Megamod 2.4 Technical Issues and Suggestions

Graveworm said:
MIB88 said:
-What kind of "reaction check"? You mean to determine whether they run from you or not? That is in their AI. But, if you mean just general reactions, like how they react in conversation, that isn't necessary (nor likely to change) if you are already in combat.
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errrm... no. in character screen there is field named so. it determines, who will be first in the combat or so.

Oh, that one. The only thing that is going to affect that (once combat has begun) is whether or not a critter (or the player) takes certain drugs. However, I don't know what could be done about that one.
 
Nirran said:
Graveworm said:
Nirran said:
i will try again to fix the weather mod(was my fix included in the last release MIB?)

currently have a major fuck up,all source code is gone,in fact 1tb of shit i had is gone(only things i have were already on my site) when you click format in windows 7 instillation it formats every fucking drive(fucking hate MICROFAGS at the moment),anyway,will need a lot of shit from you MIB,decided seeing how my info is all gone i may as well upgrade my drives,they should be here tomorrow,then start over,good thing is all the source for my mods are already on my site(thank god)anyway,take me a week to make image files from all my dvd/cds again(fucking ACK)

Nirran
maybe, try to use some recovery program? :oops:

could try i guess,but format completely re-writes the "point-to-files" info,prolly a waste of time,main things that are gone is just a ton of work for me(mostly images files,will have to search for alot of shit on the web) and my source code(and alot of that is things i can decompile,what i did decompile them to start with anyway),main thing for source code is my header files,that is the main problem

Nirran

i quite possibly will be able to recover most of the data,evidentaly windows made it the Master Boot Record,it had its F.A.T. deleted but was not formatted to give it a new fat,took the drive out of the case and will be sending it to a data recovery company,most likely i will recover some if not all of the data,the majority of the files were iso images of all my cds/dvds,hopfully the M.B.R. over-wrote one of them

Nirran
 
MIB88 said:
Oh, that one. The only thing that is going to affect that (once combat has begun) is whether or not a critter (or the player) takes certain drugs. However, I don't know what could be done about that one.
as i said, would be interesting to see this variable checking every round. do you ever played HMM 5? :oops: if yes, i mean turn the reaction into function like "initiative" in HMM, which determines queue, in which every critter do their turn.
 
I encountered strange behavior in San Francisco in both Flying Dragon and Red 888 shop: when I first come to SF I went to shop and when I tried to start conversation with owner he attacked me (I did not try to rob him, I swear) - it happened in both shops. I tried running away (coward :D), waiting for couple of days and returning to SF - they were acting fine, and I was able to buy whatever I want. Anyway, it is working fine, so it is not much of a problem, just asking.

@Nirran: just don't use drives after formatting them. I had similar problem and recovered 90% of stuff - though not as nearly important as yours :) Some data recovery company will solve your problems easily :)
 
MSlavko82 said:
@Nirran: just don't use drives after formatting them. I had similar problem and recovered 90% of stuff - though not as nearly important as yours :) Some data recovery company will solve your problems easily :)


i know that,but if i format the drive the info will be gone,hence i took it to a data recovery company,about 3 hours ago

Nirran
 
Graveworm said:
as i said, would be interesting to see this variable checking every round. do you ever played HMM 5? :oops: if yes, i mean turn the reaction into function like "initiative" in HMM, which determines queue, in which every critter do their turn.

I knew what you meant. Am I mistaken in believing that this feature is already implemented? This is the 'Sequence' value, right? Your turn during combat, or 'initiative', is determined by the 'sequence' value. However, as it is now, I don't think this changes (or can change) throughout combat. (I would have to test this. I have never paid attention to whether or not my turn in combat was affected by certain drugs.) And, as I said earlier, that is the only thing that I can think of anyway that might affect 'initiative' during combat. Are you certain that this is not the case?

Or, are you trying to say you want some random number also added/factored in, to possibly change the order in which the player, party NPCs, and enemies attack one another?
 
MIB88 said:
I knew what you meant. Am I mistaken in believing that this feature is already implemented? This is the 'Sequence' value, right? Your turn during combat, or 'initiative', is determined by the 'sequence' value. However, as it is now, I don't think this changes (or can change) throughout combat. (I would have to test this. I have never paid attention to whether or not my turn in combat was affected by certain drugs.) And, as I said earlier, that is the only thing that I can think of anyway that might affect 'initiative' during combat. Are you certain that this is not the case?

Or, are you trying to say you want some random number also added/factored in, to possibly change the order in which the player, party NPCs, and enemies attack one another?
this feature determine order only at first turn. and none of the drugs affects this. it only can be changeв by perks, such as "early sequence".
 
Sorry if this is out of place here, but it didn't seem like something I should start a whole new thread about.

