Megamod 2.4 Technical Issues and Suggestions

i recomend installing 2.41,and the settings for the different options for hs_ondeath(for 2.41) is in the ini file megamod.ini(comes with 2.41)

the bug you have encountered is an sfall bug,and 2.41 comes with sfall version that it has been fixed

armors have repair and science requierments,though later in the game a perk is selectable to will allow you to loot armor without skill(s) checks

MSlavko82 said:
@Nirran:
Not that it is matter - because it is working fine - but why Megamod 2.35.2 download on your site have 186 MB, and here on NMA only 116 MB? I downloaded it from your site, everything is OK, just wondering :mrgreen:

because originaly the mm 2.35 was slit into 2 download files,one was files for art,the other had the rest,one on my site is combined

edit : correction,it because it has all the megamod music files,evidentlay those dont compress

Nirran
 
Thanks, i just figured it out. However i cannot just install new megamod version because i have added so much hew critter and item types... plus i don't like some new additions in it.
So i have a proposal:
I can fix converted FOT animations, some FOT weapon prototypes and encounter list and this can be added in next version. Also i am working on new art for high-res version of original maps.
So i just provide prototypes, worldmap encounters, maps and fixed art, and you decide where it goes.
Ask me if you need specific FOT of FO3 art, i will convert it.
 
Sure, if you are able to clean up some of the FOT art used in the mod (like the Environmental armor and BOS Professional armor, especially), I'd definitely include those. I plan on adding more of the critters from FOT as well. I'm always looking for things to add to the mod.
 
Nirran said:
in that case,donwload latest sfall for here

https://sourceforge.net/projects/sfall/

and use the hs_ondeath from 2.4,2.41 requiers the ini file otherwise nothing in ondeath will work

Nirran
Yes yes i did that, but i still curious about requirement values.

MIB88 said:
Sure, if you are able to clean up some of the FOT art used in the mod (like the Environmental armor and BOS Professional armor, especially), I'd definitely include those. I plan on adding more of the critters from FOT as well. I'm always looking for things to add to the mod.

So i have done hoverbot and scurry bot, also male reaver is almost done (have some issues with weapon change animation) they can come with pulse rifle prototypes and heavy incinerators from FO3 :)
i have made new sounds and projectiles for it.
Also if you wish to add music from that video i have conversion[youtube]http://www.youtube.com/watch?v=xzYmQyHl2bc[/youtube]

personally i used it for abbey :)

And yes i will fix BOS armor as soon as i finish reavers. BOS scribe and elder already done.
 
I just noticed something... I don't ever get critical hit! Not a single one. During the game I noticed that fights are harder then they are used to be, and wondered why. I just realised that I never make critical hit. I am playing sniper, luck 7, perception 9, small guns 130%. Always shot for eyes and earlier that often resulted in critical hit. I even used editor to give my character sniper perk - and nothing, not a single critical. Then I reinstalled, used old saves, tried new game with a little help from editor and still no criticals. What am I doing wrong, any idea?
 
Voiddweller said:
Also if you wish to add music from that video i have conversion[youtube]http://www.youtube.com/watch?v=xzYmQyHl2bc[/youtube]
personally i used it for abbey :)

FYI, this music falls under copyright. It is from the Dune sound track, and off the top of my head I think it's called Chenai's last dream.
 
Dude101 said:
FYI, this music falls under copyright. It is from the Dune sound track, and off the top of my head I think it's called Chenai's last dream.
OMG i need to check out for Dune soundtrack) Thanks ;)

Also... does "party_armor_graphic" if set to 0 completely disables armor appearance change?
 
MIB88, Skynet Sentrybot will not stay leveled up either, same problem as with Meris.
This time proto file 526 is added into master.dat, it should be proto 569.
Also, the protos that get incorporated into master.dat are still left in ...\mm_2.35_full_repack\Data\proto\critters, therefore breaking them and making the whole thing redundant. Those are 505, 514, 585 and then 546, 569 (should just be moved to ...\mm_2.35_full_repack\proto\CRITTERS, replacing 526 and 547).

Proto 505 is Davin, so his base is already in master.dat, so unless it's a modified proto it's not necessary to add that one.

