Megamod 2.4 Technical Issues and Suggestions

i belive it is code in sfall that checks the site for newer versions,shouldnt be any problem with megamod if you dont update it

Nirran
 
I disabled the hs_ondeath script to prevent crashes during certian fights,but now everytime i enter the east side of the den from the residentials right after the tyler fight i get the same crash with another cannot read memory message.Im also still getting weapons off of a dead bodies which i thought was part of that same script i disabled.

Edit:Originaly i had renamed hs_ondeath and it crashed upon entering the east side of the den,now ive removed it from the folder completely and after two hours of playing it hasnt crashed once.It was my understanding that it had something to with looting armor and weapons from dead bodies,but im still getting both weapons and armors from them.It seems to not work on everything as far as armor is concerned.I usually would get a combat leather from the tyler fight but that stopped when i changed the script,now i get nothing from any of them except weapons.I did however get CA off of a group of VC patrols along with all the weapons they had.
 
Correct me if I'm wrong, but I thought that script made it so the enemies dropped their weapons on death instead of having them glued to their hand when they fall. This does add some realism but makes for glorious fun time when my followers decide to pick up auto shotguns, miniguns, and rocket launchers in combat.

I hate losing control of my followers weapons like that, because I hate when Marcus pegs me with a rocket launcher, or Vic decides he can burst just this once. This is also why I have never even tried out the Sentry Bot body, even though it looks cool as hell.
 
The hs_ondeath script is responsible for creating armor on dead critters (if your skills are high enough) and for causing the weapon to fall from their hands when they are killed. Note: You gotta be careful about renaming anything beginning with 'gl_' or 'hs_'. If those first two letters are still there, the script is going to run. I.e., if you rename hs_ondeath.int to hs_dontusethisscript.int, it is still gonna run. The next version of the MM will allow the player to select weapon drop, lootable armor, or both/neither aspect of that mod.

Also note that some critters already have armors in their inventory, therefore, you will get armors when you loot their bodies. This is independent of the MM. And then there may be some scripts that I have not updated yet since the method for generating armors has changed, something carried over from older versions of the MM.
 
I've exactly the same problem OzzymO had. "This version of sfall is out of date" . What i did:
- Clean install of F2 (working checked)
- Copy , Paste and Overwrite with MM 2.35 files
- then the same with MM 2.4
- Read oonly proto
- run Runme.bat

I repeated the process 4 times already , always the same situation. Dl new sfall doesen't help (well it says then about beign incompatibile with fallout exe not same error i wrote before).
MM 2.35 runs ok.

Also Removing sfall update check in ddraw.ini when overwriting with new sfall ddraw.ini doesen't help either.

Help pls. I run out of ideas.
 
try installing the new sfall and disabling compatability check in
ddraw.ini,setting is at the top of ddraw.ini

Nirran
 
eep, lots of sfall problems. :oops:

The 'This version of sfall is out of date' error is what versions of sfall after interplay but before I added the proper update code used to do. They error out if you use them for the first time more than 2 months-ish after the compilation date. You can work around it easily enough by installing the megamod, setting your clock back to whatever date is appropriate for whatever sfall version the megamod is bundling, running fallout once and then setting the clock back. It's only the first run that it gets checked, so it wont bother you from then on.

Nirran said:
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
sfall doesn't deliberately disable itself when it hits steam versions any more, although if they use the same drm on fallout as they do on their other games then it's not going to work regardless. That'll just show up as a MAV or a crc check fail though, rather than a useful error message.

Nirran said:
try installing the new sfall and disabling compatability check in ddraw.ini
The compatibility mode check is something different. That's for checking that stuff on the exe's compatibility tab isn't checked. (Win 95 mode etc.)

The new compatibility errors are because of the new way that sfall checks that you're using the 1.02US version of the fallout exe. (See the sfall thread for the details, but basically it's now doing a single crc of the whole exe instead of doing lots of spot checks at specific file offsets, to save me having to add extra checks for every single extra feature sfall added.) Unfortinately due to my computer imploding I can't add any new crcs to sfall's safe list right now, so if the megamod is using a modified exe you wont be able to use sfall 2.2 with it till I get a replacement.

Edit: Oh, wait, yes you can. You just need to add the line 'ExtraCRC=<whatever the crc of the megamod exe is>' to the [Main] section of ddraw.ini.
 
Nirran said:
what is wrong with your comp Tiemslip?
It imploded. Got smaller and smaller and smaller, and now I have a black hole sitting on my desk eating all my paperwork. :(

ok, not really. It seems to just be a blown graphics card, but it's over 3 years old now and I was intending to replace it soon anyway, so I'm taking the opportunity to build myself a completely new one. It's almost back together again, just waiting on my shiny new ssd to arrive.
 
ah,was gonna offer old parts i have laying around,nvdia 880 sli setup if you want it

Nirran
 
I now have a very weird problem.I have the time limit set to the -3 setting in ddraw but for some reason everytime i try to leave the bunker 21 location i get the last dream sequence from hakkunin and the game ends.Im only a few years into the quest.I double checked it because last time it happened i forgot to add the - when i changed the setting in ddraw and just set it to 3 years.I was alot more careful to check this time around and its definately set to the -3 setting.
 
yea i hate the time limit too,this is what i do,tho it probably wont help your current game,leave the time limit to 13 and add these line to dddraw.ini(its an older setting but is still in the mod)

Code:
;World map travel time percentage modifier
;Modifies how fast in game time passes while you're moving around the map screen without affecting encounter rate
;The pathfinder fix needs to be turned on for this to work
;100 is normal speed, 0 stops time from passing
WorldMapTimeMod=005

Nirran
 
Is it normal to reach the deadline while its still 2241?I thought i had more time than that.Ill admit it has been a while since i played fallout before i started using this mod but i dont remember it going this fast.
 
Or, did you solve the first quest to save the village? If not, then there is your answer right there for a reason why the game might end early.
 
Yes,i saved the crops way before i did anything else.I love the new location for the rats in klammoth by the way.I went to an earlier save from right when i first got to bunker 21 and this time i left without killing anyone.December 25 2241 came and went without ever seeing hakkunins dream,in fact by the time i had gone and actually found the geck in vault 13 it was well into 2242.It seems to only happen when i kill the people in the bunker for some reason.

Edit:I only killed the guys on the top floor.The first time i was just curious to see what they were packing.Now that ive seen,its hard to pass up a bozar and some brotherhood armor.
 
Ugh... ok, then I need to take apart those scripts. There has to be some critter in there that, when killed, triggers this accidentally. Did you kill everybody in the game that ended?

Edit: Found the problem. There is a code in all the critters in Bunker 21 that lowers your reputation in Arroyo if they are killed. Essentially, killing them makes you an enemy of Arroyo, and ends your game. This will be fixed in 2.41. Thanks for the report. Guess you'll have to get your Bozar elsewhere! :P
 
Im not sure if this is intentional or not and i wouldnt even mention it if it didnt almost feels like cheating.If you have the party control feature active and you gain a lvl you can enter combat and cycle turns until you get the desired party member,from there you can enter the character screen and distribute your points into his skills.Is this intentional or just a huge exploit?
 
A CTD occurs whenever a Morton-Brother in a random encounter, after killing Frog Morton in Redding, is killed.
 
I really can't comment on the party member control feature. It's not something I know anything about and haven't tried it yet.

As for the Morton Brother crash, I have never experienced this. You meet the Morton brothers in order, so, have you met/killed any other Morton brothers, or is this one the first?

Also, the error regarding Bunker 21 and your Arroyo reputation has been fixed.
 
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