something odd happend. when I left EPA I went strait to NCR to start a loot selling run. well i sold outside the city, then told everyone to disarm and I took my Guss pistol and LE BB gun off ready position and put them in my inventory, then I walked to the gate and saved when the gaurd stoped my movement telling me to make shure my weapons are put away. well at that save and the time after I could not find my Guss pistol or LE BB gun ANYWHERE, they just vanished. first time I noticed equipment vanishing in MM. I went and cheacked the ground between save and putting away the guns and cheacked all party members and cars inventory and couldn't find the guns. I have now loaded my save from just before I left EPA and I have the guns there (that happend to be my closest save since I had no encounters between EPA and NCR the first try, not even encounters that I chose to skip useing outdoorsman skill.).
this bug report is VERY veauge I know but it is all the info I have and it may have nothing to do with your mod, it could just be a fluke or transposed code or something. this time I will save before removeing my weapons and cheack for them after I remove them. if it seems to happen agin I will put them in my trunk instead of removeing them and haveing them in my inventory.

I realy think this one is like the one time (that I didn't mention before.) that I was walking around NCR with everyone in my party unarmed and a random police oficer went hostile. I had a close save and did nothing but go upto the guard walk around him, then start pushing Casady beside him and he wouldn't go hostile. the reason I pushed Casidy beside him was Casidy was who he decided to go hostile on for some random reason. but anyways this missing weapons thing may be like that problem. totaly unrepeatable. just random code fireing off. things like this tho is what made me think the junkys randomly going hostile was not actualy ment to happen, seeing as I played MANY games and it doesn't seem to happen even in 50% of my games.

something odd again: I got back to Arryo and when I went to main map from bridge map I got the valtsuit movie and when the screen showed the text box had the notification you get after getting rid of Jardon and the notification of gaining the exp for it. hope my PC or a viruse on it is not messing with Fallout 2 code agin. I am starting to get worryed that my game is starting to get curupt again because of so many odd things starting to happen pretty close together. f corse odd things normaly happen every now and then with the Fallout 2 engine but usualy a few days in real time apart or 2-3 times a game only unless something else is realy wrong also.

MIB88: I don't know if this is something odd or something intended + a bug or just a bug but when I planted a seed in Arryo (I only did it 1 time before in previos games.) instead of corn it made a EPA spore plant grow. that part I think could have been intended to happen every now and then but what I think is the bug is when it auto hostiled because I was beside it everyone on the map whent hostile. they calmed down and I was still Idolized in Arryo after I left the map and came back so I planted on the other soil and it happend AGIN. the other game I played bth of the plantings gave corn but this time both gave EPA spore plants that turned Arryo hostile to meso I am finding it odd. of corse it could be there is a 50% chance for grain or EPA spore plant explaining how I could get this to happen and I would understand the people of Arryo getting mad at me for planting "plants of the black soul" in thier cropland. I didn't and am not going to look this one up in a walkthru untill I come across something I am pretty shure is not intended and look that up. of corse it could be some skill modifying it also. or maybe thew other time I used look on the seeds first and didn't this time, if that would make a diffrince.

defenet bug: ok when I walked back into the main map after the 2nd EPA spore plant ALL the plants that I didn't plant was gone, the 2 "plants of the dark soul" in the shamans garden was alive and the only plants there, tho there was 1 pyote in the garden also, AND the shaman when I talked to him (I was going to give him a pack of smokes.) reverted his diolog back to when I just finished the shaman tests asking how my walk between worlds was (refering back to the night of the shamans dance.) and I gained since skill again. ether this is a bug from planting 2 EPA spore plants or my game is messed up again. from the look of the croplands if I sleep or leave Arryo then Arryo will die of starvation.

update: I just noticed the car is als missing. I will reload last save take car to Klemith, walk to Arry and then try again.

update: oh I forgot I left the car in NR and took a taxi to the Broken Dreams for Dogmeat putting me close to arryo so I went to Arryo BEFORE picking the car back up.

update: I gt the exp and valtsuit thing again and the shamans garden had those evil plants in it and he did the dialog for a + to my scince. this time I also noticed that Klint is standing where he stands after you just come out of the temple of triles and a copy of him is in my party wearing the gear I gave him. I'm going to try to sneek past him to go ff the map and re enter to see what happens. if the map is still buggy I think I will try to get the 2nd Klint in my party :twisted: because I like haveing increadably large partys.

after getting Kilnt #2 and looking at the seeds I planted 1 corn then 1 EPA spore plant. of corse after planting a spre plant the village went hostile got me a spear because 1 of them threw it at me and I picked it up as I was running to a exit. well I will keep the save before I picked up Klent #2 just in case he glitches the game from me haveing 2 Klints in my party but other than that save I have no reason to have to come back to Arryo (I forgot if you are able to go to Arryo after the oil rig. if so then I will probably go back then.).

