Megamod 2.4 Technical Issues and Suggestions

Perkyguy said:
Megamod 2.34 - Game crashes upon returning to Arroyo with GECK

Is that right? You have 2.34 installed? Where did you get that? What was the order of your installation? Your statement begs a lot of questions...
 
My proceedings, step by step.

1) got the itch for a fallout 2 game

2) installed the game small installation by mistake

3) uninstalled game, installed humongous with different folder name

4) typed "fallout 2 megamod MIB88" in google

5) 3-rd search result: "MIB88 Megamod v2.34 (ZIP) download - Mod DB-

The MIB88 megamod is currently version 2.34. This latest version contains some new content, ... MIB88 Megamod · Fallout 2 mod | Released Jul 21, 2008 ...

6) downloaded said result, deleted DATA folder, checked for patch.000 dat.

7) installed 2.34v content into fallout directory, checked proto files to see if they are "read only"

8) removed every ammunition change by megamod via deleting the apporpriate files, as i cannot stand having to deal with 20 MFC stack weight of 5 pounds and 10 shotgun shells weight of 3 pounds.

9) also restored original bozar. I liked the idea of a big gun sniper rifle, but its really not well thought of - the ammunition for bozar has damage mod of 1/2, so for a big-ass sniper rifle with 8 str req it does pathetic damage.

10) rolled a gifted character with stats 5/7/4/6/8/10/7, tagged energy weapons, speech and repair ( to salvage ADV. PA for my 6 member crew (Miria doesnt require party slot))

11) started the game, passed temple of trials
...
89)...with a tobasco sauce
...
121)...which earned me parking ticket
...
161)...and that thought made me give up trying to recreate jet in real life
...
192)...after i found the infinite stash of holy hand grenades, i proceeded to wipe out Navarro
...
219)...at which point Mrs. Bishop refused to do that without any lube
...
255)...then i woke up in the gutter next to a brahmin
...
276)...which made me shoot Jay Leno's decendant with an aimed shot to the eyes
...
310)...because Marcus ate all the toothpaste
...
349)...afterwards we found out that if he doesnt suppress his homicidal urges with booze, Father Tully turns into a raging psychopath
...
366)...we put radX pills in the cereal when Harold wasnt looking
...
381)...promoted to captain of the guard and i gave Cassidy clearance to kick the sergeant square in the nads.
...
401)...granted its a strech, but it was theoretically possible that wanamingos invented the alien blaster
...
423)...so we came to the conclusion that the vats were originally pre-war hair gell containers
...
447)...after that Vic calculated i had made around 2000 chips betting people i had 6 toes.
....
475)...wet pants because we couldnt stop laughing at prostitute's expression when she saw Marcus come in.
...
493)...1 hour later we came up with the idea of selling Jet in a set with the antidote as a cheap way of producing supersoldiers.
...
510)...admittedly not what we wanted to discover, but still werent too surprised to find out Lynette was actually a man.
...
530)...telling us we wouldnt get paid for accidently shooting 1 of the brahmin with a rocket launcher was definately a poor judgement call on the caravan master's part
...
541)...and when i try to enter Arroyo with the GECK i get a crash

That help?
 
Yes it does (and it was good for a laugh). A few things, though:

First, version 2.41 of the MM was just made available a few days ago. While I don't recall ever having a bug that crashed after entering Arroyo with the GECK, there is no way I could even begin to test it now.

Second, I would recommend downloading version 2.35.2 (it is a full repack), then adding version 2.4, then adding version 2.41. This site and Nirran's site have all required files.

Third, please be careful with deleting those item proto files. I can't say that your game will still work 100% right by restoring the original proto files (those used by the master.dat). Information about ammunition is also stored on maps (fixed locations, not random ones). You may have seen instances of this when you went to get 20 shotgun shells, added them to your existing stack of 10, and still only had 20. This is because those maps hadn't been altered with the new proto data. Going back to the original protos will prevent this error. However, I don't really know what will happen in the opposite case. Probably nothing.

Fourth, if you add the latest versions, your saved games will not work. Also, do a clean install, don't just add the newer files to your current folder since some files were removed between versions.
 
MIB88 said:
Yes it does (and it was good for a laugh). A few things, though:

First, version 2.41 of the MM was just made available a few days ago. While I don't recall ever having a bug that crashed after entering Arroyo with the GECK, there is no way I could even begin to test it now.

Second, I would recommend downloading version 2.35.2 (it is a full repack), then adding version 2.4, then adding version 2.41. This site and Nirran's site have all required files.

Third, please be careful with deleting those item proto files. I can't say that your game will still work 100% right by restoring the original proto files (those used by the master.dat). Information about ammunition is also stored on maps (fixed locations, not random ones). You may have seen instances of this when you went to get 20 shotgun shells, added them to your existing stack of 10, and still only had 20. This is because those maps hadn't been altered with the new proto data. Going back to the original protos will prevent this error. However, I don't really know what will happen in the opposite case. Probably nothing.

Fourth, if you add the latest versions, your saved games will not work. Also, do a clean install, don't just add the newer files to your current folder since some files were removed between versions.


You should check the upper post again, i kept adding stuff. I may not be finished.


I was hoping more for a solution to my current problem rather than a full-blown reinstall and a new game.

