Megamod 2.4 Technical Issues and Suggestions

Endocore said:
I forgot about Ed. Thanks Nirran.

Np

fo2 up and running on win7,have to get my compiler working,then done,all told lost about a month of code edits(not counting what was on my site) and some bat files,not bad

Nirran
 
Some of the translation work in the Megamod is actually very charming in an unintentional way; for example I kept those two lines I mentioned about Bess. Although there are sometimes problems with the translations being so rough that I'm not really able to figure out what's being discussed (for example, much Collyweb), others make the game more interesting precisely because they are a bit rough (a lot of the stuff around Arroyo actually enhances the mood there). It's a mixed bag, but overall I think your translators did a pretty good job. Last time I played the Megamod I think the only characters whose dialogues I found incomprehensible enough to spend time rewriting were the midget and the guy with dysentery in Collyweb, as well as Emily and the AFR farmer guy in Klamath.

I'd say in regard to dialogue the thing I dislike the most and have changed the most for myself isn't cleaning up the translation work, it's the really heavy-handed/in-your-face misogyny from the New Vision mod. This may be good for a few laughs if you're playing as a male Chosen One, but it's too depressing to consider while trying to play a female Chosen One that my character is a silly little girl who giggles a lot and cries for men to help her all the time.

The nice thing about the Megamod, though, is that you just sort of put everything out there for people to do with as they please. Hopefully more people will begin to take you up on your frequent offers to improve things in the mod themselves if they think something could be better. A lot of Nirran's mods, for example, may seem like minor things but they really contribute a lot to the "daily grind" part of the game and things that the player does repetitively dozens or hundreds of time, resulting in a more entertaining experience overall.

Keep up the good work, guys.
 
everything up and running,re-wrote bat files and have mostly the latest scripts(and can decompile the ones i dont have,mib has the latest) =)

post bugs i will work on them

Jim
 
Nirran said:
everything up and running,re-wrote bat files and have mostly the latest scripts(and can decompile the ones i dont have,mib has the latest) =)

post bugs i will work on them

Jim
Max in Vault 23 doesn't give any reward after killing all the rats
 
i will speak with MIB about that,i know from the files original mod doesnt give anything,cept for the 10k XP from killing the boss rat,prolly wont be adding a quest reward,tho if he agrees i will make that a quest(pipboy and all)

Nirran
 
ah, I've forgot about one major engine bug, will try to describe:
for example, I encountered some "caravan fending off some raiders". I didn't shoot on anybody. but if whomever from them miss their target and hit me, then they continue to fight against me and my lance-mates. what a hell?

and what about Klint and power armor?
 
Graveworm said:
ah, I've forgot about one major engine bug, will try to describe:
for example, I encountered some "caravan fending off some raiders". I didn't shoot on anybody. but if whomever from them miss their target and hit me, then they continue to fight against me and my lance-mates. what a hell?

and what about Klint and power armor?

yea that is an engine bug(prolly wont be able to do anything),with klint im not sure what to do,i assume you are refering to the carry weight problem

Nirran
 
Ugh, more Klint stuff. I'm not sure if the wrong proto is called for him in power armor or if the proto itself is messed up. I'll look at it.

As for the teams and how they attack each other, that is an engine thing. Sure, it is really irritating that if someone hits you or a party NPC by accident they will become your team's enemy. However, there is nothing I can do about that.

As for Max, remember, he escaped from the Vault with barely his life. He doesn't really have much to reward the player. However, unless something was deleted by accident in another release, he should give you a few herbs or mushrooms.

@Endocore: Regarding the way women are treated as a result of the addition of the New Vision mod, it really is a mixed bag. Overall, I like what TeamX did. Yes, there are some aspects that might make playing a female irritating or uncomfortable. Maybe that was the point. Have you seen A Boy and His Dog? Women were really viewed badly there (out in the Wastes, not the 'vault' so much).
But, yes, I'm always looking for ways to improve the mod. Colly was the location that was the hardest to get translated. Either people didn't want to translate it, or became incommunicado after Dude101 made the assignments. It was really rough. That is the perfect example of a situation where I went through the translations one time and thought: it gets the point across for now, so I'll come back to it... eventually.
And you are right: Nirran has done an awesome job and a lot of work in adding life to the MM, not just with his individual mods, but for the MM itself.
 