2nd Klint follows me to klemith but after changeing his combat control AND haveing him put on the same armor as Klint #1 when I left and enterd the Den 2nd Klint was gone and all his gear. of corse he may have just had that Klint glitch where sometimes Klint doesn't leave a map with you untill you go back tell him to wait then tell him to follow you again BUT I thinkl it is to much a hassle to keep a 2nd Klint if I have to constantly make shure they are both leaveing the map with me so I loaded game before I got 2nd Klint and just didn't pick him up.

the fix to Mystirios stranger might have made it better BUT I think that fix can be done better. especaly considering the armor drop mod. the way I see it the stranger was supposed to be someone tough that sometimes shows up if you have the perk. well it seems kinda odd that the stranger shows up in metal armor while includeing me there is 2 party members in hadend power armor, 5 in Brotherhood combat armor, 1 in combat armor, 1 in a environmental suit, and Dogmeat with no armor. I think instead of scaleing Mystirios stranger with the players llvl (since with armor drop mod and other ways of getting better armor faster.) that the stranger should be a coppy of the player includeing all inventory, giveing the stranger acsses to the skills and gear of the player but of corse the strangers inventory would vanish on death and if posable you could make the stranger immune to the steal skill (if you can't figure this one out there has been some shelves I have tryed to sneek and steal from that just stop you mid steal not allowing it EVEN if noone sees you.). it is kinda odd that the stranger is in metal armor when the avrage member of my party is in Brotherhood combat armor. of corse at this point it doesn't matter much seeing as I have over 100% small arms skill, a Guss gun and a LE BB gun makeing most random encounters end within 1 or 2 rounds. if you have cult of personality you probably shouldn't even have stranger but these sudgestions are mostly on behalf of those players that play with a low charisma and count on the stranger beeing a help to the fight. personaly I just about don't care if the stranger gets the benifits of wearing better armor. I would just like the stranger to look like it is wearing armor at least as good as the players (I mostly just think it odd that a random person takes note of the players mission and decides to help out useing armor that is 1/2 as good or worse than the player has. I would think if they couldn't get better armor they would stick around after the fight and ask for some better armor for helping the player. if the player says no it runs off and if the player says yes it stays and lets you trade where it has nothing in inventory so all you can do is give away stuff, on the encounters following that the stranger would be wearing the better armor. but still if it is a set amount worse than the players the stranger would stick around and ask again. but of corse it is MYSTIRIOS stranger and not JUST STRANGER so I think it should manage to find armor just as good as the players on its own.

oh how I got 2 hardend power armors was: 1 was on the last Morton brother and the 2nd was on a knight during the rat cave encounter. I got both of the encounters before getting back to New Reno and picking my car back up.

I probably should post this on basic Fallout 2 forum but is there a money cap? I just noticed after selling in New reno, then paying $2,000 for dog armor and $1,000 fr ore refined that I have exactly $49,000 left and it would be a extream quincidence that I would have exactly $52,000 when leaveing NR without trying for a round number. it may be a cap because usualy I don't even cheack how much I have this late in game. but there is a small chance it is a bug so I did post here. if it is a bug or cap it doesn't realy matter it is plenty of money to buy 5 of ANYTHING by itself but if it is a cap or bug I would like to just dump excess inventory in the waste instead of running around trying to sell it.

MIB88: this isn't a edit after last post but I thought it deserved it's own grouping: about ore refineing. I think the option should stay open to refine ore after the first one you refine because of ore you can find and also ore you can buy from carivans. I've been walking around with about 9 uranium ores and they sell for just $0 and the refinery only will refine the first one you give them. also I think you should be able to get it refined and then refuse to sell back and instead take it to Gecko and sell it to them or give it to them for karma.

