Megamod 2.4 Technical Issues and Suggestions

Hemophiliac said:
Is there a random chance element or a new requirement for gecko skinning? It doesn't seem to work.

no same requierments,but it now is an ini setting,open megamod.ini and make sure it is set to 1(also make sure you have the ini file)

edit :
Voiddweller said:
@Nirran
Well... a little testing shows some result and there are scripts that declared as heresy by me, and must be purge on sight :)
GL_Damage.int - disables knockout and insta-kill

i have added knockout calculation when a critical hit is scored,and the percentage is a setting the Damage.ini,will add crippling when i am able to determine what body part was targeted

Nirran
 
Nirran said:
no same requierments,but it now is an ini setting,open megamod.ini and make sure it is set to 1(also make sure you have the ini file)

I do, so that can't be it. The script you sent me also had zero geckos at the Toxic Caves, might that be related?
 
hmm,i will check that

edit : do you also have a script named hs_ondeath.int in scripts folder?that drops the pelts

edit : i see what i did,check you email

Nirran
 
car... gone?

I have problem with car. I bought it from Smitty, entered it and moved to Den-east map, saved there. When I load game, there is no car. I tried with other maps (Den-West, Collyweb, Modoc, Redding) and it is same - once I reload the game, car is gone :(
 
Re: car... gone?

MSlavko82 said:
I have problem with car. I bought it from Smitty, entered it and moved to Den-east map, saved there. When I load game, there is no car. I tried with other maps (Den-West, Collyweb, Modoc, Redding) and it is same - once I reload the game, car is gone :(

this is fixed in the up and comming patch,i found this bug yesterday,pm me an email you have access to and i will send the script that fixes it,the problem is that on faster computers,the game loads the map before metarule(car current town) is updated and it returns -1 rather then the town the car is curently on,i added a check that checks good for -1,and as the code checks some things if(stuf and metarule) then place car end else delete car,it will do that,sorry about that,the fix is only one script

Nirran
 
A general complaint I have to say about the megamod that it causes Jet to have permanent effects after curing it it.


Meaning if you use jet, get addicted and use the antidote you gain an immediate 1str 1 per 2 AP bonus just for using the antidote. Said bonus does not go away after a while and Im currently at 10 natural STR ( started 5) and 10 natural PER ( started 7) and 16 action points, 10 AGL, no perks
 
@Perkyguy: I was hoping that there were files either with that gl_ or hs_ prefix, since those were known to cause problems with earlier versions of the MM. Well, I still don't know the reason for the Arroyo crash.

As for Jet, I don't know what is going on there, either. Nothing was specifically modified regarding Jet. And the fact that you don't have any of those global scripts in your game doesn't offer any explanation either.
 
Converting servomech and turrets animation from Crusader games. Some of them fits perfectly in Fallout setting.
show.gif

mech.jpg
mech4.jpg
mech2.jpg
mech3t.jpg
mech5.jpg
mech6.jpg


And it's possible to make new death animation (desintegration, freese, burn, flesh boil) based on Crusader sprites. And convert some other stuff.
 
Those are great animations! Especially the top one that moves. They really fit the Fallout universe.

The good thing about Megamod is that you don't have any limitations, unlike some mods like RP - you can even add magic, sword battles, dragons etc. and it won't get a bad mod, proven that you add them in a good way.
 
this is fixed in the up and comming patch,i found this bug yesterday,pm me an email you have access to and i will send the script that fixes it,the problem is that on faster computers,the game loads the map before metarule(car current town) is updated and it returns -1 rather then the town the car is curently on,i added a check that checks good for -1,and as the code checks some things if(stuf and metarule) then place car end else delete car,it will do that,sorry about that,the fix is only one script

Thanks! It is working! :D
 
Nirran said:
hmm,i will check that

edit : do you also have a script named hs_ondeath.int in scripts folder?that drops the pelts

edit : i see what i did,check you email

Nirran

Thanks again. :)
 
@Voiddweller: Once again, really good work.

@ Blackened:
Blackened said:
The good thing about Megamod is that you don't have any limitations, unlike some mods like RP - you can even add magic, sword battles, dragons etc. and it won't get a bad mod, proven that you add them in a good way.

True, magic, swords, and dragons could be added to the Megamod... but not by me! :P


Also, here is the link to the latest patch. It's pretty small, but corrects a number of issues mentioned with the latest release (such as the geckos in the Toxic Caves, problems with the car, and several other things). Just add this to your existing game folder.

http://www.atomicgamer.com/file.php?id=84425
 
Voiddweller said:
Converting servomech and turrets animation from Crusader games. Some of them fits perfectly in Fallout setting.
show.gif

mech.jpg
mech4.jpg
mech2.jpg
mech3t.jpg
mech5.jpg
mech6.jpg


And it's possible to make new death animation (desintegration, freese, burn, flesh boil) based on Crusader sprites. And convert some other stuff.

Qwerty did allot of work doing the same thing back in the day. I have the files somewhere. Will drop you a PM later.
 
Oh, yeah, I have almost all of those art files, everything from BOS personnel to wasteland critters. I just haven't figured out where to put them yet. Someday, though...
 
Dude101 said:
Qwerty did allot of work doing the same thing back in the day. I have the files somewhere. Will drop you a PM later.
Yes i suppose. That's good if you have some already converted animations, because there is only one from crusader converted by Qwerty, at download section. And it is not fully converted and needs to be fixed.
I did Cryotron and popup turret conversions.

MIB88 said:
Oh, yeah, I have almost all of those art files, everything from BOS personnel to wasteland critters. I just haven't figured out where to put them yet. Someday, though...
I think he mentioned other stuff, like animation that is labeled as Heavy Power Armor in download section. It's from crusader. Well... i can make it without transparent holes. Also, the cyborg animation from FOT have same problem.
Expect fixed FOT dog, wolf animation, and large cockroach fix very soon.
 
If you could do some recolor or tint armors so you can see diffrence between normal and mk2 - it was mentioned in "animations" section last year, and there was some cool projects...
 
Latest megamod 2.42 - car is lost in random encounters, they simply do not appear :(
Nirran, is it maybe connected with your random encounter mod? I have it installed, maybe it is some incompatibility between latest MM and your mod? I will try it on other system without your mod tonight and check.
 
MSlavko82 said:
Latest megamod 2.42 - car is lost in random encounters, they simply do not appear :(
Nirran, is it maybe connected with your random encounter mod? I have it installed, maybe it is some incompatibility between latest MM and your mod? I will try it on other system without your mod tonight and check.
That's not so much a bug as a workaround for a problem in the way random encounters work. If you try and force a random encounter on a map that isn't normally used for random encounters, (not sure what triggers it exactly, but it's something like the map belonging to a city outside of the normal random encounter range,) the car will appear correctly for that encounter, but then when you finish your journey on the world map the cap will vanish permanently. Hiding the car just for the individual encounter prevents that from happening.

The car should still appear on standard random encounters, and on forced encounters that use maps that are set up as random encounter maps though, so if that's your problem then I'm probably thinking of something different.
 
make sure my mod is installed last and the scripts in the megamod zip are used,i will look into this problem,did the event that that the car breaks down happen in your game?

Nirran
 
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