Megamod 2.35 technical issues and suggestions

Perkyguy said:
Also. whats the idea behind enemies dropping their weapons/stuff when killed?
Hm, this is due to the NPC loot mod, I think.
In the MegaMod, NPCs are capable to loot any stuff lying on the ground. It's great feature. Just kill someone in the middle of street, where some NPCs are, and watch the show. :)
 
NPC loot bodies as well, so thats not a good reason to clutter the map with random items like that. And i dont like it that NPC start looting your kills. And i keep permanently losing perception for some reason

OK. Is there some place i can download a previous STABLE version of this? I just ingested 2 jets, saved, loaded, and i was able to use 2 more. The end result being a 5 level character with 26 action points, 61 armor class, 10 STR and for some reason STILL just 1 perception.
 
Perkyguy said:
NPC loot bodies as well ..
You are right.
Still, I like the item dropping idea. It may to prevent an old, annoying issue to appear - when the dead bodies disappeared after few days, loot was inaccessible due to overlaying blood pools in the vanilla game. (I understand your disappointment, it's matter of taste)
 
valcik said:
when the dead bodies disappeared after few days, loot was inaccessible due to overlaying blood pools in the vanilla game. (I understand your disappointment, it's matter of taste)

I know how to fix that annoying problem, it's a matter of adjusting the frame offset numbers in the Frame animator, that will force the blood to go to the bottom of the hierarchy - I'm yet to test it...but I think it will work.
 
Is it me or the books have been erased in 2.42 version? Slik doesnt have his outdoorsman manual, the small guns in klamath that has always been there is gone and san Fransisco has no skill books as well.
 
Book issue:

http://www.nma-fallout.com/forum/viewtopic.php?p=794915&highlight=glreplacebooks#794915

Alt+Tab:
http://www.nma-fallout.com/forum/viewtopic.php?p=766319&highlight=alt+tab#766319
(it applies to the MM as well)

Critters drop their weapons on other situations other than when they are killed. I feel it does add to the game. True, NPCs will loot bodies. But they don't loot bodies until after combat. Dropping weapons allows for them to be picked up and used in combat by another NPC. However, if it disturbs you so, feel free to turn off the feature(s) or delete the files controlling these.

Also, please post any bugs in the latest thread (2.4) rather than this one.
 
Graphics settings are accessible through the main game menu -> Options -> SCRN -> Sfall tab
(Also, you can to edit the [Graphics] section in ddraw.ini file manually.)
 
valcik said:
Graphics settings are accessible through the main game menu -> Options -> SCRN -> Sfall tab
(Also, you can to edit the [Graphics] section in ddraw.ini file manually.)

I dont get any options other than the default ones. I have the SFALL screen, but nothing new in "Options"
 
That's strange. :scratch:
Try to edit the ddraw.ini file by manually then:
Open it using some text editor - notepad, wordpad or something. Inside the file, look for the [Graphics] section and change the Mode parameter.
(You need to set Mode=0, instead of default value 4. Detailed instructions are included in the ddraw.ini file)
After that, open the f2_res.ini file and set the colours to 16-bit. (that file is part of High-res patch)
That's all. If you will experience some strange graphics glitches, just open the files again and revert all the settings back to the default values.

edit:
Alas, the MegaMod must be played in DX9.0c mode!
If you will set the default 8-bit mode, as MIB88 suggested, the weather mod will be not working correctly. It's much better to do not use the ALT+TAB and leave the graphics mode untouched, or to disable the weather mod first, I think. :|
 
i already deleted the weather mod after it consistently bugged my armor and perception. Is anyone actually using it? And I have no f2_res.ini file, because im not using the hi-res patch.

Hindsight, logic dictates thats been asked ALOT, but is there a project in the works which allows you to manually choose which MegaMod components you wish to actually use/install?
 
Perkyguy said:
Is anyone actually using it?
I don't know. I disabled it too, when played the MegaMod. :)

And I have no f2_res.ini file, because im not using the hi-res patch.
Then install it. Version 2.2c is fully compatible with MM 2.42 and many of the maps are not working correctly, without the High-Res patch installed. (There are some issues with missing exit grids, without High-Res patch correctly installed. Also, the SCRN button in the main menu Options is part of High-Res patch.)

..and we need to move into the MM2.4 topic, as MIB88 said:
http://www.nma-fallout.com/forum/viewtopic.php?t=53142
 
Hello,

when i try to load a saved game, my game crashes.
Almost every time.
Has anyone encountered the same problems and knows how to solve this issue?

Here's my config:
Windows 7 Ultimate x64 with SP1
ATI Mobility Radeon 5650

English Version of Fallout 2, installed megamod 2.44.
 
Hello Nirran

i tried the script, everything went cool. Now i can load games and save em.

But: i did not get the pip boy and vault suit, nor were the movies played after completing the temple of trials.
i read that this could be because of the obj_dude script.

now i am out of the temple and i dont have a pip boy. What to do now???
Maybe loading a game, changing the script while the game is running, then exiting the temple ?!
:(
 
swapping out scripts while the game is running is a bad idea all around,also it probably would do nothing as the game still reads the already loaded scripts from memory

the pip boy is given when the pip movie plays,it is coded in ARVILLAG map script to play the movie on first enter of arroyo main map

probably have a bad install,suggest reinstall(dont forget obj_dude script) try again

edit : sfall function

Code:
   set_pipboy_available(1);

will give the pipboy(found it while looking at something else),if you want to do a tiny bit of scripting

Nirran
 
Reinstalled the game and megamod 2.44
no pipboy :(
i tried the "original" obj_dude.int and the "new" one suggested in your reply.


Edit:
maybe i can try the obj_dude from Version 2.42 - but i dont know where to get it

My scripting knowledge is too limited to change any values, unfortunately :(
 
Good daytime.
I'd like to report a bug in Megamod.
It occures in the trap room of the Temple after I step onto a trap.
The program hangs badly. Error message box appears:
The instruction at 00459781 referenced memory at 00000064
The memory could not be read from.
Then system can't even properly terminate the program, so, I have to kill it via Task Manager. And sometimes it shows, that fallout.exe uses more then 1GB of memory at that time (not always).
Wenn I try to run the game again, it hangs the same way immediately after I load a save in that room, or some time after I load an earlier save (usually at the end of combat).

I used the latest version of the mod (2.44), tried to install it both manually and automatically onto two different versions: original english and Fargus russian. The result is always the same. I use Windows XP OS.

Here, in this thred I'v read about some such problems are caused by some mod engine "sfall" (or something). So, I tried to remove it by removing or renaming of its files (ddraw.ddl, ddraw.ini). But after that the program crushed already at the start with an error message:
wmAreaInit::Error loading Cities
If that matters, I don't really want any changes in grafics, any "weather mode" or something like that (if I did, I would play Oblivion). I'd like to play new quests and see new places you hawe in Megamod.

I'll be thankful for any help.
 
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