bug: ok I think this is maybe a bug of basic Fallout 2 but maybe it can be fixed in MM. I had problems with BH agin. I loaded save game a few times testing it to find out what is actualy causeing BH main map to lock up. well if you get the note off the dead bodys and enter BH main but don't talk to Frances and then leave it will make your game lockup the next time you try to enter BH main. I think the flag saying you read the note changes to 2 after you enter BH main after the first time you read it makeing Frances not be on the map if you enter agin BUT since the flag on talking to Frances about the note is not activated he is supposed to be on the map wich would confuse the game and make it lock up because it is stuck trying to have him there but not there. normaly I don't trigger this bug because I ether alreay arm wesled him or decided not to at all but the past 2 games I decided to not confront him about the note till after I get APA and arm wrestle him. I just skiped it after finding that is the reason of the bug. hopefully the body the note is on is not flaged to go away so I can get it later.

also MIB88: when you go onto the something farm map (with the dog and boy that is missing his father - not Jhonny.) it flags that you was on the underground map so his fathers body starts it's countdown to rot. this is not to bad BUT his diary is stuck UNDER his blood and I can't get it. it has been a few months since I was there so I think I will go back and see if the blood spot is ether gone or small enough for me to get the diary. I happend to step on the farm map when starting the Jhonny quest to unglitch his dog because it wouldn't come out of the tannery. and that step in and out made it so after I did the goast farm that the other boys dads body underground already roted by the time I got around to do the quest. I hope the blood got smaller and that all I need is the diary and not actualy have to examin the body.

MIB88: this has happend a few times so I have to say that the molerats fighting radscorpions encounter is broken. the mole rats tend to target 1 scorpion and the scorpions target 1 rat. that splits the fight into 2 groups but after the scorpion and rat that was origonaly targeted dies they stop fighting. they don't chose another scorpion or rat to go after. I think if you added a line in thier AI that if they have no target they will target whatever attacked another of thier kind on the encounter map, that it would fix this. on that note if I leave combat on and attack 1 creature in that encounter after they quit fighting the others of it's kind don't care and only the one I attacked will try to fight, this makes it easy to just pick one off at a time while the others just sit back and watch as you slaughter the entire map. I think I could do this encounter on hard combat with just me and 1 party member EVIN IF we just had spears or knives. it seems like overkill to fight this non-responsive encounter with even a pipe rifle. I normaly skip this encounter or run from it but this game I decided what the heck might as well pickup some free scorpion tails for Myron to make into antidotes for a low value trade item when barter is close so I can keep the money spending in barter less than $50 each barter. since I have a LE BB gund I can pick off each one in 1 shot to the eyes and thier kindred don't fight back so I can just walk to point blank range kill 1 wait to next turn and repeat till everything is dead.
 
fixed an issue with the car being stolen in new reno for paint job mod,uploaded

Nirran
 
Darkform said:
bug: ok I think this is maybe a bug of basic Fallout 2 but maybe it can be fixed in MM. I had problems with BH agin. I loaded save game a few times testing it to find out what is actualy causeing BH main map to lock up. well if you get the note off the dead bodys and enter BH main but don't talk to Frances and then leave it will make your game lockup the next time you try to enter BH main. I think the flag saying you read the note changes to 2 after you enter BH main after the first time you read it makeing Frances not be on the map if you enter agin BUT since the flag on talking to Frances about the note is not activated he is supposed to be on the map wich would confuse the game and make it lock up because it is stuck trying to have him there but not there. normaly I don't trigger this bug because I ether alreay arm wesled him or decided not to at all but the past 2 games I decided to not confront him about the note till after I get APA and arm wrestle him. I just skiped it after finding that is the reason of the bug. hopefully the body the note is on is not flaged to go away so I can get it later.

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, if that is indeed your problem. I haven't tried it with the latest Megamod, but it worked with an earlier version. You can also get info on how to fix it yourself, and how to prevent it from happening (though the Megamod have more items causing trouble than what is listed there).

Also, there is no cap on the money. The inventory screen can only show a total of 99999 coins, but if you have more it will still count, just that you can't see it.
 