There's also a problem with Skynet as Sentrybot not saving his combat disposition. He might need a few AI packets of his own.
Maybe I'll test that later.
 
Voiddweller said:
Also... does "party_armor_graphic" if set to 0 completely disables armor appearance change?

yes,for all party members applicable,note they will retain w/e graphic they have currently

Nirran
 
Nirran said:
yes,for all party members applicable

Nirran

I thought it disables new art. Damn fat bastard Vic refuses to change his appearance anyway. Others do... and old script works.
And i have repair skills and new sfall/megamod.ini but armor/parts still doesn't drop for me.
 
it disables party member amor(some of the art is new) graphic not showing,in case you prefer the "vanilla" static party member art,what is the #'s of your repair/science?some of the armors requier pretty high numbers,also make sure you are using the hs_ondeath from 2.41,2.4 doesnt have the ini code

this is close to what is needed
Code:
Robe                              -  30 repair
leather jacket                    -  50 repair
combat leather jacket             -  55 repair
leather armor                     -  60 repair
leather armor mk II               -  70 repair
metal armor                       -  80 repair
metal armor mk II                 -  90 repair
combat armor                      - 110 repair
combat armor mk II                - 115 repair,  75 science
Brotherhood armor                 - 120 repair,  85 science
Tesla armor                       - 120 repair, 100 science
Power armor                       - 130 repair, 110 science
hardened power armor              - 135 repair, 115 science
Adv. Power Armor                  - 140 repair, 120 science
Adv. Power Armor mk II            - 150 repair, 130 science
Horrigan's Armor                  - 160 repair, 145 science

Nirran
 
Nirran said:
what is the #'s of your repair/science?some of the armors requier pretty high numbers,also make sure you are using the hs_ondeath from 2.41,2.4 doesnt have the ini code
Nirran

Lol my bad) This script seems to work allright only if you load a new map)
 
@Darek: Thanks. I'll make sure all those are corrected for the next full repack. Please let me know if you find any others.
 
Voiddweller said:
I thought it disables new art. Damn fat bastard Vic refuses to change his appearance anyway. Others do... and old script works.
And i have repair skills and new sfall/megamod.ini but armor/parts still doesn't drop for me.

you have to talk with them to change the armor

try downloading my custom perks mod(link in my sig) and try the hs_ondeath in it,see if thats works(same file),it tested good for me just now

edit : armor dropping is based off of the graphic the critter is using,metal for metal metal mark 2 and tesla(its random and luck is involved) etc

Nirran
 
Nirran said:
Voiddweller said:
I thought it disables new art. Damn fat bastard Vic refuses to change his appearance anyway. Others do... and old script works.
And i have repair skills and new sfall/megamod.ini but armor/parts still doesn't drop for me.

you have to talk with them to change the armor

try downloading my custom perks mod(link in my sig) and try the hs_ondeath in it,see if thats works(same file),it tested good for me just now

edit : armor dropping is based off of the graphic the critter is using,metal for metal metal mark 2 and tesla(its random and luck is involved) etc

Nirran

Yeah it works now, i just loaded a new encounter) Old files worked without new map generation.
And about Vic... he actually change his appearance, but only into a default state, and refuse to change after that... So, i'll just use old script, no prob) But you can check that.
 
i will take a look,maybe his code is wrong or something,and you do know they change picture dependant on what armor they are wearing?

Nirran
 
Nirran said:
i will take a look,maybe his code is wrong or something,and you do know they change picture dependant on what armor they are wearing?

Nirran
Yep, everything else just fine.
 
Voiddweller said:
Nirran said:
i will take a look,maybe his code is wrong or something,and you do know they change picture dependant on what armor they are wearing?

Nirran
Yep, everything else just fine.

happened to be a check that was useing an object pointer instead of obj_pid,fixed,coincidentaly found 2 other party memebers with the same code,they are fixed too(davin and miria)

Nirran
 
I reinstalled mm again and still no criticals. It doesn't make any sense... Is there any settings or script that I may broke up or something like that?

edit: I checked now. Character with Luck 10 and sniper perk should get criticals around 95% of time, right? But nothing happens, not a single critical! Any idea what it could be?
 
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