Megamod 2.4 Technical Issues and Suggestions

oh by the way (running newest version)

for some reason good ol' fatty Vic does not "display" what armour he is wearing rest of npcs so far (klint and nosedbone) dont have that problem and are working correctly
 
zhaoyun91 said:
and what about the elevator in Vault 23 ....... I stepped on the lift's platform and no box appeared........

Im having this same problem. Lift doesn't seem to work, nothing to repair...
The game also started crashing if I clicked on the Lift door after I had saved there.
 
Hi Nirran
-Now I have some problems about my pet, Meris, her stat just like Klint', it went up max and then restore to the 1st stage when I changed map :(
-Some maps from fallout 1 [ adytum, necro ... etc ] just black and blank when i entered [ yeah, I used the editor to make these maps become available on the world map :P ]
 
zhaoyun91 said:
Hi Nirran
-Now I have some problems about my pet, Meris, her stat just like Klint', it went up max and then restore to the 1st stage when I changed map :(
-Some maps from fallout 1 [ adytum, necro ... etc ] just black and blank when i entered [ yeah, I used the editor to make these maps become available on the world map :P ]

meris is fixed for next release,those maps are not in the game,thats why they show nothing(always does that if the map does not exist)

regarding vault23 elevators i will look into that

Nirran
 
nad02s said:
zhaoyun91 said:
and what about the elevator in Vault 23 ....... I stepped on the lift's platform and no box appeared........

Im having this same problem. Lift doesn't seem to work, nothing to repair...
The game also started crashing if I clicked on the Lift door after I had saved there.

tested this with 2.42 installed and none of my fixes/modifications(besides the universal scripts i use) and the reason is here

[spoiler:ad2d3b6140] you must turn on the elevators with the nearby computer[/spoiler:ad2d3b6140]

i was unable to duplicate the crash bug
[spoiler:ad2d3b6140]with elevators turned on and off both[/spoiler:ad2d3b6140]

Nirran
 
From the RP thread:

SHADOW-XIII said:
@killap: What is your idea for "sleep system" ?

I was just thinking about having a counter (need_sleep),
just example but let's say each hour of sleep substracts from it 10 points, each hour of not sleeping adds to it 1 point or 2 points during night hours (unless player is "night creature" - perk possibility, which will add 1 point during night hours instead of 2).
Every 10 points player gets minus points to SPECIAL and/or skills. When it reaches 0 (in case of SPECIAL, therefore possible no-sleeping length would be 100h)
player dies from being exhausted from not sleeping.

During travelling on the map, every 10h player would stop with message "Your are sleepy, want to take a nap here or continue travel", YES/NO.
Yes opens map with no(?) enemies where you can sleep, during sleeping on the world map there would be small chance to be approached by creatures (enemies/friends/npc/animals), let's say PERCEPTION would influent how early you wake up (very low = you wake up when they attack you, very high = you wake up when enemy enters map)

uff.... just had this idea, might seems compilcated but it is just base on 1 integer value (+possbile perk?) and pentaly system could be base on same as chem addiction

what you think anyone ?

I like the idea. Part of it reminds me of the old game Sundog, where you you needed to sleep every now and then. If you didn't, the player really would just collapse at one point, until you had gotten a minimum amount of sleep. I disagree with killing the player character due to lack of sleep, though. An alternative would be to force sleep on the character. Not sure if this could be forced on the worldmap, though. Probably could be done with sfall. (What do you think Nirran? Worst case, it could be scripted to occur when the player entered a map.) But, any time sleep is forced, just fade out, advance the clock about 12 hours, fade back in and continue. The downside to such a crash, though, could be that the player doesn't heal from this kind of sleep (only the sleep counter might reset). Also, like in Sundog if you fell asleep in a city out in the open, you might wake up with one or more items from your inventory missing.
 
MIB88 said:
From the RP thread:

SHADOW-XIII said:
@killap: What is your idea for "sleep system" ?

I was just thinking about having a counter (need_sleep),
just example but let's say each hour of sleep substracts from it 10 points, each hour of not sleeping adds to it 1 point or 2 points during night hours (unless player is "night creature" - perk possibility, which will add 1 point during night hours instead of 2).
Every 10 points player gets minus points to SPECIAL and/or skills. When it reaches 0 (in case of SPECIAL, therefore possible no-sleeping length would be 100h)
player dies from being exhausted from not sleeping.

During travelling on the map, every 10h player would stop with message "Your are sleepy, want to take a nap here or continue travel", YES/NO.
Yes opens map with no(?) enemies where you can sleep, during sleeping on the world map there would be small chance to be approached by creatures (enemies/friends/npc/animals), let's say PERCEPTION would influent how early you wake up (very low = you wake up when they attack you, very high = you wake up when enemy enters map)

uff.... just had this idea, might seems compilcated but it is just base on 1 integer value (+possbile perk?) and pentaly system could be base on same as chem addiction

what you think anyone ?