Darek: well it 1/2 and 1/2 looks like that bug. ever since BH and not picking up the note every now and then a town would crash when I enter it but I have sucsesfully enterd some left and reenterd after then AND I have not sold ANYTHING since BH. I have only been colecting things. mostly because I'm doing the Cold Hearts quests in MM now but also because it seems if I leave the quest path and enter a non-quest town leave then reenter the game frezzes again. so it is acting like the TMIB but as long as I do a quest part in the town map I had my car on it doesn't frezze next time I enter the town. witch could just be part of the bug noone noticed before. but it sounds about right that I would have the TMIB because the car is full (except ammo) and I have cult of personality and maybe 9 or 10 party members that have inventorys and all but 1 of them is full me and the 1 not full can maybe pickup another 100 to 150 lbs tottal and on top of that I can lift around 475 lbs tottal because of power armor and MM slaves in inventory AND Maria is also wearing a +3 str power armor and she is one of the party members that is full. so I don't doubt that I have to many items. anyways I downloaded the fixer and I think it will solve the problem. on top of that maybe I should dump some of the items I have in a open wastland spot since all it is even posably good for is to get higher cost and lower weight stuff till I can group it together to buy top of the line gear at SF, when I finaly get it on my map. I already have over 100 of each drug that weighs nothing and enogh gold to probably buy my whole party power armer and Guss riffles. I just hate to throw stuff out that is worth something tho AND I don't like throwing the last of something out EVEN if it is worthless.

well thanks for the link/s they should help.

update: looking at the scan it seems the first place I had to many items was in the EPA. it is odd that some places didn't get messd up after that but others did. it might be that I'm playing the MM and maybe some areas have more of a tolorance for to many items than others do.
 
Well you don't have to throw away anything, putting some stuff in lockers is good enough.
Anyway, the "too many items" bug is not about too many items in general, it was just named like that because of what was first believed. There are a few items that have scripts attached to them, and having too many of those is what's causing the problem.
You can carry around however many guns, ammo, armors and drugs as you like, but saving all unique items (a few quest items and quest rewards) and especially holodisks, that will get you in trouble.

The "note from Francis" is one of those items with a script. So when the map gets corrupted just after you have picked that up, it seems pretty plausible that the "too many items" bug is behind it.

That all maps after EPA didn't get corrupted may be because you gave away (lost) some quest item, maybe sold something or put it away somewhere. I can't really say...
Some maps may have a "higher tolerance", though I'm not sure at all. It was quite some time ago I tried to get to the bottom of this so I don't remember much, except that it was very boring and hard to find thing that were consistent. But if there is a difference it won't be by much.
 
Darek: that makes sense I do think I gt rid of the 2nd Vics flask in NCR after leaveing EPA AND I do have around 8 Uranium ores on me and my party.

MIB88: as I mentiond above there is a Vics flask in EPA and I think it should be changed to just a water flask. also the Cold Harts told me about the shopkeeps in SF for a price and I got sooo HAPPY because I was avoiding going to places untill someone ether put it on my map OR the place was visable on the map while walking around (NOT aimlessly but just between places my char already knew about.) during this game BUT I was VERY disapointed when I whent to the wrold map and looked for SF and it was not on my map. I think if the Cold Hearts is going to tell you about a place, or a job at a place, or a opertunity at a place that they should put that place on your map. it is kinda odd that he mentions it and says he expects me to come back better equiped BUT dosen't mark SF on my map. I'm torn here because I don't want to go to a location that hasn't already poped up on my map but with the way he talked it sounded like he was supposed to mark it but didn't because the script is broken OR because you simply forgot to add the script to add SF to the map. I have especaly been avoiding jumping ahead to SF because I have enough extra stuff and money to equip everyone in my party with power armor and guss weapons and am kinda haveing fun with just 2 of us in power armor and only enough ammo for me to use 1 Guss pistol while most of the party uses 22 pistoles and hunting rifles and have just combat armor (I could give 1 other party member a Guss pistol and ammo if I unload the GGG BUT I want to keep it loaded for a emergancy. ya that is funny when I think of it because I generaly use my LE BB gun and only pull out my Guss pistol for a emergancy in the areas that I'm at [anything over 200 hp is basicly considerd a emergancy at this point.].).

something strange: after a encounter with Koga while I was on my way to the Den with Mezters mom I gained a lvl, it was lvl 20. I didn't notice it on that map but I think it started there but when I got to the Den Dogmeat was unresponsive, he didn't follow me and I couldn't talk to him, all I could do is look at him. well I went out of town and imidiately poped back in and he still was unrespnseive so I went out of town to the wastes (I was planing to change active maps then goback to Den to see if he started to respond agin.) and he changed maps with me but was still unresponsive. I entered combat (I am useing the control party members in combat option in the new SFall.) and he had a green outline like he was on my side but I couldn't control him as if he was in my party. well when I did this I walked away from him to also test if he would follow me during combat so I walked back up t him and entered combat and had me and every party member just end turn and he never poped up in my control. of corse when it was my turn agin combat ended since there was no enimies. well at the end of that combat I ran off to the side (I have no idea why because at that point I was going to load a old save but I am running on low sleep so I might have just following the motions of running clse to the driver side of the car to save the game.) well he actualy followed me so I tryed to talk to him and he started acting normal. he DID take HEAVY damage during the Koga encounter AND he lvled also so it could have to do with him takeing so much damage or him lvling or metzers mom. BTW he had the K9 kevlar on also so it could be posable that he would have died without it. well this is less of a bug report and more of a if a party member starts acting like a Mystirios Stranger and is non-responsive, posable way to fix them post.

