Megamod 2.4 Technical Issues and Suggestions

MIB88 said:
I don't quite know how the automatic leveling feature works as I've never used it. I am pretty sure party NPCs are not supposed to level each time your character levels up, but every 3 or 4 levels, I think.
Didn't I explain how that worked in a pm sometime, or was that to someone else? :?

Each party member has a level up table that specifies the minimum level of the player for the npc to reach level xx. Each time the player levels up, if the npc is in the party and the player is over that level, the npc gets a dice roll, and if it passes they gain a level. The remove random levelling option just removes that dice roll. The player still needs to reach the level specified in the npc's level table before the npc will level up. (And yes, on average the player needs to gain 3 or 4 levels for each npc level.)

Also, I still need a save game with a party combination that exhibits the bug if you want me to try and fix it.

Mactab said:
Also, implementing the shift key higlighting items on the ground was a great idea.
I tried playing fallout straight after a long stint of baldur's gate 2. It was obvious within 30 seconds that I'd either have to make tab highlight things, or never play fallout again. :P
 
Sorry about that, Timeslip. I forgot about you telling me that you were up and running. I sent a PM with a link to a savegame.

And yes, you did send me a PM once telling me how the autolevel feature works on a technical level. But, in saying that I didn't know how it works I was just trying to emphasize that I've never used it and didn't know how it looked in-game (i.e. how many levels were required before the player noticed anything with party NPCs).

Thanks again for checking this out. If you can't get the savegame to work, let me know. I might have to provide you with all of the current MM files to get it running right.
 
Re: perception problems

Also, game seems to freeze quite often in combat when I have the speed multiplier on. Though it's only been happening around the Vault City area and hasn't happened before then. So far it's happened 3 times around Vault City. A bit annoying when the past 3 out of 4 random encounters have crashed my game. I'll keep playing and see if it happens around other cities or if something specific causes, but so far it seems to happen at random points in combat.

This is happening every single combat now. It must be something I've picked up around Vault City. It just happened once when Vic died. Then it happened again when Sulik killed a dog.

Happened again when I killed a Claim Jumper near Redding, as soon as the body hits the ground, right before it displays how much damage was dealt. I still had APs left over, so it is not caused by transitioning turns. I was NOT using the speed mod, so that has nothing to do with it.

Hasn't happened for the past five combats in a row.

Just happened again when fighting Frog Morton in Redding. Sulik killed a gang member, and after it displayed the damage he took and the fact that he was dead, the game froze.

This one is new. It just happened again after I killed 3 gang members, the game closed and gave me an error message.

Froze again after killing those same 3 gang members on the bottom of the map. Both times Sulik delivered the final blow.

Third attempt killing those 3 gang members. Shot the last one dead, and the game closed and gave an error message.

EDIT: I think I solved the problem. I deleted the hs_ondeath.int file. So far it's good.

destep said:
Your perception problems are from weather.ini that has already been addressed in the previous posts, and the fix is to use a cheat editor named in the previous post. There are only 7 pages here, and it takes all of 20min or less to read.

Yes, I have read it. I was asking if there was a solution that involved removing the root of problem instead of manually editing my character's stats, which I already did.
 
Well, whether or not you start playing the current version or not is completely up to you. Yes, though, there will be another update soon. How soon? Can't say for certain, but I will have something out this month. But, the next release is not a standalone... it is not going to be a full release. You will still need to download everything else including the next release (2.41) anyway if you want to play it.
 
After going out of temple of trials-
Game crash - report "004a48ad referenced memory at 616c7338"

Next clean install done, and crash in the same place.
Tryin to change the start location to Arvillag, or Klamath - error.
What could it be ?
(I'm using sfall up to date version)
 
Clean registry, once again cleen instal, and.. I't works :) before apply the 2,4 patch, set proto to read olny.

One more question, what was the key (combination) that moves you directly to world map from location ?
 
About random encounters... Why so much cockroaches everywhere? They doesn't work anyway >_< Probably some animation disorder... Need to check that) And some scorpion prototypes was broken, when you try to target them, game crashes without reporting of any errors. Looks like they had invalid value in bonus stat fields. Now they fine work for me.
I have added some more random encounters with fixed FOT art conversions, and trying to eliminate errors. Already managed to fix scurry bot and hover bot. Trying to get flawless animation sequences.
So i might be able to track and fix some bugs)
 
You mean 2.5 or something? And do you want to make a new kill types for new creatures like roaches, wasps and comodo?

Also... it is only my opinion, but i am completely dislike what you have done with weapon descriptions for reality-inspired weapons >_<

And what about Abbey map from restoration project?)
 