I like the idea. Part of it reminds me of the old game Sundog, where you you needed to sleep every now and then. If you didn't, the player really would just collapse at one point, until you had gotten a minimum amount of sleep. I disagree with killing the player character due to lack of sleep, though. An alternative would be to force sleep on the character. Not sure if this could be forced on the worldmap, though. Probably could be done with sfall. (What do you think Nirran? Worst case, it could be scripted to occur when the player entered a map.) But, any time sleep is forced, just fade out, advance the clock about 12 hours, fade back in and continue. The downside to such a crash, though, could be that the player doesn't heal from this kind of sleep (only the sleep counter might reset). Also, like in Sundog if you fell asleep in a city out in the open, you might wake up with one or more items from your inventory missing.

could be done with a forced encounter,start the map force him/her force them to to lay down,advance the clock x amount,then he/she can do w/e they want,thats with existing functions in sfall,wouldnt be hard either,about the same amount of code as the breakdown additions,in fact the whole addition of sleeping could be codded in one script probably(have to look into to be sure),maybe create a new drug,similar to speed,increase the amount of time between sleeping,hmm,interesting,using drugs would force the player to sleep longer,i like the idea

Nirran
 
probably was mentioned before but was not fixed for one reason or another
hunting rifle is not being used by vic or cass. Also worth mentioning is the fact that for some reason they keep switching to weaker weapons than thay have in their inventory. Vic goes constantly from magnum or deser eagle to colt. And cass From MAW to shotgun


oh and there is a gamecrash happening in scraptown while clicking on one of the kids
 
Well, i rewrite postman script for v2.35, if you remember, but i don't see my name in credits... bug! :wink:

And again, i can help with translation english->russian and russian->english. Dude101, you had my email.
 
Problem with the Primitive Tribe map: when I enter the map, everything seems cool, but when I go to the shore map, or to the map with tribe outskirts, I can't scroll, and the exit grids seem to be messed up, looks strange.
 
SPIT said:
Problem with the Primitive Tribe map: when I enter the map, everything seems cool, but when I go to the shore map, or to the map with tribe outskirts, I can't scroll, and the exit grids seem to be messed up, looks strange.

that is fixed for the next release

Nirran
 
BN23-exGSA said:
Well, i rewrite postman script for v2.35, if you remember, but i don't see my name in credits... bug! :wink:

And again, i can help with translation english->russian and russian->english. Dude101, you had my email.

Hi mate, I don't have allot of time to mobilise translators these days, but I do have one guy translating Oblivion Lost (ETA 2 week until release), and I am planing on putting together a Global mod release, so I will contact you about the final 10% left to translate when I get a chance.

The last Russian localisation of the MM on wasteland.ag.ru appears to be v2.4, I am not sure if any of the MSGs have changed in the 2.42 patch, but we would very much appreciate a RU update.
 
I bought a us/english version of FO2 from gog.com today and i'm still encountering those crashes when i try to enter or exit the temple of trials.
I've installed the game, that came patched to 1.2 and all Megamod releases, starting with 2.35, 2.35.02, 2.40, 2.41 and 2.42 in that order.
After that, i've changed the resolution in the ddraw.ini to 1024/768 (that didn't do anything ingame, btw) and left everything else untouched.

My operating system is win 7 home 64, but that caused no problems when i played with killaps RP 1.2.

Any ideas? I'd love it to play this mod past the temple of trials. :)
 
@Mordegar: If it came pre-patched, then it has the patch000.dat file. Delete that file (or better, just rename it or move it to another folder). Also, read the readme files (at least those with instructions in them, like megamod 2.34 readme.txt, as there are many tips in there to get your game up and running).
 
Thx for your answer so far.

I've read the readme and made sure that everything is like it's supposed to be but that didn't help me at first.
What seemed to help (so far) was to change the rendering to DX9 windowed mode. After i did that, the game started to load with the Team X Message, shown after the intro. I never had that message before with the DX9 fullscreen or 8 bit mode.

I didn't crash when i had entered temple this time and critters like red giant ants and black scorpions had appeared for the first time, it looks like that it's working now.

Edit: Btw, deleting those npc looting scripts has fixed the memory error crash that was randomly occuring in my game. It was mentioned on page 18.
 
I can't seem to be able to talk to Klint after leaving the Temple of Trials. He either remains entirely unresponsive or crashes the game when I click on him. I realize that this exact problem has been brought up before, but I have reinstalled the game with the latest version of the Megamod several times by now, to no avail.

Do you have any idea of what the problem may be, Nirran? You mentioned something along the lines of the (Arvillage?) map being corrupted, but I suppose that has been fixed for the current version so it can't be it, unless you made some separate fix that I somehow missed. I suppose that not getting Klint might be a blessing in disguise if he is as ridiculously broken as I hear he is, but I still would like to have the option.
 
bugs: in the Primitive tribe location after talking to local shaman ghoul doesn't appear near the 0:00 as it should.
also sometimes in the slaver camp door to Sulik's sister doesn't opens with key rings - shows up the message about slaver can see if i open it (all the slavers are dead, althougt)
in Scrapetown game crashes if move cursor over one of the local kids
 
Graveworm said:
bugs: in the Primitive tribe location after talking to local shaman ghoul doesn't appear near the 0:00 as it should.
also sometimes in the slaver camp door to Sulik's sister doesn't opens with key rings - shows up the message about slaver can see if i open it (all the slavers are dead, althougt)
in Scrapetown game crashes if move cursor over one of the local kids

i thought i fixed the kids scraptown,i will look at the other 2 bugs,maybe missing scripts or not updated maps(scraptown)

edit : added Random Megamod Loot mod to my megamod download page

"Mod I wrote for megamod that will,on map first load,and always when loading a random encounter(variable to prevent abuse),

randomize loot and place the loot in all of the empty containers on the map (chance to place nothing).

Item type weights are settings in RandomLoot.ini.Written for Megamod, but with some work could be converted to any mod. "

Nirran
 
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