MIB88: I have a I did something tottaly stupid bug report. like I said this is a STUPID thing for a player to do SO it is NOT a high priority bug. well I was told to follow English Bob and he was moveing SO SLOW I got bored I ran a little ahead of him and spoted a trap I tryed to disarm it twice but I recently changed the dificulty to hard and my traps skill took a big hit so I failed twice and my party members was getting closer. I knew if I didn't do anything about the trap by something law (I forget.) one of the lw armored or unarmored ones would step on it (Lenny, Markus, or Dogmeat.) well I had on hardend power armor so I thought "might as well step on it myself with the rest of my party out of harms way" well I couldn't see English Bob because he was hugging the wall (probably to avoid the traps.) and I steped on the trap but as I did I saw English Bob step right beside me :lol: . well there was a explosion and then the screen went black and the game crashed :lol: . of corse I don't know maybe it crashed because he was a quest and died or because of some other reason but I find it pretty funny that I did something so STUPID and it locked up the game. of corse the logic was there I had the BEST armor and dermal impact implants and I have steped on the mines around there by acident before and took 0 damage so me steping on it would just be a good way to get rid of it while everyone is far enough away BUT I didn't notice Engish Bob was so close to me and didn't see him till he enterd that little circle around me letting me look thru that section of the wall and by then it was to late. so I suppose the bug report is that if a player triggers a explodeing trap beside English Bob it makes the game crash. :lol: yes it is a bug MOST players will never stumble on because it is bad practice to step on traps when someone is beside you.
 
Unresponsive party members: The only time I ever saw this was on the early versions of the EPA maps when I had a very large party with me. There is a limit to the number of critters and pieces of scenery using the 'animate forever' script. I can't remember the limit: maybe it was close to 25. Anyway, maybe there are too many such critters on the map you entered. Do you have a large party now? If you want to test this, go to another city like Klamath. Tell one or two of your party members to stay there. Then go back to the Den and see if Dogmeat is still unresponsive. If it is not an issue with too many critters/animate forever scripts, then I don't know what the issue might be. Thanks for the report, though.
 
MIB88 said:
Unresponsive party members: The only time I ever saw this was on the early versions of the EPA maps when I had a very large party with me. There is a limit to the number of critters and pieces of scenery using the 'animate forever' script. I can't remember the limit: maybe it was close to 25. Anyway, maybe there are too many such critters on the map you entered. Do you have a large party now? If you want to test this, go to another city like Klamath. Tell one or two of your party members to stay there. Then go back to the Den and see if Dogmeat is still unresponsive. If it is not an issue with too many critters/animate forever scripts, then I don't know what the issue might be. Thanks for the report, though.

OK I posted a LONG post BUT after hitting submit I always go back to the Fallout general moding page and refresh to speed my window up. well this time the post didn't post and I'm tired so I will keep this short..

yes I have a increadably large party BUT he stayed unresponsive in open wastland untill I fixed him and I have been to many locations since with no problems about party members getting unresponsive. tho as you do mention it even tho this is the first time I expirianced this even when I had big partys before, I have before trayed to talk to a random unimprtant NPC when I had a big party and every now and then with a big party with me a non imprtant NPC would be un responsive. so that may have benn the bug happening, just not effecting one of my party members or a important NPC that I wanted to talk to. I never played with the cult of personality perk alowing more party members outside of MM so I thought the unresponsive and unimportant NPCs I found was just placeholders for posably important NPCs you planed to add in the future and thought nothing of it. I figured it wasn't even worth mentioning as a bug if they was simply placeholders. but since you mentiond there is a limit for moveing sprites it may explain those NPCs I saw before when in the Den with a big party. someone might can raise the sprite limit for better PCs of corse this would make the game use more ram in more poulated areas (I think if it is at all posable it should be added to SFall.).
 
Short responses are best anyway.

