Megamod 2.4 Technical Issues and Suggestions

Suggestion: Since Vault 15 is left completely unattended by the NCR after the squat joined the republic, why not add some NCR personnel since the squat gets a new map as well. There could be NCR guards and engineers messing around the vault, just that it doesn't remain completely deserted after you drive out the raiders (and the doctor on the first vault level doesn't take any notice of what's going on either). To add a little more life there could be a little quest as well. Perhaps help fight a small gang of khans who barricaded themselves on the second vault level and already struck down a few NCR blues or something like that.

EDIT/UPDATE: To involve the doctor a bit more, how about this scenario: Some khans managed to hide or returned from a raid after the hero leaves and find the Vault deserted and darion dead. When NCR forces arrive they take the doc hostage and barricade themselves deep inside the vault. With no exit left a classic hostage situation occurs. The first attempt to resolve the situation by force failed and caused some casaulties on both sides. The Player is asked to help the local NCR rookies. Such a situation could offer numerous solutions:

- Fight them, of course. There is the risk that the doc gets executed, however.

- Persuade them to surrender

- Persuade the NCR to give in to their demands and let them go

- Drop something in a ventilation shaft on the second vault level to knock them out

etc.
 
Suggestion: Since Vault 15 is left completely unattended by the NCR after the squat joined the republic, why not add some NCR personnel since the squat gets a new map as well. There could be NCR guards and engineers messing around the vault, just that it doesn't remain completely deserted after you drive out the raiders (and the doctor on the first vault level doesn't take any notice of what's going on either). To add a little more life there could be a little quest as well. Perhaps help fight a small gang of khans who barricaded themselves on the second vault level and already struck down a few NCR blues or something like that.

Seconded - I like the idea. Always thought that bit was really underused.
 
I always used Vault 15 as a base for my team. Drop off a few NPCs, then go get some more. It would be nice to have some more defenders for my base. I know it doesn't really matter, but still a good idea to add something there.

You would think that in such an environment like Fallout, any type of decent shelter would be repopulated in short order.
 
Hi,great job with this mod

There is a small bug that occurs when using HtH combat with the longhair dude hero appearance,you cant hear the sound fx when hitting an enemy.As soon as you turn the mod off in the settings they work again.
 
@ Junpei

The doc was actually supposed to be a recruitable NPC. Maybe you could work that into your scenario?
 
That could actually provide a bite more. If you for example talk the NRC into giving in and let the khans take their hostage away you could be given the option to follow them and resolve the situation in a less crowded space. The Doc could join you out of gratitude. Or one could rewrite the character a bit, maybe he's a former NRC police medic, a character who can heal but also fight capably. This could add some spice in a hostage situation, say a bit upcoming heroism :D
 
I uninstalled fallout 2 and restarted my computer before reinstalling it today.I followed all the directions in the readme for installing the megamod again.I tried to run the game and it said i had an outdated version of sfall so i went to nirrans page and downloaded the one from his there.It now tells me im trying to run sfall with an incompatible version of fallout and that i need version 1.02 even though thats the one i have already.It all worked fine yesterday please help me

Im using the US version of fallout1.02 and doing the complete install.The megamod is 2.35.1 and then 2.4 after that,the steps i followed were the ones it says to follow in the readme,not installing in the usual place on the harddrive,renamed the patch,deleting the data folder,setting proto folders to read only ,etc.I checked the link posted on page one of this thread and read what it said about the incompatible versions of the exe,but i know its the right version because ive done nothing to alter it besides this mod and it all worked fine before.

Edit:I found out why i was having the incompatibility issue.Im still not sure why it would tell me my version of sfall is out of date if its the one that comes with the mod.
 
@OzzymO I would love to help you but I need more info. What version of MM are you trying to install? What steps did you follow exactly? I just did a clean install a couple days ago and everything worked perfectly so I would guess it was either a bad download or a misstep on install.

EDIT: Also found a bug. When clicking on the scientist Dawson at the bottom of Vault 14 I get a CTD with this message:
GDialog::Error Grabbing text message!
 
Solon said:
EDIT: Also found a bug. When clicking on the scientist Dawson at the bottom of Vault 14 I get a CTD with this message:
GDialog::Error Grabbing text message!

I haven't changed anything with that in a long time. No reason for it to go bad now. Do you have v14dowsn.msg in your data/text/English/dialog folder? I have only seen that error with missing dialog files. If you have that file, then I have no idea what has happened.

Also, I like the ideas regarding Vault 15. I'll incorporate some changes. While some things could be included quite easily (lights, technicians, guards, a barter tent) some things may take a little longer to implement (like actual quests).
 
I have v14dowson.msg not v14dowsn.msg
Made a copy and renamed copy to v14dowsn.msg and problem was fixed. Thanks!
PS. Two of the scientists on level 3 are named Error and say Error. IIRC They had little or nothing to say anyway. The two locked doors on level 2 do the same.
 
@Solon: There is something wrong with your mod. I had renamed a number of the dialog files from Vault 14 a while back... either as part of 2.35.2 or earlier. In many cases, there is only one or two letters different.

Edit: No, your mod is fine. The mistake is mine. I changed the names of several files. However, when I include files for updates, I usually just sort by date and copy the files. However, since the files themselves were not changed (only copied and renamed), they did not appear at the top of the list, and I had forgotten to include them. I'll include all missing files in 2.41 for that area.

But, if you want to fix it yourself, change
v14ardgrd to v14argrd
v14guardian to v14gdian
v14labman to v14lbman
v14labman2 to v14lbmn2
v14marddoor to v14maddr
 
Im still having a problem getting this mod running.I get a message telling me that i have an out of date version of sfall,but the only one ive got is the one that came with the megamod.I downloaded the 2.35.2 version and 2.4 of the megamod from this site,and followed the directions exactly.Ive been looking all day for an answer to this and the only mention of it i can find is in the faq that comes with the new sfall.I tried to download sfall an got it running but not with megamod only by itself.

Edit:Im not sure what was wrong but its all working fine now.I didnt have to upgrade sfall from the one that comes with MM 2.4,and i dont have the compatability issue either.Aside from this issue Ive had no trouble using this mod with a few minor exceptions that have already been mentioned here.

Thanks,and Great Job
 
@OzzymO: I don't want you to think I have been ignoring you. I just don't have an answer yet...
 
sfall is a seperate mod,and is updated regularly,download the newest version from here
http://sourceforge.net/projects/sfall/
open the ddraw.ini that came with megamod and make sure the ddraw from the sfall site has the same values set(or just dont over-write the ddraw.ini that came witrh megamod with the one that comes with the new sfall)

edit : if it spouts compatablity again ,is your version of fallout2 from steam?timeslip put in code to disable sfall if it is from steam because of copyright issues with steam,that may be the problem

Nirran
 
The cellar in the small farm near Modoc (where Gareth and his dog 'shaddup' are XD) isn't accessible even after destroying the hatch with explosives. The ladder below still is treated as if the hatch is still closed ("(...) if only you could get to it"). Also the whole location is called "Arroyo Farm" at the savegame menu.
 
I had that same problem Junpei,try using oil on the spot where it says it has rusty hinges.Maybe change that to a metal door in the next update to prevent explosives from destroying it.
 
No,for some reason it all worked fine when i installed it again.I never even saw the message about my sfall being out of date.Im curious why i would need to update sfall at all.Im only using the version that comes with megamod,I didnt download it seperately.
 
Back
Top