Megamod 2.4 Technical Issues and Suggestions

I think Timeslips is compiling with a later version of the directx sdk since the big computer crash. I had some problems with the dx modes that were solved by getting the latest directx from Microsoft.
 
Well, I used to be able to use mode 4. But not any more.
It crashes both with or without the high res patch, so that's not it.
If I replace the ddraw.dll from MM 2.4 it works (extremely slow), and if I replace the ddraw.ini as well, it works as normal.

If this is somehow related to DirectX, then sfall has just now started using some new directX stuff that it didn't used to.

Edit: Or I suppose what Mash said sounds likely. Guess I'll give it a try later.
 
It seems that it is directx version in question. With dx9.0c-feb2010 package (on my PC) everything is working, on my friend pc is older Dx (something like Oct2009, ver4.09 and) and mode 4 is not working...

@Nirran:
Your SwiftLearner perk do not appear on perk list. Once I set (in custom perks.ini) to use vanilla swift learner, perk is there and it is giving standard 5% bonus. When I set to use your perk, it is missing.

However, it is in same game where criticals are missing, so it just may be my mistake - I will start new game tommorow and check.

@Timeslip (or anyone actually :) ): If you have any idea why criticals would stop working in middle of the game, please let me know, I had some great savegames there which are quite useless now :(
I will install Fallout/MM on other system tomorrow and start normal game - hoping that everything will be fine :)
 
MSlavko82 said:
@Nirran:
Your SwiftLearner perk do not appear on perk list. Once I set (in custom perks.ini) to use vanilla swift learner, perk is there and it is giving standard 5% bonus. When I set to use your perk, it is missing.

oops,corrected,upload in a sec

edit : uploaded

Nirran
 
MSlavko82 said:
However, it is in same game where criticals are missing, so it just may be my mistake - I will start new game tommorow and check.

maybe related to my soft coded damage formula,i will look into this,in the mean time,can you check if you dont have any crits with slayer?(works with both unarmed and melee with my code)

edit : it was my code,i will upload a corrected version in a few

edit : uploaded,apparently the game doesnt like to return is_sucess(do_check( bla bla)),anyway the new formula for sniper crit is (random(1, 100) > (60 - luck)),checked good for me
Nirran
 
maybe related to my soft coded damage formula,i will look into this,in the mean time,can you check if you dont have any crits with slayer?(works with both unarmed and melee with my code)

edit : it was my code,i will upload a corrected version in a few

Hmm, there are criticals with slayer, but not 100% of time, rather about 80% of time (I think slayer should give crits all the time). With guns - zero criticals, even with sniper / aimed shot to eyes.

Anyway, soft coded damage formula? What is it? Is it part of some of your mod or part or megamod? Just curious :)

OK, I will download it later :) Thanks!
 
its part of my custom perks mod,allows for lots of perks affecting damage,its uploaded,btw i discovered bozar was doing massive damage,put in a check that reduces damage if .223 ammo is used

Nirran
 
Well, bozar is very powerful anyway - personally I think it is a bit overpowered. But it is sure funny to use it :D

BTW, what is with damage.ini file? I mean I noticed that you added that file recently, but what does it do?
 
tweaked the damage reduction a little,re-uploaded,damage has bypass armor and armor piercing ammo dividers in it,allows for tweaking them to your liking,vanilla bypass armor decrease all defenses by dividing them by 5,ammo tweak is my addition,it divides the defenses also,allows AP ammo better damage against armored critters,tested it in the den against metzger,guards with jhp ammo did about 3(against norm power armor) and Ap ammo did about 9 ,both consistently

edit : if you have hs_combatdamage and / or hs_tohit in your data\scripts\ folder delete them(sfall bug)

Nirran
 
Hi!
Have a problem with megamod v2.41.
Cant load saves of mm v2.4 after install mm v2.41.
An error message says
'The instruction at 0x004f11db referenced memory at 0x00000010. The memory could not be read
If reinstall game with mm 2.4 - saves are working, no problem.
 
I think 2.41 is not save compatible. You will have to start new game with 2.41, you can't use old saves.
 
it does need a new game,party.txt and global variables were changed,those changes always invalidate saved games

Nirran
 
Ok. Then what folders / files of mm 2.41 can be used without the need to start a new game? I want to use some changes of mm 2.41 at the current game :)
 
if you don't want to start a new game,just use 2.4,lots of files will depend on those modifications,simpler to just use 2.4 until your current game is finished,but you will miss a lot of bug fixes(cockroachs lopping for one)

Nirran
 
@Nirran: I downloaded updated versions from your site, however I will play tomorrow and let you know how it is working.
In the meantime:

the new formula for sniper crit is (random(1, 100) > (60 - luck)),

What this actually mean? My knowledge of modding (and mathematics :mrgreen: ) is very limited, so translate please :) For example, with luck 5 and sniper perk my critial chance is around ??, or with luck 10 and sniper perk it is arround ?? I will try it tomorrow anyway, I am just impatient to know
 
luck 5 with sniper has a 55% chance of crit,luck 10 with sniper has a 60% chance of crit,i may tweak it some

Nirran
 
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