How are you getting "incredibly large" parties without Cult of Personality? Or maybe my idea of "incredibly large" is different from yours. I mean, even with Magnetic Personality you can only get 6 NPCS if you have maximum charisma. So how many do you have?
 
MIB88 said:
Short responses are best anyway.

How are you getting "incredibly large" parties without Cult of Personality? Or maybe my idea of "incredibly large" is different from yours. I mean, even with Magnetic Personality you can only get 6 NPCS if you have maximum charisma. So how many do you have?

oh the first time I posted the response I DID mention I had Cult of personality but I was already tired when I wrote it and I mentioned ALLOT of things other than the party member issue and was typeing it for mayube 30 min or more so I just took for granted that in the post that actualy worked thatwhen I said I have a BIG party you would atamaticaly asume I had the perk. I have (let's see *counts on his fingures*.) 10 party members IF I'm not missing anyone. at least 7 humans, 1 goul, 1 Smutant, and 1 dog and the next 2 places I plan to go are to pickup 1 deathclaw and 1 robot. also in the original post I pointed out I do have WAY to many scripted items also so I have to save on each map that I will posably EVER go back to, of corse if I forget I just run the TMIB fix but it takes less time to save every map than acidently crash do to TMIB run TMIB fix and restart last save. also I just now decided to expand my save slots from useing only 5 per game to 10 since I am saveing so much so I can go back to a farther save if I need to. besides the last 3 times I played MM I only played 1 game at a time and didn't use the extra 5 save slots at all.

I may seem new here but before MM I didn't feel like there was much to say I have been playing Fallout, and Fallout 2 off and on for over 8 years or 10. I would play them then stop for a bit while I play Arcanum, and then Diablo II, then back to Fallout and Fallout II. I think I have been lurking NMA for 5 years, maybe 8 but I had Fallout 1 and 2 for 2 to 3 years before I had internet. but as soon as I had internet I looked up sights to those games and picked out myu favorate ones to keep comeing back to. well NMA was my favorate Fallout 1/2 sight.

to go WAY off topic 1 thing I like about Arcanum AND Diabllo II is that there are ways to have a huge party, especaly undead party members. so personaly I would like to see a Fallout 1 or 2 mod (mostly 2) where you can animate dead bodys as undead. before I didn't think this realy fit the Fallout theam much but lately with the ability to become a shaman I think it could fit into the story pretty good. see you can labe it shaman II or something and it realy pisses off Arryos shaman because he will think you curupted your training but ether a rouge shaman or evil primitive tribe shaman could teach you shamon II wich gives you another potion you can make. the potin will only work on dead humans but when you use it on them it removes the dead body and creates a Zombie criter that looks like a non-glowing one goul. of corse the stats of the Zombie will probably be all 4s or even 3sand the skills will probably be all around 25% but there is a posability of haveing as many of them as you want mostly to carry stuff and be cannon fodder. and most people will think they are gouls with the eception of actual shamans and good natured shamans will probably go hostile on you bringing with them whoever is in thier group at the time (the eception would be Arryos shaman that will just ether refuse to speek to you anymore OR will try to convince you how much of a BAD path you are takeing.

uodate: now my mouseclicks are semi-unresponsive. if I clike on something that makes a noise like the save button or ant screen interface then it has a click sound like I pressed it BUT the game actes like I didn't press it till I actualy press it a 2nd time. this includes moveing inventory around so that if I want to move all of 1 item I have to hit the all button 2 times then acept. this is just a anoyance and is probably because I'm not running a top of the line PC AND I am playing a game with so many party members AND I am playing with the to many item bug poping up on every screen.

oh now I have 11 party members I and I noticed the New Reno arms owner wouldn't move. I still could scroll over him and see that I could talk to him BUT I didn't try since he was not walking AND he was in his bedroom. I tryed moveing time to noon and he wouldn't walk out and then to midnight and he wouldn't go stand by his bed. I hope it fixes it'self so I can barter with him after becomeing a made man BUT I somehow think the TMIB fix took his walking script away to fix that map and he just doesn't know where he is supposed to go. no real problem because I hardly goto him after his quests are done anyways and the only thing I want from him now is a Bozor and all I have to do is save go kill him and if it was in his stock he would drop it, if not reload and try a few days later. tho if he can't move I might can sneek to him and trade or just walk in let him enter combat wound him to the point he wants to run away then exit combat and talk to him or walk in hit him in the head with a club untill he is uncontios and loot his body. plenty of options when you never plan on seeing the guy agin. tho if it was the TMIB fix that did it then it could have removed his script to spawn his speacal made man items also. no big deal, the Bozor would be nice and I like how it is in MM BUT I can live with a Guss rifle till I get to the toxic caves. I just hope I don't need the 2nd voice modual (witch I thought I did need the first time I did the EPA.).