I was wondering how many files were changed by the Bess the Cow mod found in the Megamod (I want to adapt it for my own use in the RP). Not counting the "Check Party Members Near Door" header found in nearly every script in the game, I did the following:

a) carefully adapted the Megamod mcbess.int into a new script compatible with the RP;

b) added the necessary lines to mcbess.msg to allow her added functionality and conversations;

c) changed the scripts for Angela and Leslie Bishop in New Reno to hide Bess like other party members if the player-character gets it on with one of those ladies;

d) updated newr2.int to make Bess reappear with other party members when the player returns from the top floor of Bishop's place after visiting Angela or Leslie Bishop.

When making the Bess mod, does anyone recall if files other than the ones I mentioned were changed? It's been a little while since I played the Megamod and I can't remember if anything special happens with her in other areas/towns.

Thanks.
 
cost quite a bit but my backup drive had its data restored :)

Endocore,as far i know the only other script would be edd in vault city,he buys bess from the player

Nirran
 
You pretty much got them all (although, the original mod did not include the proper changes for New Reno and the Bishop women). Don't forget about fsface, the script for the BOS computer in San Francisco, and the script for the computer in Vault 13.
 
@MIB88
Thanks. I did find one other script to change (Merk, for the Lenny fight), but I never thought about the others you mentioned which I'll update as well. Although I slightly rewrote a lot of the lines of dialogue, there's just something about that mod whenever the player-characters says either "Good pet!" or "Move around, Bess" that makes me laugh no matter how many times I see it.

I don't know if this would interest you (and didn't want to intrude into .Pixote's thread about the nice-looking map he made), but over at the modding wiki I put a couple of sample image of a Megamod-sized world map I made. The graphics work is all done (sliced into tiles, .msks made) but there hasn't been any work at all done on a text file for it. The two potential problems with it are:

a) It may be too big to ever fill in with content, as it stretches all the way from the west coast to Salt Lake City, and from Idaho to Mexico, and

b) The resolution is fairly crisp, and some may not think it's "Fallouty" enough.

Thanks again.
 
Ah, yeah, the dialog sometimes makes me laugh a little, too. So many times I had gotten rough translations and cleaned them up a bit, with the intent to make them understandable and then return to them later. Sometimes I did return to fix them... sometimes not. Eventually...

Anyway, regarding that map you put up, that is really awesome. Ok, so it may not look entirely "Fallouty" yet. Still, it gives a much larger game world (even the MM map is only about four times larger than the original map, and that map is at least twice the size of the MM), and I am a fan of that.

As for filling up the map, oh, don't worry about that. There is the new Oblivion Lost mod that I might add. There are all sorts of small location maps that are already crowded into the original F2 area, I have a lot of other unused map locations still, and there is another very large mod to also include that kinda stretches into that area. Sure it would take a long time to get it filled up, but, I don't see this mod as ever being "complete". And, you are correct about the worldmap file: it's gonna take some work to modify that.

Still, I appreciate the work, and look forward to including a larger portion of the world into the MM.
 
Hey, I need some help here. I just installed this for the first time, to finally give it a shot. But the thing is, I can't start the game. There's no error message, the screen just flickers like it's gonna start but nothing happens.
I did the fresh humongous installation, installed the MM 2.35.2 then 2.4, 2.41, 2.42. Didn't change any files except made all the .pros read-only. Then I saw somewhere in this thread to try and rename/remove the ddraw. files and then the game ran. So I figured that it's something with some settings in there, tried all graphics settings, but no luck... any ideas?
 
Check to ensure that these lines look like this:

;Set to 0 for 8 bit fullscreen
;Set to 4 for dx9 fullscreen
;Set to 5 for dx9 windowed
;A dx9 mode is required for any graphics related script extender functions to work (i.e. fullscreen shaders)
;Modes 1, 2 and 3 are no longer supported
Mode=4

(or set to Mode=0 if you don't care about using the weather mod)

;Set to 1 to use the fallout 1 code to control world map speed
WorldMapFPSPatch=0
 
I already tried all of them. The only difference is when I use 0 a black screen appears like it's going to load but then goes back to desktop.
Btw, I had no troubles with sfall in RP2.0, so I don't know what's the deal here :(
 
Ok, found it. I had to enable "OverrideArtCacheSize"
It works now.
one more question, should I uncomment ;ElevatorsFile=Elevators.ini line since there's elevators.ini file in the folder?
also, is it safe to put a newer version of ddraw.dll there, considering this is an older one?
thanks :)
 
Why did you need to change the above value? I've never changed that. Odd.

Yes, uncomment the elevator line. Guess I missed that when I was adding in the sfall that was used in the last release.

Adding in the latest sfall should not matter at all, as long as you make sure to update the .ini file (like I apparently forgot to do properly last time I did).

Edit: Thanks for pointing this out. Now I know why I was not able to get another mod to work! :D
 
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