Pan_Feanor said:
One more question, what was the key (combination) that moves you directly to world map from location ?

There is no option for this in the Megamod.

Voiddweller said:
You mean 2.5 or something? And do you want to make a new kill types for new creatures like roaches, wasps and comodo?

Nirran was able to fix the roaches for my next release, version 2.41. He has already made new kill types for certain critters, as well.

Voiddweller said:
Also... it is only my opinion, but i am completely dislike what you have done with weapon descriptions for reality-inspired weapons >_<

You are, of course, entitled to your opinion regarding the mods I have added. Feel free to change them to anything you like in your own game.

Voiddweller said:
And what about Abbey map from restoration project?)

What about it? Someday I'll add the RP Abbey, and move the original version to another location. But there is plenty to add/modify until RP 1.3 is released.
 
Hellou guys first time poster. Reporting a small bug.

Arroyo. After being accused of cheating the trial.
If you talk to aunt morris and dont actually acuse her of anything. Next time you talk to here there is only one chat option available (chat dialogue).

i dont think it should be this way ;)

btw good job with the mod. for the first time in last 7 i am finding new things to do in F2

===update===
there are quite a few spelling mistakes and no space after dots in Fat Tony's (Colly) conversation (the guy who mentions town of talking dogs)

===update2===

by the way is there a way to increase (yes increase) map travelling speed (i am using pentium 600 and matrox millennium... lol i know it is almost as ancient as the game itself). I have tried lowering the values in ddraw.ini from 66 to 33 than to 11 than to 1 and it does not help (and yes the option of decrease/increase map travelling speed is on). As for now it is kind of annoying travel from the Den to VC takes about 5 minutes...
 
For some reason my companions that levels up, delevels back to lvl 1 upon map change... (Sulik & Vic)

While Klint&Cassidy doesn't level up at all
Klint is wearing a Power armor and still cant use even a pistol =/

I've also tried it with
"NPCAutoLevel=1" but for some reason Levels don't stick no matter what i try,
I've tried it with F2se, to speed up what would have been a major waste of time & effort. I've browsed the 2.35 & 2.4 thread without any fix to this solution, is this something to be fixed in the next patch or is there a hotfix out there?

FWY: Haven't tried any other companions except those four.

Best Regards
eXuras
 
@ exuras,
Have you tried to kick out Klint from your party just before you level up? I read that somewhere in this thread but haven't tried it myself.
 
Darek said:
@ exuras,
Have you tried to kick out Klint from your party just before you level up? I read that somewhere in this thread but haven't tried it myself.

No in matter of fact i haven't thank you for the hint. I will try it now :)
 
Allright i tried that, it worked for Cassidy but not for Klint for some reason. But when i left the map none of the levels stuck, and they all reverted back to level 1...
 
oh and not to forget about that as well. NPC dont level at all. Klint was kicked out of party after i levelled up to lvl 4
 
Rain said:
oh and not to forget about that as well. NPC dont level at all. Klint was kicked out of party after i levelled up to lvl 4

sfall has a fix for this,download latest version
Code:
;Set this to 1 to fix the engine issue that can cause new npcs to prevent the originals from levelling up
NPCLevelFix=1

in ddraw.ini

that will cure that bug

Nirran
 
sfall has a fix for this,download latest version
Code:
;Set this to 1 to fix the engine issue that can cause new npcs to prevent the originals from levelling up
NPCLevelFix=1

in ddraw.ini

that will cure that bug

Nirran[/quote]

I love you! :D have my babies!

EDIT:
Code:
;Set this to 1 to fix the engine issue that can cause new npcs to prevent the originals from levelling up
NPCLevelFix=1"[code]

Did not save my current save game, i'll report soon on weather or not it will work on a new one (with klint & other companions

EDIT: Tried both Clean install & Clean save, neither seemed to work for me. The problem is not so much of the NPC's doesn't level up, It's rather in the few times they auctally do... Their levels are reverted back to level 1, upon map change... Any idea's? Perhaps a proto is Read only, while it shouldnt be.... Or maybe im failing miserably elsewhere.
 
Okay got the game to load, but am having a problem when entering the Temple, it crashes on a black screen.

Fallout 2 -> MM 2.35 - > Runme.bat -> MM2.4. Set both Proto Folders in Data and Main Directory to Read Only.

Tried the game with with MM2.35 & Proto @ read only, and it works, I can enter the Temple, but once I apply the 2.4 patch I can no longer enter the Temple.

The recurring problem is some get Out of Memory error.

Any Help please, recently finished with RP1.2 mod, and I wanted to try this one so I reinstalled. Having no luck so far in getting MM2.4 to work.

Thanks for any help offered.
 
Back
Top