something ironic this game: I had better cits for MANY lvls now and normaly get a istant death crit before I reach my next lvl after I get the perk (and sometimes get instant kills without the perk but that only happens when almost everything seems messed up.). well I just got to SAD and was disarming traps, simi efectively (low traps skill.). and of corse since I can't tell Mari to stay a farther distance from me she kept walking in front of my view of the traps so I kept pushing her away. well finaly at 1 trap she just kept walking back blocking my view and I just kept pushing her so I can mouse over the trap and after 3 pushes she decides instead to stand ON the trap itself. well she and I was in Power armor MK II not much of a big deal. but I decided to punish her by shoting her in her PA MK II armored head with a colt I picked up. well what do you know but my better criticals kicks in and I get a instant death kill. so now not only did she piss me off but I have to reload last save. all I was realy hopeing for was posably to knock her out so I could disarm the other mines in peace but I acidently killed her. I think this time I will just ignore the traped ground and walk over it. like I said me and Maria are in PA MK II, but also 2 party members are in HPA and 2 in PA and 2 in BCA so most of my party will be fine. lenny has environmental armor on Dogmeat has his speacal armor and Goris and Markus should be ok with a trap hit even without armor on. with my trap skill at 55% it would take less time to just rest the party after walking thru the traps than it would take for me to disarm them all.

also Mib88 one of the traps I tryed to disarm said I faild and that it went off BUT there was no explosion and no damage notice, not even you took 0 damage. so all that happend was it was disarmed and I didn't get xp which doesn't sound like I failed.

MIB88: another iritateing thing. when in any of the Combat armors Kilnts main skill is doctor this might not be a bad thing if it worked BUT he heals you instantly if you ask and it ALWAYS works so that covers your heling BUT when you try to use doctor or first aid on anyone he says "I will handle it" and stops you from useing your skill and in combat armor his skills in those are even better than Lennys so he won't let Lenny heal others ether. at first it didn't bother me to much especaly since I could rest most of the times I needed to and I considerd it my fault for haveing such a low doctor skill BUT NOW I have a doctor skill of 103% with 2 bonus heal perks AND he will STILL stop me from useing doctor skill. I had to go from the 3rd lvl of SAD to the serface just so I could rest till party is healed BECAUSE Myron was almost dead. to sum this up ether Klint shouldn't EVER have heal skills better than Lenny OR his actual use of the skill needs to be fixed. but of corse you alredy know Klint is broken. to many HP, to many AP, to high a squence, can use to many diffrent weapons at to good of a skill lvl, can instantly heal the player WITHOUT a skill cheack and WITHOUT passing time, and now to high a lvl of healing skills. one of these might be ok but combined he is to powerfull and with his heal a party member but the player being broken is also iritateing. I would rather he not be able to heal at all (and logicly he is not ment to be a shaman is he?). I think all his stats are high . come to think of that I will cheack right now (I'm useing the latest SFall with controll party members in combat inabled and if I hit the CHA button when controling him it shows his stats, tho it shows the players skills because the control party members in combat funtion does still have some flaws.). *covers his mouth with his hand* OMG Klint has all 10s in stats except Charisma whitch is 5 AND he DOESN"T have any type of power armor on. I was thinking he had maybe all 7s with str 9 and agil 10. darn he should have passed the temple of trials himself. *shakes his head* well I will get back to the game.

update: Klints sequince is 30. the MAX sequence I ever was able to get WITHOUT editing it is 24 AND that is after spending 2 perks AND haveing 10 AG. no wonder he tends to have 3 turns to every 2 of the players turns. even Gorises sequence is just 28. (these may be 4 points over what they would have at thier lvl because it seems when you have control party members in combat activated they get your perks and I have 2 earlyer sequence preks on my char. but anyways he should at the least only have 28 sequence. that would be 20 for AG then 4 for him haveing 2 earlyer sequence perks and 4 for me haveing 2 earlyer sequance perks till the combat control option gets finalized and party members stop getting your perks.)