Im just about to get sniper perk and i have an antourage of 5 people 3 of which have gauss rifles and all of us wear ADV. PA .

I highly doubt the ammunition thing is responsible in any way for the crash, as I have done it before. Hindsight, I think this is better way to implement the real purpose of this particular change, namely to reduce the amount of ammo in the world. Because i get only half of any ammunition stack, but i dont have to suffer the 2x-3x increase in weight
 
Perkyguy said:

my site has a mod on my megamod page that swaps ammo,this will sove the problems related to wrong ammo numbers,tho it requiers sfall,as MIB88 said,my site also has the megamod and all patches(and is prolly faster then this site)

edit : added all the bonuses for specific unarmed attacks to my damage script(haymaker etc)

edit : pretty sure the only thing that the engine does with damage that my script doesnt do,is the cripple elememt from aimed shots,need some way to read what part was targeted before i address that

Nirran
 
Perkyguy said:
You should check the upper post again, i kept adding stuff. I may not be finished.


I was hoping more for a solution to my current problem rather than a full-blown reinstall and a new game.

Yeah, I saw the additions... Nice.

Well, earlier versions of the mod were having issues with the roaches. That might be the cause of some of the crashes around San Francisco... maybe. You might try making a backup of your worldmap.txt file in your data/data folder and commenting out all lines like this:

enc_18=Chance:25%,Enc:(6-10) CITY_Roaches AMBUSH Player

by adding a ; to the beginning of the line

;enc_18=Chance:25%,Enc:(6-10) CITY_Roaches AMBUSH Player

(Or you could, hypothetically, cancel out all encounters in the San Francisco area.)

However, that is only a possible fix around San Francisco. Have no ideas at all about why Arroyo would crash.

Would you mind checking your data/scripts folder for me and telling me if you have any scripts that begin with either hs_ or gl_, though?
 
Would you mind checking your data/scripts folder for me and telling me if you have any scripts that begin with either hs_ or gl_, though?

Not at all, but im currently on a visit. I can do so after i get back home tommorow.

P.S. keep checking for updates.
 
Is there a way to fix the eleventy billion geckos at the Toxic Caves in 2.41? After ripping out most of my hair while attempting to deal with them legitimately I cheated myself a lot of Holy Hand Grenades, spent half an hour clearing out most of the little bastards, and then my save got corrupted. Fuck that shit.
 
@Hemophiliac

thiose gecko are from my repeatable quest mod,i will tone them down but it will take a while

edit : in fact,i will that a personal and not upload,gimme a day or so i will upload one with about 1/4 of all those gecko

Nirran
 
Nirran said:
@Hemophiliac

thiose gecko are from my repeatable quest mod,i will tone them down but it will take a while

edit : in fact,i will that a personal and not upload,gimme a day or so i will upload one with about 1/4 of all those gecko

Nirran

It's in the standard 2.41? Because I didn't download anything additional.

Is there any way to disable it in the meantime? It's absolutely impossible with a spear-wielding character at level 3, even if I bring Klint and Sulik along, and it's preventing my advancement in the game. :(
 
i wrote a special script specificaly for megamod,unsure if it was included in my paint job or not,ill check right now and if so i will fix it and send a file,pm me an email you can access

Nirran
 
Well, earlier versions of the mod were having issues with the roaches. That might be the cause of some of the crashes around San Francisco... maybe. You might try making a backup of your worldmap.txt file in your data/data folder and commenting out all lines like this:

Just to make things clear - ammunition in my game is working just fine and is not a source for any trouble. I've had the roach bugs you mention happen to me, but they never caused a crash now or the last time i played with the Megamod on.
And i didnt crash near SF last time either.

BTW i finished the recap on my fallout run. Scroll up if you find it amusing.
 
sent the script,sorry bout that

edit : i have added the regular amounts of gecko in the toxic cave to my repeatable quests mod,by popular demand toxic caves will no longer spawn 100+ gecko.

Nirran
 
I would have to take apart that script, but I don't think so. I think the only point of seeing Hakunin again is to get the location of Navarro. But, if you have that location through other means, then you can continue the game with no problems, I think. I'll edit this post, if necessary, after checking the script.

Edit: Looks like the main things is to reveal the location of Navarro and set global variable 494 to 4. Not sure what that global is for, though. It might be to trigger dialog with the "gas station attendant" at Navarro.

Edit 2: Yes, 494 is for getting certain dialog with Chris. However, you may be able to get the same dialog if you have already been to San Francisco and talked to the merchants (or somebody) about the vertibirds. Of course, you can bypass Chris altogether.
 
Nirran said:
sent the script,sorry bout that

edit : i have added the regular amounts of gecko in the toxic cave to my repeatable quests mod,by popular demand toxic caves will no longer spawn 100+ gecko.

Nirran

Thanks a lot!
 
np,that script you ran into is now a person mod thing,i wont uploaded it to be available to the public

Nirran
 
Perkyguy said:
Would you mind checking your data/scripts folder for me and telling me if you have any scripts that begin with either hs_ or gl_, though?

Not at all, but im currently on a visit. I can do so after i get back home tommorow.

P.S. keep checking for updates.

Nope, no hs_ or gl_ files in my script folder
 
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