Nirran said:
i assume you are refering to the carry weight problem

Nirran
not only that, also strength and armor class. also, when changing maps he lose stats acquired by the levelup if other party members presents in team

also, still bug with Gecko Enclave encounter - they still appear one over other, and when I reach NCR, there are near 15-20 soldiers already

in Mr. Fixit - game crashes when trying to visit last page of recipes
 
and yeah, change that damn sounds for shooting 14mm, .223, desert eagle - they are really TOO loud, and add a new one for bozar - 'cause there is no.
 
drizzt561 said:
I got back to San Francisco and it crashed on me again upon trying to load the save. But I did a bit more testing and I think I've found the problem actually doesn't have anything to do with the car.

It only seems to crash if I've told my party members to wait, then save, zone out, and reload the save. And I've only had it happen in San Francisco. I have Vic, Klint and Sulik in my party. I had my party wait over at vault 13, and had no problem with save/loading there or in SF.

But I've found a few bugs with the car also. If you click on the little triangle in just a random place in the world map, where you zone into the big square empty place with exits on all 4 sides, the car isn't there. This also happens if you get pulled into an encounter in that same type of area.

EDIT: I just got pulled into an encounter with hubbologist in one of those empty zones and the car was in the middle. So .... guess its hit or miss.

chased down and fixed the random encounter bugs with the car,evidentaly the car trunck script does not gets it map_exit_p_proc procedure fired on map exit,anyway it will be in the next version(should have fixed all of the car bugs dealing with random encounters)

will look at Klint(again *sigh*)

edit : to reproduce the klint bug,equip him with any power armor and change maps?tried with and without armor_graphic turned on,not able to reproduce it so far

Nirran
 
would anyone like to help me test random encounters with the car?i want to make sure i have squashed all the car random encounter bugs,i wrote a script that will spam test done when all maps have been entered,pm me if interested

Nirran
 
hi, long time lurker here :)

got 2.42 run nice and smooth here, love it very much

some questions:

- i want to enable only one feature from your scaled difficulty mod, that is "Hard Setting Multiplier" (from damage.ini)... i want to scale it up to 150%, how to do that? can i just copy damage.ini file to fallout2 main directory and change HardSettingMultiplier=125 to 150? in general i only want to up the damage done from enemies to my party by 25% more

btw the mod i already installed from your site is: custom skill books, random loot, and replace ammo

- i want to use magnus weapon redone and/or glovz combat overhaul mod. is it compatible with megamod 2.42?

- when i apply the high resolution mod, the main game screen changed from the usual megamod (deserted building) to the "old" fallout 2 main screen (soldier face), and i cannot see the opening team x cutscene anymore, but the game remain as megamod version, only the main screen and cutscene is gone, is that ok? my installation procedure is
- install fallout 2
- delete patch000
- install high resolution mod
- install megamod 2.42 (from your site)
- update sfall to the latest
- click runme.bat
- click run first.bat
- tick read only fallout2/proto and fallout2/data/proto
- apply the high resolution mod to fallout2.exe
- install megaloot,mega books, and replace ammo mod from your site
- run fallout 2

thanks for your answer, btw this is my favorite fallout 2 mod, any info on the next release date? =)
 
oh yeah, another question

- what is the difference from your lootable armor mod and the lootable armor mod from 2.42? by the readme it says if the graphic they are using shows armor,they will drop the relevent armor... isnt the lootable armor from 2.42 also do that?
 