MIB88: i got sume bugs but I did also have to run TMIB fix on lvl 3 of SAD after getting the brain, so that may have caused it. first off the computer terminal beside Skynet the computer said something like "malfuntion" and my only posable response was ug witch endded the use of the termanal, so I just fixed the senturybot body and downloaded him without him telling me what to do. and 2nd after downloading him I tryed to get him in my party and he said my party is to big , even tho I have cult of personality perk. so I had to remove enough party members till I had 1 less than what my charisma would alow without cult of personality the have Skynet join and then have everyone rejoin. Maria was one of them that I told to wait and when I talked to Skynet she started walking down the hallway like she was going to leave the map, I was able to run and catch up to her before she reached the elivators and tell her to rejoin but it is still part of the bug I think. I just looked and I'm still labled as married like I should be. it has been awile since I did Skynet but I thought he stayed in the main computer till you was told about all the parts you needed. of corse I actualy had all the parts needed when I enterd that time but I think only for the sentury bot body because the bts in the repair bay didn't give a motivator for the other body and I couldn't find one not already in a robot.
 
i updated all of my mods with the scripts.lst that will probably be released in the next mm version,i will double check the actualy release files with whats in my mods when it is released

@Darkform,i always skim your posts,if my name isnt at the start of any paragraphs i skip them entirely,make sure anything ment for me has my name

Nirran
 
Nirran: ya my posts can get long winded but if you do see your name and the next section ether doesn't have a name or just says update or edit then it is a cuntinueation of when I did say your name on that post. and I REALY like your book mod. when I play I like trying to play a detailed char so sometimes I use a editor to boost certin skills but with the 100% limit lifted on books I feel I don't need to edit skill lvls most of the time. just wait for a book of the skill I want higher of corse limited by the amount of money I have. I like playing people that have speacal bonuses beyond what the basic game provides in Fallout 2. as a example I most of the time tweak my char with a editor every now and then, I think mostly because I so LOVE Arcanums modifyers and try to mimic them in Fallout 2 by editing my char every now and then. mostly at the begining and ether each lvl up or each lvl up I don't get a perk or only each lvl up I do normaly get a perk in Fallout 2. well anyways with your books some editing I do at lvl up can be skiped because I got to raise the skills with your books, wich feels a little less like a cheat tho in all I don't consider the little I edit as a cheat but as a unseen trait or 2 that Fallout 2 didn't actualy have in it. examples could be I want to play a char that has a natral nack for combat skills, well I would play the game and each time I put a skill point in a combat skill I would edit and make it as if I had the skill taged (unless it already was taged.) not counting books (in basic F2 because most the time the skill is 100% before I could get a book and in your mod because books seem to be more plentyfull AND I feel that the book giveing me skill over 100% is good enugh a bonus.).
 
if your editing to add perks,try my universal script custom perks along with the levels per perk script,can have a perk every level(after taking 2 rapid perks ranks),i always play with it installed

Nirran
 
Nirran said:
if your editing to add perks,try my universal script custom perks along with the levels per perk script,can have a perk every level(after taking 2 rapid perks ranks),i always play with it installed

Nirran

this game I'm actualy editing just like that because I saw your mod and wasn't shure if it was compatable. but since it is I will play with it next game.

to EVERYBODY: before i mentioned a bug where the shaman says you are to late. well I think it happens when you do almost anything after defeating Jordan. namely if you try to save the dog after beating Jordan BUT if you didn't do the dog and need the extra 5 karma for him to train you then do the dog before confronting Jordan (the guy that gives the quest acts the same wather Jordan hasn't yet spread the rumor, has spread it or after you beat him and proved it wrong. so you can still do that quest whille the rest of the village is giveing you the cold shoulder. also if you encounter canables on your way to klemith trying to get karma AND you have ok HP then go ahead and fight them, for each one you kill you get 5 extra karma. this way it is even posable to reach 15 karma more than the karma you had when you started the shoman training even before you get to Klemith (found this out by aciden't, killed 1 canable on my way to Klemith and had no other encounters got training in Klemith and did the path for 10 karma and cheacked my karma and found I already had 31. I got the 1 from teaching Jordan outdoorsman skill and not taking any skins and cheacked when I left Arryo that I had 16 karma. so the extra 5 had to come from the 1 canabal I killed [the others ran away.].).

I found 1 person that will put SF on your map other than the traveler random encounter. the odd thing is that even if you'r char hasn't heard of SF your char asks that person out of the blue where SF is AND then that person starts talking about SF.
 
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