marlboroo said:
i want to enable only one feature from your scaled difficulty mod, that is "Hard Setting Multiplier" (from damage.ini)... i want to scale it up to 150%, how to do that? can i just copy damage.ini file to fallout2 main directory and change HardSettingMultiplier=125 to 150? in general i only want to up the damage done from enemies

download custom perks,use only hs_combatdamage and hs_tohit and damage.ini change the ini setting to 150,thats it

Nirran
 
marlboroo said:
- when i apply the high resolution mod, the main game screen changed from the usual megamod (deserted building) to the "old" fallout 2 main screen (soldier face), and i cannot see the opening team x cutscene anymore, but the game remain as megamod version, only the main screen and cutscene is gone, is that ok? my installation procedure is
- install fallout 2
- delete patch000
- install high resolution mod
- install megamod 2.42 (from your site)
- update sfall to the latest
- click runme.bat
- click run first.bat
- tick read only fallout2/proto and fallout2/data/proto
- apply the high resolution mod to fallout2.exe
- install megaloot,mega books, and replace ammo mod from your site
- run fallout 2

not sure how to fix the opening movie but the main menu screen,copy MAINMENU.FRM from data\art\interface\ and paste it into f2_res\interface\,that will bring back the megamod main menu screen

marlboroo said:
oh yeah, another question

- what is the difference from your lootable armor mod and the lootable armor mod from 2.42? by the readme it says if the graphic they are using shows armor,they will drop the relevent armor... isnt the lootable armor from 2.42 also do that?

should use the one in 2.42 if your running megamod,the one on my site is for vanilla game

Nirran
 
I have a problem... I'm unable to save my games... get the message

"unable to save game!
Error saving game"

Or whatever... please help!
 
Nirran said:
marlboroo said:
i want to enable only one feature from your scaled difficulty mod, that is "Hard Setting Multiplier" (from damage.ini)... i want to scale it up to 150%, how to do that? can i just copy damage.ini file to fallout2 main directory and change HardSettingMultiplier=125 to 150? in general i only want to up the damage done from enemies

download custom perks,use only hs_combatdamage and hs_tohit and damage.ini change the ini setting to 150,thats it

Nirran

hi, i download custom perks but cannot find hs_combatdamage and hs_tohit... after some searching i finally found both files from your party member perks mod, download it, copy both files and finally edit the damage.ini (i only edit HardSettingMultiplier to 150)...

but now new problem arise, ALMOST ALL burst damage from both sides (my party and enemies) return no damage at all... i can damage the enemies with single shot but no damage happen if using burst shot (the enemies cannot damage me too with burst shot)... :(

help please
 
marlboroo said:
Nirran said:
marlboroo said:
i want to enable only one feature from your scaled difficulty mod, that is "Hard Setting Multiplier" (from damage.ini)... i want to scale it up to 150%, how to do that? can i just copy damage.ini file to fallout2 main directory and change HardSettingMultiplier=125 to 150? in general i only want to up the damage done from enemies

download custom perks,use only hs_combatdamage and hs_tohit and damage.ini change the ini setting to 150,thats it

Nirran

hi, i download custom perks but cannot find hs_combatdamage and hs_tohit... after some searching i finally found both files from your party member perks mod, download it, copy both files and finally edit the damage.ini (i only edit HardSettingMultiplier to 150)...

but now new problem arise, ALMOST ALL burst damage from both sides (my party and enemies) return no damage at all... i can damage the enemies with single shot but no damage happen if using burst shot (the enemies cannot damage me too with burst shot)... :(

help please

i see what i did,redownload and install those 3 files(i fixed it and uploaded),custom perks has the files now

Nirran
 
download, tested and worked, thank u very much nirran!

btw when i set HardSettingMultiplier=150, is it also affect my party members too? means party members also deal 50% more damage than normal difficulty? well i hope not, but im just kinda curious

also, what other options i can edit in damage.ini if i copy only both hs_combatdamage and hs_tohit? is easy/normal/hardsetting multiplier the only option i can edit?
 
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